scummvm/newgui.cpp

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/* ScummVM - Scumm Interpreter
* Copyright (C) 2002 The ScummVM project
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*/
#include "stdafx.h"
#include "scumm.h"
#include "newgui.h"
#include "guimaps.h"
#include "gui/dialog.h"
#include "gui/util.h"
/*
* TODO list
* - implement the missing / incomplete dialogs
* - add more widgets
* - add support for right/center aligned text
* - allow multi line (l/c/r aligned) text via StaticTextWidget ?
* - add "close" widget to all dialogs (with a flag to turn it off) ?
* - make dialogs "moveable" ?
2002-07-09 12:38:50 +00:00
* - come up with a new look&feel / theme for the GUI
* - ...
*/
NewGui::NewGui(Scumm *s) : _s(s), _use_alpha_blending(true),
_need_redraw(false),_prepare_for_gui(true),
_pauseDialog(0), _saveLoadDialog(0), _aboutDialog(0), _optionsDialog(0)
{
}
void NewGui::pauseDialog()
{
if (!_pauseDialog)
_pauseDialog = new PauseDialog(this);
openDialog(_pauseDialog);
}
void NewGui::saveloadDialog()
{
if (!_saveLoadDialog)
_saveLoadDialog = new SaveLoadDialog(this);
openDialog(_saveLoadDialog);
}
void NewGui::aboutDialog()
{
// if (!_aboutDialog)
// _aboutDialog = new AboutDialog(this);
// openDialog(_aboutDialog);
}
void NewGui::optionsDialog()
{
if (!_optionsDialog)
_optionsDialog = new OptionsDialog(this);
openDialog(_optionsDialog);
}
void NewGui::loop()
{
Dialog *activeDialog = _dialogStack.top();
if (_prepare_for_gui) {
ClearBlendCache(_s->_currentPalette, 128);
saveState();
if (_use_alpha_blending)
activeDialog->setupScreenBuf();
#if 0
// FIXME - hack to encode our own custom GUI colors. Since we have to live
// with a given 8 bit palette, the result is not always as nice as one
// would wish, but this is just an experiment after all.
_bgcolor = RGBMatch(_s->_currentPalette, 0, 0, 0);
_color = RGBMatch(_s->_currentPalette, 80, 80, 80);
_shadowcolor = RGBMatch(_s->_currentPalette, 64, 64, 64);
_textcolor = RGBMatch(_s->_currentPalette, 32, 192, 32);
_textcolorhi = RGBMatch(_s->_currentPalette, 0, 256, 0);
#endif
_prepare_for_gui = false;
}
activeDialog->handleTickle();
if (_need_redraw) {
activeDialog->draw();
_need_redraw = false;
}
_s->animateCursor();
if (_eventList.size() > 0)
{
OSystem::Event t;
for (int i = 0; i < _eventList.size(); i++)
{
t = _eventList.getEvent(i);
switch(t.event_code) {
case OSystem::EVENT_KEYDOWN:
activeDialog->handleKeyDown(t.kbd.ascii, t.kbd.flags);
break;
// case OSystem::EVENT_KEYUP:
// activeDialog->handleKeyUp(t.kbd.ascii, t.kbd.flags);
break;
case OSystem::EVENT_MOUSEMOVE:
activeDialog->handleMouseMoved(t.mouse.x - activeDialog->_x, t.mouse.y - activeDialog->_y, 0);
break;
// We don't distinguish between mousebuttons (for now at least)
case OSystem::EVENT_LBUTTONDOWN:
case OSystem::EVENT_RBUTTONDOWN:
activeDialog->handleMouseDown(t.mouse.x - activeDialog->_x, t.mouse.y - activeDialog->_y, 1);
break;
case OSystem::EVENT_LBUTTONUP:
case OSystem::EVENT_RBUTTONUP:
activeDialog->handleMouseUp(t.mouse.x - activeDialog->_x, t.mouse.y - activeDialog->_y, 1);
break;
}
}
_eventList.clear();
}
_s->drawDirtyScreenParts();
}
#pragma mark -
void NewGui::saveState()
{
_old_soundsPaused = _s->_soundsPaused;
_s->pauseSounds(true);
// Backup old cursor
memcpy(_old_grabbedCursor, _s->_grabbedCursor, sizeof(_old_grabbedCursor));
_old_cursorWidth = _s->_cursorWidth;
_old_cursorHeight = _s->_cursorHeight;
_old_cursorHotspotX = _s->_cursorHotspotX;
_old_cursorHotspotY = _s->_cursorHotspotY;
_old_cursor_mode = _s->_system->show_mouse(true);
_s->_cursorAnimate++;
_s->gdi._cursorActive = 1;
}
void NewGui::restoreState()
{
_s->_fullRedraw = true;
_s->_completeScreenRedraw = true;
_s->_cursorAnimate--;
// Restore old cursor
memcpy(_s->_grabbedCursor, _old_grabbedCursor, sizeof(_old_grabbedCursor));
_s->_cursorWidth = _old_cursorWidth;
_s->_cursorHeight = _old_cursorHeight;
_s->_cursorHotspotX = _old_cursorHotspotX;
_s->_cursorHotspotY = _old_cursorHotspotY;
_s->updateCursor();
_s->_system->show_mouse(_old_cursor_mode);
_s->pauseSounds(_old_soundsPaused);
}
void NewGui::openDialog(Dialog *dialog)
{
if (_dialogStack.empty())
_prepare_for_gui = true;
else if (_use_alpha_blending)
dialog->setupScreenBuf();
_dialogStack.push(dialog);
_need_redraw = true;
}
void NewGui::closeTopDialog()
{
// Don't do anything if no dialog is open
if (_dialogStack.empty())
return;
// Tear down its screenBuf
if (_use_alpha_blending)
_dialogStack.top()->teardownScreenBuf();
// Remove the dialog from the stack
_dialogStack.pop();
if (_dialogStack.empty())
restoreState();
else
_need_redraw = true;
}
#pragma mark -
const char *NewGui::queryResString(int stringno)
{
char *result;
int string;
if (stringno == 0)
return NULL;
if (_s->_features & GF_AFTER_V7)
string = _s->_vars[string_map_table_v7[stringno - 1].num];
else if (_s->_features & GF_AFTER_V6)
string = _s->_vars[string_map_table_v6[stringno - 1].num];
else
string = string_map_table_v5[stringno - 1].num;
result = (char *)_s->getStringAddress(string);
if (!result) { // Gracelessly degrade to english :)
if (_s->_features & GF_AFTER_V6)
return string_map_table_v6[stringno - 1].string;
else
return string_map_table_v5[stringno - 1].string;
}
return result;
}
const char *NewGui::queryCustomString(int stringno)
{
return string_map_table_custom[stringno];
}
#pragma mark -
byte *NewGui::getBasePtr(int x, int y)
{
VirtScreen *vs = _s->findVirtScreen(y);
if (vs == NULL)
return NULL;
return vs->screenPtr + x + (y - vs->topline) * 320 +
_s->_screenStartStrip * 8 + (_s->camera._cur.y - 100) * 320;
}
void NewGui::box(int x, int y, int width, int height)
{
hline(x + 1, y, x + width - 2, _color);
hline(x, y + 1, x + width - 1, _color);
vline(x, y + 1, y + height - 2, _color);
vline(x + 1, y, y + height - 1, _color);
hline(x + 1, y + height - 2, x + width - 1, _shadowcolor);
hline(x + 1, y + height - 1, x + width - 2, _shadowcolor);
vline(x + width - 1, y + 1, y + height - 2, _shadowcolor);
vline(x + width - 2, y + 1, y + height - 1, _shadowcolor);
}
void NewGui::line(int x, int y, int x2, int y2, byte color)
{
byte *ptr;
if (x2 < x)
x2 ^= x ^= x2 ^= x; // Swap x2 and x
if (y2 < y)
y2 ^= y ^= y2 ^= y; // Swap y2 and y
ptr = getBasePtr(x, y);
if (ptr == NULL)
return;
if (x == x2) {
/* vertical line */
while (y++ <= y2) {
*ptr = color;
ptr += 320;
}
} else if (y == y2) {
/* horizontal line */
while (x++ <= x2) {
*ptr++ = color;
}
}
}
void NewGui::blendRect(int x, int y, int w, int h, byte color)
{
byte *ptr = getBasePtr(x, y);
if (ptr == NULL)
return;
while (h--) {
for (int i = 0; i < w; i++) {
ptr[i] = Blend(ptr[i], color, _s->_currentPalette);
}
ptr += 320;
}
}
void NewGui::fillRect(int x, int y, int w, int h, byte color)
{
byte *ptr = getBasePtr(x, y);
if (ptr == NULL)
return;
while (h--) {
for (int i = 0; i < w; i++) {
ptr[i] = color;
}
ptr += 320;
}
}
void NewGui::checkerRect(int x, int y, int w, int h, byte color)
{
byte *ptr = getBasePtr(x, y);
if (ptr == NULL)
return;
while (h--) {
for (int i = 0; i < w; i++) {
if ((h ^ i) & 1)
ptr[i] = color;
}
ptr += 320;
}
}
void NewGui::frameRect(int x, int y, int w, int h, byte color)
{
int i;
byte *ptr, *basePtr = getBasePtr(x, y);
if (basePtr == NULL)
return;
ptr = basePtr;
for (i = 0; i < w; i++, ptr++)
*ptr = color;
ptr--;
for (i = 0; i < h; i++, ptr += 320)
*ptr = color;
ptr = basePtr;
for (i = 0; i < h; i++, ptr += 320)
*ptr = color;
ptr -= 320;
for (i = 0; i < w; i++, ptr++)
*ptr = color;
}
void NewGui::addDirtyRect(int x, int y, int w, int h)
{
VirtScreen *vs = _s->findVirtScreen(y);
if (vs != NULL)
_s->setVirtscreenDirty(vs, x, y, x + w, y + h);
}
void NewGui::drawChar(const char str, int xx, int yy)
{
unsigned int buffer = 0, mask = 0, x, y;
byte *tmp;
int tempc = _color;
_color = _textcolor;
tmp = &guifont[0];
tmp += 224 + (str + 1) * 8;
byte *ptr = getBasePtr(xx, yy);
if (ptr == NULL)
return;
for (y = 0; y < 8; y++) {
for (x = 0; x < 8; x++) {
unsigned char color;
if ((mask >>= 1) == 0) {
buffer = *tmp++;
mask = 0x80;
}
color = ((buffer & mask) != 0);
if (color)
ptr[x] = _color;
}
ptr += 320;
}
_color = tempc;
}
void NewGui::drawString(const char *str, int x, int y, int w, byte color, bool center)
{
if (_s->_gameId) { /* If a game is active.. */
StringTab *st = &_s->string[5];
st->charset = 1;
st->center = center;
st->color = color;
st->xpos = center ? x+w/2 : x;
st->ypos = y;
st->right = x + w;
_s->_messagePtr = (byte *)str;
_s->drawString(5);
} else {
// FIXME - support center, use nicer custom font. Ultimately, we might
// want to *always* draw our messages this way.
uint len = strlen(str);
for (uint letter = 0; letter < len; letter++)
drawChar(str[letter], x + (letter * 8), y);
}
}
/*
* Draw an 8x8 bitmap at location (x,y)
*/
void NewGui::drawBitmap(uint32 bitmap[8], int x, int y, byte color)
{
byte *ptr = getBasePtr(x, y);
if (ptr == NULL)
return;
for (int y2 = 0; y2 < 8; y2++) {
uint32 mask = 0xF0000000;
for (int x2 = 0; x2 < 8; x2++) {
if (bitmap[y2] & mask)
ptr[x2] = color;
mask >>= 4;
}
ptr += 320;
}
}
void NewGui::blitTo(byte buffer[320*200], int x, int y, int w, int h)
{
byte *dstPtr = buffer + x + y*320;
byte *srcPtr = getBasePtr(x, y);
if (srcPtr == NULL)
return;
while (h--) {
for (int i = 0; i < w; i++) {
*dstPtr++ = *srcPtr++;
}
dstPtr += 320 - w;
srcPtr += 320 - w;
}
}
void NewGui::blitFrom(byte buffer[320*200], int x, int y, int w, int h)
{
byte *srcPtr = buffer + x + y*320;
byte *dstPtr = getBasePtr(x, y);
if (dstPtr == NULL)
return;
while (h--) {
for (int i = 0; i < w; i++) {
*dstPtr++ = *srcPtr++;
}
dstPtr += 320 - w;
srcPtr += 320 - w;
}
}