mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-18 15:48:48 +00:00
696897b058
svn-id: r35648
346 lines
10 KiB
C++
346 lines
10 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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* $URL$
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* $Id$
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*
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*/
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#include "m4/m4_views.h"
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#include "m4/events.h"
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#include "m4/font.h"
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#include "m4/globals.h"
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#include "m4/m4.h"
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namespace M4 {
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GUIInventory::GUIInventory(View *owner, M4Engine *vm, const Common::Rect &bounds, int horizCells,
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int vertCells, int cellWidth, int cellHeight, int tag): GUIRect(owner, bounds, tag) {
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_vm = vm;
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_cellCount.x = horizCells;
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_cellCount.y = vertCells;
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_cellSize.x = cellWidth;
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_cellSize.y = cellHeight;
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// Validate the cell settings
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if ((_cellCount.x * _cellSize.x > _bounds.width()) ||
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(_cellCount.y * _cellSize.y > _bounds.height()))
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error("Cell settings for inventory display exceeded control size");
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_visible = true;
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_scrollPosition = 0;
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_scrollable = false;
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_highlightedIndex = -1;
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_selectedIndex = -1;
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}
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void GUIInventory::onRefresh() {
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_parent->fillRect(_bounds, _vm->_palette->BLACK);
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//_parent->frameRect(_bounds, _vm->_palette->LIGHT_GRAY);
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if (_visible) {
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//kernel_trigger_dispatch(kernel_trigger_create(TRIG_INV_CLICK));
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_scrollable = false;
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// Get to the starting inventory position for display
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ItemsIterator i = _inventoryItems.begin();
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int index = _scrollPosition;
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while (index-- > 0) ++i;
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// Loop through displaying entries
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for (index = 0; (i != _inventoryItems.end()) && (index < _cellCount.x * _cellCount.y); ++index, ++i) {
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GUIInventoryItem *item = (*i).get();
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const Common::Point cellPos = getCellPosition(index);
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/* Common::Rect cellBounds(_bounds.left + cellPos.x + xOffset,
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_bounds.top + cellPos.y + yOffset,
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_bounds.left + cellPos.x + xOffset + _cellSize.x,
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_bounds.top + cellPos.y + _cellSize.y);*/
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Common::Rect cellBounds(_bounds.left + cellPos.x, _bounds.top + cellPos.y,
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_bounds.left + cellPos.x + _cellSize.x, _bounds.top + cellPos.y + _cellSize.y);
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Common::Point iconPt(
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cellBounds.left + (cellBounds.width() - item->icon->width()) / 2,
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cellBounds.top + (cellBounds.height() - item->icon->height()) / 2);
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item->icon->copyTo(_parent, iconPt.x, iconPt.y, 0);
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if (_highlightedIndex == index)
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_parent->frameRect(Common::Rect(iconPt.x - 2, iconPt.y - 2,
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iconPt.x + item->icon->width() + 2, iconPt.y + item->icon->height() + 2),
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_vm->_palette->LIGHT_GRAY);
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}
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}
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}
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bool GUIInventory::onEvent(M4EventType eventType, int param, int x, int y, GUIObject *¤tItem) {
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bool result = false;
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int overIndex = getInsideIndex(x, y);
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bool isPressed = (eventType == MEVENT_LEFT_CLICK) || (eventType == MEVENT_LEFT_HOLD) ||
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(eventType == MEVENT_LEFT_DRAG);
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ItemsIterator curItem = _inventoryItems.begin();
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if (isPressed) {
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if (_selectedIndex == -1 && overIndex != -1) {
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setHighlight(overIndex);
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_selectedIndex = overIndex;
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for (int i = 0; i < _scrollPosition + _selectedIndex; i++)
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++curItem;
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if (_scrollPosition + _selectedIndex < (int)_inventoryItems.size())
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_vm->_mouse->setCursorNum(curItem->get()->iconIndex);
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result = true;
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} else {
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// We are over something being tracked
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if (_selectedIndex == overIndex) {
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setHighlight(overIndex);
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result = true;
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} else {
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// Otherwise reset highlighting
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setHighlight(-1);
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result = false;
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}
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}
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} else {
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// No button pressed
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if (_selectedIndex == overIndex) {
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result = (_selectedIndex != -1);
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} else {
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result = (overIndex + _scrollPosition < (int)_inventoryItems.size());
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if (result) {
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for (int i = 0; i < overIndex + _scrollPosition; i++)
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++curItem;
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_vm->_interfaceView->setStatusText(curItem->get()->name);
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}
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}
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// Stop tracking anything
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setHighlight(overIndex);
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}
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return result;
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}
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void GUIInventory::add(const char *name, const char *verb, M4Surface *icon, int iconIndex) {
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// First scan through the list to prevent duplicate objects
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for (ItemsIterator i = _inventoryItems.begin(); i != _inventoryItems.end(); ++i) {
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if (!strcmp(name, ((*i).get())->name))
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return;
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}
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_inventoryItems.push_back(InventoryList::value_type(new GUIInventoryItem(name, verb, icon, iconIndex)));
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}
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bool GUIInventory::remove(const char *name) {
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for (ItemsIterator i = _inventoryItems.begin(); i != _inventoryItems.end(); ++i) {
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if (!strcmp(name, ((*i).get())->name)) {
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_inventoryItems.erase(i);
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_scrollPosition = 0;
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return true;
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}
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}
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return false;
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}
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int GUIInventory::getInsideIndex(int x, int y) {
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if (!_bounds.contains(x, y))
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return -1;
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int localX = x - _bounds.left;
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int localY = y - _bounds.top;
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return (localX / _cellSize.x) * _cellCount.y + (localY / _cellSize.y);
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}
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const char *GUIInventory::getSelectedObjectName() {
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if (_selectedIndex != -1) {
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ItemsIterator curItem = _inventoryItems.begin();
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for (int i = 0; i < _selectedIndex; i++)
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++curItem;
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return curItem->get()->name;
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} else {
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return NULL;
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}
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}
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const Common::Point &GUIInventory::getCellPosition(int index) {
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static Common::Point result;
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if (_cellCount.x > _cellCount.y) {
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// Horizontal orientation
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result.x = (index / _cellCount.y) * _cellSize.x;
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result.y = (index % _cellCount.y) * _cellSize.x;
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} else {
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// Vertical orientation
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result.x = (index / _cellCount.x) * _cellSize.y;
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result.y = (index % _cellCount.x) * _cellSize.y;
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}
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return result;
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}
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void GUIInventory::setHighlight(int index) {
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if (_highlightedIndex == index)
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return;
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_highlightedIndex = index;
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}
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void GUIInventory::setScrollPosition(int value) {
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if (value < 0)
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return;
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else if (value >= (int)_inventoryItems.size() - (_cellCount.x * _cellCount.y))
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return;
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_scrollPosition = value;
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}
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//--------------------------------------------------------------------------
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const char *INTERFACE_SERIES = "999intr";
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#define SPR(x) _sprites->getFrame(x)
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GameInterfaceView::GameInterfaceView(M4Engine *vm):
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View(vm, Common::Rect(0, vm->_screen->height() - INTERFACE_HEIGHT,
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vm->_screen->width(), vm->_screen->height())),
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_statusText(GUITextField(this, Common::Rect(200, 1, 450, 21))),
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_inventory(GUIInventory(this, vm, Common::Rect(188, 22, 539, 97), 9, 1, 39, 75, 3)) {
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_screenType = VIEWID_INTERFACE;
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_screenFlags.layer = LAYER_INTERFACE;
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_screenFlags.visible = false;
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_screenFlags.get = SCREVENT_MOUSE;
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_highlightedIndex = -1;
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_selected = false;
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Common::SeekableReadStream *data = _vm->res()->get(INTERFACE_SERIES);
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RGB8 *palette;
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_sprites = new SpriteAsset(_vm, data, data->size(), INTERFACE_SERIES);
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palette = _sprites->getPalette();
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//Palette.setPalette(palette, 0, _sprites->getColorCount());
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_vm->res()->toss(INTERFACE_SERIES);
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// Setup the interface buttons
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_buttons.push_back(ButtonList::value_type(new GUIButton(this, Common::Rect(15, 35, 47, 66), 0, SPR(0), SPR(1), SPR(2)))); // look
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_buttons.push_back(ButtonList::value_type(new GUIButton(this, Common::Rect(60, 35, 92, 66), 1, SPR(3), SPR(4), SPR(5)))); // take
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_buttons.push_back(ButtonList::value_type(new GUIButton(this, Common::Rect(105, 35, 137, 66), 2, SPR(6), SPR(7), SPR(8)))); // manipulate
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_buttons.push_back(ButtonList::value_type(new GUIButton(this, Common::Rect(580, 10, 620, 69), 3, SPR(69), SPR(70), SPR(71)))); // abduction
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_buttons.push_back(ButtonList::value_type(new GUIButton(this, Common::Rect(582, 70, 619, 105), 4, SPR(76), SPR(77), SPR(78)))); // menu
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_buttons.push_back(ButtonList::value_type(new GUIButton(this, Common::Rect(168, 22, 188, 97), 5, SPR(60), SPR(61), SPR(62)))); // Scroll left
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_buttons.push_back(ButtonList::value_type(new GUIButton(this, Common::Rect(539, 22, 559, 97), 6, SPR(64), SPR(65), SPR(66)))); // Scroll right
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}
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#undef SPR
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GameInterfaceView::~GameInterfaceView() {
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delete _sprites;
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}
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void GameInterfaceView::setHighlightedButton(int index) {
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if (index == _highlightedIndex)
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return;
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_selected = (index == -1);
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_highlightedIndex = index;
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}
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bool GameInterfaceView::onEvent(M4EventType eventType, int param, int x, int y, bool &captureEvents) {
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static bool selectionFlag = false;
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if (eventType == MEVENT_LEFT_RELEASE)
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selectionFlag = false;
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captureEvents = isInside(x, y);
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if (!captureEvents)
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return false;
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int localX = x - _coords.left;
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int localY = y - _coords.top;
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GUIObject *currentItem;
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_statusText.onEvent(eventType, param, localX, localY, currentItem);
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_inventory.onEvent(eventType, param, localX, localY, currentItem);
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if (_vm->_mouse->getCursorNum() != CURSOR_LOOK &&
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_vm->_mouse->getCursorNum() != CURSOR_TAKE &&
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_vm->_mouse->getCursorNum() != CURSOR_USE &&
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_vm->_interfaceView->_inventory.getSelectedIndex() == -1) {
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if (_vm->_mouse->getCursorNum() != 0)
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_vm->_mouse->setCursorNum(0);
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}
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for (ButtonsIterator i = _buttons.begin(); i != _buttons.end(); ++i) {
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GUIButton *btn = (*i).get();
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btn->onEvent(eventType, param, localX, localY, currentItem);
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if ((btn->getState() == BUTTON_PRESSED) && !selectionFlag) {
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selectionFlag = true;
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_highlightedIndex = btn->getTag();
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switch (_highlightedIndex) {
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case 0:
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_vm->_mouse->setCursorNum(CURSOR_LOOK);
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break;
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case 1:
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_vm->_mouse->setCursorNum(CURSOR_TAKE);
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break;
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case 2:
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_vm->_mouse->setCursorNum(CURSOR_USE);
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break;
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case 3:
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// TODO: Jump to abduction
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break;
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case 4:
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_vm->loadMenu(GAME_MENU);
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break;
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case 5:
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_inventory.scrollLeft();
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break;
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case 6:
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_inventory.scrollRight();
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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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}
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return true;
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}
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void GameInterfaceView::onRefresh(RectList *rects, M4Surface *destSurface) {
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clear();
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_statusText.onRefresh();
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_inventory.onRefresh();
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for (ButtonsIterator i = _buttons.begin(); i != _buttons.end(); ++i)
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((*i).get())->onRefresh();
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View::onRefresh(rects, destSurface);
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}
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} // End of namespace M4
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