scummvm/engines/sword2/menu.cpp

301 lines
8.2 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* Additional copyright for this file:
* Copyright (C) 1994-1998 Revolution Software Ltd.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*/
#include "common/rect.h"
#include "sword2/sword2.h"
#include "sword2/defs.h"
#include "sword2/header.h"
#include "sword2/mouse.h"
#include "sword2/screen.h"
namespace Sword2 {
#define MENUDEEP 40
#define MAXMENUANIMS 8
void Mouse::clearIconArea(int menu, int pocket, Common::Rect *r) {
byte *buf = _vm->_screen->getScreen();
int16 screenWide = _vm->_screen->getScreenWide();
r->top = menu * (RENDERDEEP + MENUDEEP) + (MENUDEEP - RDMENU_ICONDEEP) / 2;
r->bottom = r->top + RDMENU_ICONDEEP;
r->left = RDMENU_ICONSTART + pocket * (RDMENU_ICONWIDE + RDMENU_ICONSPACING);
r->right = r->left + RDMENU_ICONWIDE;
byte *dst = buf + r->top * screenWide + r->left;
for (int i = 0; i < RDMENU_ICONDEEP; i++) {
memset(dst, 0, RDMENU_ICONWIDE);
dst += screenWide;
}
}
/**
* This function should be called regularly to process the menubar system. The
* rate at which this function is called will dictate how smooth the menu
* system is.
*/
void Mouse::processMenu() {
uint8 menu;
uint8 i, j;
uint8 frameCount;
Common::Rect r1, r2;
static int32 lastTime = 0;
byte *buf = _vm->_screen->getScreen();
int16 screenWide = _vm->_screen->getScreenWide();
if (lastTime == 0) {
lastTime = _vm->getMillis();
frameCount = 1;
} else {
int32 delta = _vm->getMillis() - lastTime;
if (delta > 250) {
lastTime += delta;
delta = 250;
frameCount = 1;
} else {
frameCount = (uint8) ((_iconCount + 8) * delta / 750);
lastTime += frameCount * 750 / (_iconCount + 8);
}
}
// Note: The "almost hidden" menu state exists only so that the menu
// will be redrawn one last time before it's completely hidden. We do
// not need a corresponding "almost shown" state because the menu will
// always be redrawn while it's shown anyway. (We may want to change
// this later.)
while (frameCount-- > 0) {
for (menu = RDMENU_TOP; menu <= RDMENU_BOTTOM; menu++) {
if (_menuStatus[menu] == RDMENU_HIDDEN || _menuStatus[menu] == RDMENU_ALMOST_HIDDEN || _menuStatus[menu] == RDMENU_SHOWN)
continue;
int target, direction, nextState;
if (_menuStatus[menu] == RDMENU_OPENING) {
target = MAXMENUANIMS;
direction = 1;
nextState = RDMENU_SHOWN;
} else {
target = 0;
direction = -1;
nextState = RDMENU_ALMOST_HIDDEN;
}
bool complete = true;
// Propagate animation from the first icon...
for (i = RDMENU_MAXPOCKETS - 1; i > 0; i--) {
_pocketStatus[menu][i] = _pocketStatus[menu][i - 1];
if (_pocketStatus[menu][i] != target)
complete = false;
}
if (_pocketStatus[menu][i] != target)
complete = false;
// ...and animate the first icon
if (_pocketStatus[menu][0] != target)
_pocketStatus[menu][0] += direction;
if (complete)
_menuStatus[menu] = nextState;
}
}
for (menu = RDMENU_TOP; menu <= RDMENU_BOTTOM; menu++) {
if (_menuStatus[menu] == RDMENU_HIDDEN)
continue;
if (_menuStatus[menu] == RDMENU_ALMOST_HIDDEN)
_menuStatus[menu] = RDMENU_HIDDEN;
// Draw the menu here.
int32 curx = RDMENU_ICONSTART + RDMENU_ICONWIDE / 2;
int32 cury = (MENUDEEP / 2) + (RENDERDEEP + MENUDEEP) * menu;
for (i = 0; i < RDMENU_MAXPOCKETS; i++) {
if (_icons[menu][i]) {
int32 xoff, yoff;
// Since we no longer clear the screen after
// each frame we need to clear the icon area.
clearIconArea(menu, i, &r1);
if (_pocketStatus[menu][i] == MAXMENUANIMS) {
xoff = (RDMENU_ICONWIDE / 2);
r2.left = curx - xoff;
r2.right = r2.left + RDMENU_ICONWIDE;
yoff = (RDMENU_ICONDEEP / 2);
r2.top = cury - yoff;
r2.bottom = r2.top + RDMENU_ICONDEEP;
} else {
xoff = (RDMENU_ICONWIDE / 2) * _pocketStatus[menu][i] / MAXMENUANIMS;
r2.left = curx - xoff;
r2.right = curx + xoff;
yoff = (RDMENU_ICONDEEP / 2) * _pocketStatus[menu][i] / MAXMENUANIMS;
r2.top = cury - yoff;
r2.bottom = cury + yoff;
}
if (xoff != 0 && yoff != 0) {
byte *dst = buf + r2.top * screenWide + r2.left;
byte *src = _icons[menu][i];
if (_pocketStatus[menu][i] != MAXMENUANIMS) {
_vm->_screen->scaleImageFast(
dst, screenWide, r2.right - r2.left, r2.bottom - r2.top,
src, RDMENU_ICONWIDE, RDMENU_ICONWIDE, RDMENU_ICONDEEP);
} else {
for (j = 0; j < RDMENU_ICONDEEP; j++) {
memcpy(dst, src, RDMENU_ICONWIDE);
src += RDMENU_ICONWIDE;
dst += screenWide;
}
}
}
_vm->_screen->updateRect(&r1);
}
curx += (RDMENU_ICONSPACING + RDMENU_ICONWIDE);
}
}
}
/**
* This function brings a specified menu into view.
* @param menu RDMENU_TOP or RDMENU_BOTTOM, depending on which menu to show
* @return RD_OK, or an error code
*/
int32 Mouse::showMenu(uint8 menu) {
// Check for invalid menu parameter
if (menu > RDMENU_BOTTOM)
return RDERR_INVALIDMENU;
// Check that the menu is not currently shown, or in the process of
// being shown.
if (_menuStatus[menu] == RDMENU_SHOWN || _menuStatus[menu] == RDMENU_OPENING)
return RDERR_INVALIDCOMMAND;
_menuStatus[menu] = RDMENU_OPENING;
return RD_OK;
}
/**
* This function hides a specified menu.
* @param menu RDMENU_TOP or RDMENU_BOTTOM depending on which menu to hide
* @return RD_OK, or an error code
*/
int32 Mouse::hideMenu(uint8 menu) {
// Check for invalid menu parameter
if (menu > RDMENU_BOTTOM)
return RDERR_INVALIDMENU;
// Check that the menu is not currently hidden, or in the process of
// being hidden.
if (_menuStatus[menu] == RDMENU_HIDDEN || _menuStatus[menu] == RDMENU_CLOSING)
return RDERR_INVALIDCOMMAND;
_menuStatus[menu] = RDMENU_CLOSING;
return RD_OK;
}
/**
* This function hides both menus immediately.
*/
void Mouse::closeMenuImmediately() {
Common::Rect r;
int i;
_menuStatus[RDMENU_TOP] = RDMENU_HIDDEN;
_menuStatus[RDMENU_BOTTOM] = RDMENU_HIDDEN;
for (i = 0; i < RDMENU_MAXPOCKETS; i++) {
if (_icons[RDMENU_TOP][i]) {
clearIconArea(RDMENU_TOP, i, &r);
_vm->_screen->updateRect(&r);
}
if (_icons[RDMENU_BOTTOM][i]) {
clearIconArea(RDMENU_BOTTOM, i, &r);
_vm->_screen->updateRect(&r);
}
}
memset(_pocketStatus, 0, sizeof(uint8) * 2 * RDMENU_MAXPOCKETS);
}
/**
* This function sets a menubar icon.
* @param menu RDMENU_TOP or RDMENU_BOTTOM, depending on which menu to change
* @param pocket the menu pocket to change
* @param icon icon data, or NULL to clear the icon
* @return RD_OK, or an error code
*/
int32 Mouse::setMenuIcon(uint8 menu, uint8 pocket, byte *icon) {
Common::Rect r;
// Check for invalid menu parameter.
if (menu > RDMENU_BOTTOM)
return RDERR_INVALIDMENU;
// Check for invalid pocket parameter
if (pocket >= RDMENU_MAXPOCKETS)
return RDERR_INVALIDPOCKET;
// If there is an icon in the requested menu/pocket, clear it out.
if (_icons[menu][pocket]) {
_iconCount--;
free(_icons[menu][pocket]);
_icons[menu][pocket] = NULL;
clearIconArea(menu, pocket, &r);
_vm->_screen->updateRect(&r);
}
// Only put the icon in the pocket if it is not NULL
if (icon != NULL) {
_iconCount++;
_icons[menu][pocket] = (byte *)malloc(RDMENU_ICONWIDE * RDMENU_ICONDEEP);
if (_icons[menu][pocket] == NULL)
return RDERR_OUTOFMEMORY;
memcpy(_icons[menu][pocket], icon, RDMENU_ICONWIDE * RDMENU_ICONDEEP);
}
return RD_OK;
}
} // End of namespace Sword2