mirror of
https://github.com/libretro/scummvm.git
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559 lines
14 KiB
C++
559 lines
14 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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#include "tsage/user_interface.h"
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#include "tsage/core.h"
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#include "tsage/tsage.h"
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#include "tsage/blue_force/blueforce_dialogs.h"
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#include "tsage/blue_force/blueforce_logic.h"
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#include "tsage/ringworld2/ringworld2_logic.h"
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namespace TsAGE {
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void StripProxy::process(Event &event) {
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if (_action)
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_action->process(event);
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}
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/*--------------------------------------------------------------------------*/
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void UIElement::synchronize(Serializer &s) {
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BackgroundSceneObject::synchronize(s);
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s.syncAsSint16LE(_field88);
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s.syncAsSint16LE(_enabled);
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s.syncAsSint16LE(_frameNum);
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}
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void UIElement::setup(int visage, int stripNum, int frameNum, int posX, int posY, int priority) {
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_field88 = 0;
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_frameNum = frameNum;
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_enabled = true;
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SceneObject::setup(visage, stripNum, frameNum, posX, posY, priority);
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}
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void UIElement::setEnabled(bool flag) {
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if (_enabled != flag) {
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_enabled = flag;
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setFrame(_enabled ? _frameNum : _frameNum + 2);
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}
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}
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/*--------------------------------------------------------------------------*/
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void UIQuestion::process(Event &event) {
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if (event.eventType == EVENT_BUTTON_DOWN) {
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CursorType currentCursor = GLOBALS._events.getCursor();
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GLOBALS._events.hideCursor();
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showDescription(currentCursor);
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event.handled = true;
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}
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}
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void UIQuestion::showDescription(CursorType cursor) {
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switch (g_vm->getGameID()) {
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case GType_BlueForce:
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if (cursor == INV_FOREST_RAP) {
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// Forest rap item has a graphical display
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showItem(5, 1, 1);
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} else {
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// Display object description
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SceneItem::display2(9001, (int)cursor);
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}
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break;
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case GType_Ringworld2:
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if ((cursor == R2_COM_SCANNER) || (cursor == R2_COM_SCANNER_2)) {
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// Show communicator
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warning("TODO: Communicator");
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} else {
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// Show object description
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SceneItem::display2(3, (int)cursor);
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}
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break;
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default:
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break;
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}
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}
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void UIQuestion::setEnabled(bool flag) {
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if (_enabled != flag) {
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UIElement::setEnabled(flag);
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T2_GLOBALS._uiElements.draw();
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}
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}
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void UIQuestion::showItem(int resNum, int rlbNum, int frameNum) {
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GfxDialog::setPalette();
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// Get the item to display
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GfxSurface objImage = surfaceFromRes(resNum, rlbNum, frameNum);
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Rect imgRect;
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imgRect.resize(objImage, 0, 0, 100);
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imgRect.center(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2);
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// Save the area behind where the image will be displayed
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GfxSurface *savedArea = surfaceGetArea(GLOBALS.gfxManager().getSurface(), imgRect);
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// Draw the image
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GLOBALS.gfxManager().copyFrom(objImage, imgRect);
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// Wait for a press
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GLOBALS._events.waitForPress();
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// Restore the old area
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GLOBALS.gfxManager().copyFrom(*savedArea, imgRect);
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delete savedArea;
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}
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/*--------------------------------------------------------------------------*/
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void UIScore::postInit(SceneObjectList *OwnerList) {
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int xp = 266;
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_digit3.setup(1, 6, 1, xp, 180, 255);
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_digit3.reposition();
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xp += 7;
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_digit2.setup(1, 6, 1, xp, 180, 255);
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_digit2.reposition();
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xp += 7;
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_digit1.setup(1, 6, 1, xp, 180, 255);
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_digit1.reposition();
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xp += 7;
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_digit0.setup(1, 6, 1, xp, 180, 255);
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_digit0.reposition();
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}
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void UIScore::draw() {
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_digit3.draw();
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_digit2.draw();
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_digit1.draw();
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_digit0.draw();
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}
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void UIScore::updateScore() {
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int score = T2_GLOBALS._uiElements._scoreValue;
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_digit3.setFrame(score / 1000 + 1); score %= 1000;
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_digit2.setFrame(score / 100 + 1); score %= 100;
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_digit1.setFrame(score / 10 + 1); score %= 10;
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_digit0.setFrame(score + 1);
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}
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/*--------------------------------------------------------------------------*/
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UIInventorySlot::UIInventorySlot(): UIElement() {
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_objIndex = 0;
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_object = NULL;
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}
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void UIInventorySlot::synchronize(Serializer &s) {
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UIElement::synchronize(s);
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s.syncAsSint16LE(_objIndex);
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SYNC_POINTER(_object);
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}
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void UIInventorySlot::process(Event &event) {
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if (event.eventType == EVENT_BUTTON_DOWN) {
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event.handled = true;
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// Check if game has a select item handler, and if so, give it a chance to check
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// whether something special happens when the item is selected
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if (!T2_GLOBALS._onSelectItem || !T2_GLOBALS._onSelectItem((CursorType)_objIndex))
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_object->setCursor();
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}
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}
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/*--------------------------------------------------------------------------*/
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UIInventoryScroll::UIInventoryScroll() {
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_isLeft = false;
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}
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void UIInventoryScroll::synchronize(Serializer &s) {
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UIElement::synchronize(s);
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s.syncAsSint16LE(_isLeft);
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}
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void UIInventoryScroll::process(Event &event) {
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switch (event.eventType) {
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case EVENT_BUTTON_DOWN:
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// Draw the button as selected
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toggle(true);
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// Wait for the mouse to be released
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BF_GLOBALS._events.waitForPress(EVENT_BUTTON_UP);
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// Restore unselected version
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toggle(false);
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// Scroll the inventory as necessary
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T2_GLOBALS._uiElements.scrollInventory(_isLeft);
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event.handled = true;
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break;
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default:
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break;
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}
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}
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void UIInventoryScroll::toggle(bool pressed) {
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if (_enabled) {
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setFrame(pressed ? (_frameNum + 1) : _frameNum);
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T2_GLOBALS._uiElements.draw();
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}
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}
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/*--------------------------------------------------------------------------*/
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UICollection::UICollection(): EventHandler() {
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_clearScreen = false;
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_visible = false;
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_cursorChanged = false;
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}
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void UICollection::setup(const Common::Point &pt) {
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_position = pt;
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_bounds.left = _bounds.right = pt.x;
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_bounds.top = _bounds.bottom = pt.y;
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}
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void UICollection::hide() {
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erase();
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_visible = false;
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}
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void UICollection::show() {
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_visible = true;
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draw();
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}
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void UICollection::erase() {
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if (_clearScreen) {
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Rect tempRect(0, UI_INTERFACE_Y, SCREEN_WIDTH, SCREEN_HEIGHT);
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GLOBALS._screenSurface.fillRect(tempRect, 0);
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GLOBALS._sceneManager._scene->_backSurface.fillRect(tempRect, 0);
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_clearScreen = false;
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}
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}
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void UICollection::resetClear() {
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_clearScreen = false;
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}
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void UICollection::draw() {
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if (_visible) {
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// Temporarily reset the sceneBounds when drawing UI elements to force them on-screen
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Rect savedBounds = g_globals->_sceneManager._scene->_sceneBounds;
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g_globals->_sceneManager._scene->_sceneBounds = Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
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// Draw the elements onto the background
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for (uint idx = 0; idx < _objList.size(); ++idx)
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_objList[idx]->draw();
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// Draw the resulting UI onto the screen
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GLOBALS._screenSurface.copyFrom(GLOBALS._sceneManager._scene->_backSurface,
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Rect(0, UI_INTERFACE_Y, SCREEN_WIDTH, SCREEN_HEIGHT),
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Rect(0, UI_INTERFACE_Y, SCREEN_WIDTH, SCREEN_HEIGHT));
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_clearScreen = 1;
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g_globals->_sceneManager._scene->_sceneBounds = savedBounds;
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}
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}
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/*--------------------------------------------------------------------------*/
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UIElements::UIElements(): UICollection() {
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if (g_vm->getGameID() == GType_Ringworld2)
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_cursorVisage.setVisage(5, 1);
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else
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_cursorVisage.setVisage(1, 5);
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g_saver->addLoadNotifier(&UIElements::loadNotifierProc);
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}
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void UIElements::synchronize(Serializer &s) {
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UICollection::synchronize(s);
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s.syncAsSint16LE(_slotStart);
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s.syncAsSint16LE(_scoreValue);
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s.syncAsByte(_active);
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int count = _itemList.size();
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s.syncAsSint16LE(count);
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if (s.isLoading()) {
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// Load in item list
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_itemList.clear();
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for (int idx = 0; idx < count; ++idx) {
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int itemId;
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s.syncAsSint16LE(itemId);
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_itemList.push_back(itemId);
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}
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} else {
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// Save item list
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for (int idx = 0; idx < count; ++idx) {
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int itemId = _itemList[idx];
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s.syncAsSint16LE(itemId);
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}
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}
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}
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void UIElements::process(Event &event) {
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if (_clearScreen && GLOBALS._player._enabled &&
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((g_vm->getGameID() != GType_BlueForce) || (GLOBALS._sceneManager._sceneNumber != 50))) {
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if (_bounds.contains(event.mousePos)) {
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// Cursor inside UI area
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if (!_cursorChanged) {
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if (GLOBALS._events.isInventoryIcon()) {
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// Inventory icon being displayed, so leave alone
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} else {
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// Change to the inventory use cursor
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int cursorId = (g_vm->getGameID() == GType_Ringworld2) ? 11 : 6;
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GfxSurface surface = _cursorVisage.getFrame(cursorId);
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GLOBALS._events.setCursor(surface);
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}
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_cursorChanged = true;
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}
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// Pass event to any element that the cursor falls on
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for (int idx = (int)_objList.size() - 1; idx >= 0; --idx) {
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if (_objList[idx]->_bounds.contains(event.mousePos) && _objList[idx]->_enabled) {
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_objList[idx]->process(event);
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if (event.handled)
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break;
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}
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}
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if (event.eventType == EVENT_BUTTON_DOWN)
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event.handled = true;
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} else if (_cursorChanged) {
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// Cursor outside UI area, so reset as necessary
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GLOBALS._events.setCursor(GLOBALS._events.getCursor());
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_cursorChanged = false;
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/*
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SceneExt *scene = (SceneExt *)GLOBALS._sceneManager._scene;
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if (scene->_focusObject) {
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GfxSurface surface = _cursorVisage.getFrame(7);
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GLOBALS._events.setCursor(surface);
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}
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*/
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}
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}
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}
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void UIElements::setup(const Common::Point &pt) {
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_slotStart = 0;
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_itemList.clear();
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_scoreValue = 0;
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_active = true;
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UICollection::setup(pt);
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hide();
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_background.setup(1, 3, 1, 0, 0, 255);
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add(&_background);
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// Set up the inventory slots
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int xp = 0;
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for (int idx = 0; idx < 4; ++idx) {
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UIElement *item = NULL;
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switch (idx) {
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case 0:
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item = &_slot1;
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break;
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case 1:
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item = &_slot2;
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break;
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case 2:
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item = &_slot3;
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break;
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case 3:
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item = &_slot4;
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break;
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}
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xp = idx * 63 + 2;
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if (g_vm->getGameID() == GType_BlueForce) {
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item->setup(9, 1, idx, xp, 4, 255);
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} else {
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item->setup(7, 1, idx, xp, 4, 255);
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}
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add(item);
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}
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// Setup bottom-right hand buttons
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xp += 62;
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int yp = (g_vm->getGameID() == GType_BlueForce) ? 16 : 17;
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_question.setup(1, 4, 7, xp, yp, 255);
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_question.setEnabled(false);
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add(&_question);
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xp += 21;
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_scrollLeft.setup(1, 4, 1, xp, yp, 255);
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add(&_scrollLeft);
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_scrollLeft._isLeft = true;
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xp += 22;
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_scrollRight.setup(1, 4, 4, xp, yp, 255);
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add(&_scrollRight);
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_scrollRight._isLeft = false;
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switch (g_vm->getGameID()) {
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case GType_BlueForce:
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// Set up the score
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_score.postInit();
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add(&_score);
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break;
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case GType_Ringworld2:
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// Set up the character display
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_character.setup(1, 5, R2_GLOBALS._player._characterIndex, 285, 11, 255);
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add(&_character);
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break;
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default:
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break;
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}
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// Set interface area
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_bounds = Rect(0, UI_INTERFACE_Y - 1, SCREEN_WIDTH, SCREEN_HEIGHT);
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updateInventory();
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}
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void UIElements::add(UIElement *obj) {
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// Add object
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assert(_objList.size() < 12);
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_objList.push_back(obj);
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obj->setPosition(Common::Point(_bounds.left + obj->_position.x, _bounds.top + obj->_position.y));
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obj->reposition();
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GfxSurface s = obj->getFrame();
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s.draw(obj->_position);
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}
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/**
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* Handles updating the visual inventory in the user interface
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*/
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void UIElements::updateInventory() {
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switch (g_vm->getGameID()) {
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case GType_BlueForce:
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// Update the score
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_score.updateScore();
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break;
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case GType_Ringworld2:
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_character.setFrame(R2_GLOBALS._player._characterIndex);
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break;
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}
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updateInvList();
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// Enable scroll buttons if the player has more than four items
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if (_itemList.size() > 4) {
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_scrollLeft.setEnabled(true);
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_scrollRight.setEnabled(true);
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} else {
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_scrollLeft.setEnabled(false);
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_scrollRight.setEnabled(false);
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}
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// Handle cropping the slots start within inventory
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int lastPage = (_itemList.size() - 1) / 4 + 1;
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if (_slotStart < 0)
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_slotStart = lastPage - 1;
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else if (_slotStart > (lastPage - 1))
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_slotStart = 0;
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// Handle refreshing slot graphics
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UIInventorySlot *slotList[4] = { &_slot1, &_slot2, &_slot3, &_slot4 };
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// Loop through the inventory objects
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SynchronizedList<InvObject *>::iterator i;
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int objIndex = 0;
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for (i = GLOBALS._inventory->_itemList.begin(); i != GLOBALS._inventory->_itemList.end(); ++i, ++objIndex) {
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InvObject *obj = *i;
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// Check whether the object is in any of the four inventory slots
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for (int slotIndex = 0; slotIndex < 4; ++slotIndex) {
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int idx = _slotStart * 4 + slotIndex;
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int objectIdx = (idx < (int)_itemList.size()) ? _itemList[idx] : 0;
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if (objectIdx == objIndex) {
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UIInventorySlot *slot = slotList[slotIndex];
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slot->_objIndex = objIndex;
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slot->_object = obj;
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slot->setVisage(obj->_visage);
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slot->setStrip(obj->_strip);
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slot->setFrame(obj->_frame);
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slot->reposition();
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}
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}
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}
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// Refresh the display if necessary
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if (_active)
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draw();
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}
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/**
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* Update the list of the indexes of items in the player's inventory
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*/
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void UIElements::updateInvList() {
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// Update the index list of items in the player's inventory
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_itemList.clear();
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SynchronizedList<InvObject *>::iterator i;
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int itemIndex = 0;
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for (i = GLOBALS._inventory->_itemList.begin(); i != GLOBALS._inventory->_itemList.end(); ++i, ++itemIndex) {
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InvObject *invObject = *i;
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if (invObject->inInventory())
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_itemList.push_back(itemIndex);
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}
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}
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/**
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* Set the game score
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*/
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void UIElements::addScore(int amount) {
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_scoreValue += amount;
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T2_GLOBALS._inventorySound.play(0);
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updateInventory();
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}
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/*
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* Scroll the inventory slots
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*/
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void UIElements::scrollInventory(bool isLeft) {
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if (isLeft)
|
|
--_slotStart;
|
|
else
|
|
++_slotStart;
|
|
|
|
updateInventory();
|
|
}
|
|
|
|
void UIElements::loadNotifierProc(bool postFlag) {
|
|
if (postFlag && T2_GLOBALS._uiElements._active)
|
|
T2_GLOBALS._uiElements.show();
|
|
}
|
|
|
|
} // End of namespace TsAGE
|