415 lines
11 KiB
C++
415 lines
11 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/* This is a C++ class for handling a GUI, and associated widgets */
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#include "ultima/nuvie/core/nuvie_defs.h"
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#include "ultima/nuvie/conf/configuration.h"
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#include "ultima/nuvie/gui/gui.h"
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#include "ultima/nuvie/gui/gui_types.h"
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#include "ultima/nuvie/keybinding/keys.h"
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#include "common/system.h"
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#include "backends/keymapper/keymapper.h"
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namespace Ultima {
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namespace Nuvie {
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const int GUI::mouseclick_delay = 300; /* SB-X */
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/* Number of widget elements to allocate at once */
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#define WIDGET_ARRAYCHUNK 32
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GUI *GUI::gui = nullptr;
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GUI::GUI(const Configuration *c, Screen *s) : config(c), screen(s), numwidgets(0),
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maxwidgets(0), widgets(nullptr), display(1), running(0), dragging(false),
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full_redraw(true), focused_widget(nullptr), locked_widget(nullptr),
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block_input(false) {
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gui = this;
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selected_color = new GUI_Color(10, 10, 50);
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selected_color->map_color(screen->get_sdl_surface()->format);
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gui_font = new GUI_Font();
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gui_drag_manager = new GUI_DragManager(screen);
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}
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GUI::~GUI() {
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if (widgets != nullptr) {
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for (int i = 0; i < numwidgets; ++i) {
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delete widgets[i];
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}
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free(widgets);
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}
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delete selected_color;
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delete gui_font;
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delete gui_drag_manager;
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}
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/* Add a widget to the GUI.
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The widget will be automatically deleted when the GUI is deleted.
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*/
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int GUI::AddWidget(GUI_Widget *widget) {
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int i = numwidgets;
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// This is commented out because it makes it unsafe to call AddWidget
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// from a widget's event handler: It could delete the calling widget
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// if it was marked for deletion during event handling.
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/* Look for deleted widgets */
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// for (i = 0; i < numwidgets; ++i) {
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// if (widgets[i]->Status() == WIDGET_DELETED) {
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// delete widgets[i];
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// break;
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// }
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// }
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// if (i == numwidgets) {
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/* Expand the widgets array if necessary */
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if (numwidgets == maxwidgets) {
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GUI_Widget **newarray;
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int maxarray;
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maxarray = maxwidgets + WIDGET_ARRAYCHUNK;
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if ((newarray = (GUI_Widget **)realloc(widgets,
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maxarray * sizeof(*newarray))) == nullptr) {
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return -1;
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}
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widgets = newarray;
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maxwidgets = maxarray;
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}
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++numwidgets;
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// }
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widgets[i] = widget;
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widget->PlaceOnScreen(screen, gui_drag_manager, 0, 0);
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return 0;
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}
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/* remove widget from gui system but don't delete it */
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bool GUI::removeWidget(GUI_Widget *widget) {
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int i;
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for (i = 0; i < numwidgets; ++i) {
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if (widgets[i] == widget) {
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for (int j = i + 1; j < numwidgets; ++j) { //shuffle remaining widgets down.
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widgets[j - 1] = widgets[j];
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}
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--numwidgets;
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force_full_redraw();
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Display();
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return true;
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}
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}
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return false;
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}
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void GUI::CleanupDeletedWidgets(bool redraw) {
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/* Garbage collection */
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if (locked_widget && locked_widget->Status() == WIDGET_DELETED) {
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locked_widget = nullptr;
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// Re-enable the global keymapper
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g_system->getEventManager()->getKeymapper()->setEnabled(true);
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}
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if (focused_widget && focused_widget->Status() == WIDGET_DELETED)
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focused_widget = nullptr;
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for (int i = 0; i < numwidgets;) {
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if (widgets[i]->Status() == WIDGET_DELETED) {
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delete widgets[i];
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for (int j = i + 1; j < numwidgets; ++j) //shuffle remaining widgets down.
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widgets[j - 1] = widgets[j];
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--numwidgets;
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if (redraw) {
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// CHECKME: is it really necessary to redraw after each deletion?
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force_full_redraw();
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Display();
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}
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} else
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++i;
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}
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}
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bool GUI::moveWidget(GUI_Widget *widget, uint32 dx, uint32 dy) {
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if (!widget)
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return false;
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widget->MoveRelative(dx, dy);
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if (widget->Status() == WIDGET_VISIBLE)
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widget->Redraw();//force_full_redraw();
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return true;
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}
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void GUI::force_full_redraw() {
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full_redraw = true;
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}
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void GUI::Display() {
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int i;
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bool complete_redraw = false;
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// hack for now to make everyhing under the cursor draw until I find a better
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// way of doing this...
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if (dragging || full_redraw)
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complete_redraw = true;
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for (i = 0; i < numwidgets; ++i) {
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if (widgets[i]->Status() == WIDGET_VISIBLE) {
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widgets[i]->Display(complete_redraw);
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//screen->update(widgets[i]->area.left,widgets[i]->area.top,widgets[i]->area.width(),widgets[i]->area.height());
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}
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}
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//SDL_UpdateRect(screen, 0, 0, 0, 0);
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int mx, my;
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screen->get_mouse_location(&mx, &my);
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gui_drag_manager->draw(mx, my);
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if (full_redraw)
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full_redraw = false;
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}
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/* Function to handle a GUI status */
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void
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GUI::HandleStatus(GUI_status status) {
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switch (status) {
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case GUI_QUIT:
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running = 0;
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break;
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case GUI_REDRAW:
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display = 1;
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break;
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case GUI_DRAG_AND_DROP:
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dragging = true;
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break;
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default:
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break;
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}
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}
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/* Handle an event, passing it to widgets until they return a status */
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GUI_status GUI::HandleEvent(Common::Event *event) {
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int i;
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int hit;
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GUI_status status = GUI_PASS;
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if (dragging) { //&& !block_input)
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if (event->type == Common::EVENT_LBUTTONUP ||
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event->type == Common::EVENT_MBUTTONUP ||
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event->type == Common::EVENT_RBUTTONUP) { //FIX for button up that doesn't hit a widget.
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for (hit = false, i = numwidgets - 1; (i >= 0) && (hit == false); --i) {
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if (widgets[i]->Status() == WIDGET_VISIBLE && widgets[i]->is_drop_target() && widgets[i]->HitRect(event->mouse.x, event->mouse.y)) {
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gui_drag_manager->drop((GUI_DragArea *)widgets[i], event->mouse.x, event->mouse.y);
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dragging = false;
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Display(); // redraw the widget to get rid of the drop graphic.
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break;
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}
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}
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}
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} else if (!block_input) {
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if (event->type == Common::EVENT_JOYAXIS_MOTION ||
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event->type == Common::EVENT_JOYBUTTON_DOWN ||
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event->type == Common::EVENT_JOYBUTTON_UP) {
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event->kbd.keycode = Game::get_game()->get_keybinder()->get_key_from_joy_events(event);
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if (event->kbd.keycode == Common::KEYCODE_INVALID) { // isn't mapped, is in deadzone, or axis didn't return to center before moving again
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HandleStatus(status);
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CleanupDeletedWidgets(status != GUI_QUIT);
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return status; // pretend nothing happened
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}
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event->type = Common::EVENT_KEYDOWN;
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event->kbd.flags = 0;
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}
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switch (event->type) {
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/* SDL_QUIT events quit the GUI */
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// case SDL_QUIT:
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// status = GUI_QUIT;
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// break;
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/* Keyboard and mouse events go to widgets */
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case Common::EVENT_MOUSEMOVE:
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case Common::EVENT_LBUTTONDOWN:
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case Common::EVENT_RBUTTONDOWN:
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case Common::EVENT_MBUTTONDOWN:
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case Common::EVENT_LBUTTONUP:
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case Common::EVENT_RBUTTONUP:
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case Common::EVENT_MBUTTONUP:
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case Common::EVENT_KEYDOWN:
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case Common::EVENT_KEYUP:
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case Common::EVENT_WHEELDOWN:
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case Common::EVENT_WHEELUP:
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// /* Go through widgets, topmost first */
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// status = GUI_PASS;
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// for (i=numwidgets-1; (i>=0)&&(status==GUI_PASS); --i) {
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// if ( widgets[i]->Status() == WIDGET_VISIBLE ) {
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// status = widgets[i]->HandleEvent(event);
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// }
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// }
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// break;
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/* Send everything to locked widget. */
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if (locked_widget && locked_widget->Status() == WIDGET_VISIBLE) {
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status = locked_widget->HandleEvent(event);
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if (status == GUI_PASS) // can't bypass the lock
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status = GUI_YUM;
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}
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/* Go through widgets, focused first, then from the
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top.*/
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else {
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status = GUI_PASS;
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if (focused_widget && focused_widget->Status() == WIDGET_VISIBLE) {
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status = focused_widget->HandleEvent(event);
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}
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for (i = numwidgets - 1; (i >= 0) && (status == GUI_PASS); --i) {
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if (widgets[i]->Status() == WIDGET_VISIBLE
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&& widgets[i] != focused_widget) { // don't send to focused twice
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status = widgets[i]->HandleEvent(event);
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}
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}
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}
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break;
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/* Ignore unhandled events */
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default:
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status = GUI_PASS;
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break;
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}
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}
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HandleStatus(status);
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CleanupDeletedWidgets(status != GUI_QUIT);
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return status;
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}
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/* Run the GUI.
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This returns when either a widget requests a quit, the idle
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function requests a quit, or the SDL window has been closed.
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*/
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void GUI::Run(GUI_IdleProc idle, int once, int multitaskfriendly) {
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int i;
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Common::Event event;
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/* If there's nothing to do, return immediately */
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if ((numwidgets == 0) && (idle == nullptr)) {
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return;
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}
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running = 1;
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if (! once) {
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display = 1;
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}
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do {
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CleanupDeletedWidgets();
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/* Display widgets if necessary */
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if (display) {
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Display();
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display = 0;
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}
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///////////////////////////////////////////////////////////////// Polling is time consuming - instead:
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if (multitaskfriendly && (idle == nullptr)) {
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while (!Events::get()->pollEvent(event))
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g_system->delayMillis(5);
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HandleEvent(&event);
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} else
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/////////////////////////////////////////////////////////////////
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/* Handle events, or run idle functions */
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if (Events::get()->pollEvent(event)) {
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/* Handle all pending events */
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do {
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HandleEvent(&event);
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} while (Events::get()->pollEvent(event));
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} else {
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if (idle != nullptr) {
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HandleStatus(idle());
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}
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for (i = numwidgets - 1; i >= 0; --i) {
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HandleStatus(widgets[i]->Idle());
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}
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}
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//ERIC SDL_Delay(10);
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} while (running && ! once);
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}
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GUI_Font *GUI::get_font() {
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return gui_font;
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}
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// SB-X
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void GUI::Idle() {
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if (locked_widget) {
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locked_widget->Idle();
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return;
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}
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for (int i = numwidgets - 1; i >= 0; --i) {
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HandleStatus(widgets[i]->Idle());
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}
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}
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bool GUI::set_focus(GUI_Widget *widget) {
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/*
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for(int i = 0; i < numwidgets; ++i)
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{
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if(!widget || (widgets[i] == widget)) // must be managed by GUI
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{
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*/
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focused_widget = widget;
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return true;
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// }
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// }
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// return false;
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}
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void GUI::lock_input(GUI_Widget *widget) {
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for (int i = 0; i < numwidgets; ++i) {
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if (!widget || (widgets[i] == widget)) {// must be managed by GUI
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locked_widget = widget;
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// Disable the keymapper so direct keys can go into the input
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g_system->getEventManager()->getKeymapper()->setEnabled(locked_widget == nullptr);
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}
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}
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}
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Common::Path GUI::get_data_dir() const {
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Std::string datadir;
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config->value("config/datadir", datadir, "");
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return Common::Path(datadir);
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}
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} // End of namespace Nuvie
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} // End of namespace Ultima
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