mirror of
https://github.com/libretro/scummvm.git
synced 2025-01-01 06:58:34 +00:00
ddff83a87e
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.
598 lines
15 KiB
C++
598 lines
15 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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*
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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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*
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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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if (s.getVersion() < 15) {
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int useless = 0;
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s.syncAsSint16LE(useless);
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}
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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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_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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Ringworld2::SceneExt *scene = static_cast<Ringworld2::SceneExt *>
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(R2_GLOBALS._sceneManager._scene);
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if (!scene->_sceneAreas.contains(R2_GLOBALS._scannerDialog))
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R2_GLOBALS._scannerDialog->setup2(4, 1, 1, 160, 125);
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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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if (g_vm->getGameID() == GType_Ringworld2)
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r2rDrawFrame();
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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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void UICollection::r2rDrawFrame() {
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Visage visage;
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visage.setVisage(2, 1);
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GfxSurface vertLineLeft = visage.getFrame(1);
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GfxSurface vertLineRight = visage.getFrame(3);
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GfxSurface horizLine = visage.getFrame(2);
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GLOBALS._screenSurface.copyFrom(horizLine, 0, 0);
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GLOBALS._screenSurface.copyFrom(vertLineLeft, 0, 3);
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GLOBALS._screenSurface.copyFrom(vertLineRight, SCREEN_WIDTH - 4, 3);
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// Restrict drawing area to exclude the borders at the edge of the screen
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R2_GLOBALS._screenSurface._clipRect = Rect(4, 3, SCREEN_WIDTH - 4,
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SCREEN_HEIGHT - 3);
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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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_slotStart = 0;
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_scoreValue = 0;
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_active = false;
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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 = (g_vm->getGameID() == GType_Ringworld2) ? 255 : 253;
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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 += (g_vm->getGameID() == GType_Ringworld2) ? 21 : 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(int objectNumber) {
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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 changing the page, if necessary, to ensure an optionally supplied
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// object number will be on-screen
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if (objectNumber != 0) {
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for (uint idx = 0; idx < _itemList.size(); ++idx) {
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if (_itemList[idx] == objectNumber) {
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_slotStart = idx / 4;
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break;
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}
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}
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}
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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
|
|
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
|