scummvm/gui/GuiManager.cpp
Eugene Sandulenko d6695e180c GUI: Fix tooltip drawing
With help of Tanoku tooltips were switched from widgets to dialogs
which helped to fix nasty bug with background not being restored.
Although it is basically a hack around inconsistent font backbuffering
in our GUI code, for the time being it is feasible.

The patch was extended with way to specify tooltip background in the
theme file.

svn-id: r51217
2010-07-23 19:36:47 +00:00

509 lines
13 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.
*
* $URL$
* $Id$
*/
#include "common/events.h"
#include "common/system.h"
#include "common/util.h"
#include "common/config-manager.h"
#include "common/algorithm.h"
#include "common/timer.h"
#include "common/translation.h"
#include "backends/keymapper/keymapper.h"
#include "gui/GuiManager.h"
#include "gui/dialog.h"
#include "gui/ThemeEngine.h"
#include "gui/ThemeEval.h"
#include "graphics/cursorman.h"
DECLARE_SINGLETON(GUI::GuiManager)
namespace GUI {
enum {
kDoubleClickDelay = 500, // milliseconds
kCursorAnimateDelay = 250,
kTooltipDelay = 1250
};
// Constructor
GuiManager::GuiManager() : _redrawStatus(kRedrawDisabled), _tooltipCheck(false),
_stateIsSaved(false), _cursorAnimateCounter(0), _cursorAnimateTimer(0) {
_theme = 0;
_useStdCursor = false;
_system = g_system;
_lastScreenChangeID = _system->getScreenChangeID();
_width = _system->getOverlayWidth();
_height = _system->getOverlayHeight();
// Clear the cursor
memset(_cursor, 0xFF, sizeof(_cursor));
ConfMan.registerDefault("gui_theme", "scummmodern");
Common::String themefile(ConfMan.get("gui_theme"));
ConfMan.registerDefault("gui_renderer", ThemeEngine::findModeConfigName(ThemeEngine::_defaultRendererMode));
ThemeEngine::GraphicsMode gfxMode = (ThemeEngine::GraphicsMode)ThemeEngine::findMode(ConfMan.get("gui_renderer"));
// Try to load the theme
if (!loadNewTheme(themefile, gfxMode)) {
// Loading the theme failed, try to load the built-in theme
if (!loadNewTheme("builtin", gfxMode)) {
// Loading the built-in theme failed as well. Bail out
error("Failed to load any GUI theme, aborting");
}
}
_tooltip = 0;
}
GuiManager::~GuiManager() {
delete _theme;
delete _tooltip;
}
#ifdef ENABLE_KEYMAPPER
void GuiManager::initKeymap() {
using namespace Common;
bool tmp;
Keymapper *mapper = _system->getEventManager()->getKeymapper();
// Do not try to recreate same keymap over again
if (mapper->getKeymap("gui", tmp) != 0)
return;
Action *act;
Keymap *guiMap = new Keymap("gui");
act = new Action(guiMap, "CLOS", _("Close"), kGenericActionType, kStartKeyType);
act->addKeyEvent(KeyState(KEYCODE_ESCAPE, ASCII_ESCAPE, 0));
act = new Action(guiMap, "CLIK", _("Mouse click"));
act->addLeftClickEvent();
act = new Action(guiMap, "VIRT", _("Display keyboard"), kVirtualKeyboardActionType);
act->addKeyEvent(KeyState(KEYCODE_F7, ASCII_F7, 0));
act = new Action(guiMap, "REMP", _("Remap keys"), kKeyRemapActionType);
act->addKeyEvent(KeyState(KEYCODE_F8, ASCII_F8, 0));
mapper->addGlobalKeymap(guiMap);
}
#endif
bool GuiManager::loadNewTheme(Common::String id, ThemeEngine::GraphicsMode gfx, bool forced) {
// If we are asked to reload the currently active theme, just do nothing
// FIXME: Actually, why? It might be desirable at times to force a theme reload...
if (!forced)
if (_theme && id == _theme->getThemeId() && gfx == _theme->getGraphicsMode())
return true;
ThemeEngine *newTheme = 0;
if (gfx == ThemeEngine::kGfxDisabled)
gfx = ThemeEngine::_defaultRendererMode;
// Try to load the new theme
newTheme = new ThemeEngine(id, gfx);
assert(newTheme);
if (!newTheme->init())
return false;
//
// Disable and delete the old theme
//
if (_theme)
_theme->disable();
delete _theme;
if (_useStdCursor) {
CursorMan.popCursorPalette();
CursorMan.popCursor();
}
//
// Enable the new theme
//
_theme = newTheme;
_useStdCursor = !_theme->ownCursor();
// If _stateIsSaved is set, we know that a Theme is already initialized,
// thus we initialize the new theme properly
if (_stateIsSaved) {
_theme->enable();
if (_useStdCursor)
setupCursor();
}
// refresh all dialogs
for (int 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();
return true;
}
void GuiManager::redraw() {
int i;
ThemeEngine::ShadingStyle shading;
if (_redrawStatus == kRedrawDisabled || _dialogStack.empty())
return;
shading = (ThemeEngine::ShadingStyle)xmlEval()->getVar("Dialog." + _dialogStack.top()->_name + ".Shading", 0);
// Tanoku: Do not apply shading more than once when opening many dialogs
// on top of each other. Screen ends up being too dark and it's a
// performance hog.
if (_redrawStatus == kRedrawOpenDialog && _dialogStack.size() > 2)
shading = ThemeEngine::kShadingNone;
switch (_redrawStatus) {
case kRedrawCloseDialog:
case kRedrawFull:
case kRedrawTopDialog:
_theme->clearAll();
_theme->openDialog(true, ThemeEngine::kShadingNone);
for (i = 0; i < _dialogStack.size() - 1; i++) {
_dialogStack[i]->drawDialog();
}
_theme->finishBuffering();
case kRedrawOpenDialog:
_theme->updateScreen();
_theme->openDialog(true, shading);
_dialogStack.top()->drawDialog();
_theme->finishBuffering();
break;
default:
return;
}
_theme->updateScreen();
_redrawStatus = kRedrawDisabled;
}
Dialog *GuiManager::getTopDialog() const {
if (_dialogStack.empty())
return 0;
return _dialogStack.top();
}
void GuiManager::runLoop() {
Dialog *activeDialog = getTopDialog();
bool didSaveState = false;
int button;
uint32 time;
if (activeDialog == 0)
return;
if (!_stateIsSaved) {
saveState();
_theme->enable();
didSaveState = true;
_useStdCursor = !_theme->ownCursor();
if (_useStdCursor)
setupCursor();
// _theme->refresh();
_redrawStatus = kRedrawFull;
redraw();
}
Common::EventManager *eventMan = _system->getEventManager();
uint32 lastRedraw = 0;
const uint32 waitTime = 1000 / 45;
#ifdef ENABLE_KEYMAPPER
// Due to circular reference with event manager and GUI
// we cannot init keymap on the GUI creation. Thus, let's
// try to do it on every launch, checking whether the
// map is already existing
initKeymap();
eventMan->getKeymapper()->pushKeymap("gui");
#endif
while (!_dialogStack.empty() && activeDialog == getTopDialog()) {
redraw();
// Don't "tickle" the dialog until the theme has had a chance
// to re-allocate buffers in case of a scaler change.
activeDialog->handleTickle();
if (_useStdCursor)
animateCursor();
// _theme->updateScreen();
// _system->updateScreen();
if (lastRedraw + waitTime < _system->getMillis()) {
_theme->updateScreen();
_system->updateScreen();
lastRedraw = _system->getMillis();
}
Common::Event event;
bool eventTookplace = false;
while (eventMan->pollEvent(event)) {
// The top dialog can change during the event loop. In that case, flush all the
// dialog-related events since they were probably generated while the old dialog
// was still visible, and therefore not intended for the new one.
//
// This hopefully fixes strange behaviour/crashes with pop-up widgets. (Most easily
// triggered in 3x mode or when running ScummVM under Valgrind.)
if (activeDialog != getTopDialog() && event.type != Common::EVENT_SCREEN_CHANGED)
continue;
Common::Point mouse(event.mouse.x - activeDialog->_x, event.mouse.y - activeDialog->_y);
if (lastRedraw + waitTime < _system->getMillis()) {
_theme->updateScreen();
_system->updateScreen();
lastRedraw = _system->getMillis();
}
switch (event.type) {
case Common::EVENT_KEYDOWN:
activeDialog->handleKeyDown(event.kbd);
eventTookplace = true;
break;
case Common::EVENT_KEYUP:
activeDialog->handleKeyUp(event.kbd);
eventTookplace = true;
break;
case Common::EVENT_MOUSEMOVE:
activeDialog->handleMouseMoved(mouse.x, mouse.y, 0);
if (mouse.x != _lastMousePosition.x || mouse.y != _lastMousePosition.y) {
_lastMousePosition.x = mouse.x;
_lastMousePosition.y = mouse.y;
_lastMousePosition.time = _system->getMillis();
}
_tooltipCheck = true;
eventTookplace = true;
break;
// We don't distinguish between mousebuttons (for now at least)
case Common::EVENT_LBUTTONDOWN:
case Common::EVENT_RBUTTONDOWN:
eventTookplace = true;
button = (event.type == Common::EVENT_LBUTTONDOWN ? 1 : 2);
time = _system->getMillis();
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:
eventTookplace = true;
button = (event.type == Common::EVENT_LBUTTONUP ? 1 : 2);
activeDialog->handleMouseUp(mouse.x, mouse.y, button, _lastClick.count);
break;
case Common::EVENT_WHEELUP:
eventTookplace = true;
activeDialog->handleMouseWheel(mouse.x, mouse.y, -1);
break;
case Common::EVENT_WHEELDOWN:
eventTookplace = true;
activeDialog->handleMouseWheel(mouse.x, mouse.y, 1);
break;
case Common::EVENT_QUIT:
return;
case Common::EVENT_SCREEN_CHANGED:
eventTookplace = true;
screenChange();
break;
default:
break;
}
}
if (_tooltipCheck && _lastMousePosition.time + kTooltipDelay < _system->getMillis()) {
if (_tooltip == 0)
_tooltip = new Tooltip();
_tooltipCheck = false;
_tooltip->tooltipModal(_lastMousePosition.x, _lastMousePosition.y);
}
if (eventTookplace && _tooltip) {
_tooltip->mustClose();
}
// Delay for a moment
_system->delayMillis(10);
}
#ifdef ENABLE_KEYMAPPER
eventMan->getKeymapper()->popKeymap();
#endif
if (didSaveState) {
_theme->disable();
restoreState();
_useStdCursor = false;
}
}
#pragma mark -
void GuiManager::saveState() {
// Backup old cursor
_lastClick.x = _lastClick.y = 0;
_lastClick.time = 0;
_lastClick.count = 0;
_stateIsSaved = true;
}
void GuiManager::restoreState() {
if (_useStdCursor) {
CursorMan.popCursor();
CursorMan.popCursorPalette();
}
_system->updateScreen();
_stateIsSaved = false;
}
void GuiManager::openDialog(Dialog *dialog) {
_dialogStack.push(dialog);
if (_redrawStatus != kRedrawFull)
_redrawStatus = kRedrawOpenDialog;
// We reflow the dialog just before opening it. If the screen changed
// since the last time we looked, also refresh the loaded theme,
// and reflow all other open dialogs, too.
if (!checkScreenChange())
dialog->reflowLayout();
}
void GuiManager::closeTopDialog() {
// Don't do anything if no dialog is open
if (_dialogStack.empty())
return;
// Remove the dialog from the stack
_dialogStack.pop();
if (_redrawStatus != kRedrawFull)
_redrawStatus = kRedrawCloseDialog;
redraw();
}
void GuiManager::setupCursor() {
const byte palette[] = {
255, 255, 255, 0,
255, 255, 255, 0,
171, 171, 171, 0,
87, 87, 87, 0
};
CursorMan.pushCursorPalette(palette, 0, 4);
CursorMan.pushCursor(NULL, 0, 0, 0, 0, 0);
CursorMan.showMouse(true);
}
// Draw the mouse cursor (animated). This is pretty much the same as in old
// SCUMM games, but the code no longer resembles what we have in cursor.cpp
// very much. We could plug in a different cursor here if we like to.
void GuiManager::animateCursor() {
int time = _system->getMillis();
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 (int 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();
}
} // End of namespace GUI