/* 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. * */ #ifndef MACVENTURE_GUI_H #define MACVENTURE_GUI_H #include "graphics/macgui/macwindowmanager.h" #include "graphics/macgui/macwindow.h" #include "graphics/macgui/macmenu.h" #include "graphics/font.h" #include "macventure/macventure.h" #include "macventure/container.h" #include "macventure/image.h" #include "macventure/prebuilt_dialogs.h" #include "macventure/dialog.h" #include "macventure/controls.h" #include "macventure/windows.h" namespace MacVenture { using namespace Graphics::MacGUIConstants; using namespace Graphics::MacWindowConstants; class MacVentureEngine; typedef uint32 ObjID; class Cursor; class ConsoleText; class CommandButton; class ImageAsset; class Dialog; BorderBounds borderBounds(MVWindowType type); extern PrebuiltDialog prebuiltDialogs[]; enum MenuAction { kMenuActionAbout, kMenuActionNew, kMenuActionOpen, kMenuActionSave, kMenuActionSaveAs, kMenuActionQuit, kMenuActionUndo, kMenuActionCut, kMenuActionCopy, kMenuActionPaste, kMenuActionClear, kMenuActionCleanUp, kMenuActionMessUp, kMenuActionCommand }; //} using namespace MacVentureMenuActions; struct DraggedObj { ObjID id; Common::Point pos; Common::Point mouseOffset; Common::Point startPos; WindowReference startWin; bool hasMoved; }; enum CursorState { // HACK, I should define a proper FSM for this kCursorIdle, kCursorSingleClick, // Triggered when mouse goes up kCursorSingleClickAwait, // Triggered when we are in single click and mouse goes down kCursorSingleClickTrap, // Trap state, for when we are in await, and the timer goes off kCursorDoubleClick }; class Gui { public: Gui(MacVentureEngine *engine, Common::MacResManager *resman); ~Gui(); void draw(); void drawMenu(); void drawTitle(); void clearControls(); bool processEvent(Common::Event &event); void handleMenuAction(MenuAction action); void updateWindow(WindowReference winID, bool containerOpen); void invertWindowColors(WindowReference winID); WindowReference createInventoryWindow(ObjID objRef); bool tryCloseWindow(WindowReference winID); Common::Point getObjMeasures(ObjID obj); WindowReference getObjWindow(ObjID objID); WindowReference findObjWindow(ObjID objID); // Event processors bool processCommandEvents(WindowClick click, Common::Event &event); bool processMainGameEvents(WindowClick click, Common::Event &event); bool processOutConsoleEvents(WindowClick click, Common::Event &event); bool processSelfEvents(WindowClick click, Common::Event &event); bool processExitsEvents(WindowClick click, Common::Event &event); bool processDiplomaEvents(WindowClick click, Common::Event &event); bool processInventoryEvents(WindowClick click, Common::Event &event); void processCursorTick(); const WindowData& getWindowData(WindowReference reference); const Graphics::Font& getCurrentFont(); // Clicks void handleSingleClick(Common::Point pos); void handleDoubleClick(Common::Point pos); // Modifiers void bringToFront(WindowReference window); void setWindowTitle(WindowReference winID, Common::String string); void updateWindowInfo(WindowReference ref, ObjID objID, const Common::Array &children); void addChild(WindowReference target, ObjID child); void removeChild(WindowReference target, ObjID child); void clearExits(); void unselectExits(); void updateExit(ObjID id); void printText(const Common::String &text); //Dialog interactions void showPrebuiltDialog(PrebuiltDialogs type); bool isDialogOpen(); void getTextFromUser(); void setTextInput(Common::String str); void closeDialog(); // TODO: Currently unused, we are using ScummVM dialogs instead. void loadGame(int slot); void saveInto(int slot); private: // Attributes MacVentureEngine *_engine; Common::MacResManager *_resourceManager; Graphics::ManagedSurface _screen; Graphics::MacWindowManager _wm; Common::List *_windowData; Common::Array *_controlData; Common::Array *_exitsData; Graphics::MacWindow *_controlsWindow; Graphics::MacWindow *_mainGameWindow; Graphics::MacWindow *_outConsoleWindow; Graphics::MacWindow *_selfWindow; Graphics::MacWindow *_exitsWindow; Graphics::MacWindow *_diplomaWindow; Common::Array _inventoryWindows; Graphics::Menu *_menu; Dialog *_dialog; Container *_graphics; Common::HashMap _assets; Graphics::ManagedSurface _draggedSurface; DraggedObj _draggedObj; Cursor *_cursor; ConsoleText *_consoleText; private: // Methods // Initializers void initGUI(); void initWindows(); void assignObjReferences(); // Mainly guesswork // Loaders bool loadMenus(); bool loadWindows(); bool loadControls(); void loadBorder(Graphics::MacWindow * target, Common::String filename, bool active, MVWindowType type); void loadGraphics(); // Drawers void drawWindows(); void drawCommandsWindow(); void drawMainGameWindow(); void drawSelfWindow(); void drawInventories(); void drawExitsWindow(); void drawConsoleWindow(); void drawDraggedObject(); void drawObjectsInWindow(WindowReference target, Graphics::ManagedSurface *surface); void drawWindowTitle(WindowReference target, Graphics::ManagedSurface *surface); void drawDialog(); void moveDraggedObject(Common::Point target); // Finders WindowReference findWindowAtPoint(Common::Point point); Common::Point getWindowSurfacePos(WindowReference reference); WindowData& findWindowData(WindowReference reference); Graphics::MacWindow *findWindow(WindowReference reference); // Utils bool canBeSelected(ObjID obj, const Common::Event &event, const Common::Rect &clickRect, WindowReference ref); void checkSelect(const WindowData &data, const Common::Event &event, const Common::Rect &clickRect, WindowReference ref); bool isRectInsideObject(Common::Rect target, ObjID obj); void selectDraggable(ObjID child, WindowReference origin, Common::Point startPos, Common::Point scroll); void handleDragRelease(Common::Point pos, bool shiftPressed, bool isDoubleClick); Common::Rect calculateClickRect(Common::Point clickPos, Common::Rect windowBounds); Common::Point localize(Common::Point point, WindowReference origin, WindowReference target); void removeInventoryWindow(WindowReference ref); void ensureAssetLoaded(ObjID obj); }; class Cursor { enum ClickState { kCursorIdle = 0, kCursorSC = 1, kCursorNoTick = 2, kCursorSCTrans = 3, kCursorExecSC = 4, kCursorExecDC = 5, kCursorStateCount }; enum CursorInput { // Columns for the FSM transition table kTickCol = 0, kButtonDownCol = 1, kButtonUpCol = 2, kCursorInputCount }; ClickState _transitionTable[kCursorStateCount][kCursorInputCount] = { /* kCursorIdle */ {kCursorIdle, kCursorIdle, kCursorSC }, /* kCursorSC */ {kCursorExecSC, kCursorSCTrans, kCursorExecDC }, /* IgnoreTick */ {kCursorNoTick, kCursorNoTick, kCursorExecSC }, /* SC Transition */ {kCursorNoTick, kCursorNoTick, kCursorExecDC }, /* Exec SC */ {kCursorIdle, kCursorExecSC, kCursorExecSC }, // Trap state /* Exec DC */ {kCursorIdle, kCursorExecDC, kCursorExecDC } // Trap state }; public: Cursor(Gui *gui) { _gui = gui; _state = kCursorIdle; } ~Cursor() {} void tick() { executeState(); changeState(kTickCol); } bool processEvent(const Common::Event &event) { if (event.type == Common::EVENT_MOUSEMOVE) { _pos = event.mouse; return true; } if (event.type == Common::EVENT_LBUTTONDOWN) { changeState(kButtonDownCol); return true; } if (event.type == Common::EVENT_LBUTTONUP) { changeState(kButtonUpCol); return true; } return false; } Common::Point getPos() { return _pos; } private: void changeState(CursorInput input) { debug(4, "Change cursor state: [%d] -> [%d]", _state, _transitionTable[_state][input]); _state = _transitionTable[_state][input]; } void executeState() { if (_state == kCursorExecSC) { _gui->handleSingleClick(_pos); changeState(kTickCol); } else if (_state == kCursorExecDC) { _gui->handleDoubleClick(_pos); changeState(kTickCol); } } private: Gui *_gui; Common::Point _pos; ClickState _state; }; class ConsoleText { public: ConsoleText(Gui *gui) { _gui = gui; _lines.push_back(""); } ~ConsoleText() { } void printLine(const Common::String &str, int maxW) { Common::StringArray wrappedLines; int textW = maxW; const Graphics::Font *font = &_gui->getCurrentFont(); font->wordWrapText(str, textW, wrappedLines); if (wrappedLines.empty()) // Sometimes we have empty lines _lines.push_back(""); for (Common::StringArray::const_iterator j = wrappedLines.begin(); j != wrappedLines.end(); ++j) _lines.push_back(*j); updateScroll(); } void renderInto(Graphics::ManagedSurface *target, uint leftOffset) { target->fillRect(target->getBounds(), kColorWhite); const Graphics::Font *font = &_gui->getCurrentFont(); uint y = target->h - font->getFontHeight(); for (uint i = _scrollPos; i != 0; i--) { font->drawString(target, _lines[i], leftOffset, y, font->getStringWidth(_lines[i]), kColorBlack); y -= font->getFontHeight(); } } void updateScroll() { _scrollPos = _lines.size() - 1; } void scrollDown() { if (_scrollPos < _lines.size() - 1) _scrollPos++; } void scrollUp() { debug("scroll up"); if (_scrollPos > 0) _scrollPos--; } private: Gui *_gui; Common::StringArray _lines; int _scrollPos; }; } // End of namespace MacVenture #endif