scummvm/gui/gui-manager.cpp
antoniou79 da461da6f6 GUI: Fix tooltip behavior to be less interruptive
The tooltip will show only if mouse cursor was moved but not on a hovered focused editText field

Changes and implications in this commit:
- Fix _lastMousePosition coordinates and time being updated upon giving focus to the tooltip
- Check for mouse cursor movement first in the decision for showing the tooltip, then check if sufficient time for mouse resting position has passed (kTooltipDelay).
- Prevents showing a tooltip for a widget if it is an editable field (editText) and has both mouse hovering above it and the current focus.
This is so that typing text is not interrupted / slowed down by a periodical display of the tooltip, if the mouse is hovering over the same text field that the user is editing.
- If mouse cursor is moved but lands on the same widget as the one that had its tooltip shown last, then show the tooltip but after a different (larger) delay kTooltipSameWidgetDelay.
- Still shows tooltip for other widgets, including editText ones, if the mouse is hovered over them and they are not the current focused editText widget.

The bug was mentioned for the Android port on the forums here:
https://forums.scummvm.org/viewtopic.php?p=95531#p95531
However, it is not Android specific, even though the slowdown is a lot more noticeable on an Android device.
2021-06-19 14:39:34 +02:00

777 lines
22 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.
*
*/
#include "common/events.h"
#include "common/system.h"
#include "common/util.h"
#include "common/config-manager.h"
#include "common/algorithm.h"
#include "common/rect.h"
#include "common/textconsole.h"
#include "common/translation.h"
#include "gui/EventRecorder.h"
#include "backends/keymapper/action.h"
#include "backends/keymapper/keymap.h"
#include "backends/keymapper/keymapper.h"
#include "backends/keymapper/standard-actions.h"
#include "gui/gui-manager.h"
#include "gui/dialog.h"
#include "gui/ThemeEngine.h"
#include "gui/ThemeEval.h"
#include "gui/Tooltip.h"
#include "gui/widget.h"
#include "graphics/cursorman.h"
namespace Common {
DECLARE_SINGLETON(GUI::GuiManager);
}
namespace GUI {
enum {
kDoubleClickDelay = 500, // milliseconds
kCursorAnimateDelay = 250,
kTooltipDelay = 1250,
kTooltipSameWidgetDelay = 7000
};
// Constructor
GuiManager::GuiManager() : _redrawStatus(kRedrawDisabled), _stateIsSaved(false),
_cursorAnimateCounter(0), _cursorAnimateTimer(0) {
_theme = nullptr;
_useStdCursor = false;
_system = g_system;
_lastScreenChangeID = _system->getScreenChangeID();
computeScaleFactor();
_launched = false;
_useRTL = false;
_topDialogLeftPadding = 0;
_topDialogRightPadding = 0;
// Clear the cursor
memset(_cursor, 0xFF, sizeof(_cursor));
#ifdef USE_TRANSLATION
// Enable translation
TransMan.setLanguage(ConfMan.get("gui_language").c_str());
setLanguageRTL();
#endif // USE_TRANSLATION
initTextToSpeech();
ConfMan.registerDefault("gui_theme", "scummremastered");
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");
}
}
}
GuiManager::~GuiManager() {
delete _theme;
}
void GuiManager::computeScaleFactor() {
uint16 w = g_system->getOverlayWidth();
uint16 h = g_system->getOverlayHeight();
uint scale = g_system->getFeatureState(OSystem::kFeatureHiDPI) ? 2 : 1;
_baseHeight = 0; // Clean up from previous iteration
if (ConfMan.hasKey("gui_base")) {
_baseHeight = ConfMan.getInt("gui_base");
if (h < _baseHeight)
_baseHeight = 0; // Switch to auto for lower resolutions
}
if (_baseHeight == 0) { // auto
if (h < 240 * scale) { // 320 x 200
_baseHeight = MIN<int16>(200, h);
} else if (h < 400 * scale) { // 320 x 240
_baseHeight = 240;
} else if (h < 480 * scale) { // 640 x 400
_baseHeight = 400;
} else if (h < 720 * scale) { // 640 x 480
_baseHeight = 480;
} else { // 960 x 720
_baseHeight = 720;
}
}
_scaleFactor = (float)h / (float)_baseHeight;
_baseWidth = (int16)((float)w / _scaleFactor);
if (_theme)
_theme->setBaseResolution(_baseWidth, _baseHeight, _scaleFactor);
debug(3, "Setting %d x %d -> %d x %d -- %g", w, h, _baseWidth, _baseHeight, _scaleFactor);
}
Common::Keymap *GuiManager::getKeymap() const {
using namespace Common;
Keymap *guiMap = new Keymap(Keymap::kKeymapTypeGui, kGuiKeymapName, _("GUI"));
Action *act;
act = new Action(Common::kStandardActionInteract, _("Interact"));
act->addDefaultInputMapping("JOY_A");
act->setLeftClickEvent();
guiMap->addAction(act);
act = new Action("CLOS", _("Close"));
act->addDefaultInputMapping("ESCAPE");
act->addDefaultInputMapping("JOY_Y");
act->setKeyEvent(KeyState(KEYCODE_ESCAPE, ASCII_ESCAPE, 0));
guiMap->addAction(act);
act = new Action(kStandardActionMoveUp, _("Up"));
act->setKeyEvent(KEYCODE_UP);
act->addDefaultInputMapping("JOY_UP");
guiMap->addAction(act);
act = new Action(kStandardActionMoveDown, _("Down"));
act->setKeyEvent(KEYCODE_DOWN);
act->addDefaultInputMapping("JOY_DOWN");
guiMap->addAction(act);
act = new Action(kStandardActionMoveLeft, _("Left"));
act->setKeyEvent(KEYCODE_LEFT);
act->addDefaultInputMapping("JOY_LEFT");
guiMap->addAction(act);
act = new Action(kStandardActionMoveRight, _("Right"));
act->setKeyEvent(KEYCODE_RIGHT);
act->addDefaultInputMapping("JOY_RIGHT");
guiMap->addAction(act);
act = new Action(kStandardActionEE, _("???"));
act->setKeyEvent(KEYCODE_v);
guiMap->addAction(act);
return guiMap;
}
void GuiManager::initKeymap() {
using namespace Common;
Keymapper *mapper = _system->getEventManager()->getKeymapper();
// Do not try to recreate same keymap over again
if (mapper->getKeymap(kGuiKeymapName) != 0)
return;
Keymap *guiMap = getKeymap();
mapper->addGlobalKeymap(guiMap);
}
void GuiManager::enableKeymap(bool enabled) {
Common::Keymapper *keymapper = _system->getEventManager()->getKeymapper();
keymapper->setEnabledKeymapType(enabled ? Common::Keymap::kKeymapTypeGui : Common::Keymap::kKeymapTypeGame);
}
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 = nullptr;
if (gfx == ThemeEngine::kGfxDisabled)
gfx = ThemeEngine::_defaultRendererMode;
// Try to load the new theme
newTheme = new ThemeEngine(id, gfx);
assert(newTheme);
newTheme->setBaseResolution(_baseWidth, _baseHeight, _scaleFactor);
if (!newTheme->init()) {
delete newTheme;
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 (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();
return true;
}
void GuiManager::redrawFull() {
_redrawStatus = kRedrawFull;
redraw();
_system->updateScreen();
}
void GuiManager::redraw() {
ThemeEngine::ShadingStyle shading;
if (_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() > 3)
shading = ThemeEngine::kShadingNone;
switch (_redrawStatus) {
case kRedrawCloseDialog:
case kRedrawFull:
case kRedrawTopDialog:
_theme->clearAll();
_theme->drawToBackbuffer();
for (DialogStack::size_type i = 0; i < _dialogStack.size() - 1; i++) {
_dialogStack[i]->drawDialog(kDrawLayerBackground);
_dialogStack[i]->drawDialog(kDrawLayerForeground);
}
// fall through
case kRedrawOpenDialog:
// This case is an optimization to avoid redrawing the whole dialog
// stack when opening a new dialog.
_theme->drawToBackbuffer();
if (_redrawStatus == kRedrawOpenDialog && _dialogStack.size() > 1) {
Dialog *previousDialog = _dialogStack[_dialogStack.size() - 2];
previousDialog->drawDialog(kDrawLayerForeground);
}
_theme->applyScreenShading(shading);
_dialogStack.top()->drawDialog(kDrawLayerBackground);
_theme->drawToScreen();
_theme->copyBackBufferToScreen();
_dialogStack.top()->drawDialog(kDrawLayerForeground);
break;
default:
break;
}
// Redraw the widgets that are marked as dirty
_theme->drawToScreen();
_dialogStack.top()->drawWidgets();
_theme->updateScreen();
_redrawStatus = kRedrawDisabled;
}
Dialog *GuiManager::getTopDialog() const {
if (_dialogStack.empty())
return nullptr;
return _dialogStack.top();
}
void GuiManager::addToTrash(GuiObject* object, Dialog* parent) {
debug(7, "Adding Gui Object %p to trash", (void *)object);
GuiObjectTrashItem t;
t.object = object;
t.parent = nullptr;
// If a dialog was provided, check it is in the dialog stack
if (parent != nullptr) {
for (uint i = 0 ; i < _dialogStack.size() ; ++i) {
if (_dialogStack[i] == parent) {
t.parent = parent;
break;
}
}
}
_guiObjectTrash.push_back(t);
}
void GuiManager::runLoop() {
Dialog * const activeDialog = getTopDialog();
bool didSaveState = false;
if (activeDialog == nullptr)
return;
#ifdef ENABLE_EVENTRECORDER
// Suspend recording while GUI is shown
g_eventRec.suspendRecording();
#endif
if (!_stateIsSaved) {
saveState();
_theme->enable();
didSaveState = true;
_useStdCursor = !_theme->ownCursor();
if (_useStdCursor)
setupCursor();
// _theme->refresh();
_redrawStatus = kRedrawFull;
redraw();
}
Common::EventManager *eventMan = _system->getEventManager();
const uint32 targetFrameDuration = 1000 / 60;
while (!_dialogStack.empty() && activeDialog == getTopDialog() && !eventMan->shouldQuit() && (!g_engine || !eventMan->shouldReturnToLauncher())) {
uint32 frameStartTime = _system->getMillis(true);
// 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();
Common::Event event;
while (eventMan->pollEvent(event)) {
// We will need to check whether the screen changed while polling
// for an event here. While we do send EVENT_SCREEN_CHANGED
// whenever this happens we still cannot be sure that we get such
// an event immediately. For example, we might have an mouse move
// event queued before an screen changed event. In some rare cases
// this would make the GUI redraw (with the code a few lines
// below) when it is not yet updated for new overlay dimensions.
// As a result ScummVM would crash because it tries to copy data
// outside the actual overlay screen.
if (event.type != Common::EVENT_SCREEN_CHANGED) {
checkScreenChange();
}
// 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 behavior/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) {
processEvent(event, getTopDialog());
continue;
}
processEvent(event, activeDialog);
}
// Delete GuiObject that have been added to the trash for a delayed deletion
Common::List<GuiObjectTrashItem>::iterator it = _guiObjectTrash.begin();
while (it != _guiObjectTrash.end()) {
if ((*it).parent == nullptr || (*it).parent == activeDialog) {
debug(7, "Delayed deletion of Gui Object %p", (void *)(*it).object);
delete (*it).object;
it = _guiObjectTrash.erase(it);
} else
++it;
}
// Handle tooltip for the widget under the mouse cursor.
// 1. Only try to show a tooltip if the mouse cursor was actually moved
// and sufficient time (kTooltipDelay) passed since mouse cursor rested in-place.
// Note, Dialog objects acquiring or losing focus lead to a _lastMousePosition update,
// which may lead to a change of its time and x,y coordinate values.
// See: GuiManager::giveFocusToDialog()
// We avoid updating _lastMousePosition when giving focus to the Tooltip object
// by having the Tooltip objects set a false value for their (inherited) member
// var _mouseUpdatedOnFocus (in Tooltip::setup()).
// However, when the tooltip loses focus, _lastMousePosition will be updated.
// If the mouse had stayed in the same position in the meantime,
// then at the time of the tooltip losing focus
// the _lastMousePosition.time will be new, but the x,y cordinates
// will be the same as the stored ones in _lastTooltipShown.
// 2. If the mouse was moved but ended on the same (tooltip enabled) widget,
// then delay showing the tooltip based on the value of kTooltipSameWidgetDelay.
uint32 systemMillisNowForTooltipCheck = _system->getMillis(true);
if ((_lastTooltipShown.x != _lastMousePosition.x || _lastTooltipShown.y != _lastMousePosition.y)
&& _lastMousePosition.time + kTooltipDelay < systemMillisNowForTooltipCheck) {
Widget *wdg = activeDialog->findWidget(_lastMousePosition.x, _lastMousePosition.y);
if (wdg && wdg->hasTooltip() && !(wdg->getFlags() & WIDGET_PRESSED)
&& (_lastTooltipShown.wdg != wdg || _lastTooltipShown.time + kTooltipSameWidgetDelay < systemMillisNowForTooltipCheck)) {
_lastTooltipShown.time = systemMillisNowForTooltipCheck;
_lastTooltipShown.wdg = wdg;
_lastTooltipShown.x = _lastMousePosition.x;
_lastTooltipShown.y = _lastMousePosition.y;
if (wdg->getType() != kEditTextWidget || activeDialog->getFocusWidget() != wdg) {
Tooltip *tooltip = new Tooltip();
tooltip->setup(activeDialog, wdg, _lastMousePosition.x, _lastMousePosition.y);
tooltip->runModal();
delete tooltip;
}
}
}
redraw();
// Delay until the allocated frame time is elapsed to match the target frame rate
uint32 actualFrameDuration = _system->getMillis(true) - frameStartTime;
if (actualFrameDuration < targetFrameDuration) {
_system->delayMillis(targetFrameDuration - actualFrameDuration);
}
_system->updateScreen();
}
// WORKAROUND: When quitting we might not properly close the dialogs on
// the dialog stack, thus we do this here to avoid any problems.
// This is most noticable in bug #5954 "LAUNCHER: Can't quit from unsupported game dialog".
// It seems that Dialog::runModal never removes the dialog from the dialog
// stack, thus if the dialog does not call Dialog::close to close itself
// it will never be removed. Since we can have multiple run loops being
// called we cannot rely on catching EVENT_QUIT in the event loop above,
// since it would only catch it for the top run loop.
if ((eventMan->shouldQuit() || (g_engine && eventMan->shouldReturnToLauncher())) && activeDialog == getTopDialog())
getTopDialog()->close();
if (didSaveState) {
_theme->disable();
restoreState();
_useStdCursor = false;
}
#ifdef ENABLE_EVENTRECORDER
// Resume recording once GUI is shown
g_eventRec.resumeRecording();
#endif
}
void GuiManager::exitLoop() {
while (!_dialogStack.empty())
getTopDialog()->close();
}
#pragma mark -
void GuiManager::saveState() {
initKeymap();
enableKeymap(true);
// Backup old cursor
_lastClick.x = _lastClick.y = 0;
_lastClick.time = 0;
_lastClick.count = 0;
_stateIsSaved = true;
}
void GuiManager::restoreState() {
enableKeymap(false);
if (_useStdCursor) {
CursorMan.popCursor();
CursorMan.popCursorPalette();
}
_system->updateScreen();
_stateIsSaved = false;
}
void GuiManager::openDialog(Dialog *dialog) {
giveFocusToDialog(dialog);
if (!_dialogStack.empty())
getTopDialog()->lostFocus();
_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()->lostFocus();
if (!_dialogStack.empty()) {
Dialog *dialog = getTopDialog();
giveFocusToDialog(dialog);
}
if (_redrawStatus != kRedrawFull)
_redrawStatus = kRedrawCloseDialog;
redraw();
}
void GuiManager::setupCursor() {
const byte palette[] = {
255, 255, 255,
255, 255, 255,
171, 171, 171,
87, 87, 87
};
CursorMan.pushCursorPalette(palette, 0, 4);
CursorMan.pushCursor(nullptr, 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(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();
computeScaleFactor();
// 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);
if (dialog->isMouseUpdatedOnFocus()) {
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;
}
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);
}
} // End of namespace GUI