scummvm/gui/newgui.cpp
Marcus Comstedt d2214dca99 Use alpha channel if available.
svn-id: r17354
2005-04-03 19:41:20 +00:00

465 lines
13 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2002-2005 The ScummVM project
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*/
#include "stdafx.h"
#include "common/system.h"
#include "common/util.h"
#include "gui/newgui.h"
#include "gui/dialog.h"
DECLARE_SINGLETON(GUI::NewGui);
namespace GUI {
/*
* TODO list
* - add more widgets: edit field, popup, radio buttons, ...
*
* Other ideas:
* - allow multi line (l/c/r aligned) text via StaticTextWidget ?
* - add "close" widget to all dialogs (with a flag to turn it off) ?
* - make dialogs "moveable" ?
* - come up with a new look & feel / theme for the GUI
* - ...
*/
enum {
kDoubleClickDelay = 500, // milliseconds
kCursorAnimateDelay = 250,
kKeyRepeatInitialDelay = 400,
kKeyRepeatSustainDelay = 100
};
// Constructor
NewGui::NewGui() : _scaleEnable(true), _needRedraw(false),
_stateIsSaved(false), _font(0), _cursorAnimateCounter(0), _cursorAnimateTimer(0) {
_system = &OSystem::instance();
// Clear the cursor
memset(_cursor, 0xFF, sizeof(_cursor));
// Reset key repeat
_currentKeyDown.keycode = 0;
// updates the scaling factor
updateScaleFactor();
}
void NewGui::updateColors() {
// Setup some default GUI colors.
_bgcolor = _system->RGBToColor(0, 0, 0);
_color = _system->RGBToColor(104, 104, 104);
_shadowcolor = _system->RGBToColor(64, 64, 64);
_textcolor = _system->RGBToColor(32, 160, 32);
_textcolorhi = _system->RGBToColor(0, 255, 0);
}
void NewGui::updateScaleFactor() {
if(!_scaleEnable) {
_scaleFactor = 1;
} else {
enum {
kDefaultGUIWidth = 320,
kDefaultGUIHeight = 200
};
// NES has 256 pixels width which makes MIN() return 0 here.
_scaleFactor = MAX(MIN(_system->getOverlayWidth() / kDefaultGUIWidth, _system->getOverlayHeight() / kDefaultGUIHeight), 1);
}
// Pick the font depending on the scale factor.
if (_scaleFactor == 1)
_font = FontMan.getFontByUsage(Graphics::FontManager::kGUIFont);
else
_font = FontMan.getFontByUsage(Graphics::FontManager::kBigGUIFont);
}
void NewGui::runLoop() {
Dialog *activeDialog = _dialogStack.top();
bool didSaveState = false;
int button;
if (activeDialog == 0)
return;
// Setup some default GUI colors. Normally this will be done whenever an
// EVENT_SCREEN_CHANGED is received. However, not yet all backends support
// that event, so we also do it "manually" whenever a run loop is entered.
updateColors();
updateScaleFactor();
if (!_stateIsSaved) {
saveState();
didSaveState = true;
}
while (!_dialogStack.empty() && activeDialog == _dialogStack.top()) {
activeDialog->handleTickle();
if (_needRedraw) {
// Restore the overlay to its initial state, then draw all dialogs.
// This is necessary to get the blending right.
_system->clearOverlay();
_system->grabOverlay((OverlayColor *)_screen.pixels, _screenPitch);
for (int i = 0; i < _dialogStack.size(); i++)
_dialogStack[i]->drawDialog();
_needRedraw = false;
}
animateCursor();
_system->updateScreen();
OSystem::Event event;
uint32 time = _system->getMillis();
while (_system->pollEvent(event)) {
Common::Point mouse(event.mouse.x - (activeDialog->_x * _scaleFactor), event.mouse.y - (activeDialog->_y * _scaleFactor));
mouse.x /= _scaleFactor;
mouse.y /= _scaleFactor;
switch (event.type) {
case OSystem::EVENT_KEYDOWN:
#if !defined(__PALM_OS__)
// init continuous event stream
// not done on PalmOS because keyboard is emulated and keyup is not generated
_currentKeyDown.ascii = event.kbd.ascii;
_currentKeyDown.keycode = event.kbd.keycode;
_currentKeyDown.flags = event.kbd.flags;
_keyRepeatTime = time + kKeyRepeatInitialDelay;
#endif
activeDialog->handleKeyDown(event.kbd.ascii, event.kbd.keycode, event.kbd.flags);
break;
case OSystem::EVENT_KEYUP:
activeDialog->handleKeyUp(event.kbd.ascii, event.kbd.keycode, event.kbd.flags);
if (event.kbd.keycode == _currentKeyDown.keycode)
// only stop firing events if it's the current key
_currentKeyDown.keycode = 0;
break;
case OSystem::EVENT_MOUSEMOVE:
activeDialog->handleMouseMoved(mouse.x, mouse.y, 0);
break;
// We don't distinguish between mousebuttons (for now at least)
case OSystem::EVENT_LBUTTONDOWN:
case OSystem::EVENT_RBUTTONDOWN:
button = (event.type == OSystem::EVENT_LBUTTONDOWN ? 1 : 2);
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 OSystem::EVENT_LBUTTONUP:
case OSystem::EVENT_RBUTTONUP:
button = (event.type == OSystem::EVENT_LBUTTONUP ? 1 : 2);
activeDialog->handleMouseUp(mouse.x, mouse.y, button, _lastClick.count);
break;
case OSystem::EVENT_WHEELUP:
activeDialog->handleMouseWheel(mouse.x, mouse.y, -1);
break;
case OSystem::EVENT_WHEELDOWN:
activeDialog->handleMouseWheel(mouse.x, mouse.y, 1);
break;
case OSystem::EVENT_QUIT:
_system->quit();
return;
case OSystem::EVENT_SCREEN_CHANGED:
updateColors();
updateScaleFactor();
activeDialog->handleScreenChanged();
break;
}
}
// check if event should be sent again (keydown)
if (_currentKeyDown.keycode != 0) {
if (_keyRepeatTime < time) {
// fire event
activeDialog->handleKeyDown(_currentKeyDown.ascii, _currentKeyDown.keycode, _currentKeyDown.flags);
_keyRepeatTime = time + kKeyRepeatSustainDelay;
}
}
// Delay for a moment
_system->delayMillis(10);
}
if (didSaveState)
restoreState();
}
#pragma mark -
void NewGui::saveState() {
// Backup old cursor
_oldCursorMode = _system->showMouse(true);
// Enable the overlay
_system->showOverlay();
// Create a screen buffer for the overlay data, and fill it with
// whatever is visible on the screen rught now.
_screen.h = _system->getOverlayHeight();
_screen.w = _system->getOverlayWidth();
_screen.bytesPerPixel = sizeof(OverlayColor);
_screen.pitch = _screen.w * _screen.bytesPerPixel;
_screenPitch = _screen.w;
_screen.pixels = (OverlayColor*)calloc(_screen.w * _screen.h, sizeof(OverlayColor));
_system->grabOverlay((OverlayColor *)_screen.pixels, _screenPitch);
_currentKeyDown.keycode = 0;
_lastClick.x = _lastClick.y = 0;
_lastClick.time = 0;
_lastClick.count = 0;
_stateIsSaved = true;
}
void NewGui::restoreState() {
_system->showMouse(_oldCursorMode);
_system->hideOverlay();
if (_screen.pixels) {
free(_screen.pixels);
_screen.pixels = 0;
}
_system->updateScreen();
_stateIsSaved = false;
}
void NewGui::openDialog(Dialog *dialog) {
_dialogStack.push(dialog);
_needRedraw = true;
}
void NewGui::closeTopDialog() {
// Don't do anything if no dialog is open
if (_dialogStack.empty())
return;
// Remove the dialog from the stack
_dialogStack.pop();
_needRedraw = true;
}
#pragma mark -
const Graphics::Font &NewGui::getFont() const {
return *_font;
}
OverlayColor *NewGui::getBasePtr(int x, int y) {
return (OverlayColor *)_screen.getBasePtr(x, y);
}
void NewGui::box(int x, int y, int width, int height, OverlayColor colorA, OverlayColor colorB) {
hLine(x + 1, y, x + width - 2, colorA);
hLine(x, y + 1, x + width - 1, colorA);
vLine(x, y + 1, y + height - 2, colorA);
vLine(x + 1, y, y + height - 1, colorA);
hLine(x + 1, y + height - 2, x + width - 1, colorB);
hLine(x + 1, y + height - 1, x + width - 2, colorB);
vLine(x + width - 1, y + 1, y + height - 2, colorB);
vLine(x + width - 2, y + 1, y + height - 1, colorB);
}
void NewGui::hLine(int x, int y, int x2, OverlayColor color) {
_screen.hLine(x * _scaleFactor, y * _scaleFactor, x2 * _scaleFactor, color);
}
void NewGui::vLine(int x, int y, int y2, OverlayColor color) {
_screen.vLine(x * _scaleFactor, y * _scaleFactor, y2 * _scaleFactor, color);
}
void NewGui::blendRect(int x, int y, int w, int h, OverlayColor color, int level) {
#ifdef NEWGUI_256
fillRect(x, y, w, h, color);
#else
Common::Rect rect(x * _scaleFactor, y * _scaleFactor, (x + w) * _scaleFactor, (y + h) * _scaleFactor);
rect.clip(_screen.w, _screen.h);
if (!rect.isValidRect())
return;
if (_system->hasAlpha()) {
int a, r, g, b;
uint8 aa, ar, ag, ab;
_system->colorToARGB(color, aa, ar, ag, ab);
a = aa*level/(level+1);
if (a < 1)
return;
r = ar * a;
g = ag * a;
b = ab * a;
OverlayColor *ptr = getBasePtr(rect.left, rect.top);
h = rect.height();
w = rect.width();
while (h--) {
for (int i = 0; i < w; i++) {
_system->colorToARGB(ptr[i], aa, ar, ag, ab);
int a2 = aa + a - (a*aa)/255;
ptr[i] = _system->ARGBToColor(a2,
((255-a)*aa*ar/255+r)/a2,
((255-a)*aa*ag/255+g)/a2,
((255-a)*aa*ab/255+b)/a2);
}
ptr += _screenPitch;
}
} else {
int r, g, b;
uint8 ar, ag, ab;
_system->colorToRGB(color, ar, ag, ab);
r = ar * level;
g = ag * level;
b = ab * level;
OverlayColor *ptr = getBasePtr(rect.left, rect.top);
h = rect.height();
w = rect.width();
while (h--) {
for (int i = 0; i < w; i++) {
_system->colorToRGB(ptr[i], ar, ag, ab);
ptr[i] = _system->RGBToColor((ar + r) / (level+1),
(ag + g) / (level+1),
(ab + b) / (level+1));
}
ptr += _screenPitch;
}
}
#endif
}
void NewGui::fillRect(int x, int y, int w, int h, OverlayColor color) {
_screen.fillRect(Common::Rect(x * _scaleFactor, y * _scaleFactor, (x+w) * _scaleFactor, (y+h) * _scaleFactor), color);
}
void NewGui::frameRect(int x, int y, int w, int h, OverlayColor color) {
_screen.frameRect(Common::Rect(x * _scaleFactor, y * _scaleFactor, (x+w) * _scaleFactor, (y+h) * _scaleFactor), color);
}
void NewGui::addDirtyRect(int x, int y, int w, int h) {
Common::Rect rect(x * _scaleFactor, y * _scaleFactor, (x + w) * _scaleFactor, (y + h) * _scaleFactor);
rect.clip(_screen.w, _screen.h);
if (!rect.isValidRect())
return;
// For now we don't keep yet another list of dirty rects but simply
// blit the affected area directly to the overlay. At least for our current
// GUI/widget/dialog code that is just fine.
OverlayColor *buf = getBasePtr(rect.left, rect.top);
_system->copyRectToOverlay(buf, _screenPitch, rect.left, rect.top, rect.width(), rect.height());
}
void NewGui::drawChar(byte chr, int xx, int yy, OverlayColor color, const Graphics::Font *font) {
if (font == 0)
font = &getFont();
font->drawChar(&_screen, chr, xx * _scaleFactor, yy * _scaleFactor, color);
}
int NewGui::getStringWidth(const String &str) const {
return getFont().getStringWidth(str) / _scaleFactor;
}
int NewGui::getCharWidth(byte c) const {
return getFont().getCharWidth(c) / _scaleFactor;
}
int NewGui::getFontHeight() const {
return getFont().getFontHeight() / _scaleFactor;
}
void NewGui::drawString(const String &s, int x, int y, int w, OverlayColor color, TextAlignment align, int deltax, bool useEllipsis) {
getFont().drawString(&_screen, s, x * _scaleFactor, y * _scaleFactor, w * _scaleFactor, color, align, deltax, useEllipsis);
}
//
// Draw an 8x8 bitmap at location (x,y)
//
void NewGui::drawBitmap(uint32 *bitmap, int tx, int ty, OverlayColor color, int h) {
tx *= _scaleFactor; ty *= _scaleFactor;
h *= _scaleFactor;
OverlayColor *ptr = getBasePtr(tx, ty);
for (int y = 0; y < h; y++, ptr += _screenPitch) {
uint32 mask = 0xF0000000;
if (ty + y < 0 || ty + y >= _screen.h)
continue;
for (int x = 0; x < 8 * _scaleFactor; x++) {
if(!(x % 2) && _scaleFactor != 1 && x != 0)
mask >>= 4;
else if(_scaleFactor == 1)
mask >>= 4;
if (tx + x < 0 || tx + x >= _screen.w)
continue;
if (bitmap[y / _scaleFactor] & mask)
ptr[x] = color;
}
}
}
//
// Draw the mouse cursor (animated). This is mostly ripped from the cursor code in gfx.cpp
// We could plug in a different cursor here if we like to.
//
void NewGui::animateCursor() {
int time = _system->getMillis();
if (time > _cursorAnimateTimer + kCursorAnimateDelay) {
const byte colors[4] = { 15, 15, 7, 8 };
const byte color = colors[_cursorAnimateCounter];
int i;
for (i = 0; i < 15; i++) {
if ((i < 6) || (i > 8)) {
_cursor[16 * 7 + i] = color;
_cursor[16 * i + 7] = color;
}
}
_system->setMouseCursor(_cursor, 16, 16, 7, 7);
_cursorAnimateTimer = time;
_cursorAnimateCounter = (_cursorAnimateCounter + 1) % 4;
}
}
} // End of namespace GUI