scummvm/engines/macventure/gui.h

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/* 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.
*
*/
#ifndef MACVENTURE_GUI_H
#define MACVENTURE_GUI_H
#include "graphics/macgui/macwindowmanager.h"
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#include "graphics/macgui/macwindow.h"
#include "graphics/macgui/macmenu.h"
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#include "graphics/font.h"
#include "common/timer.h"
#include "macventure/macventure.h"
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#include "macventure/container.h"
#include "macventure/image.h"
#include "macventure/prebuilt_dialogs.h"
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#include "macventure/dialog.h"
#include "macventure/controls.h"
#include "macventure/windows.h"
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namespace MacVenture {
using namespace Graphics::MacGUIConstants;
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using namespace Graphics::MacWindowConstants;
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class MacVentureEngine;
typedef uint32 ObjID;
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class Cursor;
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class ConsoleText;
class CommandButton;
class ImageAsset;
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class Dialog;
BorderBounds borderBounds(MVWindowType type);
extern PrebuiltDialog prebuiltDialogs[];
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enum MenuAction {
kMenuActionAbout,
kMenuActionNew,
kMenuActionOpen,
kMenuActionSave,
kMenuActionSaveAs,
kMenuActionQuit,
kMenuActionUndo,
kMenuActionCut,
kMenuActionCopy,
kMenuActionPaste,
kMenuActionClear,
kMenuActionCleanUp,
kMenuActionMessUp,
kMenuActionCommand
};
//} using namespace MacVentureMenuActions;
struct DraggedObj {
ObjID id;
Common::Point pos;
Common::Point mouseOffset;
Common::Point startPos;
WindowReference startWin;
bool hasMoved;
};
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enum CursorState {
// HACK, I should define a proper FSM for this
kCursorIdle,
kCursorSingleClick, // Triggered when mouse goes up
kCursorSingleClickAwait, // Triggered when we are in single click and mouse goes down
kCursorSingleClickTrap, // Trap state, for when we are in await, and the timer goes off
kCursorDoubleClick
};
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class Gui {
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public:
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Gui(MacVentureEngine *engine, Common::MacResManager *resman);
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~Gui();
void draw();
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void drawMenu();
void drawTitle();
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void clearControls();
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bool processEvent(Common::Event &event);
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void handleMenuAction(MenuAction action);
void updateWindow(WindowReference winID, bool containerOpen);
void invertWindowColors(WindowReference winID);
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WindowReference createInventoryWindow(ObjID objRef);
bool tryCloseWindow(WindowReference winID);
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Common::Point getObjMeasures(ObjID obj);
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WindowReference getObjWindow(ObjID objID);
WindowReference findObjWindow(ObjID objID);
// Event processors
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bool processCommandEvents(WindowClick click, Common::Event &event);
bool processMainGameEvents(WindowClick click, Common::Event &event);
bool processOutConsoleEvents(WindowClick click, Common::Event &event);
bool processSelfEvents(WindowClick click, Common::Event &event);
bool processExitsEvents(WindowClick click, Common::Event &event);
bool processDiplomaEvents(WindowClick click, Common::Event &event);
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bool processInventoryEvents(WindowClick click, Common::Event &event);
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const WindowData& getWindowData(WindowReference reference);
const Graphics::Font& getCurrentFont();
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// Clicks
void selectForDrag(Common::Point pos);
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void handleSingleClick(Common::Point pos);
void handleDoubleClick(Common::Point pos);
// Modifiers
void bringToFront(WindowReference window);
void setWindowTitle(WindowReference winID, Common::String string);
void updateWindowInfo(WindowReference ref, ObjID objID, const Common::Array<ObjID> &children);
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void ensureInventoryOpen(WindowReference reference, ObjID id);
void addChild(WindowReference target, ObjID child);
void removeChild(WindowReference target, ObjID child);
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void clearExits();
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void unselectExits();
void updateExit(ObjID id);
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void printText(const Common::String &text);
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//Dialog interactions
void showPrebuiltDialog(PrebuiltDialogs type);
bool isDialogOpen();
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void getTextFromUser();
void setTextInput(Common::String str);
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void closeDialog();
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// TODO: Currently unused, we are using ScummVM dialogs instead.
void loadGame(int slot);
void saveInto(int slot);
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private: // Attributes
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MacVentureEngine *_engine;
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Common::MacResManager *_resourceManager;
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Graphics::ManagedSurface _screen;
Graphics::MacWindowManager _wm;
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Common::List<WindowData> *_windowData;
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Common::Array<CommandButton> *_controlData;
Common::Array<CommandButton> *_exitsData;
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Graphics::MacWindow *_controlsWindow;
Graphics::MacWindow *_mainGameWindow;
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Graphics::MacWindow *_outConsoleWindow;
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Graphics::MacWindow *_selfWindow;
Graphics::MacWindow *_exitsWindow;
Graphics::MacWindow *_diplomaWindow;
Common::Array<Graphics::MacWindow*> _inventoryWindows;
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Graphics::Menu *_menu;
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Dialog *_dialog;
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Container *_graphics;
Common::HashMap<ObjID, ImageAsset*> _assets;
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Graphics::ManagedSurface _draggedSurface;
DraggedObj _draggedObj;
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Cursor *_cursor;
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ConsoleText *_consoleText;
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private: // Methods
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// Initializers
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void initGUI();
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void initWindows();
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void assignObjReferences(); // Mainly guesswork
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// Loaders
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bool loadMenus();
bool loadWindows();
bool loadControls();
void loadBorders(Graphics::MacWindow *target, MVWindowType type);
void loadBorder(Graphics::MacWindow *target, MVWindowType type, bool active);
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void loadGraphics();
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// Drawers
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void drawWindows();
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void drawCommandsWindow();
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void drawMainGameWindow();
void drawSelfWindow();
void drawInventories();
void drawExitsWindow();
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void drawConsoleWindow();
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void drawDraggedObject();
void drawObjectsInWindow(WindowReference target, Graphics::ManagedSurface *surface);
void drawWindowTitle(WindowReference target, Graphics::ManagedSurface *surface);
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void drawDialog();
void moveDraggedObject(Common::Point target);
// Finders
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WindowReference findWindowAtPoint(Common::Point point);
Common::Point getWindowSurfacePos(WindowReference reference);
WindowData& findWindowData(WindowReference reference);
Graphics::MacWindow *findWindow(WindowReference reference);
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// Utils
void checkSelect(const WindowData &data, Common::Point pos, const Common::Rect &clickRect, WindowReference ref);
bool canBeSelected(ObjID obj, const Common::Rect &clickRect, WindowReference ref);
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bool isRectInsideObject(Common::Rect target, ObjID obj);
void selectDraggable(ObjID child, WindowReference origin, Common::Point startPos, Common::Point scroll);
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void handleDragRelease(Common::Point pos, bool shiftPressed, bool isDoubleClick);
Common::Rect calculateClickRect(Common::Point clickPos, Common::Rect windowBounds);
Common::Point localize(Common::Point point, WindowReference origin, WindowReference target);
void removeInventoryWindow(WindowReference ref);
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void ensureAssetLoaded(ObjID obj);
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};
static void cursorTimerHandler(void *refCon);
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class Cursor {
enum ClickState {
kCursorIdle = 0,
kCursorSCStart = 1,
kCursorSCDrag = 2,
kCursorDCStart = 3,
kCursorDCDo = 4,
kCursorSCSink = 5,
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kCursorStateCount
};
enum CursorInput { // Columns for the FSM transition table
kButtonDownCol = 0,
kButtonUpCol = 1,
kTickCol = 2,
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kCursorInputCount
};
ClickState _transitionTable[kCursorStateCount][kCursorInputCount] = {
/* Button down, Button Up, Tick */
/* Idle */ {kCursorSCStart, kCursorIdle, kCursorIdle },
/* SC Start */ {kCursorSCStart, kCursorDCStart, kCursorSCDrag},
/* SC Do */ {kCursorSCDrag, kCursorIdle, kCursorSCDrag},
/* DC Start */ {kCursorDCDo, kCursorDCStart, kCursorSCSink},
/* DC Do */ {kCursorDCDo, kCursorIdle, kCursorDCDo },
/* SC Sink */ {kCursorIdle, kCursorIdle, kCursorIdle },
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};
public:
Cursor(Gui *gui) {
_gui = gui;
_state = kCursorIdle;
}
~Cursor() {}
void tick() {
changeState(kTickCol);
}
bool processEvent(const Common::Event &event) {
if (event.type == Common::EVENT_MOUSEMOVE) {
_pos = event.mouse;
return true;
}
if (event.type == Common::EVENT_LBUTTONDOWN) {
changeState(kButtonDownCol);
return true;
}
if (event.type == Common::EVENT_LBUTTONUP) {
changeState(kButtonUpCol);
return true;
}
return false;
}
Common::Point getPos() {
return _pos;
}
bool canSelectDraggable() {
return _state == kCursorSCDrag;
}
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private:
void changeState(CursorInput input) {
debug(1, "Change cursor state: [%d] -> [%d]", _state, _transitionTable[_state][input]);
if (_state != _transitionTable[_state][input]) {
executeStateOut();
_state = _transitionTable[_state][input];
executeStateIn();
}
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}
void executeStateIn() {
switch (_state) {
case kCursorSCStart:
g_system->getTimerManager()->installTimerProc(&cursorTimerHandler, 300000, this, "macVentureCursor");
_gui->selectForDrag(_pos);
break;
case kCursorDCStart:
g_system->getTimerManager()->installTimerProc(&cursorTimerHandler, 300000, this, "macVentureCursor");
break;
case kCursorSCSink:
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_gui->handleSingleClick(_pos);
changeState(kTickCol);
break;
default:
break;
}
}
void executeStateOut() {
switch (_state) {
case kCursorIdle:
break;
case kCursorSCStart:
g_system->getTimerManager()->removeTimerProc(&cursorTimerHandler);
break;
case kCursorSCDrag:
_gui->handleSingleClick(_pos);
break;
case kCursorDCStart:
g_system->getTimerManager()->removeTimerProc(&cursorTimerHandler);
break;
case kCursorDCDo:
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_gui->handleDoubleClick(_pos);
break;
default:
break;
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}
}
private:
Gui *_gui;
Common::Point _pos;
ClickState _state;
};
static void cursorTimerHandler(void *refCon) {
Cursor *cursor = (Cursor *)refCon;
cursor->tick();
}
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class ConsoleText {
public:
ConsoleText(Gui *gui) {
_gui = gui;
_lines.push_back("");
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updateScroll();
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}
~ConsoleText() {
}
void printLine(const Common::String &str, int maxW) {
Common::StringArray wrappedLines;
int textW = maxW;
const Graphics::Font *font = &_gui->getCurrentFont();
font->wordWrapText(str, textW, wrappedLines);
if (wrappedLines.empty()) // Sometimes we have empty lines
_lines.push_back("");
for (Common::StringArray::const_iterator j = wrappedLines.begin(); j != wrappedLines.end(); ++j)
_lines.push_back(*j);
updateScroll();
}
void renderInto(Graphics::ManagedSurface *target, uint leftOffset) {
target->fillRect(target->getBounds(), kColorWhite);
const Graphics::Font *font = &_gui->getCurrentFont();
uint y = target->h - font->getFontHeight();
for (uint i = _scrollPos; i != 0; i--) {
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font->drawString(target, _lines[i], leftOffset, y, font->getStringWidth(_lines[i]), kColorBlack);
y -= font->getFontHeight();
}
}
void updateScroll() {
_scrollPos = _lines.size() - 1;
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}
void scrollDown() {
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if (_scrollPos < (int)(_lines.size() - 1)) _scrollPos++;
}
void scrollUp() {
if (_scrollPos > 0) _scrollPos--;
}
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private:
Gui *_gui;
Common::StringArray _lines;
int _scrollPos;
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};
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} // End of namespace MacVenture
#endif