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570 lines
15 KiB
C++
570 lines
15 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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* 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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* 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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#include "common/events.h"
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#include "common/stream.h"
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#include "graphics/cursorman.h"
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#include "startrek/graphics.h"
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namespace StarTrek {
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/**
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* Returns the index of the button at the given position, or -1 if none.
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*/
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int StarTrekEngine::getMenuButtonAt(const Menu &menu, int x, int y) {
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for (int i = 0; i < menu.numButtons; i++) {
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const Sprite &spr = menu.sprites[i];
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if (spr.drawMode != 2)
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continue;
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int left = spr.pos.x - spr.bitmap->xoffset;
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int top = spr.pos.y - spr.bitmap->yoffset;
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// Oddly, this doesn't account for x/yoffset...
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int right = spr.pos.x + spr.bitmap->width - 1;
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int bottom = spr.pos.y + spr.bitmap->height - 1;
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if (x >= left && x <= right && y >= top && y <= bottom)
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return i;
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}
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return -1;
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}
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/**
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* This chooses a sprite from the list to place the mouse cursor at. The sprite it chooses
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* may be, for example, the top-leftmost one in the list. Exact behaviour is determined by
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* the "mode" parameter.
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*
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* If "containMouseSprite" is a valid index, it's ensured that the mouse is contained
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* within it. "mode" should be -1 in this case.
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*/
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void StarTrekEngine::chooseMousePositionFromSprites(Sprite *sprites, int numSprites, int containMouseSprite, int mode) {
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uint16 mouseX1 = 0x7fff; // Candidate positions to warp mouse to
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uint16 mouseY1 = 0x7fff;
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uint16 mouseX2 = 0x7fff;
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uint16 mouseY2 = 0x7fff;
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Common::Point mousePos = _gfx->getMousePos();
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// Ensure the cursor is contained within one of the sprites
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if (containMouseSprite >= 0 && containMouseSprite < numSprites) {
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Common::Rect rect = sprites[containMouseSprite].getRect();
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if (mousePos.x < rect.left || mousePos.x >= rect.right
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|| mousePos.y < rect.top || mousePos.y >= rect.bottom) {
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mousePos.x = (rect.left + rect.right) / 2;
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mousePos.y = (rect.top + rect.bottom) / 2;
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}
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}
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// Choose a sprite to warp the cursor to
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for (int i = 0; i < numSprites; i++) {
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Sprite *sprite = &sprites[i];
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if (sprite->drawMode != 2) // Skip hidden buttons
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continue;
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Common::Rect rect = sprite->getRect();
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int hCenter = (rect.left + rect.right) / 2;
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int vCenter = (rect.top + rect.bottom) / 2;
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// Choose which sprite is closest based on certain criteria?
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switch(mode) {
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case 0: // Choose topmost, leftmost sprite that's below the cursor
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if (((vCenter == mousePos.y && hCenter > mousePos.x) || vCenter > mousePos.y)
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&& (vCenter < mouseY1 || (vCenter == mouseY1 && hCenter < mouseX1))) {
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mouseX1 = hCenter;
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mouseY1 = vCenter;
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}
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// fall through
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case 4: // Choose topmost, leftmost sprite
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if (vCenter < mouseY2 || (vCenter == mouseY2 && hCenter < mouseX2)) {
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mouseX2 = hCenter;
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mouseY2 = vCenter;
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}
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break;
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case 1: // Choose bottommost, rightmost sprite that's above the cursor
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if (((vCenter == mousePos.y && hCenter < mousePos.x) || vCenter < mousePos.y)
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&& (mouseY1 == 0x7fff || vCenter > mouseY1
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|| (vCenter == mouseY1 && hCenter > mouseX1))) {
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mouseX1 = hCenter;
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mouseY1 = vCenter;
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}
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// fall through
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case 5: // Choose bottommost, rightmost sprite
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if (mouseY2 == 0x7fff || vCenter > mouseY2
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|| (vCenter == mouseY2 && hCenter > mouseX2)) {
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mouseX2 = hCenter;
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mouseY2 = vCenter;
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}
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break;
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case 2:
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// This seems broken... OR condition on first line has no affect on the logic...
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if ((vCenter < mousePos.y || (vCenter == mouseY1 && hCenter == mousePos.x))
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&& (mouseX1 == 0x7fff || vCenter >= mouseY1)) {
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mouseX1 = hCenter;
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mouseY1 = vCenter;
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debug("Try %d %d", mouseX1, mouseY1);
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}
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if (mouseX2 == 0x7fff || vCenter > mouseY2
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|| (hCenter == mouseX2 && vCenter == mouseY2)) {
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mouseX2 = hCenter;
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mouseY2 = vCenter;
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}
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break;
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case 3:
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// Similar to above...
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if ((vCenter > mousePos.y || (vCenter == mouseY1 && hCenter == mousePos.x))
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&& (mouseX1 == 0x7fff || vCenter <= mouseY1)) {
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mouseX1 = hCenter;
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mouseY1 = vCenter;
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}
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if (mouseX2 == 0x7fff || vCenter < mouseY2
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|| (hCenter == mouseX2 && vCenter == mouseY2)) {
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mouseX2 = hCenter;
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mouseY2 = vCenter;
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}
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break;
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}
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}
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// Warp mouse to one of the coordinates, if one is valid
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if (mouseX1 != 0x7fff) {
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mousePos.x = mouseX1;
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mousePos.y = mouseY1;
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}
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else if (mouseX2 != 0x7fff) {
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mousePos.x = mouseX2;
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mousePos.y = mouseY2;
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}
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_system->warpMouse(mousePos.x, mousePos.y);
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}
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/**
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* Draws or removes the outline on menu buttons when the cursor hovers on them, or leaves
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* them.
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*/
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void StarTrekEngine::drawMenuButtonOutline(SharedPtr<Bitmap> bitmap, byte color) {
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int lineWidth = bitmap->width-2;
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int offsetToBottom = (bitmap->height-3)*bitmap->width;
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byte *dest = bitmap->pixels + bitmap->width + 1;
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while (lineWidth--) {
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*dest = color;
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*(dest+offsetToBottom) = color;
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dest++;
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}
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int lineHeight = bitmap->height - 2;
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int offsetToRight = bitmap->width - 3;
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dest = bitmap->pixels + bitmap->width + 1;
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while (lineHeight--) {
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*dest = color;
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*(dest+offsetToRight) = color;
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dest += bitmap->width;
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}
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}
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void StarTrekEngine::showOptionsMenu(int x, int y) {
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bool tmpMouseControllingShip = _mouseControllingShip;
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_mouseControllingShip = false;
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Common::Point oldMousePos = _gfx->getMousePos();
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SharedPtr<Bitmap> oldMouseBitmap = _gfx->_mouseBitmap;
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_gfx->setMouseCursor(_gfx->loadBitmap("options"));
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loadMenuButtons("options", x, y);
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uint32 disabledButtons = 0;
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if (_musicWorking) {
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if (_musicEnabled)
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disabledButtons |= (1 << OPTIONBUTTON_ENABLEMUSIC);
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else
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disabledButtons |= (1 << OPTIONBUTTON_DISABLEMUSIC);
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}
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else
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disabledButtons |= (1 << OPTIONBUTTON_ENABLEMUSIC) | (1 << OPTIONBUTTON_DISABLEMUSIC);
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if (_sfxWorking) {
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if (_sfxEnabled)
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disabledButtons |= (1 << OPTIONBUTTON_ENABLESFX);
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else
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disabledButtons |= (1 << OPTIONBUTTON_DISABLESFX);
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}
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else
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disabledButtons |= (1 << OPTIONBUTTON_ENABLESFX) | (1 << OPTIONBUTTON_DISABLESFX);
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disableMenuButtons(disabledButtons);
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chooseMousePositionFromSprites(_activeMenu->sprites, _activeMenu->numButtons, -1, 4);
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int event = handleMenuEvents(0, false);
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unloadMenuButtons();
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_mouseControllingShip = tmpMouseControllingShip;
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_gfx->setMouseCursor(oldMouseBitmap);
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if (event != MENUEVENT_LCLICK_OFFBUTTON && event != MENUEVENT_RCLICK_OFFBUTTON)
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_system->warpMouse(oldMousePos.x, oldMousePos.y);
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// Can't use OPTIONBUTTON constants since the button retvals differ from the button
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// indices...
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switch(event) {
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case 0: // Save
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showSaveMenu();
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break;
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case 1: // Load
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showLoadMenu();
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break;
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case 2: // Enable music
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_sound->setMusicEnabled(true);
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break;
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case 3: // Disable music
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_sound->setMusicEnabled(false);
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break;
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case 4: // Enable sfx
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_sound->setSfxEnabled(true);
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break;
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case 5: // Disable sfx
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_sound->setSfxEnabled(false);
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break;
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case 6: // Quit
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showQuitGamePrompt(20, 20);
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break;
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case 7: // Text
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showTextConfigurationMenu(true);
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break;
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default:
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break;
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}
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}
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/**
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* Loads a .MNU file, which is a list of buttons to display.
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*/
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void StarTrekEngine::loadMenuButtons(String mnuFilename, int xpos, int ypos) {
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if (_activeMenu == nullptr)
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_keyboardControlsMouseOutsideMenu = _keyboardControlsMouse;
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SharedPtr<Menu> oldMenu = _activeMenu;
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_activeMenu = SharedPtr<Menu>(new Menu());
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_activeMenu->nextMenu = oldMenu;
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SharedPtr<FileStream> stream = loadFile(mnuFilename + ".MNU");
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_activeMenu->menuFile = stream;
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_activeMenu->numButtons = _activeMenu->menuFile->size() / 16;
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for (int i = 0; i < _activeMenu->numButtons; i++) {
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memset(&_activeMenu->sprites[i], 0, sizeof(Sprite));
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_gfx->addSprite(&_activeMenu->sprites[i]);
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_activeMenu->sprites[i].drawMode = 2;
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char bitmapBasename[11];
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stream->seek(i * 16, SEEK_SET);
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stream->read(bitmapBasename, 10);
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for (int j = 0; j < 10; j++) {
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if (bitmapBasename[j] == ' ')
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bitmapBasename[j] = '\0';
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}
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bitmapBasename[10] = '\0';
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_activeMenu->sprites[i].bitmap = _gfx->loadBitmap(bitmapBasename);
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_activeMenu->sprites[i].pos.x = stream->readUint16() + xpos;
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_activeMenu->sprites[i].pos.y = stream->readUint16() + ypos;
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_activeMenu->retvals[i] = stream->readUint16();
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_activeMenu->sprites[i].field6 = 8;
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}
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if (_activeMenu->retvals[_activeMenu->numButtons - 1] == 0) {
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// Set default retvals for buttons
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for (int i = 0; i < _activeMenu->numButtons; i++)
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_activeMenu->retvals[i] = i;
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}
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_activeMenu->selectedButton = -1;
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_activeMenu->disabledButtons = 0;
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_keyboardControlsMouse = false;
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}
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/**
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* Sets which buttons are visible based on the given bitmask.
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*/
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void StarTrekEngine::setVisibleMenuButtons(uint32 bits) {
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for (int i = 0; i < _activeMenu->numButtons; i++) {
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Sprite *sprite = &_activeMenu->sprites[i];
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uint32 spriteBitmask = (1 << i);
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if (spriteBitmask == 0)
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break;
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if ((bits & spriteBitmask) == 0 || sprite->drawMode != 0) {
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if ((bits & spriteBitmask) == 0 && sprite->drawMode == 2) {
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if (i == _activeMenu->selectedButton) {
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drawMenuButtonOutline(sprite->bitmap, 0x00);
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_activeMenu->selectedButton = -1;
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}
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sprite->field16 = true;
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sprite->bitmapChanged = true;
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}
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}
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else {
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_gfx->addSprite(sprite);
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sprite->drawMode = 2;
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sprite->bitmapChanged = true;
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}
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}
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_gfx->drawAllSprites();
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for (int i = 0; i < _activeMenu->numButtons; i++) {
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Sprite *sprite = &_activeMenu->sprites[i];
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uint32 spriteBitmask = (1 << i);
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if (spriteBitmask == 0)
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break;
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if ((bits & spriteBitmask) == 0 && sprite->drawMode == 2) {
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_gfx->delSprite(sprite);
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// Setting drawMode to 0 is the game's way of saying that the menu button is
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// hidden (since it would normally be 2).
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sprite->drawMode = 0;
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}
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}
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}
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/**
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* Disables the given bitmask of buttons.
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*/
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void StarTrekEngine::disableMenuButtons(uint32 bits) {
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_activeMenu->disabledButtons |= bits;
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if (_activeMenu->selectedButton != -1
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&& (_activeMenu->disabledButtons & (1 << _activeMenu->selectedButton))) {
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Sprite *sprite = &_activeMenu->sprites[_activeMenu->selectedButton];
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drawMenuButtonOutline(sprite->bitmap, 0x00);
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sprite->bitmapChanged = true;
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_activeMenu->selectedButton = -1;
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}
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}
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void StarTrekEngine::enableMenuButtons(uint32 bits) {
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_activeMenu->disabledButtons &= ~bits;
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}
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/**
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* This returns either a special menu event (negative number) or the retval of the button
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* clicked (usually an index, always positive).
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*/
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int StarTrekEngine::handleMenuEvents(uint32 ticksUntilClickingEnabled, bool arg4) {
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// TODO: finish
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uint32 tickWhenClickingEnabled = _clockTicks + ticksUntilClickingEnabled;
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while (true) {
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TrekEvent event;
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while (popNextEvent(&event)) {
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switch(event.type) {
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case TREKEVENT_TICK: {
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case TREKEVENT_MOUSEMOVE: // FIXME: actual game only uses TICK event here
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Common::Point mousePos = _gfx->getMousePos();
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int buttonIndex = getMenuButtonAt(*_activeMenu, mousePos.x, mousePos.y);
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if (buttonIndex != -1) {
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if (_activeMenu->disabledButtons & (1<<buttonIndex))
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buttonIndex = -1;
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}
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if (buttonIndex != _activeMenu->selectedButton) {
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if (_activeMenu->selectedButton != -1) {
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Sprite &spr = _activeMenu->sprites[_activeMenu->selectedButton];
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drawMenuButtonOutline(spr.bitmap, 0x00);
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spr.bitmapChanged = true;
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}
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if (buttonIndex != -1) {
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Sprite &spr = _activeMenu->sprites[buttonIndex];
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drawMenuButtonOutline(spr.bitmap, 0xda);
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spr.bitmapChanged = true;
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}
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_activeMenu->selectedButton = buttonIndex;
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}
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// Not added: updating mouse position (scummvm handles that)
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// sub_10492();
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// sub_10A91();
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_gfx->drawAllSprites();
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// sub_10BE7();
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// sub_2A4B1();
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if (_finishedPlayingSpeech != 0) {
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_finishedPlayingSpeech = 0;
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if (_textDisplayMode != TEXTDISPLAY_WAIT) {
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return TEXTBUTTON_SPEECH_DONE;
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}
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}
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// sub_1E88C();
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_frameIndex++;
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if (ticksUntilClickingEnabled != 0 && _clockTicks >= tickWhenClickingEnabled)
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return MENUEVENT_ENABLEINPUT;
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break;
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}
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case TREKEVENT_LBUTTONDOWN:
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if (_activeMenu->selectedButton != -1) {
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playSoundEffectIndex(0x10);
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return _activeMenu->retvals[_activeMenu->selectedButton];
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}
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else {
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Common::Point mouse = _gfx->getMousePos();
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if (getMenuButtonAt(*_activeMenu, mouse.x, mouse.y) == -1) {
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playSoundEffectIndex(0x10);
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return MENUEVENT_LCLICK_OFFBUTTON;
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}
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}
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break;
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case TREKEVENT_RBUTTONDOWN:
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// TODO
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break;
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case TREKEVENT_KEYDOWN:
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// TODO
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break;
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default:
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break;
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}
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}
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}
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}
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void StarTrekEngine::unloadMenuButtons() {
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if (_activeMenu->selectedButton != -1)
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drawMenuButtonOutline(_activeMenu->sprites[_activeMenu->selectedButton].bitmap, 0x00);
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for (int i = 0; i < _activeMenu->numButtons; i++) {
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Sprite *sprite = &_activeMenu->sprites[i];
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if (sprite->drawMode == 2) {
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sprite->field16 = true;
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sprite->bitmapChanged = true;
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}
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}
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_gfx->drawAllSprites();
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for (int i = 0; i < _activeMenu->numButtons; i++) {
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Sprite *sprite = &_activeMenu->sprites[i];
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sprite->bitmap.reset();
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if (sprite->drawMode == 2)
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_gfx->delSprite(sprite);
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}
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_activeMenu = _activeMenu->nextMenu;
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if (_activeMenu == nullptr)
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_keyboardControlsMouse = _keyboardControlsMouseOutsideMenu;
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}
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void StarTrekEngine::showSaveMenu() {
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// TODO
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}
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void StarTrekEngine::showLoadMenu() {
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// TODO
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}
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void StarTrekEngine::showQuitGamePrompt(int x, int y) {
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const char *options[] = {
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"Quit Game",
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"#GENE\\GENER028#Yes, quit the game.",
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"#GENE\\GENER008#No, do not quit the game.",
|
|
""
|
|
};
|
|
|
|
if (_inQuitGameMenu)
|
|
return;
|
|
|
|
_inQuitGameMenu = true;
|
|
int val = showText(&StarTrekEngine::readTextFromArray, (uintptr)options, x, y, 0xb0, true, 0, 1);
|
|
_inQuitGameMenu = false;
|
|
|
|
if (val == 0) {
|
|
// sub_1e70d();
|
|
_system->quit();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* This can be called from startup or from the options menu.
|
|
* On startup, this tries to load the setting without user input.
|
|
*/
|
|
void StarTrekEngine::showTextConfigurationMenu(bool fromOptionMenu) {
|
|
const char *options[] = { // TODO: languages...
|
|
"Text display",
|
|
"Text subtitles.",
|
|
"Display text until you press enter.",
|
|
"No text displayed.",
|
|
""
|
|
};
|
|
|
|
int val;
|
|
if (fromOptionMenu || (val = loadTextDisplayMode()) == -1) {
|
|
val = showText(&StarTrekEngine::readTextFromArray, (uintptr)options, 20, 30, 0xb0, true, 0, 1);
|
|
saveTextDisplayMode(val);
|
|
}
|
|
|
|
switch(val) {
|
|
case 0:
|
|
_textDisplayMode = TEXTDISPLAY_SUBTITLES;
|
|
break;
|
|
case 1:
|
|
_textDisplayMode = TEXTDISPLAY_WAIT;
|
|
break;
|
|
case 2:
|
|
_textDisplayMode = TEXTDISPLAY_NONE;
|
|
break;
|
|
}
|
|
}
|
|
|
|
int StarTrekEngine::loadTextDisplayMode() {
|
|
return -1; // TODO
|
|
}
|
|
void StarTrekEngine::saveTextDisplayMode(int value) {
|
|
// TODO;
|
|
}
|
|
|
|
}
|