Files
scummvm-cursorfix/engines/ultima/nuvie/gui/gui.cpp
2026-02-02 04:50:13 +01:00

415 lines
11 KiB
C++

/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
/* This is a C++ class for handling a GUI, and associated widgets */
#include "ultima/nuvie/core/nuvie_defs.h"
#include "ultima/nuvie/conf/configuration.h"
#include "ultima/nuvie/gui/gui.h"
#include "ultima/nuvie/gui/gui_types.h"
#include "ultima/nuvie/keybinding/keys.h"
#include "common/system.h"
#include "backends/keymapper/keymapper.h"
namespace Ultima {
namespace Nuvie {
const int GUI::mouseclick_delay = 300; /* SB-X */
/* Number of widget elements to allocate at once */
#define WIDGET_ARRAYCHUNK 32
GUI *GUI::gui = nullptr;
GUI::GUI(const Configuration *c, Screen *s) : config(c), screen(s), numwidgets(0),
maxwidgets(0), widgets(nullptr), display(1), running(0), dragging(false),
full_redraw(true), focused_widget(nullptr), locked_widget(nullptr),
block_input(false) {
gui = this;
selected_color = new GUI_Color(10, 10, 50);
selected_color->map_color(screen->get_sdl_surface()->format);
gui_font = new GUI_Font();
gui_drag_manager = new GUI_DragManager(screen);
}
GUI::~GUI() {
if (widgets != nullptr) {
for (int i = 0; i < numwidgets; ++i) {
delete widgets[i];
}
free(widgets);
}
delete selected_color;
delete gui_font;
delete gui_drag_manager;
}
/* Add a widget to the GUI.
The widget will be automatically deleted when the GUI is deleted.
*/
int GUI::AddWidget(GUI_Widget *widget) {
int i = numwidgets;
// This is commented out because it makes it unsafe to call AddWidget
// from a widget's event handler: It could delete the calling widget
// if it was marked for deletion during event handling.
/* Look for deleted widgets */
// for (i = 0; i < numwidgets; ++i) {
// if (widgets[i]->Status() == WIDGET_DELETED) {
// delete widgets[i];
// break;
// }
// }
// if (i == numwidgets) {
/* Expand the widgets array if necessary */
if (numwidgets == maxwidgets) {
GUI_Widget **newarray;
int maxarray;
maxarray = maxwidgets + WIDGET_ARRAYCHUNK;
if ((newarray = (GUI_Widget **)realloc(widgets,
maxarray * sizeof(*newarray))) == nullptr) {
return -1;
}
widgets = newarray;
maxwidgets = maxarray;
}
++numwidgets;
// }
widgets[i] = widget;
widget->PlaceOnScreen(screen, gui_drag_manager, 0, 0);
return 0;
}
/* remove widget from gui system but don't delete it */
bool GUI::removeWidget(GUI_Widget *widget) {
int i;
for (i = 0; i < numwidgets; ++i) {
if (widgets[i] == widget) {
for (int j = i + 1; j < numwidgets; ++j) { //shuffle remaining widgets down.
widgets[j - 1] = widgets[j];
}
--numwidgets;
force_full_redraw();
Display();
return true;
}
}
return false;
}
void GUI::CleanupDeletedWidgets(bool redraw) {
/* Garbage collection */
if (locked_widget && locked_widget->Status() == WIDGET_DELETED) {
locked_widget = nullptr;
// Re-enable the global keymapper
g_system->getEventManager()->getKeymapper()->setEnabled(true);
}
if (focused_widget && focused_widget->Status() == WIDGET_DELETED)
focused_widget = nullptr;
for (int i = 0; i < numwidgets;) {
if (widgets[i]->Status() == WIDGET_DELETED) {
delete widgets[i];
for (int j = i + 1; j < numwidgets; ++j) //shuffle remaining widgets down.
widgets[j - 1] = widgets[j];
--numwidgets;
if (redraw) {
// CHECKME: is it really necessary to redraw after each deletion?
force_full_redraw();
Display();
}
} else
++i;
}
}
bool GUI::moveWidget(GUI_Widget *widget, uint32 dx, uint32 dy) {
if (!widget)
return false;
widget->MoveRelative(dx, dy);
if (widget->Status() == WIDGET_VISIBLE)
widget->Redraw();//force_full_redraw();
return true;
}
void GUI::force_full_redraw() {
full_redraw = true;
}
void GUI::Display() {
int i;
bool complete_redraw = false;
// hack for now to make everyhing under the cursor draw until I find a better
// way of doing this...
if (dragging || full_redraw)
complete_redraw = true;
for (i = 0; i < numwidgets; ++i) {
if (widgets[i]->Status() == WIDGET_VISIBLE) {
widgets[i]->Display(complete_redraw);
//screen->update(widgets[i]->area.left,widgets[i]->area.top,widgets[i]->area.width(),widgets[i]->area.height());
}
}
//SDL_UpdateRect(screen, 0, 0, 0, 0);
int mx, my;
screen->get_mouse_location(&mx, &my);
gui_drag_manager->draw(mx, my);
if (full_redraw)
full_redraw = false;
}
/* Function to handle a GUI status */
void
GUI::HandleStatus(GUI_status status) {
switch (status) {
case GUI_QUIT:
running = 0;
break;
case GUI_REDRAW:
display = 1;
break;
case GUI_DRAG_AND_DROP:
dragging = true;
break;
default:
break;
}
}
/* Handle an event, passing it to widgets until they return a status */
GUI_status GUI::HandleEvent(Common::Event *event) {
int i;
int hit;
GUI_status status = GUI_PASS;
if (dragging) { //&& !block_input)
if (event->type == Common::EVENT_LBUTTONUP ||
event->type == Common::EVENT_MBUTTONUP ||
event->type == Common::EVENT_RBUTTONUP) { //FIX for button up that doesn't hit a widget.
for (hit = false, i = numwidgets - 1; (i >= 0) && (hit == false); --i) {
if (widgets[i]->Status() == WIDGET_VISIBLE && widgets[i]->is_drop_target() && widgets[i]->HitRect(event->mouse.x, event->mouse.y)) {
gui_drag_manager->drop((GUI_DragArea *)widgets[i], event->mouse.x, event->mouse.y);
dragging = false;
Display(); // redraw the widget to get rid of the drop graphic.
break;
}
}
}
} else if (!block_input) {
if (event->type == Common::EVENT_JOYAXIS_MOTION ||
event->type == Common::EVENT_JOYBUTTON_DOWN ||
event->type == Common::EVENT_JOYBUTTON_UP) {
event->kbd.keycode = Game::get_game()->get_keybinder()->get_key_from_joy_events(event);
if (event->kbd.keycode == Common::KEYCODE_INVALID) { // isn't mapped, is in deadzone, or axis didn't return to center before moving again
HandleStatus(status);
CleanupDeletedWidgets(status != GUI_QUIT);
return status; // pretend nothing happened
}
event->type = Common::EVENT_KEYDOWN;
event->kbd.flags = 0;
}
switch (event->type) {
/* SDL_QUIT events quit the GUI */
// case SDL_QUIT:
// status = GUI_QUIT;
// break;
/* Keyboard and mouse events go to widgets */
case Common::EVENT_MOUSEMOVE:
case Common::EVENT_LBUTTONDOWN:
case Common::EVENT_RBUTTONDOWN:
case Common::EVENT_MBUTTONDOWN:
case Common::EVENT_LBUTTONUP:
case Common::EVENT_RBUTTONUP:
case Common::EVENT_MBUTTONUP:
case Common::EVENT_KEYDOWN:
case Common::EVENT_KEYUP:
case Common::EVENT_WHEELDOWN:
case Common::EVENT_WHEELUP:
// /* Go through widgets, topmost first */
// status = GUI_PASS;
// for (i=numwidgets-1; (i>=0)&&(status==GUI_PASS); --i) {
// if ( widgets[i]->Status() == WIDGET_VISIBLE ) {
// status = widgets[i]->HandleEvent(event);
// }
// }
// break;
/* Send everything to locked widget. */
if (locked_widget && locked_widget->Status() == WIDGET_VISIBLE) {
status = locked_widget->HandleEvent(event);
if (status == GUI_PASS) // can't bypass the lock
status = GUI_YUM;
}
/* Go through widgets, focused first, then from the
top.*/
else {
status = GUI_PASS;
if (focused_widget && focused_widget->Status() == WIDGET_VISIBLE) {
status = focused_widget->HandleEvent(event);
}
for (i = numwidgets - 1; (i >= 0) && (status == GUI_PASS); --i) {
if (widgets[i]->Status() == WIDGET_VISIBLE
&& widgets[i] != focused_widget) { // don't send to focused twice
status = widgets[i]->HandleEvent(event);
}
}
}
break;
/* Ignore unhandled events */
default:
status = GUI_PASS;
break;
}
}
HandleStatus(status);
CleanupDeletedWidgets(status != GUI_QUIT);
return status;
}
/* Run the GUI.
This returns when either a widget requests a quit, the idle
function requests a quit, or the SDL window has been closed.
*/
void GUI::Run(GUI_IdleProc idle, int once, int multitaskfriendly) {
int i;
Common::Event event;
/* If there's nothing to do, return immediately */
if ((numwidgets == 0) && (idle == nullptr)) {
return;
}
running = 1;
if (! once) {
display = 1;
}
do {
CleanupDeletedWidgets();
/* Display widgets if necessary */
if (display) {
Display();
display = 0;
}
///////////////////////////////////////////////////////////////// Polling is time consuming - instead:
if (multitaskfriendly && (idle == nullptr)) {
while (!Events::get()->pollEvent(event))
g_system->delayMillis(5);
HandleEvent(&event);
} else
/////////////////////////////////////////////////////////////////
/* Handle events, or run idle functions */
if (Events::get()->pollEvent(event)) {
/* Handle all pending events */
do {
HandleEvent(&event);
} while (Events::get()->pollEvent(event));
} else {
if (idle != nullptr) {
HandleStatus(idle());
}
for (i = numwidgets - 1; i >= 0; --i) {
HandleStatus(widgets[i]->Idle());
}
}
//ERIC SDL_Delay(10);
} while (running && ! once);
}
GUI_Font *GUI::get_font() {
return gui_font;
}
// SB-X
void GUI::Idle() {
if (locked_widget) {
locked_widget->Idle();
return;
}
for (int i = numwidgets - 1; i >= 0; --i) {
HandleStatus(widgets[i]->Idle());
}
}
bool GUI::set_focus(GUI_Widget *widget) {
/*
for(int i = 0; i < numwidgets; ++i)
{
if(!widget || (widgets[i] == widget)) // must be managed by GUI
{
*/
focused_widget = widget;
return true;
// }
// }
// return false;
}
void GUI::lock_input(GUI_Widget *widget) {
for (int i = 0; i < numwidgets; ++i) {
if (!widget || (widgets[i] == widget)) {// must be managed by GUI
locked_widget = widget;
// Disable the keymapper so direct keys can go into the input
g_system->getEventManager()->getKeymapper()->setEnabled(locked_widget == nullptr);
}
}
}
Common::Path GUI::get_data_dir() const {
Std::string datadir;
config->value("config/datadir", datadir, "");
return Common::Path(datadir);
}
} // End of namespace Nuvie
} // End of namespace Ultima