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https://github.com/libretro/scummvm.git
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a5082ffa5d
This fixes a problem where opening the keymapper dialog would cause the current game keymap to be displayed as the active keymap but then changing the keymap selection back to it would cause the GUI keymap to be displayed as the active one. The GUI keymap was indeed at the top of the stack but that's not the desired effect. Also move the pushing and popping of the keymap to Dialog::Open/Close Also constantify the GUI keymap name
153 lines
4.0 KiB
C++
153 lines
4.0 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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#ifndef GUIMANAGER_H
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#define GUIMANAGER_H
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#include "common/scummsys.h"
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#include "common/singleton.h"
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#include "common/stack.h"
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#include "common/str.h"
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#include "gui/ThemeEngine.h"
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class OSystem;
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namespace Graphics {
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class Font;
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}
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namespace GUI {
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class Dialog;
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class ThemeEval;
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#define g_gui (GUI::GuiManager::instance())
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// Height of a single text line
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#define kLineHeight (g_gui.getFontHeight() + 2)
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// Simple dialog stack class
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// Anybody nesting dialogs deeper than 4 is mad anyway
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typedef Common::FixedStack<Dialog *> DialogStack;
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/**
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* GUI manager singleton.
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*/
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class GuiManager : public Common::Singleton<GuiManager> {
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friend class Dialog;
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friend class Common::Singleton<SingletonBaseType>;
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GuiManager();
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~GuiManager();
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public:
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// Main entry for the GUI: this will start an event loop that keeps running
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// until no dialogs are active anymore.
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void runLoop();
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bool isActive() const { return ! _dialogStack.empty(); }
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bool loadNewTheme(Common::String id, ThemeEngine::GraphicsMode gfx = ThemeEngine::kGfxDisabled, bool force = false);
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ThemeEngine *theme() { return _theme; }
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ThemeEval *xmlEval() { return _theme->getEvaluator(); }
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int getWidth() const { return _width; }
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int getHeight() const { return _height; }
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const Graphics::Font &getFont(ThemeEngine::FontStyle style = ThemeEngine::kFontStyleBold) const { return *(_theme->getFont(style)); }
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int getFontHeight(ThemeEngine::FontStyle style = ThemeEngine::kFontStyleBold) const { return _theme->getFontHeight(style); }
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int getStringWidth(const Common::String &str, ThemeEngine::FontStyle style = ThemeEngine::kFontStyleBold) const { return _theme->getStringWidth(str, style); }
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int getCharWidth(byte c, ThemeEngine::FontStyle style = ThemeEngine::kFontStyleBold) const { return _theme->getCharWidth(c, style); }
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/**
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* Tell the GuiManager to check whether the screen resolution has changed.
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* If that is the case, the GuiManager will reload/refresh the active theme.
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*
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* @return true if the a screen change indeed occurred, false otherwise
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*/
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bool checkScreenChange();
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protected:
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enum RedrawStatus {
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kRedrawDisabled = 0,
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kRedrawOpenDialog,
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kRedrawCloseDialog,
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kRedrawTopDialog,
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kRedrawFull
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};
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OSystem *_system;
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ThemeEngine *_theme;
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// bool _needRedraw;
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RedrawStatus _redrawStatus;
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int _lastScreenChangeID;
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int _width, _height;
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DialogStack _dialogStack;
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bool _stateIsSaved;
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bool _useStdCursor;
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// position and time of last mouse click (used to detect double clicks)
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struct {
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int16 x, y; // Position of mouse when the click occurred
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uint32 time; // Time
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int count; // How often was it already pressed?
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} _lastClick, _lastMousePosition;
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// mouse cursor state
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int _cursorAnimateCounter;
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int _cursorAnimateTimer;
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byte _cursor[2048];
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void initKeymap();
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void pushKeymap();
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void popKeymap();
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void saveState();
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void restoreState();
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void openDialog(Dialog *dialog);
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void closeTopDialog();
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void redraw();
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void loop();
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void setupCursor();
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void animateCursor();
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Dialog *getTopDialog() const;
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void screenChange();
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};
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} // End of namespace GUI
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#endif
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