scummvm/scumm/cursor.cpp
Max Horn 14378cb56e Renamed more OSystem methods
svn-id: r13410
2004-03-28 16:30:50 +00:00

315 lines
7.6 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* Copyright (C) 2001-2004 The ScummVM project
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#include "stdafx.h"
#include "scumm/bomp.h"
#include "scumm/scumm.h"
namespace Scumm {
/*
* Mouse cursor cycle colors (for the default crosshair).
*/
static const byte default_v1_cursor_colors[4] = {
1, 1, 12, 11
};
static const byte default_cursor_colors[4] = {
15, 15, 7, 8
};
static const uint16 default_cursor_images[5][16] = {
/* cross-hair */
{ 0x0080, 0x0080, 0x0080, 0x0080, 0x0080, 0x0080, 0x0000, 0x7e3f,
0x0000, 0x0080, 0x0080, 0x0080, 0x0080, 0x0080, 0x0080, 0x0000 },
/* hourglass */
{ 0x0000, 0x7ffe, 0x6006, 0x300c, 0x1818, 0x0c30, 0x0660, 0x03c0,
0x0660, 0x0c30, 0x1998, 0x33cc, 0x67e6, 0x7ffe, 0x0000, 0x0000 },
/* arrow */
{ 0x0000, 0x4000, 0x6000, 0x7000, 0x7800, 0x7c00, 0x7e00, 0x7f00,
0x7f80, 0x78c0, 0x7c00, 0x4600, 0x0600, 0x0300, 0x0300, 0x0180 },
/* hand */
{ 0x1e00, 0x1200, 0x1200, 0x1200, 0x1200, 0x13ff, 0x1249, 0x1249,
0xf249, 0x9001, 0x9001, 0x9001, 0x8001, 0x8001, 0x8001, 0xffff },
/* cross-hair zak256 - chrilith palmos */
/*
{ 0x0080, 0x0080, 0x02a0, 0x01c0, 0x0080, 0x1004, 0x0808, 0x7c1f,
0x0808, 0x1004, 0x0080, 0x01c0, 0x02a0, 0x0080, 0x0080, 0x0000 },
*/
{ 0x0080, 0x02a0, 0x01c0, 0x0080, 0x0000, 0x2002, 0x1004, 0x780f,
0x1004, 0x2002, 0x0000, 0x0080, 0x01c0, 0x02a0, 0x0080, 0x0000 },
};
static const byte default_cursor_hotspots[10] = {
8, 7, 8, 7, 1, 1, 5, 0,
8, 7, //zak256
};
void ScummEngine::setupCursor() {
_cursor.animate = 1;
if (_gameId == GID_TENTACLE && res.roomno[rtRoom][60]) {
// HACK: For DOTT we manually set the default cursor. See also bug #786994
setCursorImg(697, 60, 1);
makeCursorColorTransparent(1);
}
}
void ScummEngine::grabCursor(int x, int y, int w, int h) {
VirtScreen *vs = findVirtScreen(y);
if (vs == NULL) {
warning("grabCursor: invalid Y %d", y);
return;
}
grabCursor(vs->screenPtr + (y - vs->topline) * vs->width + x, w, h);
}
void ScummEngine::grabCursor(byte *ptr, int width, int height) {
uint size;
byte *dst;
size = width * height;
if (size > sizeof(_grabbedCursor))
error("grabCursor: grabbed cursor too big");
_cursor.width = width;
_cursor.height = height;
_cursor.animate = 0;
dst = _grabbedCursor;
for (; height; height--) {
memcpy(dst, ptr, width);
dst += width;
ptr += _screenWidth;
}
updateCursor();
}
void ScummEngine::useIm01Cursor(const byte *im, int w, int h) {
VirtScreen *vs = &virtscr[0];
byte *buf, *dst;
const byte *src;
int i;
w *= 8;
h *= 8;
dst = buf = (byte *) malloc(w * h);
src = vs->screenPtr + vs->xstart;
for (i = 0; i < h; i++) {
memcpy(dst, src, w);
dst += w;
src += vs->width;
}
drawBox(0, 0, w - 1, h - 1, 0xFF);
vs->hasTwoBuffers = false;
gdi.disableZBuffer();
gdi.drawBitmap(im, vs, _screenStartStrip, 0, w, h, 0, w / 8, 0);
vs->hasTwoBuffers = true;
gdi.enableZBuffer();
grabCursor(vs->screenPtr + vs->xstart, w, h);
src = buf;
dst = vs->screenPtr + vs->xstart;
for (i = 0; i < h; i++) {
memcpy(dst, src, w);
dst += vs->width;
src += w;
}
free(buf);
}
void ScummEngine::setCursor(int cursor) {
if (cursor >= 0 && cursor <= 3)
_currentCursor = cursor;
else
warning("setCursor(%d)", cursor);
}
void ScummEngine::setCursorHotspot(int x, int y) {
_cursor.hotspotX = x;
_cursor.hotspotY = y;
// FIXME this hacks around offset cursor in the humongous games
if (_features & GF_HUMONGOUS) {
_cursor.hotspotX += 15;
_cursor.hotspotY += 15;
}
}
void ScummEngine::updateCursor() {
_system->setMouseCursor(_grabbedCursor, _cursor.width, _cursor.height,
_cursor.hotspotX, _cursor.hotspotY);
}
void ScummEngine::animateCursor() {
if (_cursor.animate) {
if (!(_cursor.animateIndex & 0x1)) {
decompressDefaultCursor((_cursor.animateIndex >> 1) & 3);
}
_cursor.animateIndex++;
}
}
void ScummEngine::useBompCursor(const byte *im, int width, int height) {
uint size;
width *= 8;
height *= 8;
size = width * height;
if (size > sizeof(_grabbedCursor))
error("useBompCursor: cursor too big (%d)", size);
_cursor.width = width;
_cursor.height = height;
_cursor.animate = 0;
// Skip the header
if (_version == 8) {
im += 16;
} else {
im += 18;
}
decompressBomp(_grabbedCursor, im, width, height);
updateCursor();
}
void ScummEngine::decompressDefaultCursor(int idx) {
int i, j;
byte color;
memset(_grabbedCursor, 0xFF, sizeof(_grabbedCursor));
if (_version == 1)
color = default_v1_cursor_colors[idx];
else
color = default_cursor_colors[idx];
// FIXME: None of the stock cursors are right for Loom. Why is that?
if (_gameId == GID_LOOM || _gameId == GID_LOOM256) {
int w = 0;
_cursor.width = 8;
_cursor.height = 8;
_cursor.hotspotX = 0;
_cursor.hotspotY = 0;
for (i = 0; i < 8; i++) {
w += (i >= 6) ? -2 : 1;
for (j = 0; j < w; j++)
_grabbedCursor[i * 8 + j] = color;
}
} else if (_version <= 2) {
_cursor.width = 23;
_cursor.height = 21;
_cursor.hotspotX = 11;
_cursor.hotspotY = 10;
byte *hotspot = _grabbedCursor + _cursor.hotspotY * _cursor.width + _cursor.hotspotX;
// Crosshair, slightly assymetric
for (i = 0; i < 7; i++) {
*(hotspot - 5 - i) = color;
*(hotspot + 5 + i) = color;
}
for (i = 0; i < 8; i++) {
*(hotspot - _cursor.width * (3 + i)) = color;
*(hotspot + _cursor.width * (3 + i)) = color;
}
// Arrow heads, diagonal lines
for (i = 1; i <= 3; i++) {
*(hotspot - _cursor.width * i - 5 - i) = color;
*(hotspot + _cursor.width * i - 5 - i) = color;
*(hotspot - _cursor.width * i + 5 + i) = color;
*(hotspot + _cursor.width * i + 5 + i) = color;
*(hotspot - _cursor.width * (i + 3) - i) = color;
*(hotspot - _cursor.width * (i + 3) + i) = color;
*(hotspot + _cursor.width * (i + 3) - i) = color;
*(hotspot + _cursor.width * (i + 3) + i) = color;
}
// Final touches
*(hotspot - _cursor.width - 7) = color;
*(hotspot - _cursor.width + 7) = color;
*(hotspot + _cursor.width - 7) = color;
*(hotspot + _cursor.width + 7) = color;
*(hotspot - (_cursor.width * 5) - 1) = color;
*(hotspot - (_cursor.width * 5) + 1) = color;
*(hotspot + (_cursor.width * 5) - 1) = color;
*(hotspot + (_cursor.width * 5) + 1) = color;
} else {
byte currentCursor = _currentCursor;
#ifdef __PALM_OS__
if (_gameId == GID_ZAK256 && currentCursor == 0)
currentCursor = 4;
#endif
_cursor.width = 16;
_cursor.height = 16;
_cursor.hotspotX = default_cursor_hotspots[2 * currentCursor];
_cursor.hotspotY = default_cursor_hotspots[2 * currentCursor + 1];
for (i = 0; i < 16; i++) {
for (j = 0; j < 16; j++) {
if (default_cursor_images[currentCursor][i] & (1 << j))
_grabbedCursor[16 * i + 15 - j] = color;
}
}
}
updateCursor();
}
void ScummEngine::makeCursorColorTransparent(int a) {
int i, size;
size = _cursor.width * _cursor.height;
for (i = 0; i < size; i++)
if (_grabbedCursor[i] == (byte)a)
_grabbedCursor[i] = 0xFF;
updateCursor();
}
} // End of namespace Scumm