mirror of
https://github.com/libretro/scummvm.git
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243 lines
5.6 KiB
C++
243 lines
5.6 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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* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef MADS_SCREEN_H
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#define MADS_SCREEN_H
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#include "common/scummsys.h"
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#include "common/array.h"
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#include "mads/msurface.h"
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#include "mads/action.h"
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namespace MADS {
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#define MADS_SCREEN_WIDTH 320
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#define MADS_SCREEN_HEIGHT 200
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enum Layer {
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LAYER_GUI = 19
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};
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enum ScreenTransition {
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kTransitionNone = 0,
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kTransitionFadeIn, kTransitionFadeOutIn,
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kTransitionBoxInBottomLeft, kTransitionBoxInBottomRight,
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kTransitionBoxInTopLeft, kTransitionBoxInTopRight,
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kTransitionPanLeftToRight, kTransitionPanRightToLeft,
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kTransitionCircleIn1, kTransitionCircleIn2,
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kTransitionCircleIn3, kTransitionCircleIn4,
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kVertTransition1, kVertTransition2, kVertTransition3,
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kVertTransition4, kVertTransition5, kVertTransition6,
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kVertTransition7, kCenterVertTransition
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};
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enum InputMode {
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kInputBuildingSentences = 0, // Normal sentence building
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kInputConversation = 1, // Conversation mode
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kInputLimitedSentences = 2 // Use only scene hotspots
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};
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class SpriteSlot;
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class TextDisplay;
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class UISlot;
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class DirtyArea {
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private:
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static MADSEngine *_vm;
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friend class DirtyAreas;
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public:
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Common::Rect _bounds;
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bool _textActive;
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bool _active;
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DirtyArea *_mergedArea;
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DirtyArea();
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void setArea(int width, int height, int maxWidth, int maxHeight);
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/**
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* Set up a dirty area for a sprite slot
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*/
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void setSpriteSlot(const SpriteSlot *spriteSlot);
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/**
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* Set up a dirty area for a text display
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*/
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void setTextDisplay(const TextDisplay *textDisplay);
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/**
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* Set up a dirty area for a UI slot
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*/
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void setUISlot(const UISlot *slot);
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};
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class DirtyAreas : public Common::Array<DirtyArea> {
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private:
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MADSEngine *_vm;
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public:
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DirtyAreas(MADSEngine *vm);
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/**
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* Merge together any designated dirty areas that overlap
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* @param startIndex 1-based starting dirty area starting index
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* @param count Number of entries to process
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*/
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void merge(int startIndex, int count);
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bool intersects(int idx1, int idx2);
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void mergeAreas(int idx1, int idx2);
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/**
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* Copy the data specified by the dirty rect list between surfaces
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* @param srcSurface Source surface
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* @param destSurface Dest surface
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* @param posAdjust Position adjustment
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*/
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void copy(MSurface *srcSurface, MSurface *destSurface, const Common::Point &posAdjust);
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/**
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* Use the lsit of dirty areas to copy areas of the screen surface to
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* the physical screen
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* @param posAdjust Position adjustment */
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void copyToScreen(const Common::Point &posAdjust);
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void reset();
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};
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class ScreenObject {
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public:
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bool _active;
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Common::Rect _bounds;
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ScrCategory _category;
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int _descId;
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int _layer;
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ScreenObject();
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};
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class ScreenObjects : public Common::Array<ScreenObject> {
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private:
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MADSEngine *_vm;
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int _objectY;
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int scanBackwards(const Common::Point &pt, int layer);
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public:
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InputMode _inputMode;
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int _v7FED6;
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int _v8332A;
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int _forceRescan;
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int _selectedObject;
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ScrCategory _category;
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bool _released;
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int _uiCount;
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bool _eventFlag;
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uint32 _baseTime;
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int _spotId;
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/*
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* Constructor
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*/
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ScreenObjects(MADSEngine *vm);
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/**
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* Add a new item to the list
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*/
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void add(const Common::Rect &bounds, Layer layer, ScrCategory category, int descId);
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/**
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*/
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void check(bool scanFlag);
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/**
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* Handle an element being highlighted on the screen, and make it active.
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*/
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void elementHighlighted();
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/**
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* Retrieve a ScreenObject from the list
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* @remarks This array is 1-based indexed by the game
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*/
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ScreenObject &operator[](int idx) {
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assert(idx > 0);
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return Common::Array<ScreenObject>::operator[](idx - 1);
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}
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/**
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* Sets an item identified by category and Desc Id as active or not
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* @param category Screen category
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* @param descId Description for item
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* @param active Whether to set item as active or not
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*/
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void setActive(ScrCategory category, int descId, bool active);
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};
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class ScreenSurface : public MSurface {
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private:
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/**
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* Handles screen fade out
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*/
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void fadeOut();
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/**
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* Handles screen fade in
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*/
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void fadeIn();
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public:
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Common::Point _offset;
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public:
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/**
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* Constructor
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*/
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ScreenSurface();
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/**
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* Initialise the surface
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*/
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void init();
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/**
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* Copys an area of the screen surface to a given destination position on
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* the ScummVM physical screen buffer
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* @param destPos Destination position
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* @param bounds Area of screen surface to copy
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*/
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void copyRectToScreen(const Common::Point &destPos, const Common::Rect &bounds);
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/**
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* Copys an area of the screen surface to the ScmmVM physical screen buffer
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* @param bounds Area of screen surface to copy
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*/
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void copyRectToScreen(const Common::Rect &bounds);
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/**
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* Updates the screen with the contents of the surface
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*/
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void updateScreen();
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void transition(ScreenTransition transitionType, bool surfaceFlag);
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};
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} // End of namespace MADS
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#endif /* MADS_SCREEN_H */
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