/* 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 "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 }; // Constructor GuiManager::GuiManager() : _redrawStatus(kRedrawDisabled), _stateIsSaved(false), _cursorAnimateCounter(0), _cursorAnimateTimer(0) { _theme = 0; _useStdCursor = false; _system = g_system; _lastScreenChangeID = _system->getScreenChangeID(); // Clear the cursor memset(_cursor, 0xFF, sizeof(_cursor)); 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"); } } _themeChange = false; } GuiManager::~GuiManager() { delete _theme; } #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) { // 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 (_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) { #ifdef ENABLE_RGB_COLOR CursorMan.popCursorFormat(); #endif CursorMan.popCursorPalette(); CursorMan.popCursor(); } // // Enable the new theme // _theme = newTheme; _themeChange = true; // 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(); Common::Event event; event.type = Common::EVENT_SCREEN_CHANGED; _system->getEventManager()->pushEvent(event); 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(); _themeChange = false; _redrawStatus = kRedrawFull; redraw(); } 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; 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); // HACK to change the cursor to the new themes one if (_themeChange) { _theme->enable(); _useStdCursor = !_theme->ownCursor(); if (_useStdCursor) setupCursor(); // _theme->refresh(); _themeChange = false; _redrawStatus = kRedrawFull; redraw(); } if (lastRedraw + waitTime < _system->getMillis()) { _theme->updateScreen(); _system->updateScreen(); lastRedraw = _system->getMillis(); } 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: activeDialog->handleMouseMoved(mouse.x, mouse.y, 0); 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(); 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_QUIT: return; case Common::EVENT_SCREEN_CHANGED: screenChange(); break; default: break; } } // 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) { #ifdef ENABLE_RGB_COLOR CursorMan.popCursorFormat(); #endif 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 }; #ifdef ENABLE_RGB_COLOR Graphics::PixelFormat format; format.bytesPerPixel = 1; format.rLoss = format.gLoss = format.bLoss = format.aLoss = 8; format.rShift = format.gShift = format.bShift = format.aShift = 0; CursorMan.pushCursorFormat(format); #endif CursorMan.pushCursorPalette(palette, 0, 4); CursorMan.pushCursor(NULL, 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); _cursorAnimateTimer = time; _cursorAnimateCounter = (_cursorAnimateCounter + 1) % 4; } } bool GuiManager::checkScreenChange() { int tmpScreenChangeID = _system->getScreenChangeID(); if (_lastScreenChangeID != tmpScreenChangeID) { GuiManager::screenChange(); return true; } return false; } void GuiManager::screenChange() { _lastScreenChangeID = _system->getScreenChangeID(); // 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