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newgui.h

/* 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.
 *
 * $URL: https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/tags/release-0-11-1/gui/newgui.h $
 * $Id: newgui.h 30944 2008-02-23 22:50:18Z sev $
 */

#ifndef NEWGUI_H
#define NEWGUI_H

#include "common/scummsys.h"
#include "common/singleton.h"
#include "common/stack.h"
#include "common/str.h"
#include "graphics/fontman.h"
#include "gui/theme.h"
#include "gui/widget.h"

class OSystem;

namespace GUI {

class Dialog;
class Eval;

#define g_gui     (GUI::NewGui::instance())


// Height of a single text line
#define kLineHeight     (g_gui.getFontHeight() + 2)


using Graphics::TextAlignment;
using Graphics::kTextAlignCenter;
using Graphics::kTextAlignLeft;
using Graphics::kTextAlignRight;


// Simple dialog stack class
// Anybody nesting dialogs deeper than 4 is mad anyway
typedef Common::FixedStack<Dialog *> DialogStack;


/**
 * GUI manager singleton.
 */
00064 class NewGui : public Common::Singleton<NewGui> {
      typedef Common::String String;
      friend class Dialog;
      friend class Common::Singleton<SingletonBaseType>;
      NewGui();
public:

      // Main entry for the GUI: this will start an event loop that keeps running
      // until no dialogs are active anymore.
      void runLoop();

      bool isActive() const   { return ! _dialogStack.empty(); }

      bool loadNewTheme(const Common::String &file);
      Theme *theme() { return _theme; }
      Eval *evaluator() { return _theme->_evaluator; }

      const Graphics::Font &getFont(Theme::FontStyle style = Theme::kFontStyleBold) const { return *(_theme->getFont(style)); }
      int getFontHeight(Theme::FontStyle style = Theme::kFontStyleBold) const { return _theme->getFontHeight(style); }
      int getStringWidth(const Common::String &str, Theme::FontStyle style = Theme::kFontStyleBold) const { return _theme->getStringWidth(str, style); }
      int getCharWidth(byte c, Theme::FontStyle style = Theme::kFontStyleBold) const { return _theme->getCharWidth(c, style); }

      WidgetSize getWidgetSize();

      void clearDragWidget();

      void screenChange();

protected:
      OSystem                 *_system;

      Theme       *_theme;

      bool        _needRedraw;
      int               _lastScreenChangeID;
      DialogStack _dialogStack;

      bool        _stateIsSaved;

      bool        _useStdCursor;

      // position and time of last mouse click (used to detect double clicks)
      struct {
            int16 x, y; // Position of mouse when the click occured
            uint32 time;      // Time
            int count;  // How often was it already pressed?
      } _lastClick;

      // mouse cursor state
      int         _cursorAnimateCounter;
      int         _cursorAnimateTimer;
      byte        _cursor[2048];

      bool _themeChange;

      void saveState();
      void restoreState();

      void openDialog(Dialog *dialog);
      void closeTopDialog();

      void redraw();

      void loop();

      void setupCursor();
      void animateCursor();
      
      Dialog *getTopDialog() const;
};

} // End of namespace GUI

#endif

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