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path: root/src/gui/gui.cpp
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/*
 *  The Mana World
 *  Copyright 2004 The Mana World Development Team
 *
 *  This file is part of The Mana World.
 *
 *  The Mana World 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
 *  any later version.
 *
 *  The Mana World 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 The Mana World; if not, write to the Free Software
 *  Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 *
 *  $Id$
 */

#include "gui.h"

#include <guichan/exception.hpp>
#include <guichan/image.hpp>
#include <guichan/imagefont.hpp>

#ifdef USE_OPENGL
#include <guichan/opengl/openglimageloader.hpp>
#endif

#include <guichan/sdl/sdlinput.hpp>

#include "focushandler.h"
#include "popupmenu.h"
#include "window.h"
#include "windowcontainer.h"

#include "../being.h"
#include "../configlistener.h"
#include "../configuration.h"
#include "../engine.h"
#include "../floor_item.h"
#include "../game.h"
#include "../graphics.h"
#include "../log.h"
#include "../main.h"
#include "../map.h"

#include "../net/protocol.h"

#include "../resources/image.h"
#include "../resources/resourcemanager.h"
#include "../resources/sdlimageloader.h"

extern Being* autoTarget;

// Guichan stuff
Gui *gui;
gcn::SDLInput *guiInput;               // GUI input

// Fonts used in showing hits
gcn::Font *hitRedFont;
gcn::Font *hitBlueFont;
gcn::Font *hitYellowFont;
// Font used to display speech and player names
gcn::Font *speechFont;

class GuiConfigListener : public ConfigListener
{
    public:
        GuiConfigListener(Gui *g):
            mGui(g)
        {}

        void optionChanged(const std::string &name)
        {
            if (name == "customcursor") {
                bool bCustomCursor = config.getValue("customcursor", 1) == 1;
                mGui->setUseCustomCursor(bCustomCursor);
            }
        }
    private:
        Gui *mGui;
};

Gui::Gui(Graphics *graphics):
    mHostImageLoader(NULL),
    mMouseCursor(NULL),
    mCustomCursor(false),
    mPopupActive(false)
{
    // Set graphics
    setGraphics(graphics);
#ifdef USE_OPENGL
    if (config.getValue("opengl", 0)) {

        // Set image loader
        mHostImageLoader = new SDLImageLoader();
        mImageLoader = new gcn::OpenGLImageLoader(mHostImageLoader);
    } else
#endif
    {
        // Set image loader
        mImageLoader = new SDLImageLoader();
    }

    // Set input
    guiInput = new gcn::SDLInput();
    setInput(guiInput);

    gcn::Image::setImageLoader(mImageLoader);

    // Set focus handler
    delete mFocusHandler;
    mFocusHandler = new FocusHandler();

    // Initialize top GUI widget
    WindowContainer *guiTop = new WindowContainer();
    guiTop->setDimension(gcn::Rectangle(0, 0,
                graphics->getWidth(), graphics->getHeight()));
    guiTop->setOpaque(false);
    guiTop->addMouseListener(this);
    Window::setWindowContainer(guiTop);
    setTop(guiTop);

    // Set global font
    try {
        mGuiFont = new gcn::ImageFont("graphics/gui/sansserif8.png",
                " !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ["
                "\\]^_`abcdefghijklmnopqrstuvwxyz{|}~|"
                );
    }
    catch (gcn::Exception e)
    {
        logger->error("Unable to load sansserif8.png!");
    }

    // Set speech font
    try {
        speechFont = new gcn::ImageFont("graphics/gui/rpgfont_wider.png",
                " abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ"
                "0123456789.,!?-+/():;%&`'*#=[]\"<>{}^~|_@$\\"
                "�����������륣�����������������"
                );
    }
    catch (gcn::Exception e)
    {
        logger->error("Unable to load rpgfont_wider.png!");
    }

    gcn::Widget::setGlobalFont(mGuiFont);

    // Load hits' colourful fonts
    try {
        hitRedFont = new gcn::ImageFont("graphics/gui/hits_red.png",
                "0123456789");
        hitBlueFont = new gcn::ImageFont("graphics/gui/hits_blue.png",
                "0123456789");
        hitYellowFont = new gcn::ImageFont("graphics/gui/hits_yellow.png",
                "mis");
    }
    catch (gcn::Exception e)
    {
        logger->error("Unable to load colored hits' fonts!");
    }

    // Initialize mouse cursor and listen for changes to the option
    setUseCustomCursor(config.getValue("customcursor", 1) == 1);
    mConfigListener = new GuiConfigListener(this);
    config.addListener("customcursor", mConfigListener);

    // XXX FIXME: Just a temporary solution to work around a bug, better way
    // would be to implement a FontManager class.
    gui = this;
    mPopup = new PopupMenu();
}

Gui::~Gui()
{
    delete mPopup;

    config.removeListener("customcursor", mConfigListener);
    delete mConfigListener;

    // Fonts used in showing hits
    delete hitRedFont;
    delete hitBlueFont;
    delete hitYellowFont;

    if (mMouseCursor) {
        mMouseCursor->decRef();
    }

    delete mGuiFont;
    delete speechFont;
    delete mTop;
    delete mImageLoader;

    if (mHostImageLoader) {
        delete mHostImageLoader;
    }

    delete guiInput;
}

void
Gui::logic()
{
    gcn::Gui::logic();

    // Work around Guichan bug of only applying focus on mouse or keyboard
    // events.
    mFocusHandler->applyChanges();
}

void
Gui::draw()
{
    mGraphics->pushClipArea(mTop->getDimension());
    mTop->draw(mGraphics);

    int mouseX, mouseY;
    Uint8 button = SDL_GetMouseState(&mouseX, &mouseY);

    if ((SDL_GetAppState() & SDL_APPMOUSEFOCUS || button & SDL_BUTTON(1))
            && mCustomCursor)
    {
        dynamic_cast<Graphics*>(mGraphics)->drawImage(mMouseCursor,
                                                      mouseX - 5,
                                                      mouseY - 2);
    }

    mGraphics->popClipArea();
}

void
Gui::mousePress(int mx, int my, int button)
{
    // Mouse pressed on window container (basically, the map)

    // Are we in-game yet?
    if (state != GAME_STATE)
        return;

    // Check if we are alive and kickin'
    if (!player_node || player_node->action == Being::DEAD)
        return;

    // Check if we are busy
    if (current_npc)
        return;

    int tilex = mx / 32 + camera_x;
    int tiley = my / 32 + camera_y;

    // Right click might open a popup
    if (button == gcn::MouseInput::RIGHT)
    {
        Being *being;
        FloorItem *floorItem;

        if ((being = findNode(tilex, tiley)) && being != player_node)
        {
            showPopup(mx, my, being);
            return;
        }
        else if((floorItem = find_floor_item_by_id(
                    find_floor_item_by_cor(tilex, tiley))))
        {
            showPopup(mx, my, floorItem);
            return;
        }
    }

    // If a popup is active, just remove it
    if (mPopupActive)
    {
        mPopup->setVisible(false);
        mPopupActive = false;
        return;
    }

    // Left click can cause different actions
    if (button == gcn::MouseInput::LEFT)
    {
        Being *being;
        Uint32 floorItemId;

        // Interact with some being
        if ((being = findNode(tilex, tiley)))
        {
            switch (being->getType())
            {
                case Being::NPC:
                    talk(being);
                    current_npc = being->getId();
                    break;

                case Being::MONSTER:
                case Being::PLAYER:
                    if (being->action == Being::MONSTER_DEAD ||
                            player_node->action != Being::STAND ||
                            being == player_node)
                        break;

                    autoTarget = being;
                    attack(being);
                    break;

                default:
                    break;
            }
        }
        // Pick up some item
        else if ((floorItemId = find_floor_item_by_cor(tilex, tiley)))
        {
            int dx = tilex - player_node->x;
            int dy = tiley - player_node->y;

            if ((dx * dx + dy * dy) < 4)
                pickUp(floorItemId);
        }
        // Just walk around
        else if (engine->getCurrentMap()->getWalk(tilex, tiley))
        {
            // XXX XXX XXX REALLY UGLY!
            Uint8 *keys = SDL_GetKeyState(NULL);
            if (!(keys[SDLK_LSHIFT] || keys[SDLK_RSHIFT]))
            {
                walk(tilex, tiley, 0);
                player_node->setDestination(tilex, tiley);

                autoTarget = NULL;
            }
        }
    }
}

void
Gui::setUseCustomCursor(bool customCursor)
{
    if (customCursor != mCustomCursor)
    {
        mCustomCursor = customCursor;

        if (mCustomCursor)
        {
            // Hide the SDL mouse cursor
            SDL_ShowCursor(SDL_DISABLE);

            // Load the mouse cursor
            ResourceManager *resman = ResourceManager::getInstance();
            mMouseCursor = resman->getImage("graphics/gui/mouse.png");
            if (!mMouseCursor) {
                logger->error("Unable to load mouse cursor.");
            }
        }
        else
        {
            // Show the SDL mouse cursor
            SDL_ShowCursor(SDL_ENABLE);

            // Unload the mouse cursor
            if (mMouseCursor) {
                mMouseCursor->decRef();
                mMouseCursor = NULL;
            }
        }
    }
}

void Gui::showPopup(int x, int y, Item *item)
{
    mPopup->showPopup(x, y, item);
    mPopupActive = true;
}

void Gui::showPopup(int x, int y, FloorItem *floorItem)
{
    mPopup->showPopup(x, y, floorItem);
    mPopupActive = true;
}

void Gui::showPopup(int x, int y, Being *being)
{
    mPopup->showPopup(x, y, being);
    mPopupActive = true;
}