mirror of
https://github.com/libretro/scummvm.git
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266 lines
6.1 KiB
C++
266 lines
6.1 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 GLK_FROTZ_GLK_INTERFACE
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#define GLK_FROTZ_GLK_INTERFACE
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#include "glk/glk_api.h"
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#include "glk/frotz/mem.h"
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#include "glk/frotz/windows.h"
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namespace Glk {
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namespace Frotz {
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#define zB(i) ((((i >> 10) & 0x1F) << 3) | (((i >> 10) & 0x1F) >> 2))
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#define zG(i) ((((i >> 5) & 0x1F) << 3) | (((i >> 5) & 0x1F) >> 2))
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#define zR(i) ((((i ) & 0x1F) << 3) | (((i ) & 0x1F) >> 2))
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#define zRGB(i) _screen->format.RGBToColor(zR(i), zG(i), zB(i))
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#define zcolor_NUMCOLORS (13)
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enum SoundEffect {
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EFFECT_PREPARE = 1,
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EFFECT_PLAY = 2,
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EFFECT_STOP = 3,
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EFFECT_FINISH_WITH = 4
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};
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enum RestartAction {
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RESTART_BEGIN = 0,
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RESTART_WPROP_SET = 1,
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RESTART_END = 2
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};
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class Pics;
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/**
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* Implements an intermediate interface on top of the GLK layer, providing screen
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* and sound effect handling
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*/
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class GlkInterface : public GlkAPI, public virtual UserOptions, public virtual Mem {
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private:
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bool _reverseVideo;
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public:
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Pics *_pics;
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zchar statusline[256];
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uint zcolors[zcolor_NUMCOLORS];
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int fixforced;
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int curr_status_ht;
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int mach_status_ht;
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Windows _wp;
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winid_t gos_status;
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int gos_linepending;
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zchar *gos_linebuf;
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winid_t gos_linewin;
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schanid_t gos_channel;
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// Mouse data
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int mwin;
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int mouse_y;
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int mouse_x;
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int menu_selected;
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// Window attributes
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bool enable_wrapping;
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bool enable_scripting;
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bool enable_scrolling;
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bool enable_buffering;
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// Sound fields
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int next_sample;
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int next_volume;
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bool _soundLocked;
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bool _soundPlaying;
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private:
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/**
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* Loads the pictures file for Infocom V6 games
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*/
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bool initPictures();
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/**
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* Displays the title screen for the game Beyond Zork
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*/
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void showBeyondZorkTitle();
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/**
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* Add any Sound subfolder or sound zip file for access
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*/
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void addSound();
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/**
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* Do a rounding division, rounding to even if fraction part is 1/2.
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*/
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uint roundDiv(uint x, uint y);
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protected:
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/**
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* Return the length of the character in screen units.
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*/
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int os_char_width(zchar z);
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/**
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* Calculate the length of a word in screen units. Apart from letters,
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* the word may contain special codes:
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*
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* ZC_NEW_STYLE - next character is a new text style
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* ZC_NEW_FONT - next character is a new font
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*/
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int os_string_width(const zchar *s);
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/**
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* Return the length of a string
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*/
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int os_string_length(zchar *s);
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/**
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* Prepare a sample for playing
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*/
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void os_prepare_sample(int a);
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/**
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* Signal that a given sample is finished with
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*/
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void os_finish_with_sample(int a);
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/**
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* Play the given sample at the given volume (ranging from 1 to 8 and
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* 255 meaning a default volume). The sound is played once or several
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* times in the background (255 meaning forever). In Z-code 3 the
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* repeats value is always 0 and the number of repeats is taken from
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* the sound file itself. The end_of_sound function is called as soon
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* as the sound finishes.
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*/
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void os_start_sample(int number, int volume, int repeats, zword eos);
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/**
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* Stop playing a given sound number
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*/
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void os_stop_sample(int a);
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/**
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* Make a beep sound
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*/
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void os_beep(int volume);
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/**
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* Return true if the given picture is available. If so, write the
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* width and height of the picture into the appropriate variables.
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* Only when picture 0 is asked for, write the number of available
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* pictures and the release number instead.
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*/
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bool os_picture_data(int picture, uint *height, uint *width);
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/**
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* Display a picture at the given coordinates. Top left is (1,1).
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*/
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void os_draw_picture(int picture, const Common::Point &pos);
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/**
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* Display a picture using the specified bounds
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*/
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void os_draw_picture(int picture, const Common::Rect &r);
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/**
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* Return the colour of the pixel below the cursor. This is used by V6 games to print
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* text on top of pictures. The coulor need not be in the standard set of Z-machine colours.
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*/
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int os_peek_color();
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/**
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* Call the IO interface to play a sample.
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*/
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void start_sample(int number, int volume, int repeats, zword eos);
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void start_next_sample();
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void gos_update_width();
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void gos_update_height();
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void reset_status_ht();
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void erase_window(zword w);
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void split_window(zword lines);
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void restart_screen();
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/**
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* statusline overflowed the window size ... bad game!
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* so ... split status text into regions, reformat and print anew.
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*/
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void packspaces(zchar *src, zchar *dst);
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void smartstatusline();
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/**
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* Cancels any pending line
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*/
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void gos_cancel_pending_line();
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/**
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* Called during game restarts
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*/
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void os_restart_game(RestartAction stage) {}
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/**
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* Reads the mouse buttons
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*/
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zword os_read_mouse() {
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// Not implemented
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return 0;
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}
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void os_scrollback_char(zchar z) {
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// Not implemented
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}
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void os_scrollback_erase(int amount) {
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// Not implemented
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}
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/**
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* Waits for a keypress
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*/
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zchar os_read_key(int timeout, bool show_cursor);
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/**
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* Waits for the user to type an input line
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*/
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zchar os_read_line(int max, zchar *buf, int timeout, int width, int continued);
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public:
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/**
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* Constructor
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*/
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GlkInterface(OSystem *syst, const GlkGameDescription &gameDesc);
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/**
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* Destructor
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*/
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virtual ~GlkInterface();
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/**
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* Initialization
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*/
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void initialize();
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};
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} // End of namespace Frotz
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} // End of namespace Glk
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#endif
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