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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 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/>.
*
*/
#ifndef XYZZY_EVENTS_H
#define XYZZY_EVENTS_H
#include "common/array.h"
#include "common/stack.h"
#include "graphics/screen.h"
#include "xyzzy/messages.h"
namespace Xyzzy {
#define FRAME_RATE 20
#define FRAME_DELAY (1000 / FRAME_RATE)
class Events;
/**
* Implements a thunk layer around an element's bounds,
* allowing access to it as if it were a simple Common::Rect,
* but any changes to it will also be applied to a linked inner bounds
*/
struct Bounds {
private:
Common::Rect _bounds;
Common::Rect &_innerBounds;
int _borderSize = 0;
public:
const int16 &left;
const int16 ⊤
const int16 &right;
const int16 ⊥
public:
Bounds(Common::Rect &innerBounds);
operator const Common::Rect &() const { return _bounds; }
Bounds &operator=(const Common::Rect &r);
void setBorderSize(size_t borderSize);
size_t borderSize() const { return _borderSize; }
int16 width() const { return _bounds.width(); }
int16 height() const { return _bounds.height(); }
};
/**
* User interface element
*/
class UIElement {
friend class Events;
private:
int _timeoutCtr = 0;
protected:
UIElement *_parent;
Common::Array<UIElement *> _children;
Common::Rect _innerBounds;
Bounds _bounds;
bool _needsRedraw = true;
Common::String _name;
protected:
/**
* Set a delay countdown in seconds, after which timeout() is called
*/
void delaySeconds(uint seconds);
/**
* Set a delay countdown in frames, after which timeout() is called
*/
void delayFrames(uint frames);
/**
* Returns true if a delay is active
*/
bool isDelayActive() const {
return _timeoutCtr != 0;
}
/**
* Cancels any active delay
*/
void cancelDelay() {
_timeoutCtr = 0;
}
/**
* Called when an active timeout countdown expired
*/
virtual void timeout();
private:
/**
* Outer method for doing drawing
*
*/
void drawElements();
/**
* Finds a view globally
*/
static UIElement *findViewGlobally(const Common::String &name);
public:
UIElement(const Common::String &name, UIElement *uiParent);
UIElement(const Common::String &name);
virtual ~UIElement() {}
/**
* Returns true if the elements needs to be redrawn
*/
bool needsRedraw() const { return _needsRedraw; }
/**
* Sets that the element needs to be redrawn
*/
void redraw();
/**
* Focuses the element as the current view
*/
void focus();
/**
* Closes the current view. The view must have been added
* via addView, so there's a remaining view afterwards
*/
virtual void close();
/*
* Returns true if the view is focused
*/
bool isFocused() const;
/**
* Sets the focus to a new view
*/
void replaceView(UIElement *ui, bool replaceAllViews = false);
void replaceView(const Common::String &name, bool replaceAllViews = false);
/**
* Adds a focused view to the view stack without replacing current one
*/
void addView(UIElement *ui);
void addView(const Common::String &name);
void addView();
void open() { addView(); }
/**
* Returns a random number
*/
int getRandomNumber(int minNumber, int maxNumber);
int getRandomNumber(int maxNumber);
/**
* Sets the element's bounds
*/
virtual void setBounds(const Common::Rect &r) {
_bounds = r;
}
/**
* Gets the element's bounds
*/
Common::Rect getBounds() const {
return _bounds;
}
/**
* Returns a surface for drawing the element
*/
Graphics::ManagedSurface getSurface() const;
/**
* Clear the surface
*/
virtual void clearSurface();
/**
* Draws the element
*/
virtual void draw();
/**
* Called for game frame ticks
*/
virtual bool tick();
/**
* Find a view by name
*/
virtual UIElement *findView(const Common::String &name);
/**
* Handles events
*/
// Mouse move only has a minimal implementation for performance reasons
protected:
virtual bool msgMouseMove(const MouseMoveMessage &msg) { return false; }
public:
bool send(const MouseMoveMessage &msg) { return msgMouseMove(msg); }
#define MESSAGE(NAME) \
protected: \
virtual bool msg##NAME(const NAME##Message &e) { \
for (Common::Array<UIElement *>::iterator it = _children.begin(); \
it != _children.end(); ++it) { \
if ((*it)->msg##NAME(e)) return true; \
} \
return false; \
} \
public: \
bool send(const Common::String &viewName, const NAME##Message &msg) { \
UIElement *view = UIElement::findViewGlobally(viewName); \
assert(view); \
return view->msg##NAME(msg); \
} \
bool send(const NAME##Message &msg) { \
return msg##NAME(msg); \
} \
MESSAGE(Focus);
MESSAGE(Unfocus);
MESSAGE(MouseEnter);
MESSAGE(MouseLeave);
MESSAGE(Keypress);
MESSAGE(MouseDown);
MESSAGE(MouseUp);
MESSAGE(Action);
MESSAGE(Game);
MESSAGE(Value);
#undef MESSAGE
};
/**
* Main events and view manager. This is kept separate from the engine
* class because the engine may add a lot of globals and bring in other
* classes. So to save on compilation time, classes that only need to
* access basic view management methods like addView or replaceView
* only need to include events.h rather than the whole engine.
*/
class Events : public UIElement {
private:
Graphics::Screen *_screen = nullptr;
Common::Stack<UIElement *> _views;
protected:
/**
* Process an event
*/
void processEvent(Common::Event &ev);
/**
* Returns true if the game should quit
*/
virtual bool shouldQuit() const = 0;
/**
* Overrides events we want to only go to the focused view
*/
#define MESSAGE(NAME) \
bool msg##NAME(const NAME##Message &e) override { \
return !_views.empty() ? focusedView()->msg##NAME(e) : false; \
}
MESSAGE(Action);
MESSAGE(Focus);
MESSAGE(Unfocus);
MESSAGE(MouseEnter);
MESSAGE(MouseLeave);
MESSAGE(Keypress);
MESSAGE(MouseDown);
MESSAGE(MouseUp);
MESSAGE(MouseMove);
#undef MESSAGE
public:
Events();
virtual ~Events();
/**
* Main game loop
*/
void runGame();
/**
* Sets the focus to a new view
*/
void replaceView(UIElement *ui, bool replaceAllViews = false);
void replaceView(const Common::String &name, bool replaceAllViews = false);
/**
* Adds a focused view to the view stack without replacing current one
*/
void addView(UIElement *ui);
void addView(const Common::String &name);
/**
* Clears the view list
*/
void clearViews();
/**
* Pops a view from the view stack
*/
void popView();
/**
* Redraws the views in order. This is used in rare cases
* where a view draws outside it's defined area, and needs
* to restore whether the background was before
*/
void redrawViews();
/**
* Returns the currently focused view, if any
*/
UIElement *focusedView() const {
return _views.empty() ? nullptr : _views.top();
}
/**
* Returns the view prior to the current view, if any
*/
UIElement *priorView() const {
return _views.size() < 2 ? nullptr :
_views[_views.size() - 2];
}
/**
* Returns true if a view of a given name is present
* at all in the visible view stack
*/
bool isPresent(const Common::String &name) const;
/**
* Returns true if combat is active
*/
bool isInCombat() const {
return isPresent("Combat");
}
/**
* Returns the underlying screen
*/
Graphics::Screen *getScreen() const {
return _screen;
}
/**
* Draws the focused view
*/
void drawElements() {
if (!_views.empty())
focusedView()->drawElements();
}
/**
* Add a keypress to the event queue
*/
void addKeypress(const Common::KeyCode kc);
/**
* Events manager doesn't have any intrinsic drawing
*/
void draw() override {}
/**
* Called once every game frame
*/
bool tick() override {
return !_views.empty() ? focusedView()->tick() : false;
}
/**
* Calling the close method for g_events closes the active view
*/
void close() override {
focusedView()->close();
}
};
extern Events *g_events;
} // namespace Xyzzy
#endif
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