mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-27 04:07:05 +00:00
14378cb56e
svn-id: r13410
315 lines
7.6 KiB
C++
315 lines
7.6 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2001 Ludvig Strigeus
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* Copyright (C) 2001-2004 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 "scumm/bomp.h"
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#include "scumm/scumm.h"
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namespace Scumm {
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/*
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* Mouse cursor cycle colors (for the default crosshair).
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*/
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static const byte default_v1_cursor_colors[4] = {
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1, 1, 12, 11
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};
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static const byte default_cursor_colors[4] = {
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15, 15, 7, 8
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};
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static const uint16 default_cursor_images[5][16] = {
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/* cross-hair */
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{ 0x0080, 0x0080, 0x0080, 0x0080, 0x0080, 0x0080, 0x0000, 0x7e3f,
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0x0000, 0x0080, 0x0080, 0x0080, 0x0080, 0x0080, 0x0080, 0x0000 },
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/* hourglass */
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{ 0x0000, 0x7ffe, 0x6006, 0x300c, 0x1818, 0x0c30, 0x0660, 0x03c0,
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0x0660, 0x0c30, 0x1998, 0x33cc, 0x67e6, 0x7ffe, 0x0000, 0x0000 },
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/* arrow */
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{ 0x0000, 0x4000, 0x6000, 0x7000, 0x7800, 0x7c00, 0x7e00, 0x7f00,
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0x7f80, 0x78c0, 0x7c00, 0x4600, 0x0600, 0x0300, 0x0300, 0x0180 },
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/* hand */
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{ 0x1e00, 0x1200, 0x1200, 0x1200, 0x1200, 0x13ff, 0x1249, 0x1249,
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0xf249, 0x9001, 0x9001, 0x9001, 0x8001, 0x8001, 0x8001, 0xffff },
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/* cross-hair zak256 - chrilith palmos */
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/*
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{ 0x0080, 0x0080, 0x02a0, 0x01c0, 0x0080, 0x1004, 0x0808, 0x7c1f,
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0x0808, 0x1004, 0x0080, 0x01c0, 0x02a0, 0x0080, 0x0080, 0x0000 },
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*/
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{ 0x0080, 0x02a0, 0x01c0, 0x0080, 0x0000, 0x2002, 0x1004, 0x780f,
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0x1004, 0x2002, 0x0000, 0x0080, 0x01c0, 0x02a0, 0x0080, 0x0000 },
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};
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static const byte default_cursor_hotspots[10] = {
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8, 7, 8, 7, 1, 1, 5, 0,
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8, 7, //zak256
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};
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void ScummEngine::setupCursor() {
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_cursor.animate = 1;
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if (_gameId == GID_TENTACLE && res.roomno[rtRoom][60]) {
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// HACK: For DOTT we manually set the default cursor. See also bug #786994
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setCursorImg(697, 60, 1);
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makeCursorColorTransparent(1);
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}
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}
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void ScummEngine::grabCursor(int x, int y, int w, int h) {
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VirtScreen *vs = findVirtScreen(y);
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if (vs == NULL) {
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warning("grabCursor: invalid Y %d", y);
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return;
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}
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grabCursor(vs->screenPtr + (y - vs->topline) * vs->width + x, w, h);
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}
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void ScummEngine::grabCursor(byte *ptr, int width, int height) {
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uint size;
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byte *dst;
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size = width * height;
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if (size > sizeof(_grabbedCursor))
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error("grabCursor: grabbed cursor too big");
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_cursor.width = width;
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_cursor.height = height;
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_cursor.animate = 0;
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dst = _grabbedCursor;
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for (; height; height--) {
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memcpy(dst, ptr, width);
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dst += width;
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ptr += _screenWidth;
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}
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updateCursor();
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}
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void ScummEngine::useIm01Cursor(const byte *im, int w, int h) {
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VirtScreen *vs = &virtscr[0];
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byte *buf, *dst;
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const byte *src;
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int i;
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w *= 8;
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h *= 8;
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dst = buf = (byte *) malloc(w * h);
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src = vs->screenPtr + vs->xstart;
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for (i = 0; i < h; i++) {
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memcpy(dst, src, w);
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dst += w;
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src += vs->width;
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}
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drawBox(0, 0, w - 1, h - 1, 0xFF);
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vs->hasTwoBuffers = false;
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gdi.disableZBuffer();
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gdi.drawBitmap(im, vs, _screenStartStrip, 0, w, h, 0, w / 8, 0);
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vs->hasTwoBuffers = true;
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gdi.enableZBuffer();
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grabCursor(vs->screenPtr + vs->xstart, w, h);
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src = buf;
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dst = vs->screenPtr + vs->xstart;
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for (i = 0; i < h; i++) {
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memcpy(dst, src, w);
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dst += vs->width;
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src += w;
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}
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free(buf);
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}
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void ScummEngine::setCursor(int cursor) {
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if (cursor >= 0 && cursor <= 3)
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_currentCursor = cursor;
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else
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warning("setCursor(%d)", cursor);
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}
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void ScummEngine::setCursorHotspot(int x, int y) {
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_cursor.hotspotX = x;
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_cursor.hotspotY = y;
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// FIXME this hacks around offset cursor in the humongous games
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if (_features & GF_HUMONGOUS) {
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_cursor.hotspotX += 15;
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_cursor.hotspotY += 15;
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}
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}
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void ScummEngine::updateCursor() {
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_system->setMouseCursor(_grabbedCursor, _cursor.width, _cursor.height,
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_cursor.hotspotX, _cursor.hotspotY);
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}
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void ScummEngine::animateCursor() {
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if (_cursor.animate) {
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if (!(_cursor.animateIndex & 0x1)) {
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decompressDefaultCursor((_cursor.animateIndex >> 1) & 3);
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}
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_cursor.animateIndex++;
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}
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}
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void ScummEngine::useBompCursor(const byte *im, int width, int height) {
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uint size;
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width *= 8;
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height *= 8;
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size = width * height;
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if (size > sizeof(_grabbedCursor))
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error("useBompCursor: cursor too big (%d)", size);
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_cursor.width = width;
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_cursor.height = height;
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_cursor.animate = 0;
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// Skip the header
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if (_version == 8) {
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im += 16;
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} else {
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im += 18;
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}
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decompressBomp(_grabbedCursor, im, width, height);
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updateCursor();
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}
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void ScummEngine::decompressDefaultCursor(int idx) {
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int i, j;
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byte color;
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memset(_grabbedCursor, 0xFF, sizeof(_grabbedCursor));
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if (_version == 1)
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color = default_v1_cursor_colors[idx];
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else
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color = default_cursor_colors[idx];
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// FIXME: None of the stock cursors are right for Loom. Why is that?
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if (_gameId == GID_LOOM || _gameId == GID_LOOM256) {
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int w = 0;
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_cursor.width = 8;
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_cursor.height = 8;
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_cursor.hotspotX = 0;
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_cursor.hotspotY = 0;
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for (i = 0; i < 8; i++) {
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w += (i >= 6) ? -2 : 1;
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for (j = 0; j < w; j++)
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_grabbedCursor[i * 8 + j] = color;
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}
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} else if (_version <= 2) {
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_cursor.width = 23;
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_cursor.height = 21;
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_cursor.hotspotX = 11;
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_cursor.hotspotY = 10;
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byte *hotspot = _grabbedCursor + _cursor.hotspotY * _cursor.width + _cursor.hotspotX;
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// Crosshair, slightly assymetric
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for (i = 0; i < 7; i++) {
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*(hotspot - 5 - i) = color;
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*(hotspot + 5 + i) = color;
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}
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for (i = 0; i < 8; i++) {
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*(hotspot - _cursor.width * (3 + i)) = color;
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*(hotspot + _cursor.width * (3 + i)) = color;
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}
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// Arrow heads, diagonal lines
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for (i = 1; i <= 3; i++) {
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*(hotspot - _cursor.width * i - 5 - i) = color;
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*(hotspot + _cursor.width * i - 5 - i) = color;
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*(hotspot - _cursor.width * i + 5 + i) = color;
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*(hotspot + _cursor.width * i + 5 + i) = color;
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*(hotspot - _cursor.width * (i + 3) - i) = color;
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*(hotspot - _cursor.width * (i + 3) + i) = color;
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*(hotspot + _cursor.width * (i + 3) - i) = color;
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*(hotspot + _cursor.width * (i + 3) + i) = color;
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}
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// Final touches
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*(hotspot - _cursor.width - 7) = color;
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*(hotspot - _cursor.width + 7) = color;
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*(hotspot + _cursor.width - 7) = color;
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*(hotspot + _cursor.width + 7) = color;
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*(hotspot - (_cursor.width * 5) - 1) = color;
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*(hotspot - (_cursor.width * 5) + 1) = color;
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*(hotspot + (_cursor.width * 5) - 1) = color;
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*(hotspot + (_cursor.width * 5) + 1) = color;
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} else {
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byte currentCursor = _currentCursor;
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#ifdef __PALM_OS__
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if (_gameId == GID_ZAK256 && currentCursor == 0)
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currentCursor = 4;
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#endif
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_cursor.width = 16;
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_cursor.height = 16;
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_cursor.hotspotX = default_cursor_hotspots[2 * currentCursor];
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_cursor.hotspotY = default_cursor_hotspots[2 * currentCursor + 1];
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for (i = 0; i < 16; i++) {
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for (j = 0; j < 16; j++) {
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if (default_cursor_images[currentCursor][i] & (1 << j))
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_grabbedCursor[16 * i + 15 - j] = color;
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}
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}
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}
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updateCursor();
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}
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void ScummEngine::makeCursorColorTransparent(int a) {
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int i, size;
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size = _cursor.width * _cursor.height;
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for (i = 0; i < size; i++)
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if (_grabbedCursor[i] == (byte)a)
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_grabbedCursor[i] = 0xFF;
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updateCursor();
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}
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} // End of namespace Scumm
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