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/* ScummVM - Scumm Interpreter
* Copyright (C) 2002-2004 The ScummVM project
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*/
#include "stdafx.h"
#include "common/util.h"
#include "gui/newgui.h"
#include "gui/dialog.h"
namespace GUI {
/*
* TODO list
* - add more widgets: edit field, popup, radio buttons, ...
*
* Other ideas:
* - allow multi line (l/c/r aligned) text via StaticTextWidget ?
* - add "close" widget to all dialogs (with a flag to turn it off) ?
* - make dialogs "moveable" ?
* - come up with a new look & feel / theme for the GUI
* - ...
*/
enum {
kDoubleClickDelay = 500, // milliseconds
kCursorAnimateDelay = 250,
kKeyRepeatInitialDelay = 400,
kKeyRepeatSustainDelay = 100
};
// Constructor
NewGui::NewGui() : _needRedraw(false),
_stateIsSaved(false), _cursorAnimateCounter(0), _cursorAnimateTimer(0) {
_system = OSystem::instance();
// Clear the cursor
memset(_cursor, 0xFF, sizeof(_cursor));
// Reset key repeat
_currentKeyDown.keycode = 0;
}
void NewGui::updateColors() {
// Setup some default GUI colors.
_bgcolor = _system->RGBToColor(0, 0, 0);
_color = _system->RGBToColor(104, 104, 104);
_shadowcolor = _system->RGBToColor(64, 64, 64);
_textcolor = _system->RGBToColor(32, 160, 32);
_textcolorhi = _system->RGBToColor(0, 255, 0);
}
void NewGui::runLoop() {
Dialog *activeDialog = _dialogStack.top();
bool didSaveState = false;
if (activeDialog == 0)
return;
// Setup some default GUI colors. Normally this will be done whenever an
// EVENT_SCREEN_CHANGED is received. However, not yet all backends support
// that event, so we also do it "manually" whenever a run loop is entered.
updateColors();
if (!_stateIsSaved) {
saveState();
didSaveState = true;
}
while (!_dialogStack.empty() && activeDialog == _dialogStack.top()) {
activeDialog->handleTickle();
if (_needRedraw) {
// Restore the overlay to its initial state, then draw all dialogs.
// This is necessary to get the blending right.
_system->clear_overlay();
_system->grab_overlay((OverlayColor *)_screen.pixels, _screenPitch);
for (int i = 0; i < _dialogStack.size(); i++)
_dialogStack[i]->drawDialog();
_needRedraw = false;
}
animateCursor();
_system->updateScreen();
OSystem::Event event;
uint32 time = _system->get_msecs();
while (_system->poll_event(&event)) {
switch (event.event_code) {
case OSystem::EVENT_KEYDOWN:
#if !defined(__PALM_OS__)
// init continuous event stream
// not done on PalmOS because keyboard is emulated and keyup is not generated
_currentKeyDown.ascii = event.kbd.ascii;
_currentKeyDown.keycode = event.kbd.keycode;
_currentKeyDown.flags = event.kbd.flags;
_keyRepeatTime = time + kKeyRepeatInitialDelay;
#endif
activeDialog->handleKeyDown(event.kbd.ascii, event.kbd.keycode, event.kbd.flags);
break;
case OSystem::EVENT_KEYUP:
activeDialog->handleKeyUp(event.kbd.ascii, event.kbd.keycode, event.kbd.flags);
if (event.kbd.keycode == _currentKeyDown.keycode)
// only stop firing events if it's the current key
_currentKeyDown.keycode = 0;
break;
case OSystem::EVENT_MOUSEMOVE:
activeDialog->handleMouseMoved(event.mouse.x - activeDialog->_x, event.mouse.y - activeDialog->_y, 0);
break;
// We don't distinguish between mousebuttons (for now at least)
case OSystem::EVENT_LBUTTONDOWN:
case OSystem::EVENT_RBUTTONDOWN: {
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(event.mouse.x - activeDialog->_x, event.mouse.y - activeDialog->_y, 1, _lastClick.count);
break;
case OSystem::EVENT_LBUTTONUP:
case OSystem::EVENT_RBUTTONUP:
activeDialog->handleMouseUp(event.mouse.x - activeDialog->_x, event.mouse.y - activeDialog->_y, 1, _lastClick.count);
break;
case OSystem::EVENT_WHEELUP:
activeDialog->handleMouseWheel(event.mouse.x - activeDialog->_x, event.mouse.y - activeDialog->_y, -1);
break;
case OSystem::EVENT_WHEELDOWN:
activeDialog->handleMouseWheel(event.mouse.x - activeDialog->_x, event.mouse.y - activeDialog->_y, 1);
break;
case OSystem::EVENT_QUIT:
_system->quit();
return;
case OSystem::EVENT_SCREEN_CHANGED:
updateColors();
activeDialog->handleScreenChanged();
break;
}
}
// check if event should be sent again (keydown)
if (_currentKeyDown.keycode != 0) {
if (_keyRepeatTime < time) {
// fire event
activeDialog->handleKeyDown(_currentKeyDown.ascii, _currentKeyDown.keycode, _currentKeyDown.flags);
_keyRepeatTime = time + kKeyRepeatSustainDelay;
}
}
// Delay for a moment
_system->delay_msecs(10);
}
if (didSaveState)
restoreState();
}
#pragma mark -
void NewGui::saveState() {
// Backup old cursor
_oldCursorMode = _system->show_mouse(true);
// Enable the overlay
_system->show_overlay();
// Create a screen buffer for the overlay data, and fill it with
// whatever is visible on the screen rught now.
_screen.h = _system->get_overlay_height();
_screen.w = _system->get_overlay_width();
_screen.bytesPerPixel = sizeof(OverlayColor);
_screen.pitch = _screen.w * _screen.bytesPerPixel;
_screenPitch = _screen.w;
_screen.pixels = (OverlayColor*)calloc(_screen.w * _screen.h, sizeof(OverlayColor));
_system->grab_overlay((OverlayColor *)_screen.pixels, _screenPitch);
_currentKeyDown.keycode = 0;
_lastClick.x = _lastClick.y = 0;
_lastClick.time = 0;
_lastClick.count = 0;
_stateIsSaved = true;
}
void NewGui::restoreState() {
_system->show_mouse(_oldCursorMode);
_system->hide_overlay();
if (_screen.pixels) {
free(_screen.pixels);
_screen.pixels = 0;
}
_system->updateScreen();
_stateIsSaved = false;
}
void NewGui::openDialog(Dialog *dialog) {
_dialogStack.push(dialog);
_needRedraw = true;
}
void NewGui::closeTopDialog() {
// Don't do anything if no dialog is open
if (_dialogStack.empty())
return;
// Remove the dialog from the stack
_dialogStack.pop();
_needRedraw = true;
}
#pragma mark -
OverlayColor *NewGui::getBasePtr(int x, int y) {
return (OverlayColor *)((byte *)_screen.pixels + x * _screen.bytesPerPixel + y * _screen.pitch);
}
void NewGui::box(int x, int y, int width, int height, OverlayColor colorA, OverlayColor colorB) {
hLine(x + 1, y, x + width - 2, colorA);
hLine(x, y + 1, x + width - 1, colorA);
vLine(x, y + 1, y + height - 2, colorA);
vLine(x + 1, y, y + height - 1, colorA);
hLine(x + 1, y + height - 2, x + width - 1, colorB);
hLine(x + 1, y + height - 1, x + width - 2, colorB);
vLine(x + width - 1, y + 1, y + height - 2, colorB);
vLine(x + width - 2, y + 1, y + height - 1, colorB);
}
void NewGui::hLine(int x, int y, int x2, OverlayColor color) {
OverlayColor *ptr;
if (x2 < x)
SWAP(x2, x);
ptr = getBasePtr(x, y);
while (x++ <= x2) {
*ptr++ = color;
}
}
void NewGui::vLine(int x, int y, int y2, OverlayColor color) {
OverlayColor *ptr;
if (y2 < y)
SWAP(y2, y);
ptr = getBasePtr(x, y);
while (y++ <= y2) {
*ptr = color;
ptr += _screenPitch;
}
}
void NewGui::blendRect(int x, int y, int w, int h, OverlayColor color, int level) {
#ifdef NEWGUI_256
fillRect(x, y, w, h, color);
#else
int r, g, b;
uint8 ar, ag, ab;
_system->colorToRGB(color, ar, ag, ab);
r = ar * level;
g = ag * level;
b = ab * level;
OverlayColor *ptr = getBasePtr(x, y);
while (h--) {
for (int i = 0; i < w; i++) {
_system->colorToRGB(ptr[i], ar, ag, ab);
ptr[i] = _system->RGBToColor((ar + r) / (level+1),
(ag + g) / (level+1),
(ab + b) / (level+1));
}
ptr += _screenPitch;
}
#endif
}
void NewGui::fillRect(int x, int y, int w, int h, OverlayColor color) {
int i;
OverlayColor *ptr = getBasePtr(x, y);
while (h--) {
for (i = 0; i < w; i++) {
ptr[i] = color;
}
ptr += _screenPitch;
}
}
void NewGui::checkerRect(int x, int y, int w, int h, OverlayColor color) {
int i;
OverlayColor *ptr = getBasePtr(x, y);
while (h--) {
for (i = 0; i < w; i++) {
if ((h ^ i) & 1)
ptr[i] = color;
}
ptr += _screenPitch;
}
}
void NewGui::frameRect(int x, int y, int w, int h, OverlayColor color) {
int i;
OverlayColor *ptr, *basePtr = getBasePtr(x, y);
if (basePtr == NULL)
return;
ptr = basePtr;
for (i = 0; i < w; i++, ptr++)
*ptr = color;
ptr--;
for (i = 0; i < h; i++, ptr += _screenPitch)
*ptr = color;
ptr = basePtr;
for (i = 0; i < h; i++, ptr += _screenPitch)
*ptr = color;
ptr -= _screenPitch;
for (i = 0; i < w; i++, ptr++)
*ptr = color;
}
void NewGui::addDirtyRect(int x, int y, int w, int h) {
// For now we don't keep yet another list of dirty rects but simply
// blit the affected area directly to the overlay. At least for our current
// GUI/widget/dialog code that is just fine.
OverlayColor *buf = getBasePtr(x, y);
_system->copy_rect_overlay(buf, _screenPitch, x, y, w, h);
}
void NewGui::drawChar(byte chr, int xx, int yy, OverlayColor color) {
g_guifont.drawChar(&_screen, chr, xx, yy, color);
}
int NewGui::getStringWidth(const String &str) {
return g_guifont.getStringWidth(str);
}
int NewGui::getCharWidth(byte c) {
return g_guifont.getCharWidth(c);
}
void NewGui::drawString(const String &s, int x, int y, int w, OverlayColor color, TextAlignment align, int deltax, bool useEllipsis) {
g_guifont.drawString(&_screen, s, x, y, w, color, align, deltax, useEllipsis);
}
//
// Blit from a buffer to the display
//
void NewGui::blitFromBuffer(int x, int y, int w, int h, const byte *buf, int pitch) {
OverlayColor *ptr = getBasePtr(x, y);
assert(buf);
while (h--) {
memcpy(ptr, buf, w*2);
ptr += _screenPitch;
buf += pitch;
}
}
//
// Blit from the display to a buffer
//
void NewGui::blitToBuffer(int x, int y, int w, int h, byte *buf, int pitch) {
OverlayColor *ptr = getBasePtr(x, y);
assert(buf);
while (h--) {
memcpy(buf, ptr, w * 2);
ptr += _screenPitch;
buf += pitch;
}
}
//
// Draw an 8x8 bitmap at location (x,y)
//
void NewGui::drawBitmap(uint32 *bitmap, int x, int y, OverlayColor color, int h) {
OverlayColor *ptr = getBasePtr(x, y);
for (y = 0; y < h; y++) {
uint32 mask = 0xF0000000;
for (x = 0; x < 8; x++) {
if (bitmap[y] & mask)
ptr[x] = color;
mask >>= 4;
}
ptr += _screenPitch;
}
}
//
// Draw the mouse cursor (animated). This is mostly ripped from the cursor code in gfx.cpp
// We could plug in a different cursor here if we like to.
//
void NewGui::animateCursor() {
int time = _system->get_msecs();
if (time > _cursorAnimateTimer + kCursorAnimateDelay) {
const byte colors[4] = { 15, 15, 7, 8 };
const byte color = colors[_cursorAnimateCounter];
int i;
for (i = 0; i < 15; i++) {
if ((i < 6) || (i > 8)) {
_cursor[16 * 7 + i] = color;
_cursor[16 * i + 7] = color;
}
}
_system->set_mouse_cursor(_cursor, 16, 16, 7, 7);
_cursorAnimateTimer = time;
_cursorAnimateCounter = (_cursorAnimateCounter + 1) % 4;
}
}
} // End of namespace GUI
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