File: gui_main.h

package info (click to toggle)
scummvm 2.9.1%2Bdfsg-1
  • links: PTS, VCS
  • area: main
  • in suites: forky, sid
  • size: 450,580 kB
  • sloc: cpp: 4,299,825; asm: 28,322; python: 12,901; sh: 11,302; java: 9,289; xml: 7,895; perl: 2,639; ansic: 2,465; yacc: 1,670; javascript: 1,020; makefile: 933; lex: 578; awk: 275; objc: 82; sed: 11; php: 1
file content (301 lines) | stat: -rw-r--r-- 12,797 bytes parent folder | download | duplicates (2)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
/* 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 AGS_SHARED_GUI_GUI_MAIN_H
#define AGS_SHARED_GUI_GUI_MAIN_H

#include "common/std/vector.h"
#include "ags/engine/ac/draw.h"
#include "ags/shared/ac/common.h"
#include "ags/shared/ac/common_defines.h" // TODO: split out gui drawing helpers
#include "ags/shared/gfx/gfx_def.h" // TODO: split out gui drawing helpers
#include "ags/shared/gui/gui_defines.h"
#include "ags/shared/util/error.h"
#include "ags/shared/util/geometry.h"
#include "ags/shared/util/string.h"

namespace AGS3 {

// Forward declaration
namespace AGS {
namespace Shared {
class Stream;
}
}
using namespace AGS; // FIXME later

class SplitLines;

#define LEGACY_MAX_OBJS_ON_GUI             30

#define GUIMAIN_LEGACY_RESERVED_INTS       5
#define GUIMAIN_LEGACY_NAME_LENGTH         16
#define GUIMAIN_LEGACY_EVENTHANDLER_LENGTH 20
#define GUIMAIN_LEGACY_TW_FLAGS_SIZE       4

namespace AGS {
namespace Shared {

// Legacy GUIMain visibility state, which combined Visible property and override factor
enum LegacyGUIVisState {
	kGUIVisibility_LockedOff = -1, // locked hidden (used by PopupMouseY guis)
	kGUIVisibility_Off = 0, // hidden
	kGUIVisibility_On = 1  // shown
};

class Bitmap;
class GUIObject;


class GUIMain {
public:
	static String FixupGUIName(const String &name);

public:
	GUIMain();

	void	InitDefaults();

	// Tells if the gui background supports alpha channel
	bool	HasAlphaChannel() const;
	// Tells if GUI will react on clicking on it
	bool	IsClickable() const { return (_flags & kGUIMain_Clickable) != 0; }
	// Tells if GUI's visibility is overridden and it won't be displayed on
	// screen regardless of Visible property (until concealed mode is off).
	bool	IsConcealed() const { return (_flags & kGUIMain_Concealed) != 0; }
	// Tells if gui is actually meant to be displayed on screen.
	// Normally Visible property determines whether GUI is allowed to be seen,
	// but there may be other settings that override it.
	bool	IsDisplayed() const { return IsVisible() && !IsConcealed(); }
	// Tells if given coordinates are within interactable area of gui
	// NOTE: this currently tests for actual visibility and Clickable property
	bool	IsInteractableAt(int x, int y) const;
	// Tells if gui is a text window
	bool	IsTextWindow() const { return (_flags & kGUIMain_TextWindow) != 0; }
	// Tells if GUI is *allowed* to be displayed and interacted with.
	// This does not necessarily mean that it is displayed right now, because
	// GUI may be hidden for other reasons, including overriding behavior.
	// For example GUI with kGUIPopupMouseY style will not be shown unless
	// mouse cursor is at certain position on screen.
	bool	IsVisible() const { return (_flags & kGUIMain_Visible) != 0; }

	// Tells if GUI has graphically changed recently
	bool	HasChanged() const { return _hasChanged; }
	bool	HasControlsChanged() const { return _hasControlsChanged; }
	// Manually marks GUI as graphically changed
	// NOTE: this only matters if GUI's own graphic changes (content, size etc),
	// but not its state (visible) or texture drawing mode (transparency, etc).
	void	MarkChanged();
	// Marks GUI as having any of its controls changed its looks.
	void	MarkControlChanged();
	// Clears changed flag
	void	ClearChanged();
	// Notify GUI about any of its controls changing its location.
	void	NotifyControlPosition();
	// Notify GUI about one of its controls changing its interactive state.
	void	NotifyControlState(int objid, bool mark_changed);
	// Resets control-under-mouse detection.
	void	ResetOverControl();

	// Finds a control under given screen coordinates, returns control's child ID.
	// Optionally allows extra leeway (offset in all directions) to let the user grab tiny controls.
	// Optionally only allows clickable controls, ignoring non-clickable ones.
	int32_t FindControlAt(int atx, int aty, int leeway = 0, bool must_be_clickable = true) const;
	// Gets the number of the GUI child controls
	int32_t GetControlCount() const;
	// Gets control by its child's index
	GUIObject *GetControl(int32_t index) const;
	// Gets child control's type, looks up with child's index
	GUIControlType GetControlType(int32_t index) const;
	// Gets child control's global ID, looks up with child's index
	int32_t GetControlID(int32_t index) const;
	// Gets an array of child control indexes in the z-order, from bottom to top
	const std::vector<int> &GetControlsDrawOrder() const;

	// Child control management
	// Note that currently GUIMain does not own controls (should not delete them)
	void    AddControl(GUIControlType type, int32_t id, GUIObject *control);
	void    RemoveAllControls();

	// Operations
	bool    BringControlToFront(int32_t index);
	void    DrawSelf(Bitmap *ds);
	void    DrawWithControls(Bitmap *ds);
	// Polls GUI state, providing current cursor (mouse) coordinates
	void    Poll(int mx, int my);
	HError  RebuildArray();
	void    ResortZOrder();
	bool    SendControlToBack(int32_t index);
	// Sets whether GUI should react to player clicking on it
	void    SetClickable(bool on);
	// Override GUI visibility; when in concealed mode GUI won't show up
	// even if Visible = true
	void    SetConceal(bool on);
	// Attempts to change control's zorder; returns if zorder changed
	bool    SetControlZOrder(int32_t index, int zorder);
	// Changes GUI style to the text window or back
	void    SetTextWindow(bool on);
	// Sets GUI transparency as a percentage (0 - 100) where 100 = invisible
	void    SetTransparencyAsPercentage(int percent);
	// Sets whether GUI is allowed to be displayed on screen
	void    SetVisible(bool on);

	// Events
	void    OnMouseButtonDown(int mx, int my);
	void    OnMouseButtonUp();

	// Serialization
	void    ReadFromFile(Stream *in, GuiVersion gui_version);
	void    WriteToFile(Stream *out) const;
	// TODO: move to engine, into gui savegame component unit
	// (should read/write GUI properties accessing them by interface)
	void    ReadFromSavegame(Stream *in, GuiSvgVersion svg_version);
	void    WriteToSavegame(Stream *out) const;

private:
	void    DrawBlob(Bitmap *ds, int x, int y, color_t draw_color);
	// Same as FindControlAt but expects local space coordinates
	int32_t FindControlAtLocal(int atx, int aty, int leeway, bool must_be_clickable) const;

	// TODO: all members are currently public; hide them later
public:
	int32_t ID;             // GUI identifier
	String  Name;           // the name of the GUI

	int32_t X;
	int32_t Y;
	int32_t Width;
	int32_t Height;
	color_t BgColor;        // background color
	int32_t BgImage;        // background sprite index
	color_t FgColor;        // foreground color (used as border color in normal GUIs,
	// and text color in text windows)
	int32_t Padding;        // padding surrounding a GUI text window
	GUIPopupStyle PopupStyle; // GUI popup behavior
	int32_t PopupAtMouseY;  // popup when _G(mousey) < this
	int32_t Transparency;   // "incorrect" alpha (in legacy 255-range units)
	int32_t ZOrder;

	int32_t FocusCtrl;      // which control has the focus
	int32_t HighlightCtrl;  // which control has the bounding selection rect
	int32_t MouseOverCtrl;  // which control has the mouse cursor over it
	int32_t MouseDownCtrl;  // which control has the mouse button pressed on it
	Point   MouseWasAt;     // last mouse cursor position

	String  OnClickHandler; // script function name

private:
	int32_t _flags;         // style and behavior flags
	bool    _hasChanged;    // flag tells whether GUI has graphically changed recently
	bool    _hasControlsChanged;
	bool	_polling; // inside the polling process

	// Array of types and control indexes in global GUI object arrays;
	// maps GUI child slots to actual controls and used for rebuilding Controls array
	typedef std::pair<GUIControlType, int32_t> ControlRef;
	std::vector<ControlRef> _ctrlRefs;
	// Array of child control references (not exclusively owned!)
	std::vector<GUIObject *> _controls;
	// Sorted array of controls in z-order.
	std::vector<int>         _ctrlDrawOrder;
};


namespace GUI {
extern GuiVersion GameGuiVersion;
extern GuiOptions Options;

// Applies current text direction setting (may depend on multiple factors)
String ApplyTextDirection(const String &text);
// Calculates the text's draw position, given the alignment
// optionally returns the real graphical rect that the text would occupy
Point CalcTextPosition(const char *text, int font, const Rect &frame, FrameAlignment align, Rect *gr_rect = nullptr);
// Calculates the text's draw position and horizontal extent,
// using strictly horizontal alignment
Line CalcTextPositionHor(const char *text, int font, int x1, int x2, int y, FrameAlignment align);
// Calculates the graphical rect that the text would occupy
// if drawn at the given coordinates
Rect CalcTextGraphicalRect(const char *text, int font, const Point &at);
// Calculates the graphical rect that the text would occupy
// if drawn aligned to the given frame
Rect CalcTextGraphicalRect(const char *text, int font, const Rect &frame, FrameAlignment align);
// Calculates a vertical graphical extent for a given font,
// which is a top and bottom offsets in zero-based coordinates.
// NOTE: this applies font size fixups.
Line CalcFontGraphicalVExtent(int font);
// Draw standart "shading" effect over rectangle
void DrawDisabledEffect(Bitmap *ds, const Rect &rc);
// Draw text aligned inside rectangle
void DrawTextAligned(Bitmap *ds, const char *text, int font, color_t text_color, const Rect &frame, FrameAlignment align);
// Draw text aligned horizontally inside given bounds
void DrawTextAlignedHor(Bitmap *ds, const char *text, int font, color_t text_color, int x1, int x2, int y, FrameAlignment align);

// Parses the string and returns combination of label macro flags
GUILabelMacro FindLabelMacros(const String &text);
// Applies text transformation necessary for rendering, in accordance to the
// current game settings, such as right-to-left render, and anything else
String TransformTextForDrawing(const String &text, bool translate, bool apply_direction);
// Wraps given text to make it fit into width, stores it in the lines;
// apply_direction param tells whether text direction setting should be applied
size_t SplitLinesForDrawing(const char *text, bool apply_direction, SplitLines &lines, int font, int width, size_t max_lines = -1);

// Mark all existing GUI for redraw
void MarkAllGUIForUpdate(bool redraw, bool reset_over_ctrl);
// Mark all translatable GUI controls for redraw
void MarkForTranslationUpdate();
// Mark all GUI which use the given font for recalculate/redraw;
// pass -1 to update all the textual controls together
void MarkForFontUpdate(int font);
// Mark labels that acts as special text placeholders for redraw
void MarkSpecialLabelsForUpdate(GUILabelMacro macro);
// Mark inventory windows for redraw, optionally only ones linked to given character;
// also marks buttons with inventory icon mode
void MarkInventoryForUpdate(int char_id, bool is_player);

// Reads all GUIs and their controls.
// WARNING: the data is read into the global arrays (guis, guibuts, and so on)
// TODO: remove is_savegame param after dropping support for old saves
// because only they use ReadGUI to read runtime GUI data
HError ReadGUI(Stream *in, bool is_savegame = false);
// Writes all GUIs and their controls.
// WARNING: the data is written from the global arrays (guis, guibuts, and so on)
void WriteGUI(Stream *out);
// Converts legacy GUIVisibility into appropriate GUIMain properties
void ApplyLegacyVisibility(GUIMain &gui, LegacyGUIVisState vis);

// Rebuilds GUIs, connecting them to the child controls in memory.
// WARNING: the data is processed in the global arrays (guis, guibuts, and so on)
HError RebuildGUI();
}

} // namespace Shared
} // namespace AGS

extern int get_adjusted_spritewidth(int spr);
extern int get_adjusted_spriteheight(int spr);
extern bool is_sprite_alpha(int spr);

extern void set_eip_guiobj(int eip);
extern int get_eip_guiobj();

} // namespace AGS3

#endif