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Set a background pattern for the window surface. For instance, the exits window in the MacVenture engine should have a light gray background, rather than a white one, and this will allow it to get one without having to draw it by itself.
204 lines
5.4 KiB
C++
204 lines
5.4 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef GRAPHICS_MACGUI_MACWINDOWMANAGER_H
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#define GRAPHICS_MACGUI_MACWINDOWMANAGER_H
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#include "common/array.h"
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#include "common/list.h"
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#include "common/events.h"
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#include "common/archive.h"
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#include "graphics/fontman.h"
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#include "graphics/macgui/macwindow.h"
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namespace Graphics {
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namespace MacGUIConstants {
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enum {
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kDesktopArc = 7
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};
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enum {
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kColorBlack = 0,
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kColorGray = 1,
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kColorWhite = 2,
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kColorGreen = 3,
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kColorGreen2 = 4,
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kColorCount
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};
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enum {
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kPatternSolid = 1,
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kPatternStripes = 2,
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kPatternCheckers = 3,
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kPatternCheckers2 = 4,
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kPatternLightGray = 5,
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kPatternDarkGray = 6
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};
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}
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using namespace MacGUIConstants;
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class ManagedSurface;
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class Menu;
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typedef Common::Array<byte *> MacPatterns;
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/**
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* A manager class to handle window creation, destruction,
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* drawing, moving and event handling.
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*/
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class MacWindowManager {
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public:
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MacWindowManager();
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~MacWindowManager();
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/**
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* Mutator to indicate the surface onto which the desktop will be drawn.
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* Note that this method should be called as soon as the WM is created.
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* @param screen Surface on which the desktop will be drawn.
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*/
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void setScreen(ManagedSurface *screen) { _screen = screen; }
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/**
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* Accessor method to check the presence of built-in fonts.
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* @return True if there are bult-in fonts.
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*/
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bool hasBuiltInFonts() { return _builtInFonts; }
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/**
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* Retrieve a font from the available ones.
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* @param name Name of the desired font.
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* @param fallback Fallback policy in case the desired font isn't there.
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* @return The requested font or the fallback.
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*/
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const Font *getFont(const char *name, FontManager::FontUsage fallback);
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/**
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* Return font name from standard ID
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* @param id ID of the font
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* @param size size of the font
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* @return the font name or NULL if ID goes beyond the mapping
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*/
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const char *getFontName(int id, int size);
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/**
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* Create a window with the given parameters.
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* Note that this method allocates the necessary memory for the window.
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* @param scrollable True if the window has to be scrollable.
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* @param resizable True if the window can be resized.
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* @param editable True if the window can be edited.
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* @return Pointer to the newly created window.
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*/
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MacWindow *addWindow(bool scrollable, bool resizable, bool editable);
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/**
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* Add the menu to the desktop.
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* Note that the returned menu is empty, and therefore must be filled
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* afterwards.
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* @return Pointer to a new empty menu.
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*/
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Menu *addMenu();
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/**
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* Set the desired window state to active.
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* @param id ID of the window that has to be set to active.
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*/
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void setActive(int id);
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/**
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* Mark a window for removal.
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* Note that the window data will be destroyed.
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* @param target Window to be removed.
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*/
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void removeWindow(MacWindow *target);
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/**
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* Mutator to indicate that the entire desktop must be refreshed.
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* @param redraw Currently unused.
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*/
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void setFullRefresh(bool redraw) { _fullRefresh = true; }
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/**
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* Method to draw the desktop into the screen,
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* It will take into accout the contents set as dirty.
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* Note that this method does not refresh the screen,
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* g_system must be called separately.
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*/
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void draw();
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/**
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* Method to process the events from the engine.
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* Most often this method will be called from the engine's GUI, and
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* will send the event to the relevant windows for them to process.
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* @param event The event to be processed.
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* @return True if the event was processed.
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*/
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bool processEvent(Common::Event &event);
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/**
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* Accessor to retrieve an arbitrary window.
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* @param id The id of the desired window.
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* @return Pointer to the requested window, if it exists.
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*/
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BaseMacWindow *getWindow(int id) { return _windows[id]; }
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/**
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* Retrieve the patterns used to fill surfaces.
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* @return A MacPatterns object reference with the patterns.
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*/
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MacPatterns &getPatterns() { return _patterns; }
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void drawFilledRoundRect(ManagedSurface *surface, Common::Rect &rect, int arc, int color);
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void pushArrowCursor();
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void popCursor();
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private:
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void drawDesktop();
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void loadFonts();
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void removeMarked();
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void removeFromStack(BaseMacWindow *target);
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void removeFromWindowList(BaseMacWindow *target);
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private:
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ManagedSurface *_screen;
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Common::List<BaseMacWindow *> _windowStack;
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Common::Array<BaseMacWindow *> _windows;
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Common::List<BaseMacWindow *> _windowsToRemove;
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bool _needsRemoval;
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int _lastId;
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int _activeWindow;
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bool _fullRefresh;
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MacPatterns _patterns;
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Menu *_menu;
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bool _builtInFonts;
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bool _cursorIsArrow;
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};
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} // End of namespace Graphics
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#endif
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