scummvm/engines/tsage/user_interface.cpp
Torbjörn Andersson ddff83a87e TSAGE: R2R - Fix right-side scene border
The right and left sides of the scene border are actually two
different images. You could see that the colors didn't line up at
the seams, but no one even noticed. Until now.
2014-06-08 12:09:14 +02:00

598 lines
15 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.
*
* 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.
*
*/
#include "tsage/user_interface.h"
#include "tsage/core.h"
#include "tsage/tsage.h"
#include "tsage/blue_force/blueforce_dialogs.h"
#include "tsage/blue_force/blueforce_logic.h"
#include "tsage/ringworld2/ringworld2_logic.h"
namespace TsAGE {
void StripProxy::process(Event &event) {
if (_action)
_action->process(event);
}
/*--------------------------------------------------------------------------*/
void UIElement::synchronize(Serializer &s) {
BackgroundSceneObject::synchronize(s);
if (s.getVersion() < 15) {
int useless = 0;
s.syncAsSint16LE(useless);
}
s.syncAsSint16LE(_enabled);
s.syncAsSint16LE(_frameNum);
}
void UIElement::setup(int visage, int stripNum, int frameNum, int posX, int posY, int priority) {
_frameNum = frameNum;
_enabled = true;
SceneObject::setup(visage, stripNum, frameNum, posX, posY, priority);
}
void UIElement::setEnabled(bool flag) {
if (_enabled != flag) {
_enabled = flag;
setFrame(_enabled ? _frameNum : _frameNum + 2);
}
}
/*--------------------------------------------------------------------------*/
void UIQuestion::process(Event &event) {
if (event.eventType == EVENT_BUTTON_DOWN) {
CursorType currentCursor = GLOBALS._events.getCursor();
GLOBALS._events.hideCursor();
showDescription(currentCursor);
event.handled = true;
}
}
void UIQuestion::showDescription(CursorType cursor) {
switch (g_vm->getGameID()) {
case GType_BlueForce:
if (cursor == INV_FOREST_RAP) {
// Forest rap item has a graphical display
showItem(5, 1, 1);
} else {
// Display object description
SceneItem::display2(9001, (int)cursor);
}
break;
case GType_Ringworld2:
if ((cursor == R2_COM_SCANNER) || (cursor == R2_COM_SCANNER_2)) {
// Show communicator
Ringworld2::SceneExt *scene = static_cast<Ringworld2::SceneExt *>
(R2_GLOBALS._sceneManager._scene);
if (!scene->_sceneAreas.contains(R2_GLOBALS._scannerDialog))
R2_GLOBALS._scannerDialog->setup2(4, 1, 1, 160, 125);
} else {
// Show object description
SceneItem::display2(3, (int)cursor);
}
break;
default:
break;
}
}
void UIQuestion::setEnabled(bool flag) {
if (_enabled != flag) {
UIElement::setEnabled(flag);
T2_GLOBALS._uiElements.draw();
}
}
void UIQuestion::showItem(int resNum, int rlbNum, int frameNum) {
GfxDialog::setPalette();
// Get the item to display
GfxSurface objImage = surfaceFromRes(resNum, rlbNum, frameNum);
Rect imgRect;
imgRect.resize(objImage, 0, 0, 100);
imgRect.center(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2);
// Save the area behind where the image will be displayed
GfxSurface *savedArea = surfaceGetArea(GLOBALS.gfxManager().getSurface(), imgRect);
// Draw the image
GLOBALS.gfxManager().copyFrom(objImage, imgRect);
// Wait for a press
GLOBALS._events.waitForPress();
// Restore the old area
GLOBALS.gfxManager().copyFrom(*savedArea, imgRect);
delete savedArea;
}
/*--------------------------------------------------------------------------*/
void UIScore::postInit(SceneObjectList *OwnerList) {
int xp = 266;
_digit3.setup(1, 6, 1, xp, 180, 255);
_digit3.reposition();
xp += 7;
_digit2.setup(1, 6, 1, xp, 180, 255);
_digit2.reposition();
xp += 7;
_digit1.setup(1, 6, 1, xp, 180, 255);
_digit1.reposition();
xp += 7;
_digit0.setup(1, 6, 1, xp, 180, 255);
_digit0.reposition();
}
void UIScore::draw() {
_digit3.draw();
_digit2.draw();
_digit1.draw();
_digit0.draw();
}
void UIScore::updateScore() {
int score = T2_GLOBALS._uiElements._scoreValue;
_digit3.setFrame(score / 1000 + 1); score %= 1000;
_digit2.setFrame(score / 100 + 1); score %= 100;
_digit1.setFrame(score / 10 + 1); score %= 10;
_digit0.setFrame(score + 1);
}
/*--------------------------------------------------------------------------*/
UIInventorySlot::UIInventorySlot(): UIElement() {
_objIndex = 0;
_object = NULL;
}
void UIInventorySlot::synchronize(Serializer &s) {
UIElement::synchronize(s);
s.syncAsSint16LE(_objIndex);
SYNC_POINTER(_object);
}
void UIInventorySlot::process(Event &event) {
if (event.eventType == EVENT_BUTTON_DOWN) {
event.handled = true;
// Check if game has a select item handler, and if so, give it a chance to check
// whether something special happens when the item is selected
if (!T2_GLOBALS._onSelectItem || !T2_GLOBALS._onSelectItem((CursorType)_objIndex))
_object->setCursor();
}
}
/*--------------------------------------------------------------------------*/
UIInventoryScroll::UIInventoryScroll() {
_isLeft = false;
}
void UIInventoryScroll::synchronize(Serializer &s) {
UIElement::synchronize(s);
s.syncAsSint16LE(_isLeft);
}
void UIInventoryScroll::process(Event &event) {
switch (event.eventType) {
case EVENT_BUTTON_DOWN:
// Draw the button as selected
toggle(true);
// Wait for the mouse to be released
BF_GLOBALS._events.waitForPress(EVENT_BUTTON_UP);
// Restore unselected version
toggle(false);
// Scroll the inventory as necessary
T2_GLOBALS._uiElements.scrollInventory(_isLeft);
event.handled = true;
break;
default:
break;
}
}
void UIInventoryScroll::toggle(bool pressed) {
if (_enabled) {
setFrame(pressed ? (_frameNum + 1) : _frameNum);
T2_GLOBALS._uiElements.draw();
}
}
/*--------------------------------------------------------------------------*/
UICollection::UICollection(): EventHandler() {
_clearScreen = false;
_visible = false;
_cursorChanged = false;
}
void UICollection::setup(const Common::Point &pt) {
_position = pt;
_bounds.left = _bounds.right = pt.x;
_bounds.top = _bounds.bottom = pt.y;
}
void UICollection::hide() {
erase();
_visible = false;
}
void UICollection::show() {
_visible = true;
draw();
}
void UICollection::erase() {
if (_clearScreen) {
Rect tempRect(0, UI_INTERFACE_Y, SCREEN_WIDTH, SCREEN_HEIGHT);
GLOBALS._screenSurface.fillRect(tempRect, 0);
GLOBALS._sceneManager._scene->_backSurface.fillRect(tempRect, 0);
_clearScreen = false;
}
}
void UICollection::resetClear() {
_clearScreen = false;
}
void UICollection::draw() {
if (_visible) {
// Temporarily reset the sceneBounds when drawing UI elements to force them on-screen
Rect savedBounds = g_globals->_sceneManager._scene->_sceneBounds;
g_globals->_sceneManager._scene->_sceneBounds = Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
// Draw the elements onto the background
for (uint idx = 0; idx < _objList.size(); ++idx)
_objList[idx]->draw();
// Draw the resulting UI onto the screen
GLOBALS._screenSurface.copyFrom(GLOBALS._sceneManager._scene->_backSurface,
Rect(0, UI_INTERFACE_Y, SCREEN_WIDTH, SCREEN_HEIGHT),
Rect(0, UI_INTERFACE_Y, SCREEN_WIDTH, SCREEN_HEIGHT));
if (g_vm->getGameID() == GType_Ringworld2)
r2rDrawFrame();
_clearScreen = 1;
g_globals->_sceneManager._scene->_sceneBounds = savedBounds;
}
}
void UICollection::r2rDrawFrame() {
Visage visage;
visage.setVisage(2, 1);
GfxSurface vertLineLeft = visage.getFrame(1);
GfxSurface vertLineRight = visage.getFrame(3);
GfxSurface horizLine = visage.getFrame(2);
GLOBALS._screenSurface.copyFrom(horizLine, 0, 0);
GLOBALS._screenSurface.copyFrom(vertLineLeft, 0, 3);
GLOBALS._screenSurface.copyFrom(vertLineRight, SCREEN_WIDTH - 4, 3);
// Restrict drawing area to exclude the borders at the edge of the screen
R2_GLOBALS._screenSurface._clipRect = Rect(4, 3, SCREEN_WIDTH - 4,
SCREEN_HEIGHT - 3);
}
/*--------------------------------------------------------------------------*/
UIElements::UIElements(): UICollection() {
if (g_vm->getGameID() == GType_Ringworld2)
_cursorVisage.setVisage(5, 1);
else
_cursorVisage.setVisage(1, 5);
g_saver->addLoadNotifier(&UIElements::loadNotifierProc);
_slotStart = 0;
_scoreValue = 0;
_active = false;
}
void UIElements::synchronize(Serializer &s) {
UICollection::synchronize(s);
s.syncAsSint16LE(_slotStart);
s.syncAsSint16LE(_scoreValue);
s.syncAsByte(_active);
int count = _itemList.size();
s.syncAsSint16LE(count);
if (s.isLoading()) {
// Load in item list
_itemList.clear();
for (int idx = 0; idx < count; ++idx) {
int itemId;
s.syncAsSint16LE(itemId);
_itemList.push_back(itemId);
}
} else {
// Save item list
for (int idx = 0; idx < count; ++idx) {
int itemId = _itemList[idx];
s.syncAsSint16LE(itemId);
}
}
}
void UIElements::process(Event &event) {
if (_clearScreen && GLOBALS._player._enabled &&
((g_vm->getGameID() != GType_BlueForce) || (GLOBALS._sceneManager._sceneNumber != 50))) {
if (_bounds.contains(event.mousePos)) {
// Cursor inside UI area
if (!_cursorChanged) {
if (GLOBALS._events.isInventoryIcon()) {
// Inventory icon being displayed, so leave alone
} else {
// Change to the inventory use cursor
int cursorId = (g_vm->getGameID() == GType_Ringworld2) ? 11 : 6;
GfxSurface surface = _cursorVisage.getFrame(cursorId);
GLOBALS._events.setCursor(surface);
}
_cursorChanged = true;
}
// Pass event to any element that the cursor falls on
for (int idx = (int)_objList.size() - 1; idx >= 0; --idx) {
if (_objList[idx]->_bounds.contains(event.mousePos) && _objList[idx]->_enabled) {
_objList[idx]->process(event);
if (event.handled)
break;
}
}
if (event.eventType == EVENT_BUTTON_DOWN)
event.handled = true;
} else if (_cursorChanged) {
// Cursor outside UI area, so reset as necessary
GLOBALS._events.setCursor(GLOBALS._events.getCursor());
_cursorChanged = false;
/*
SceneExt *scene = (SceneExt *)GLOBALS._sceneManager._scene;
if (scene->_focusObject) {
GfxSurface surface = _cursorVisage.getFrame(7);
GLOBALS._events.setCursor(surface);
}
*/
}
}
}
void UIElements::setup(const Common::Point &pt) {
_slotStart = 0;
_itemList.clear();
_scoreValue = 0;
_active = true;
UICollection::setup(pt);
hide();
_background.setup(1, 3, 1, 0, 0, 255);
add(&_background);
// Set up the inventory slots
int xp = 0;
for (int idx = 0; idx < 4; ++idx) {
UIElement *item = NULL;
switch (idx) {
case 0:
item = &_slot1;
break;
case 1:
item = &_slot2;
break;
case 2:
item = &_slot3;
break;
case 3:
item = &_slot4;
break;
}
xp = idx * 63 + 2;
if (g_vm->getGameID() == GType_BlueForce) {
item->setup(9, 1, idx, xp, 4, 255);
} else {
item->setup(7, 1, idx, xp, 4, 255);
}
add(item);
}
// Setup bottom-right hand buttons
xp = (g_vm->getGameID() == GType_Ringworld2) ? 255 : 253;
int yp = (g_vm->getGameID() == GType_BlueForce) ? 16 : 17;
_question.setup(1, 4, 7, xp, yp, 255);
_question.setEnabled(false);
add(&_question);
xp += 21;
_scrollLeft.setup(1, 4, 1, xp, yp, 255);
add(&_scrollLeft);
_scrollLeft._isLeft = true;
xp += (g_vm->getGameID() == GType_Ringworld2) ? 21 : 22;
_scrollRight.setup(1, 4, 4, xp, yp, 255);
add(&_scrollRight);
_scrollRight._isLeft = false;
switch (g_vm->getGameID()) {
case GType_BlueForce:
// Set up the score
_score.postInit();
add(&_score);
break;
case GType_Ringworld2:
// Set up the character display
_character.setup(1, 5, R2_GLOBALS._player._characterIndex, 285, 11, 255);
add(&_character);
break;
default:
break;
}
// Set interface area
_bounds = Rect(0, UI_INTERFACE_Y - 1, SCREEN_WIDTH, SCREEN_HEIGHT);
updateInventory();
}
void UIElements::add(UIElement *obj) {
// Add object
assert(_objList.size() < 12);
_objList.push_back(obj);
obj->setPosition(Common::Point(_bounds.left + obj->_position.x, _bounds.top + obj->_position.y));
obj->reposition();
GfxSurface s = obj->getFrame();
s.draw(obj->_position);
}
/**
* Handles updating the visual inventory in the user interface
*/
void UIElements::updateInventory(int objectNumber) {
switch (g_vm->getGameID()) {
case GType_BlueForce:
// Update the score
_score.updateScore();
break;
case GType_Ringworld2:
_character.setFrame(R2_GLOBALS._player._characterIndex);
break;
}
updateInvList();
// Enable scroll buttons if the player has more than four items
if (_itemList.size() > 4) {
_scrollLeft.setEnabled(true);
_scrollRight.setEnabled(true);
} else {
_scrollLeft.setEnabled(false);
_scrollRight.setEnabled(false);
}
// Handle cropping the slots start within inventory
int lastPage = (_itemList.size() - 1) / 4 + 1;
if (_slotStart < 0)
_slotStart = lastPage - 1;
else if (_slotStart > (lastPage - 1))
_slotStart = 0;
// Handle changing the page, if necessary, to ensure an optionally supplied
// object number will be on-screen
if (objectNumber != 0) {
for (uint idx = 0; idx < _itemList.size(); ++idx) {
if (_itemList[idx] == objectNumber) {
_slotStart = idx / 4;
break;
}
}
}
// Handle refreshing slot graphics
UIInventorySlot *slotList[4] = { &_slot1, &_slot2, &_slot3, &_slot4 };
// Loop through the inventory objects
SynchronizedList<InvObject *>::iterator i;
int objIndex = 0;
for (i = GLOBALS._inventory->_itemList.begin(); i != GLOBALS._inventory->_itemList.end(); ++i, ++objIndex) {
InvObject *obj = *i;
// Check whether the object is in any of the four inventory slots
for (int slotIndex = 0; slotIndex < 4; ++slotIndex) {
int idx = _slotStart * 4 + slotIndex;
int objectIdx = (idx < (int)_itemList.size()) ? _itemList[idx] : 0;
if (objectIdx == objIndex) {
UIInventorySlot *slot = slotList[slotIndex];
slot->_objIndex = objIndex;
slot->_object = obj;
slot->setVisage(obj->_visage);
slot->setStrip(obj->_strip);
slot->setFrame(obj->_frame);
slot->reposition();
}
}
}
// Refresh the display if necessary
if (_active)
draw();
}
/**
* Update the list of the indexes of items in the player's inventory
*/
void UIElements::updateInvList() {
// Update the index list of items in the player's inventory
_itemList.clear();
SynchronizedList<InvObject *>::iterator i;
int itemIndex = 0;
for (i = GLOBALS._inventory->_itemList.begin(); i != GLOBALS._inventory->_itemList.end(); ++i, ++itemIndex) {
InvObject *invObject = *i;
if (invObject->inInventory())
_itemList.push_back(itemIndex);
}
}
/**
* Set the game score
*/
void UIElements::addScore(int amount) {
_scoreValue += amount;
T2_GLOBALS._inventorySound.play(0);
updateInventory();
}
/*
* Scroll the inventory slots
*/
void UIElements::scrollInventory(bool isLeft) {
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