scummvm/gui/gui-manager.h
Thierry Crozat 32bbf489e9 GUI: Add exitLoop() method to GuiManager
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.
2020-09-13 00:21:34 +01:00

203 lines
5.7 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef GUIMANAGER_H
#define GUIMANAGER_H
#include "common/scummsys.h"
#include "common/singleton.h"
#include "common/stack.h"
#include "common/str.h"
#include "common/list.h"
#include "gui/ThemeEngine.h"
class OSystem;
namespace Graphics {
class Font;
}
namespace Common {
struct Event;
class Keymap;
}
namespace GUI {
class Dialog;
class ThemeEval;
class GuiObject;
#define g_gui (GUI::GuiManager::instance())
// Height of a single text line
#define kLineHeight (g_gui.getFontHeight() + 2)
// Simple dialog stack class
// Anybody nesting dialogs deeper than 4 is mad anyway
typedef Common::FixedStack<Dialog *> DialogStack;
/**
* GUI manager singleton.
*/
class GuiManager : public Common::Singleton<GuiManager> {
friend class Dialog;
friend class Common::Singleton<SingletonBaseType>;
GuiManager();
~GuiManager() override;
public:
// Main entry for the GUI: this will start an event loop that keeps running
// until no dialogs are active anymore.
void runLoop();
// If the GUI loop is running close all the dialogs causing the loop to finish.
// Typically you may want to use it after setting the ConfMan active domain to
// a game domain to cause the game to start.
void exitLoop();
void processEvent(const Common::Event &event, Dialog *const activeDialog);
Common::Keymap *getKeymap() const;
void scheduleTopDialogRedraw();
bool isActive() const { return ! _dialogStack.empty(); }
bool loadNewTheme(Common::String id, ThemeEngine::GraphicsMode gfx = ThemeEngine::kGfxDisabled, bool force = false);
ThemeEngine *theme() { return _theme; }
ThemeEval *xmlEval() { return _theme->getEvaluator(); }
int getWidth() const { return _width; }
int getHeight() const { return _height; }
bool useRTL() const { return _useRTL; }
void setLanguageRTL();
void setDialogPaddings(int l, int r);
int getOverlayOffset() { return _topDialogRightPadding - _topDialogLeftPadding; }
const Graphics::Font &getFont(ThemeEngine::FontStyle style = ThemeEngine::kFontStyleBold) const { return *(_theme->getFont(style)); }
int getFontHeight(ThemeEngine::FontStyle style = ThemeEngine::kFontStyleBold) const { return _theme->getFontHeight(style); }
int getStringWidth(const Common::String &str, ThemeEngine::FontStyle style = ThemeEngine::kFontStyleBold) const { return _theme->getStringWidth(str, style); }
int getStringWidth(const Common::U32String &str, ThemeEngine::FontStyle style = ThemeEngine::kFontStyleBold) const { return _theme->getStringWidth(str, style); }
int getCharWidth(byte c, ThemeEngine::FontStyle style = ThemeEngine::kFontStyleBold) const { return _theme->getCharWidth(c, style); }
int getKerningOffset(byte left, byte right, ThemeEngine::FontStyle font = ThemeEngine::kFontStyleBold) const { return _theme->getKerningOffset(left, right, font); }
/**
* Tell the GuiManager to check whether the screen resolution has changed.
* If that is the case, the GuiManager will reload/refresh the active theme.
*
* @return true if the a screen change indeed occurred, false otherwise
*/
bool checkScreenChange();
/**
* Tell the GuiManager to delete the given GuiObject later. If a parent
* dialog is provided and is present in the DialogStack, the object will
* only be deleted when that dialog is the top level dialog.
*/
void addToTrash(GuiObject*, Dialog* parent = nullptr);
void initTextToSpeech();
bool _launched;
void redrawFull();
protected:
enum RedrawStatus {
kRedrawDisabled = 0,
kRedrawOpenDialog,
kRedrawCloseDialog,
kRedrawTopDialog,
kRedrawFull
};
OSystem *_system;
ThemeEngine *_theme;
// bool _needRedraw;
RedrawStatus _redrawStatus;
int _lastScreenChangeID;
int _width, _height;
DialogStack _dialogStack;
bool _stateIsSaved;
bool _useStdCursor;
bool _useRTL;
int _topDialogLeftPadding;
int _topDialogRightPadding;
// position and time of last mouse click (used to detect double clicks)
struct MousePos {
MousePos() : x(-1), y(-1), count(0) { time = 0; }
int16 x, y; // Position of mouse when the click occurred
uint32 time; // Time
int count; // How often was it already pressed?
} _lastClick, _lastMousePosition, _globalMousePosition;
// mouse cursor state
int _cursorAnimateCounter;
int _cursorAnimateTimer;
byte _cursor[2048];
// delayed deletion of GuiObject
struct GuiObjectTrashItem {
GuiObject* object;
Dialog* parent;
};
Common::List<GuiObjectTrashItem> _guiObjectTrash;
void initKeymap();
void enableKeymap(bool enabled);
void saveState();
void restoreState();
void openDialog(Dialog *dialog);
void closeTopDialog();
void redraw();
void setupCursor();
void animateCursor();
Dialog *getTopDialog() const;
void screenChange();
void giveFocusToDialog(Dialog *dialog);
void setLastMousePos(int16 x, int16 y);
};
} // End of namespace GUI
#endif