mirror of
https://github.com/libretro/scummvm.git
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b3c6751b9b
svn-id: r40867
335 lines
8.9 KiB
C++
335 lines
8.9 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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* Additional copyright for this file:
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* Copyright (C) 1994-1998 Revolution Software Ltd.
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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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* $URL$
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* $Id$
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*/
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#include "common/rect.h"
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#include "sword2/sword2.h"
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#include "sword2/defs.h"
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#include "sword2/header.h"
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#include "sword2/mouse.h"
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#include "sword2/screen.h"
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namespace Sword2 {
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#define MENUDEEP 40
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#define MAXMENUANIMS 8
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void Mouse::clearIconArea(int menu, int pocket, Common::Rect *r) {
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byte *buf = _vm->_screen->getScreen();
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int16 screenWide = _vm->_screen->getScreenWide();
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byte menuIconWidth;
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// Initialize menu icon width at correct size
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// depending if we are using pc or psx version.
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if (Sword2Engine::isPsx())
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menuIconWidth = RDMENU_PSXICONWIDE;
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else
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menuIconWidth = RDMENU_ICONWIDE;
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r->top = menu * (RENDERDEEP + MENUDEEP) + (MENUDEEP - RDMENU_ICONDEEP) / 2;
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r->bottom = r->top + RDMENU_ICONDEEP;
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r->left = RDMENU_ICONSTART + pocket * (menuIconWidth + RDMENU_ICONSPACING);
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r->right = r->left + menuIconWidth;
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byte *dst = buf + r->top * screenWide + r->left;
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for (int i = 0; i < RDMENU_ICONDEEP; i++) {
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memset(dst, 0, menuIconWidth);
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dst += screenWide;
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}
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}
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/**
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* This function should be called regularly to process the menubar system. The
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* rate at which this function is called will dictate how smooth the menu
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* system is.
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*/
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void Mouse::processMenu() {
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uint8 menu;
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uint8 i, j;
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uint8 frameCount;
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Common::Rect r1, r2;
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static int32 lastTime = 0;
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byte *buf = _vm->_screen->getScreen();
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int16 screenWide = _vm->_screen->getScreenWide();
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byte menuIconWidth;
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if (Sword2Engine::isPsx())
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menuIconWidth = RDMENU_PSXICONWIDE;
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else
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menuIconWidth = RDMENU_ICONWIDE;
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if (lastTime == 0) {
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lastTime = _vm->getMillis();
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frameCount = 1;
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} else {
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int32 delta = _vm->getMillis() - lastTime;
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if (delta > 250) {
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lastTime += delta;
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delta = 250;
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frameCount = 1;
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} else {
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frameCount = (uint8) ((_iconCount + 8) * delta / 750);
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lastTime += frameCount * 750 / (_iconCount + 8);
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}
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}
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// Note: The "almost hidden" menu state exists only so that the menu
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// will be redrawn one last time before it's completely hidden. We do
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// not need a corresponding "almost shown" state because the menu will
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// always be redrawn while it's shown anyway. (We may want to change
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// this later.)
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while (frameCount-- > 0) {
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for (menu = RDMENU_TOP; menu <= RDMENU_BOTTOM; menu++) {
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if (_menuStatus[menu] == RDMENU_HIDDEN || _menuStatus[menu] == RDMENU_ALMOST_HIDDEN || _menuStatus[menu] == RDMENU_SHOWN)
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continue;
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int target, direction, nextState;
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if (_menuStatus[menu] == RDMENU_OPENING) {
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target = MAXMENUANIMS;
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direction = 1;
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nextState = RDMENU_SHOWN;
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} else {
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target = 0;
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direction = -1;
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nextState = RDMENU_ALMOST_HIDDEN;
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}
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bool complete = true;
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// Propagate animation from the first icon...
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for (i = RDMENU_MAXPOCKETS - 1; i > 0; i--) {
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_pocketStatus[menu][i] = _pocketStatus[menu][i - 1];
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if (_pocketStatus[menu][i] != target)
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complete = false;
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}
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if (_pocketStatus[menu][i] != target)
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complete = false;
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// ...and animate the first icon
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if (_pocketStatus[menu][0] != target)
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_pocketStatus[menu][0] += direction;
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if (complete)
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_menuStatus[menu] = nextState;
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}
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}
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for (menu = RDMENU_TOP; menu <= RDMENU_BOTTOM; menu++) {
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if (_menuStatus[menu] == RDMENU_HIDDEN)
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continue;
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if (_menuStatus[menu] == RDMENU_ALMOST_HIDDEN)
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_menuStatus[menu] = RDMENU_HIDDEN;
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// Draw the menu here.
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int32 curx = RDMENU_ICONSTART + menuIconWidth / 2;
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int32 cury = (MENUDEEP / 2) + (RENDERDEEP + MENUDEEP) * menu;
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for (i = 0; i < RDMENU_MAXPOCKETS; i++) {
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if (_icons[menu][i]) {
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int32 xoff, yoff;
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// Since we no longer clear the screen after
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// each frame we need to clear the icon area.
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clearIconArea(menu, i, &r1);
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if (_pocketStatus[menu][i] == MAXMENUANIMS) {
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xoff = (menuIconWidth / 2);
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r2.left = curx - xoff;
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r2.right = r2.left + menuIconWidth;
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yoff = (RDMENU_ICONDEEP / 2);
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r2.top = cury - yoff;
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r2.bottom = r2.top + RDMENU_ICONDEEP;
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} else {
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xoff = (menuIconWidth / 2) * _pocketStatus[menu][i] / MAXMENUANIMS;
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r2.left = curx - xoff;
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r2.right = curx + xoff;
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yoff = (RDMENU_ICONDEEP / 2) * _pocketStatus[menu][i] / MAXMENUANIMS;
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r2.top = cury - yoff;
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r2.bottom = cury + yoff;
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}
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if (xoff != 0 && yoff != 0) {
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byte *dst = buf + r2.top * screenWide + r2.left;
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byte *src = _icons[menu][i];
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if (_pocketStatus[menu][i] != MAXMENUANIMS) {
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_vm->_screen->scaleImageFast(
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dst, screenWide, r2.right - r2.left, r2.bottom - r2.top,
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src, menuIconWidth, menuIconWidth, RDMENU_ICONDEEP);
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} else {
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for (j = 0; j < RDMENU_ICONDEEP; j++) {
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memcpy(dst, src, menuIconWidth);
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src += menuIconWidth;
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dst += screenWide;
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}
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}
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}
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_vm->_screen->updateRect(&r1);
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}
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curx += (RDMENU_ICONSPACING + menuIconWidth);
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}
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}
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}
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/**
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* This function brings a specified menu into view.
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* @param menu RDMENU_TOP or RDMENU_BOTTOM, depending on which menu to show
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* @return RD_OK, or an error code
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*/
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int32 Mouse::showMenu(uint8 menu) {
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// Do not show menu in PSX version, as there was really
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// nothing similar in the original game (menu was started
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// using SELECT button in psx pad)
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if (Sword2Engine::isPsx() && menu == RDMENU_TOP)
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return RD_OK;
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// Check for invalid menu parameter
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if (menu > RDMENU_BOTTOM)
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return RDERR_INVALIDMENU;
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// Check that the menu is not currently shown, or in the process of
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// being shown.
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if (_menuStatus[menu] == RDMENU_SHOWN || _menuStatus[menu] == RDMENU_OPENING)
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return RDERR_INVALIDCOMMAND;
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_menuStatus[menu] = RDMENU_OPENING;
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return RD_OK;
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}
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/**
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* This function hides a specified menu.
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* @param menu RDMENU_TOP or RDMENU_BOTTOM depending on which menu to hide
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* @return RD_OK, or an error code
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*/
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int32 Mouse::hideMenu(uint8 menu) {
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// In PSX version, do nothing. There is no such menu.
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if (Sword2Engine::isPsx() && menu == RDMENU_TOP)
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return RD_OK;
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// Check for invalid menu parameter
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if (menu > RDMENU_BOTTOM)
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return RDERR_INVALIDMENU;
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// Check that the menu is not currently hidden, or in the process of
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// being hidden.
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if (_menuStatus[menu] == RDMENU_HIDDEN || _menuStatus[menu] == RDMENU_CLOSING)
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return RDERR_INVALIDCOMMAND;
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_menuStatus[menu] = RDMENU_CLOSING;
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return RD_OK;
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}
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/**
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* This function hides both menus immediately.
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*/
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void Mouse::closeMenuImmediately() {
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Common::Rect r;
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int i;
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_menuStatus[RDMENU_TOP] = RDMENU_HIDDEN;
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_menuStatus[RDMENU_BOTTOM] = RDMENU_HIDDEN;
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for (i = 0; i < RDMENU_MAXPOCKETS; i++) {
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if (_icons[RDMENU_TOP][i]) {
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clearIconArea(RDMENU_TOP, i, &r);
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_vm->_screen->updateRect(&r);
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}
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if (_icons[RDMENU_BOTTOM][i]) {
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clearIconArea(RDMENU_BOTTOM, i, &r);
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_vm->_screen->updateRect(&r);
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}
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}
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memset(_pocketStatus, 0, sizeof(uint8) * 2 * RDMENU_MAXPOCKETS);
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}
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/**
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* This function sets a menubar icon.
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* @param menu RDMENU_TOP or RDMENU_BOTTOM, depending on which menu to change
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* @param pocket the menu pocket to change
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* @param icon icon data, or NULL to clear the icon
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* @return RD_OK, or an error code
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*/
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int32 Mouse::setMenuIcon(uint8 menu, uint8 pocket, byte *icon) {
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Common::Rect r;
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byte menuIconWidth;
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if (Sword2Engine::isPsx())
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menuIconWidth = RDMENU_PSXICONWIDE;
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else
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menuIconWidth = RDMENU_ICONWIDE;
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// Check for invalid menu parameter.
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if (menu > RDMENU_BOTTOM)
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return RDERR_INVALIDMENU;
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// Check for invalid pocket parameter
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if (pocket >= RDMENU_MAXPOCKETS)
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return RDERR_INVALIDPOCKET;
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// If there is an icon in the requested menu/pocket, clear it out.
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if (_icons[menu][pocket]) {
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_iconCount--;
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free(_icons[menu][pocket]);
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_icons[menu][pocket] = NULL;
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clearIconArea(menu, pocket, &r);
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_vm->_screen->updateRect(&r);
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}
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// Only put the icon in the pocket if it is not NULL
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if (icon != NULL) {
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_iconCount++;
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_icons[menu][pocket] = (byte *)malloc(menuIconWidth * RDMENU_ICONDEEP);
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if (_icons[menu][pocket] == NULL)
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return RDERR_OUTOFMEMORY;
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memcpy(_icons[menu][pocket], icon, menuIconWidth * RDMENU_ICONDEEP);
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}
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return RD_OK;
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}
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} // End of namespace Sword2
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