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https://github.com/libretro/scummvm.git
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32bbf489e9
The idea is to allow backends to start a game even after the LauncherDialog has been created, and for that they need a way to close the existing GUI dialogs.
717 lines
20 KiB
C++
717 lines
20 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "common/events.h"
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#include "common/system.h"
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#include "common/util.h"
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#include "common/config-manager.h"
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#include "common/algorithm.h"
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#include "common/rect.h"
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#include "common/textconsole.h"
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#include "common/translation.h"
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#include "gui/EventRecorder.h"
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#include "backends/keymapper/action.h"
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#include "backends/keymapper/keymap.h"
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#include "backends/keymapper/keymapper.h"
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#include "backends/keymapper/standard-actions.h"
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#include "gui/gui-manager.h"
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#include "gui/dialog.h"
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#include "gui/ThemeEngine.h"
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#include "gui/ThemeEval.h"
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#include "gui/Tooltip.h"
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#include "gui/widget.h"
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#include "graphics/cursorman.h"
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namespace Common {
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DECLARE_SINGLETON(GUI::GuiManager);
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}
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namespace GUI {
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enum {
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kDoubleClickDelay = 500, // milliseconds
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kCursorAnimateDelay = 250,
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kTooltipDelay = 1250
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};
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// Constructor
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GuiManager::GuiManager() : _redrawStatus(kRedrawDisabled), _stateIsSaved(false),
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_cursorAnimateCounter(0), _cursorAnimateTimer(0) {
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_theme = nullptr;
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_useStdCursor = false;
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_system = g_system;
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_lastScreenChangeID = _system->getScreenChangeID();
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_width = _system->getOverlayWidth();
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_height = _system->getOverlayHeight();
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_launched = false;
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_useRTL = false;
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_topDialogLeftPadding = 0;
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_topDialogRightPadding = 0;
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// Clear the cursor
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memset(_cursor, 0xFF, sizeof(_cursor));
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#ifdef USE_TRANSLATION
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// Enable translation
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TransMan.setLanguage(ConfMan.get("gui_language").c_str());
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setLanguageRTL();
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#endif // USE_TRANSLATION
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#ifdef USE_TTS
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initTextToSpeech();
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#endif // USE_TTS
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ConfMan.registerDefault("gui_theme", "scummremastered");
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Common::String themefile(ConfMan.get("gui_theme"));
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ConfMan.registerDefault("gui_renderer", ThemeEngine::findModeConfigName(ThemeEngine::_defaultRendererMode));
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ThemeEngine::GraphicsMode gfxMode = (ThemeEngine::GraphicsMode)ThemeEngine::findMode(ConfMan.get("gui_renderer"));
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#ifdef __DS__
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// Searching for the theme file takes ~10 seconds on the DS.
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// Disable this search here because external themes are not supported.
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if (!loadNewTheme("builtin", gfxMode)) {
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// Loading the built-in theme failed as well. Bail out
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error("Failed to load any GUI theme, aborting");
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}
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#else
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// Try to load the theme
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if (!loadNewTheme(themefile, gfxMode)) {
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// Loading the theme failed, try to load the built-in theme
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if (!loadNewTheme("builtin", gfxMode)) {
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// Loading the built-in theme failed as well. Bail out
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error("Failed to load any GUI theme, aborting");
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}
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}
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#endif
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}
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GuiManager::~GuiManager() {
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delete _theme;
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}
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Common::Keymap *GuiManager::getKeymap() const {
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using namespace Common;
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Keymap *guiMap = new Keymap(Keymap::kKeymapTypeGui, kGuiKeymapName, _("GUI"));
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Action *act;
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act = new Action(Common::kStandardActionInteract, _("Interact"));
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act->addDefaultInputMapping("JOY_A");
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act->setLeftClickEvent();
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guiMap->addAction(act);
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act = new Action("CLOS", _("Close"));
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act->addDefaultInputMapping("ESCAPE");
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act->addDefaultInputMapping("JOY_Y");
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act->setKeyEvent(KeyState(KEYCODE_ESCAPE, ASCII_ESCAPE, 0));
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guiMap->addAction(act);
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act = new Action(kStandardActionMoveUp, _("Up"));
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act->setKeyEvent(KEYCODE_UP);
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act->addDefaultInputMapping("JOY_UP");
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guiMap->addAction(act);
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act = new Action(kStandardActionMoveDown, _("Down"));
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act->setKeyEvent(KEYCODE_DOWN);
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act->addDefaultInputMapping("JOY_DOWN");
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guiMap->addAction(act);
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act = new Action(kStandardActionMoveLeft, _("Left"));
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act->setKeyEvent(KEYCODE_LEFT);
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act->addDefaultInputMapping("JOY_LEFT");
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guiMap->addAction(act);
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act = new Action(kStandardActionMoveRight, _("Right"));
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act->setKeyEvent(KEYCODE_RIGHT);
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act->addDefaultInputMapping("JOY_RIGHT");
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guiMap->addAction(act);
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return guiMap;
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}
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void GuiManager::initKeymap() {
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using namespace Common;
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Keymapper *mapper = _system->getEventManager()->getKeymapper();
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// Do not try to recreate same keymap over again
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if (mapper->getKeymap(kGuiKeymapName) != 0)
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return;
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Keymap *guiMap = getKeymap();
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mapper->addGlobalKeymap(guiMap);
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}
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void GuiManager::enableKeymap(bool enabled) {
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Common::Keymapper *keymapper = _system->getEventManager()->getKeymapper();
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keymapper->setEnabledKeymapType(enabled ? Common::Keymap::kKeymapTypeGui : Common::Keymap::kKeymapTypeGame);
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}
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bool GuiManager::loadNewTheme(Common::String id, ThemeEngine::GraphicsMode gfx, bool forced) {
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// If we are asked to reload the currently active theme, just do nothing
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// FIXME: Actually, why? It might be desirable at times to force a theme reload...
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if (!forced)
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if (_theme && id == _theme->getThemeId() && gfx == _theme->getGraphicsMode())
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return true;
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ThemeEngine *newTheme = nullptr;
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if (gfx == ThemeEngine::kGfxDisabled)
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gfx = ThemeEngine::_defaultRendererMode;
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// Try to load the new theme
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newTheme = new ThemeEngine(id, gfx);
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assert(newTheme);
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if (!newTheme->init())
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return false;
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//
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// Disable and delete the old theme
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//
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if (_theme)
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_theme->disable();
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delete _theme;
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if (_useStdCursor) {
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CursorMan.popCursorPalette();
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CursorMan.popCursor();
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}
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//
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// Enable the new theme
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//
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_theme = newTheme;
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_useStdCursor = !_theme->ownCursor();
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// If _stateIsSaved is set, we know that a Theme is already initialized,
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// thus we initialize the new theme properly
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if (_stateIsSaved) {
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_theme->enable();
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if (_useStdCursor)
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setupCursor();
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}
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// refresh all dialogs
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for (DialogStack::size_type i = 0; i < _dialogStack.size(); ++i)
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_dialogStack[i]->reflowLayout();
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// We need to redraw immediately. Otherwise
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// some other event may cause a widget to be
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// redrawn before redraw() has been called.
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_redrawStatus = kRedrawFull;
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redraw();
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_system->updateScreen();
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return true;
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}
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void GuiManager::redrawFull() {
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_redrawStatus = kRedrawFull;
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redraw();
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_system->updateScreen();
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}
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void GuiManager::redraw() {
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ThemeEngine::ShadingStyle shading;
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if (_dialogStack.empty())
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return;
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shading = (ThemeEngine::ShadingStyle)xmlEval()->getVar("Dialog." + _dialogStack.top()->_name + ".Shading", 0);
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// Tanoku: Do not apply shading more than once when opening many dialogs
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// on top of each other. Screen ends up being too dark and it's a
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// performance hog.
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if (_redrawStatus == kRedrawOpenDialog && _dialogStack.size() > 3)
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shading = ThemeEngine::kShadingNone;
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switch (_redrawStatus) {
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case kRedrawCloseDialog:
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case kRedrawFull:
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case kRedrawTopDialog:
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_theme->clearAll();
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_theme->drawToBackbuffer();
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for (DialogStack::size_type i = 0; i < _dialogStack.size() - 1; i++) {
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_dialogStack[i]->drawDialog(kDrawLayerBackground);
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_dialogStack[i]->drawDialog(kDrawLayerForeground);
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}
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// fall through
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case kRedrawOpenDialog:
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// This case is an optimization to avoid redrawing the whole dialog
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// stack when opening a new dialog.
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_theme->drawToBackbuffer();
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if (_redrawStatus == kRedrawOpenDialog && _dialogStack.size() > 1) {
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Dialog *previousDialog = _dialogStack[_dialogStack.size() - 2];
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previousDialog->drawDialog(kDrawLayerForeground);
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}
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_theme->applyScreenShading(shading);
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_dialogStack.top()->drawDialog(kDrawLayerBackground);
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_theme->drawToScreen();
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_theme->copyBackBufferToScreen();
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_dialogStack.top()->drawDialog(kDrawLayerForeground);
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break;
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default:
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break;
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}
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// Redraw the widgets that are marked as dirty
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_theme->drawToScreen();
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_dialogStack.top()->drawWidgets();
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_theme->updateScreen();
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_redrawStatus = kRedrawDisabled;
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}
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Dialog *GuiManager::getTopDialog() const {
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if (_dialogStack.empty())
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return nullptr;
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return _dialogStack.top();
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}
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void GuiManager::addToTrash(GuiObject* object, Dialog* parent) {
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debug(7, "Adding Gui Object %p to trash", (void *)object);
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GuiObjectTrashItem t;
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t.object = object;
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t.parent = nullptr;
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// If a dialog was provided, check it is in the dialog stack
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if (parent != nullptr) {
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for (uint i = 0 ; i < _dialogStack.size() ; ++i) {
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if (_dialogStack[i] == parent) {
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t.parent = parent;
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break;
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}
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}
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}
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_guiObjectTrash.push_back(t);
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}
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void GuiManager::runLoop() {
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Dialog * const activeDialog = getTopDialog();
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bool didSaveState = false;
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if (activeDialog == nullptr)
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return;
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#ifdef ENABLE_EVENTRECORDER
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// Suspend recording while GUI is shown
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g_eventRec.suspendRecording();
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#endif
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if (!_stateIsSaved) {
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saveState();
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_theme->enable();
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didSaveState = true;
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_useStdCursor = !_theme->ownCursor();
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if (_useStdCursor)
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setupCursor();
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// _theme->refresh();
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_redrawStatus = kRedrawFull;
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redraw();
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}
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Common::EventManager *eventMan = _system->getEventManager();
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const uint32 targetFrameDuration = 1000 / 60;
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while (!_dialogStack.empty() && activeDialog == getTopDialog() && !eventMan->shouldQuit()) {
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uint32 frameStartTime = _system->getMillis(true);
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// Don't "tickle" the dialog until the theme has had a chance
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// to re-allocate buffers in case of a scaler change.
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activeDialog->handleTickle();
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if (_useStdCursor)
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animateCursor();
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Common::Event event;
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while (eventMan->pollEvent(event)) {
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// We will need to check whether the screen changed while polling
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// for an event here. While we do send EVENT_SCREEN_CHANGED
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// whenever this happens we still cannot be sure that we get such
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// an event immediately. For example, we might have an mouse move
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// event queued before an screen changed event. In some rare cases
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// this would make the GUI redraw (with the code a few lines
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// below) when it is not yet updated for new overlay dimensions.
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// As a result ScummVM would crash because it tries to copy data
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// outside the actual overlay screen.
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if (event.type != Common::EVENT_SCREEN_CHANGED) {
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checkScreenChange();
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}
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// The top dialog can change during the event loop. In that case, flush all the
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// dialog-related events since they were probably generated while the old dialog
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// was still visible, and therefore not intended for the new one.
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//
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// This hopefully fixes strange behavior/crashes with pop-up widgets. (Most easily
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// triggered in 3x mode or when running ScummVM under Valgrind.)
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if (activeDialog != getTopDialog() && event.type != Common::EVENT_SCREEN_CHANGED) {
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processEvent(event, getTopDialog());
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continue;
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}
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processEvent(event, activeDialog);
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}
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// Delete GuiObject that have been added to the trash for a delayed deletion
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Common::List<GuiObjectTrashItem>::iterator it = _guiObjectTrash.begin();
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while (it != _guiObjectTrash.end()) {
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if ((*it).parent == nullptr || (*it).parent == activeDialog) {
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debug(7, "Delayed deletion of Gui Object %p", (void *)(*it).object);
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delete (*it).object;
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it = _guiObjectTrash.erase(it);
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} else
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++it;
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}
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if (_lastMousePosition.time + kTooltipDelay < _system->getMillis(true)) {
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Widget *wdg = activeDialog->findWidget(_lastMousePosition.x, _lastMousePosition.y);
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if (wdg && wdg->hasTooltip() && !(wdg->getFlags() & WIDGET_PRESSED)) {
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Tooltip *tooltip = new Tooltip();
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tooltip->setup(activeDialog, wdg, _lastMousePosition.x, _lastMousePosition.y);
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tooltip->runModal();
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delete tooltip;
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}
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}
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redraw();
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// Delay until the allocated frame time is elapsed to match the target frame rate
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uint32 actualFrameDuration = _system->getMillis(true) - frameStartTime;
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if (actualFrameDuration < targetFrameDuration) {
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_system->delayMillis(targetFrameDuration - actualFrameDuration);
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}
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_system->updateScreen();
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}
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// WORKAROUND: When quitting we might not properly close the dialogs on
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// the dialog stack, thus we do this here to avoid any problems.
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// This is most noticable in bug #3481395 "LAUNCHER: Can't quit from unsupported game dialog".
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// It seems that Dialog::runModal never removes the dialog from the dialog
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// stack, thus if the dialog does not call Dialog::close to close itself
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// it will never be removed. Since we can have multiple run loops being
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// called we cannot rely on catching EVENT_QUIT in the event loop above,
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// since it would only catch it for the top run loop.
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if (eventMan->shouldQuit() && activeDialog == getTopDialog())
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getTopDialog()->close();
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if (didSaveState) {
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_theme->disable();
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restoreState();
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_useStdCursor = false;
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}
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#ifdef ENABLE_EVENTRECORDER
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// Resume recording once GUI is shown
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g_eventRec.resumeRecording();
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#endif
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}
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void GuiManager::exitLoop() {
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while (!_dialogStack.empty())
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getTopDialog()->close();
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}
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#pragma mark -
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void GuiManager::saveState() {
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initKeymap();
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enableKeymap(true);
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// Backup old cursor
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_lastClick.x = _lastClick.y = 0;
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_lastClick.time = 0;
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_lastClick.count = 0;
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_stateIsSaved = true;
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}
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void GuiManager::restoreState() {
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enableKeymap(false);
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if (_useStdCursor) {
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CursorMan.popCursor();
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CursorMan.popCursorPalette();
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}
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_system->updateScreen();
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_stateIsSaved = false;
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}
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void GuiManager::openDialog(Dialog *dialog) {
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giveFocusToDialog(dialog);
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if (!_dialogStack.empty())
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getTopDialog()->lostFocus();
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_dialogStack.push(dialog);
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if (_redrawStatus != kRedrawFull)
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_redrawStatus = kRedrawOpenDialog;
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// We reflow the dialog just before opening it. If the screen changed
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// since the last time we looked, also refresh the loaded theme,
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// and reflow all other open dialogs, too.
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if (!checkScreenChange())
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dialog->reflowLayout();
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}
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void GuiManager::closeTopDialog() {
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// Don't do anything if no dialog is open
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if (_dialogStack.empty())
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return;
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// Remove the dialog from the stack
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_dialogStack.pop()->lostFocus();
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if (!_dialogStack.empty()) {
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Dialog *dialog = getTopDialog();
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giveFocusToDialog(dialog);
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}
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if (_redrawStatus != kRedrawFull)
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_redrawStatus = kRedrawCloseDialog;
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redraw();
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}
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void GuiManager::setupCursor() {
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const byte palette[] = {
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255, 255, 255,
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255, 255, 255,
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171, 171, 171,
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87, 87, 87
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};
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CursorMan.pushCursorPalette(palette, 0, 4);
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CursorMan.pushCursor(nullptr, 0, 0, 0, 0, 0);
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CursorMan.showMouse(true);
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}
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// Draw the mouse cursor (animated). This is pretty much the same as in old
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// SCUMM games, but the code no longer resembles what we have in cursor.cpp
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// very much. We could plug in a different cursor here if we like to.
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void GuiManager::animateCursor() {
|
|
int time = _system->getMillis(true);
|
|
if (time > _cursorAnimateTimer + kCursorAnimateDelay) {
|
|
for (int i = 0; i < 15; i++) {
|
|
if ((i < 6) || (i > 8)) {
|
|
_cursor[16 * 7 + i] = _cursorAnimateCounter;
|
|
_cursor[16 * i + 7] = _cursorAnimateCounter;
|
|
}
|
|
}
|
|
|
|
CursorMan.replaceCursor(_cursor, 16, 16, 7, 7, 255);
|
|
|
|
_cursorAnimateTimer = time;
|
|
_cursorAnimateCounter = (_cursorAnimateCounter + 1) % 4;
|
|
}
|
|
}
|
|
|
|
bool GuiManager::checkScreenChange() {
|
|
int tmpScreenChangeID = _system->getScreenChangeID();
|
|
if (_lastScreenChangeID != tmpScreenChangeID) {
|
|
screenChange();
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void GuiManager::screenChange() {
|
|
_lastScreenChangeID = _system->getScreenChangeID();
|
|
_width = _system->getOverlayWidth();
|
|
_height = _system->getOverlayHeight();
|
|
|
|
// reinit the whole theme
|
|
_theme->refresh();
|
|
|
|
// refresh all dialogs
|
|
for (DialogStack::size_type i = 0; i < _dialogStack.size(); ++i) {
|
|
_dialogStack[i]->reflowLayout();
|
|
}
|
|
// We need to redraw immediately. Otherwise
|
|
// some other event may cause a widget to be
|
|
// redrawn before redraw() has been called.
|
|
_redrawStatus = kRedrawFull;
|
|
redraw();
|
|
_system->updateScreen();
|
|
}
|
|
|
|
void GuiManager::processEvent(const Common::Event &event, Dialog *const activeDialog) {
|
|
if (activeDialog == nullptr)
|
|
return;
|
|
int button;
|
|
uint32 time;
|
|
Common::Point mouse(event.mouse.x - activeDialog->_x, event.mouse.y - activeDialog->_y);
|
|
if (g_gui.useRTL()) {
|
|
mouse.x = g_system->getOverlayWidth() - event.mouse.x - activeDialog->_x + g_gui.getOverlayOffset();
|
|
}
|
|
|
|
switch (event.type) {
|
|
case Common::EVENT_KEYDOWN:
|
|
activeDialog->handleKeyDown(event.kbd);
|
|
break;
|
|
case Common::EVENT_KEYUP:
|
|
activeDialog->handleKeyUp(event.kbd);
|
|
break;
|
|
case Common::EVENT_MOUSEMOVE:
|
|
if (g_gui.useRTL()) {
|
|
_globalMousePosition.x = g_system->getOverlayWidth() - event.mouse.x + g_gui.getOverlayOffset();
|
|
} else {
|
|
_globalMousePosition.x = event.mouse.x;
|
|
}
|
|
_globalMousePosition.y = event.mouse.y;
|
|
activeDialog->handleMouseMoved(mouse.x, mouse.y, 0);
|
|
|
|
if (mouse.x != _lastMousePosition.x || mouse.y != _lastMousePosition.y) {
|
|
setLastMousePos(mouse.x, mouse.y);
|
|
}
|
|
|
|
break;
|
|
// We don't distinguish between mousebuttons (for now at least)
|
|
case Common::EVENT_LBUTTONDOWN:
|
|
case Common::EVENT_RBUTTONDOWN:
|
|
button = (event.type == Common::EVENT_LBUTTONDOWN ? 1 : 2);
|
|
time = _system->getMillis(true);
|
|
if (_lastClick.count && (time < _lastClick.time + kDoubleClickDelay)
|
|
&& ABS(_lastClick.x - event.mouse.x) < 3
|
|
&& ABS(_lastClick.y - event.mouse.y) < 3) {
|
|
_lastClick.count++;
|
|
} else {
|
|
_lastClick.x = event.mouse.x;
|
|
_lastClick.y = event.mouse.y;
|
|
_lastClick.count = 1;
|
|
}
|
|
_lastClick.time = time;
|
|
activeDialog->handleMouseDown(mouse.x, mouse.y, button, _lastClick.count);
|
|
break;
|
|
case Common::EVENT_LBUTTONUP:
|
|
case Common::EVENT_RBUTTONUP:
|
|
button = (event.type == Common::EVENT_LBUTTONUP ? 1 : 2);
|
|
activeDialog->handleMouseUp(mouse.x, mouse.y, button, _lastClick.count);
|
|
break;
|
|
case Common::EVENT_WHEELUP:
|
|
activeDialog->handleMouseWheel(mouse.x, mouse.y, -1);
|
|
break;
|
|
case Common::EVENT_WHEELDOWN:
|
|
activeDialog->handleMouseWheel(mouse.x, mouse.y, 1);
|
|
break;
|
|
case Common::EVENT_SCREEN_CHANGED:
|
|
screenChange();
|
|
break;
|
|
default:
|
|
activeDialog->handleOtherEvent(event);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void GuiManager::scheduleTopDialogRedraw() {
|
|
_redrawStatus = kRedrawTopDialog;
|
|
}
|
|
|
|
void GuiManager::giveFocusToDialog(Dialog *dialog) {
|
|
int16 dialogX = _globalMousePosition.x - dialog->_x;
|
|
int16 dialogY = _globalMousePosition.y - dialog->_y;
|
|
dialog->receivedFocus(dialogX, dialogY);
|
|
setLastMousePos(dialogX, dialogY);
|
|
}
|
|
|
|
void GuiManager::setLastMousePos(int16 x, int16 y) {
|
|
_lastMousePosition.x = x;
|
|
_lastMousePosition.y = y;
|
|
_lastMousePosition.time = _system->getMillis(true);
|
|
}
|
|
|
|
void GuiManager::setLanguageRTL() {
|
|
if (ConfMan.hasKey("guiRTL")) { // Put guiRTL = yes to your scummvm.ini to force RTL GUI
|
|
_useRTL = ConfMan.getBool("guiRTL");
|
|
return;
|
|
}
|
|
#ifdef USE_TRANSLATION
|
|
Common::String language = TransMan.getCurrentLanguage();
|
|
if (language.equals("he")) { // GUI TODO: modify when we'll support other RTL languages, such as Arabic and Farsi
|
|
_useRTL = true;
|
|
return;
|
|
}
|
|
#endif // USE_TRANSLATION
|
|
|
|
_useRTL = false;
|
|
}
|
|
|
|
void GuiManager::setDialogPaddings(int l, int r) {
|
|
_topDialogLeftPadding = l;
|
|
_topDialogRightPadding = r;
|
|
}
|
|
|
|
#ifdef USE_TTS
|
|
void GuiManager::initTextToSpeech() {
|
|
Common::TextToSpeechManager *ttsMan = g_system->getTextToSpeechManager();
|
|
if (ttsMan == nullptr)
|
|
return;
|
|
#ifdef USE_TRANSLATION
|
|
Common::String currentLanguage = TransMan.getCurrentLanguage();
|
|
if (currentLanguage == "C")
|
|
currentLanguage = "en";
|
|
ttsMan->setLanguage(currentLanguage);
|
|
#endif
|
|
int volume = (ConfMan.getInt("speech_volume", "scummvm") * 100) / 256;
|
|
if (ConfMan.hasKey("mute", "scummvm") && ConfMan.getBool("mute", "scummvm"))
|
|
volume = 0;
|
|
ttsMan->setVolume(volume);
|
|
|
|
unsigned voice;
|
|
if(ConfMan.hasKey("tts_voice")) {
|
|
voice = ConfMan.getInt("tts_voice", "scummvm");
|
|
if (voice >= ttsMan->getVoicesArray().size())
|
|
voice = ttsMan->getDefaultVoice();
|
|
} else
|
|
voice = ttsMan->getDefaultVoice();
|
|
ttsMan->setVoice(voice);
|
|
}
|
|
#endif
|
|
|
|
} // End of namespace GUI
|