mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-16 14:50:17 +00:00
821bbed1e0
noticeably: * It no longer matters where you release the mouse button when talking to someone. It uses whatever topic you selected on mouse-down. * The inventory menu doesn't vanish if you're holding an object, even if you move the pointer away from it. * When using an object on a character (to talk to him about it), the top menu fades away, rather than vanishing instantly. Ok, that last change is rather non-obvious, but it does obsolete the clearMenu() function, which has therefore been removed. svn-id: r12222
376 lines
11 KiB
C++
376 lines
11 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2003-2004 The ScummVM project
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*
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*/
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#include "stdafx.h"
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#include "menu.h"
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#include "resman.h"
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#include "scummsys.h"
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#include "common/util.h"
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#include "system.h"
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#include "mouse.h"
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#include "screen.h"
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#include "logic.h"
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enum {
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MENU_CLOSED,
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MENU_CLOSING,
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MENU_OPENING,
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MENU_OPEN
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};
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const byte SwordMenu::_fadeEffectTop[64] = {
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1, 7, 5, 3, 2, 4, 6, 0,
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3, 1, 7, 5, 4, 6, 0, 2,
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5, 3, 1, 7, 6, 0, 2, 4,
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7, 5, 3, 1, 0, 2, 4, 6,
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7, 5, 3, 1, 0, 2, 4, 6,
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5, 3, 1, 7, 6, 0, 2, 4,
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3, 1, 7, 5, 4, 6, 0, 2,
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1, 7, 5, 3, 2, 4, 6, 0
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};
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const byte SwordMenu::_fadeEffectBottom[64] = {
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7, 6, 5, 4, 3, 2, 1, 0,
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0, 7, 6, 5, 4, 3, 2, 1,
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1, 0, 7, 6, 5, 4, 3, 2,
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2, 1, 0, 7, 6, 5, 4, 3,
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3, 2, 1, 0, 7, 6, 5, 4,
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4, 3, 2, 1, 0, 7, 6, 5,
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5, 4, 3, 2, 1, 0, 7, 6,
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6, 5, 4, 3, 2, 1, 0, 7
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};
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SwordMenuIcon::SwordMenuIcon(uint8 menuType, uint8 menuPos, uint32 resId, uint32 frame, SwordScreen *screen) {
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_menuType = menuType;
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_menuPos = menuPos;
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_resId = resId;
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_frame = frame;
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_screen = screen;
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_selected = false;
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}
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bool SwordMenuIcon::wasClicked(uint16 mouseX, uint16 mouseY) {
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if (((_menuType == MENU_TOP) && (mouseY >= 40)) || ((_menuType == MENU_BOT) && (mouseY < 440)))
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return false;
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if ((mouseX >= _menuPos * 40) && (mouseX < (_menuPos + 1) * 40))
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return true;
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else
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return false;
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}
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void SwordMenuIcon::setSelect(bool pSel) {
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_selected = pSel;
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}
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void SwordMenuIcon::draw(const byte *fadeMask, int8 fadeStatus) {
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uint16 x = _menuPos * 40;
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uint16 y = (_menuType == MENU_TOP)?(0):(440);
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_screen->showFrame(x, y, _resId, _frame + (_selected ? 1 : 0), fadeMask, fadeStatus);
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}
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SwordMenu::SwordMenu(SwordScreen *pScreen, SwordMouse *pMouse) {
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uint8 cnt;
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_screen = pScreen;
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_mouse = pMouse;
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_subjectBarStatus = MENU_CLOSED;
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_objectBarStatus = MENU_CLOSED;
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_fadeSubject = 0;
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_fadeObject = 0;
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for (cnt = 0; cnt < TOTAL_subjects; cnt++)
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_subjects[cnt] = NULL;
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for (cnt = 0; cnt < TOTAL_pockets; cnt++)
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_objects[cnt] = NULL;
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_inMenu = 0;
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}
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void SwordMenu::refreshMenus() {
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if (_objectBarStatus == MENU_OPEN) {
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buildMenu();
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for (uint8 cnt = 0; cnt < 16; cnt++) {
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if (_objects[cnt])
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_objects[cnt]->draw();
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else
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_screen->showFrame(cnt * 40, 0, 0xffffffff, 0);
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}
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}
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if (_subjectBarStatus == MENU_OPEN) {
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buildSubjects();
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for (uint8 cnt = 0; cnt < 16; cnt++) {
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if (_subjects[cnt])
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_subjects[cnt]->draw();
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else
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_screen->showFrame(cnt * 40, 440, 0xffffffff, 0);
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}
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}
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}
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uint8 SwordMenu::checkMenuClick(uint8 menuType) {
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uint16 mouseEvent = _mouse->testEvent();
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if (!mouseEvent)
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return 0;
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uint16 x, y;
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_mouse->giveCoords(&x, &y);
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if (_subjectBarStatus == MENU_OPEN) {
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// Conversation mode. Icons are highlighted on mouse-down, but
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// the actual response is made on mouse-up.
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if (menuType == MENU_BOT) {
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if (SwordLogic::_scriptVars[OBJECT_HELD] && (mouseEvent & BS1L_BUTTON_UP)) {
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for (uint8 cnt = 0; cnt < SwordLogic::_scriptVars[IN_SUBJECT]; cnt++) {
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if (_subjectBar[cnt] == SwordLogic::_scriptVars[OBJECT_HELD])
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return cnt + 1;
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}
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} else if (mouseEvent & BS1L_BUTTON_DOWN) {
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for (uint8 cnt = 0; cnt < SwordLogic::_scriptVars[IN_SUBJECT]; cnt++) {
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if (_subjects[cnt]->wasClicked(x, y)) {
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SwordLogic::_scriptVars[OBJECT_HELD] = _subjectBar[cnt];
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refreshMenus();
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break;
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}
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}
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}
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} else {
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if (SwordLogic::_scriptVars[OBJECT_HELD] && (mouseEvent & BS1L_BUTTON_UP)) {
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for (uint8 cnt = 0; cnt < _inMenu; cnt++) {
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if (_menuList[cnt] == SwordLogic::_scriptVars[OBJECT_HELD])
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return cnt + 1;
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}
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} else if (mouseEvent & BS1L_BUTTON_DOWN) {
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for (uint8 cnt = 0; cnt < _inMenu; cnt++) {
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if (_objects[cnt]->wasClicked(x, y)) {
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SwordLogic::_scriptVars[OBJECT_HELD] = _menuList[cnt];
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refreshMenus();
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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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} else {
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// Normal use, i.e. inventory. Things happen on mouse-down.
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if (menuType == MENU_TOP) {
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for (uint8 cnt = 0; cnt < _inMenu; cnt++) {
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if (_objects[cnt]->wasClicked(x, y)) {
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if (mouseEvent & BS1R_BUTTON_DOWN) { // looking at item
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SwordLogic::_scriptVars[OBJECT_HELD] = _menuList[cnt];
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SwordLogic::_scriptVars[MENU_LOOKING] = 1;
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SwordLogic::_scriptVars[DEFAULT_ICON_TEXT] = _objectDefs[_menuList[cnt]].textDesc;
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} else if (mouseEvent & BS1L_BUTTON_DOWN) {
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if (SwordLogic::_scriptVars[OBJECT_HELD]) {
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if (SwordLogic::_scriptVars[OBJECT_HELD] == _menuList[cnt]) {
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_mouse->setLuggage(0, 0);
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SwordLogic::_scriptVars[OBJECT_HELD] = 0; // reselected => deselect it
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} else { // the player is clicking another item on this one.
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// run its use-script, if there is one
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SwordLogic::_scriptVars[SECOND_ITEM] = _menuList[cnt];
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_mouse->setLuggage(0, 0);
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}
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} else {
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SwordLogic::_scriptVars[OBJECT_HELD] = _menuList[cnt];
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_mouse->setLuggage(_objectDefs[_menuList[cnt]].luggageIconRes, 0);
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}
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}
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refreshMenus();
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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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return 0;
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}
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void SwordMenu::buildSubjects(void) {
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uint8 cnt;
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for (cnt = 0; cnt < 16; cnt++)
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if (_subjects[cnt]) {
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delete _subjects[cnt];
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_subjects[cnt] = NULL;
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}
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for (cnt = 0; cnt < SwordLogic::_scriptVars[IN_SUBJECT]; cnt++) {
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uint32 res = _subjectList[(_subjectBar[cnt] & 65535) - BASE_SUBJECT].subjectRes;
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uint32 frame = _subjectList[(_subjectBar[cnt] & 65535) - BASE_SUBJECT].frameNo;
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_subjects[cnt] = new SwordMenuIcon(MENU_BOT, cnt, res, frame, _screen);
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if (SwordLogic::_scriptVars[OBJECT_HELD])
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_subjects[cnt]->setSelect(_subjectBar[cnt] == SwordLogic::_scriptVars[OBJECT_HELD]);
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else
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_subjects[cnt]->setSelect(true);
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}
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}
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void SwordMenu::refresh(uint8 menuType) {
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uint i;
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if (menuType == MENU_TOP) {
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if (_objectBarStatus == MENU_OPENING || _objectBarStatus == MENU_CLOSING) {
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for (i = 0; i < 16; i++) {
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if (_objects[i])
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_objects[i]->draw(_fadeEffectTop, _fadeObject);
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else
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_screen->showFrame(i * 40, 0, 0xffffffff, 0, _fadeEffectTop, _fadeObject);
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}
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}
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if (_objectBarStatus == MENU_OPENING) {
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if (_fadeObject < 8)
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_fadeObject++;
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else
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_objectBarStatus = MENU_OPEN;
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} else if (_objectBarStatus == MENU_CLOSING) {
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if (_fadeObject > 0)
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_fadeObject--;
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else {
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for (i = 0; i < _inMenu; i++) {
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delete _objects[i];
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_objects[i] = NULL;
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}
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_objectBarStatus = MENU_CLOSED;
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}
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}
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} else {
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if (_subjectBarStatus == MENU_OPENING || _subjectBarStatus == MENU_CLOSING) {
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for (i = 0; i < 16; i++) {
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if (_subjects[i])
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_subjects[i]->draw(_fadeEffectBottom, _fadeSubject);
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else
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_screen->showFrame(i * 40, 440, 0xffffffff, 0, _fadeEffectBottom, _fadeSubject);
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}
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}
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if (_subjectBarStatus == MENU_OPENING) {
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if (_fadeSubject < 8)
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_fadeSubject++;
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else
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_subjectBarStatus = MENU_OPEN;
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} else if (_subjectBarStatus == MENU_CLOSING) {
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if (_fadeSubject > 0)
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_fadeSubject--;
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else {
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for (i = 0; i < SwordLogic::_scriptVars[IN_SUBJECT]; i++) {
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delete _subjects[i];
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_subjects[i] = NULL;
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}
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_subjectBarStatus = MENU_CLOSED;
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}
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}
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}
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}
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void SwordMenu::buildMenu(void) {
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uint32 *pockets = SwordLogic::_scriptVars + POCKET_1;
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for (uint8 cnt = 0; cnt < _inMenu; cnt++)
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if (_objects[cnt]) {
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delete _objects[cnt];
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_objects[cnt] = NULL;
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}
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_inMenu = 0;
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for (uint32 pocketNo = 0; pocketNo < TOTAL_pockets; pocketNo++)
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if (pockets[pocketNo]) {
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_menuList[_inMenu] = pocketNo + 1;
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_inMenu++;
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}
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for (uint32 menuSlot = 0; menuSlot < _inMenu; menuSlot++) {
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_objects[menuSlot] = new SwordMenuIcon(MENU_TOP, menuSlot, _objectDefs[_menuList[menuSlot]].bigIconRes, _objectDefs[_menuList[menuSlot]].bigIconFrame, _screen);
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uint32 objHeld = SwordLogic::_scriptVars[OBJECT_HELD];
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// check highlighting
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if (SwordLogic::_scriptVars[MENU_LOOKING] || _subjectBarStatus == MENU_OPEN) { // either we're in the chooser or we're doing a 'LOOK AT'
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if ((!objHeld) || (objHeld == _menuList[menuSlot]))
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_objects[menuSlot]->setSelect(true);
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} else if (SwordLogic::_scriptVars[SECOND_ITEM]) { // clicked luggage onto 2nd icon - we need to colour-highlight the 2 relevant icons & grey out the rest
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if ((_menuList[menuSlot] == objHeld) || (_menuList[menuSlot] == SwordLogic::_scriptVars[SECOND_ITEM]))
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_objects[menuSlot]->setSelect(true);
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} else { // this object is selected - ie. GREYED OUT
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if (objHeld != _menuList[menuSlot])
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_objects[menuSlot]->setSelect(true);
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}
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}
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}
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void SwordMenu::showMenu(uint8 menuType) {
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if (menuType == MENU_TOP) {
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if (_objectBarStatus == MENU_OPEN) {
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for (uint8 cnt = 0; cnt < 16; cnt++) {
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if (_objects[cnt])
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_objects[cnt]->draw();
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else
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_screen->showFrame(cnt * 40, 0, 0xffffffff, 0);
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}
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} else if (_objectBarStatus == MENU_CLOSED) {
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_objectBarStatus = MENU_OPENING;
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_fadeObject = 0;
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} else if (_objectBarStatus == MENU_CLOSING)
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_objectBarStatus = MENU_OPENING;
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}
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}
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void SwordMenu::fnStartMenu(void) {
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SwordLogic::_scriptVars[OBJECT_HELD] = 0; // icon no longer selected
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SwordLogic::_scriptVars[SECOND_ITEM] = 0; // second icon no longer selected (after using one on another)
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SwordLogic::_scriptVars[MENU_LOOKING] = 0; // no longer 'looking at' an icon
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buildMenu();
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showMenu(MENU_TOP);
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}
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void SwordMenu::fnEndMenu(void) {
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if (_objectBarStatus != MENU_CLOSED)
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_objectBarStatus = MENU_CLOSING;
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}
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void SwordMenu::fnChooser(BsObject *compact) {
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SwordLogic::_scriptVars[OBJECT_HELD] = 0;
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_mouse->setLuggage(0, 0);
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buildSubjects();
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compact->o_logic = LOGIC_choose;
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_mouse->controlPanel(true); // so the mouse cursor will be shown.
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_subjectBarStatus = MENU_OPENING;
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}
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void SwordMenu::fnEndChooser(void) {
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SwordLogic::_scriptVars[OBJECT_HELD] = 0;
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_subjectBarStatus = MENU_CLOSING;
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_objectBarStatus = MENU_CLOSING;
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_mouse->controlPanel(false);
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_mouse->setLuggage(0, 0);
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}
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void SwordMenu::checkTopMenu(void) {
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if (_objectBarStatus == MENU_OPEN)
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checkMenuClick(MENU_TOP);
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}
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int SwordMenu::logicChooser(BsObject *compact) {
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uint8 objSelected = 0;
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if (_objectBarStatus == MENU_OPEN)
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objSelected = checkMenuClick(MENU_TOP);
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if (!objSelected)
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objSelected = checkMenuClick(MENU_BOT);
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if (objSelected) {
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compact->o_logic = LOGIC_script;
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return 1;
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}
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return 0;
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}
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void SwordMenu::fnAddSubject(int32 sub) {
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_subjectBar[SwordLogic::_scriptVars[IN_SUBJECT]] = sub;
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SwordLogic::_scriptVars[IN_SUBJECT]++;
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}
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void SwordMenu::cfnReleaseMenu(void) {
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_objectBarStatus = MENU_CLOSING;
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}
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