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+/* 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