/* 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 "backends/keymapper/keymapper.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 }; // Constructor GuiManager::GuiManager() : _redrawStatus(kRedrawDisabled), _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)); #ifdef USE_TRANSLATION // Enable translation TransMan.setLanguage(ConfMan.get("gui_language").c_str()); #endif // USE_TRANSLATION 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")); #ifdef __DS__ // Searching for the theme file takes ~10 seconds on the DS. // Disable this search here because external themes are not supported. if (!loadNewTheme("builtin", gfxMode)) { // Loading the built-in theme failed as well. Bail out error("Failed to load any GUI theme, aborting"); } #else // 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"); } } #endif } GuiManager::~GuiManager() { delete _theme; } #ifdef ENABLE_KEYMAPPER 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; Action *act; Keymap *guiMap = new Keymap(kGuiKeymapName); act = new Action(guiMap, "CLOS", _("Close")); act->addKeyEvent(KeyState(KEYCODE_ESCAPE, ASCII_ESCAPE, 0)); act = new Action(guiMap, "CLIK", _("Mouse click")); act->addLeftClickEvent(); #ifdef ENABLE_VKEYBD act = new Action(guiMap, "VIRT", _("Display keyboard")); act->addEvent(EVENT_VIRTUAL_KEYBOARD); #endif act = new Action(guiMap, "REMP", _("Remap keys")); act->addEvent(EVENT_KEYMAPPER_REMAP); act = new Action(guiMap, "FULS", _("Toggle FullScreen")); act->addKeyEvent(KeyState(KEYCODE_RETURN, ASCII_RETURN, KBD_ALT)); mapper->addGlobalKeymap(guiMap); } void GuiManager::pushKeymap() { _system->getEventManager()->getKeymapper()->pushKeymap(Common::kGuiKeymapName); } void GuiManager::popKeymap() { _system->getEventManager()->getKeymapper()->popKeymap(Common::kGuiKeymapName); } #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(); // fall through case kRedrawOpenDialog: _theme->updateScreen(false); _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 * const 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; bool tooltipCheck = false; while (!_dialogStack.empty() && activeDialog == getTopDialog() && !eventMan->shouldQuit()) { 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 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) continue; Common::Point mouse(event.mouse.x - activeDialog->_x, event.mouse.y - activeDialog->_y); 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); if (mouse.x != _lastMousePosition.x || mouse.y != _lastMousePosition.y) { _lastMousePosition.x = mouse.x; _lastMousePosition.y = mouse.y; _lastMousePosition.time = _system->getMillis(); } tooltipCheck = true; 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_SCREEN_CHANGED: screenChange(); break; default: break; } if (lastRedraw + waitTime < _system->getMillis()) { _theme->updateScreen(); _system->updateScreen(); lastRedraw = _system->getMillis(); } } if (tooltipCheck && _lastMousePosition.time + kTooltipDelay < _system->getMillis()) { Widget *wdg = activeDialog->findWidget(_lastMousePosition.x, _lastMousePosition.y); if (wdg && wdg->getTooltip()) { Tooltip *tooltip = new Tooltip(); tooltip->setup(activeDialog, wdg, _lastMousePosition.x, _lastMousePosition.y); tooltip->runModal(); delete tooltip; } } // Delay for a moment _system->delayMillis(10); } // 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 #3481395 "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() && activeDialog == getTopDialog()) getTopDialog()->close(); if (didSaveState) { _theme->disable(); restoreState(); _useStdCursor = false; } } #pragma mark - void GuiManager::saveState() { #ifdef ENABLE_KEYMAPPER initKeymap(); pushKeymap(); #endif // Backup old cursor _lastClick.x = _lastClick.y = 0; _lastClick.time = 0; _lastClick.count = 0; _stateIsSaved = true; } void GuiManager::restoreState() { #ifdef ENABLE_KEYMAPPER popKeymap(); #endif 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, 255, 255, 255, 171, 171, 171, 87, 87, 87 }; 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