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Diffstat (limited to 'gui/gui-manager.cpp')
-rw-r--r-- | gui/gui-manager.cpp | 514 |
1 files changed, 514 insertions, 0 deletions
diff --git a/gui/gui-manager.cpp b/gui/gui-manager.cpp new file mode 100644 index 0000000000..22a69f1ee5 --- /dev/null +++ b/gui/gui-manager.cpp @@ -0,0 +1,514 @@ +/* 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)); + + // Enable translation + TransMan.setLanguage(ConfMan.get("gui_language").c_str()); + + 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(); + } + + _lastMousePosition.x = _lastMousePosition.y = -1; + _lastMousePosition.time = 0; + + 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 |