scummvm/engines/agi/menu.cpp
Martin Kiewitz ab22c27f7a AGI: Cut menu in case menu names are too long
Required for games that add to many names or add names, that are
too long. The code needs to get adjusted anyway for different
platforms, so for now just cut the menu names instead
Required for at least the fan game Get Outta Space Quest
2016-02-09 14:54:46 +01:00

683 lines
19 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 "agi/agi.h"
#include "agi/graphics.h"
#include "agi/text.h"
#include "agi/keyboard.h"
#include "agi/menu.h"
namespace Agi {
GfxMenu::GfxMenu(AgiEngine *vm, GfxMgr *gfx, PictureMgr *picture, TextMgr *text) {
_vm = vm;
_gfx = gfx;
_picture = picture;
_text = text;
_allowed = true;
_submitted = false;
_delayedExecuteViaKeyboard = false;
_delayedExecuteViaMouse = false;
_setupMenuColumn = 1;
_setupMenuItemColumn = 1;
_lastSelectedMenuNr = 0;
_mouseModeItemNr = -1;
_drawnMenuNr = -1;
_drawnMenuHeight = 0;
_drawnMenuWidth = 0;
_drawnMenuRow = 0;
_drawnMenuColumn = 0;
}
GfxMenu::~GfxMenu() {
for (GuiMenuArray::iterator itemIter = _array.begin(); itemIter != _array.end(); ++itemIter)
delete *itemIter;
_array.clear();
for (GuiMenuItemArray::iterator menuIter = _itemArray.begin(); menuIter != _itemArray.end(); ++menuIter)
delete *menuIter;
_itemArray.clear();
}
void GfxMenu::addMenu(const char *menuText) {
int16 curColumnEnd = _setupMenuColumn;
// already submitted? in that case no further changes possible
if (_submitted)
return;
GuiMenuEntry *menuEntry = new GuiMenuEntry();
menuEntry->text = menuText;
menuEntry->textLen = menuEntry->text.size();
// Cut menu name in case menu bar is full
// Happens in at least the fan game Get Outta Space Quest
// Original interpreter had graphical issues in this case
// TODO: this whole code needs to get reworked anyway to support different types of menu bars depending on platform
curColumnEnd += menuEntry->textLen;
while ((menuEntry->textLen) && (curColumnEnd > 40)) {
menuEntry->text.deleteLastChar();
menuEntry->textLen--;
curColumnEnd--;
}
menuEntry->row = 0;
menuEntry->column = _setupMenuColumn;
menuEntry->itemCount = 0;
menuEntry->firstItemNr = _itemArray.size();
menuEntry->selectedItemNr = menuEntry->firstItemNr;
menuEntry->maxItemTextLen = 0;
_array.push_back(menuEntry);
_setupMenuColumn += menuEntry->textLen + 1;
}
void GfxMenu::addMenuItem(const char *menuItemText, uint16 controllerSlot) {
int16 arrayCount = _array.size();
// already submitted? in that case no further changes possible
if (_submitted)
return;
if (arrayCount == 0)
error("tried to add a menu item before adding an actual menu");
// go to latest menu entry
GuiMenuEntry *curMenuEntry = _array.back();
GuiMenuItemEntry *menuItemEntry = new GuiMenuItemEntry();
menuItemEntry->enabled = true;
menuItemEntry->text = menuItemText;
menuItemEntry->textLen = menuItemEntry->text.size();
menuItemEntry->controllerSlot = controllerSlot;
// Original interpreter on PC used the length of the first item for drawing
// At least in KQ2 on Apple IIgs follow-up items are longer, which would result in graphic glitches.
// That's why we remember the longest item and draw according to that
if (curMenuEntry->maxItemTextLen < menuItemEntry->textLen) {
curMenuEntry->maxItemTextLen = menuItemEntry->textLen;
}
if (curMenuEntry->itemCount == 0) {
// for first menu item of menu calculated column
if (menuItemEntry->textLen + curMenuEntry->column < (FONT_COLUMN_CHARACTERS - 1)) {
_setupMenuItemColumn = curMenuEntry->column;
} else {
_setupMenuItemColumn = (FONT_COLUMN_CHARACTERS - 1) - menuItemEntry->textLen;
}
}
menuItemEntry->row = 2 + curMenuEntry->itemCount;
menuItemEntry->column = _setupMenuItemColumn;
_itemArray.push_back(menuItemEntry);
curMenuEntry->itemCount++;
}
void GfxMenu::submit() {
GuiMenuEntry *menuEntry = nullptr;
GuiMenuItemEntry *menuItemEntry = nullptr;
int16 menuCount = _array.size();
int16 menuNr = 0;
int16 menuItemNr = 0;
int16 menuItemLastNr = 0;
if ((_array.size() == 0) || (_itemArray.size() == 0))
return;
_submitted = true;
// WORKAROUND: For Apple II gs we try to fix the menu text
// On this platform it seems a system font was used and the menu was drawn differently (probably system menu?)
// Still the text was misaligned anyway, but it looks worse in our (the original PC) implementation
// Atari ST SQ1 had one bad menu entry as well, we fix that too.
switch (_vm->getPlatform()) {
case Common::kPlatformApple2GS:
case Common::kPlatformAtariST:
// Go through all menus
for (menuNr = 0; menuNr < menuCount; menuNr++) {
menuEntry = _array[menuNr];
menuItemLastNr = menuEntry->firstItemNr + menuEntry->itemCount;
// Go through all items of current menu
for (menuItemNr = menuEntry->firstItemNr; menuItemNr < menuItemLastNr; menuItemNr++) {
menuItemEntry = _itemArray[menuItemNr];
if (menuItemEntry->textLen < menuEntry->maxItemTextLen) {
// current item text is shorter than the maximum?
int16 missingCharCount = menuEntry->maxItemTextLen - menuItemEntry->textLen;
if (menuItemEntry->text.contains('>')) {
// text contains '>', we now try to find a '<'
// and then add spaces in case this item is shorter than the first item
int16 textPos = menuItemEntry->textLen - 1;
while (textPos > 0) {
if (menuItemEntry->text[textPos] == '<')
break;
textPos--;
}
if (textPos > 0) {
while (missingCharCount) {
menuItemEntry->text.insertChar(' ', textPos);
missingCharCount--;
}
}
} else {
// Also check if text consists only of '-', which is the separator
// These were sometimes also too small
int16 separatorCount = 0;
int16 charPos = 0;
while (charPos < menuItemEntry->textLen) {
if (menuItemEntry->text[charPos] != '-')
break;
separatorCount++;
charPos++;
}
if (separatorCount == menuItemEntry->textLen) {
// Separator detected
while (missingCharCount) {
menuItemEntry->text.insertChar('-', 0);
missingCharCount--;
}
} else {
// Append spaces to the end to fill it up
int16 textPos = menuItemEntry->textLen;
while (missingCharCount) {
menuItemEntry->text.insertChar(' ', textPos);
textPos++;
missingCharCount--;
}
}
}
menuItemEntry->textLen = menuItemEntry->text.size();
}
}
}
break;
default:
break;
}
}
void GfxMenu::itemEnable(uint16 controllerSlot) {
itemEnableDisable(controllerSlot, true);
}
void GfxMenu::itemDisable(uint16 controllerSlot) {
itemEnableDisable(controllerSlot, false);
}
void GfxMenu::itemEnableDisable(uint16 controllerSlot, bool enabled) {
GuiMenuItemArray::iterator listIterator;
GuiMenuItemArray::iterator listEnd = _itemArray.end();
GuiMenuItemEntry *menuItemEntry;
listIterator = _itemArray.begin();
while (listIterator != listEnd) {
menuItemEntry = *listIterator;
if (menuItemEntry->controllerSlot == controllerSlot) {
menuItemEntry->enabled = enabled;
}
listIterator++;
}
}
void GfxMenu::itemEnableAll() {
GuiMenuItemArray::iterator listIterator;
GuiMenuItemArray::iterator listEnd = _itemArray.end();
GuiMenuItemEntry *menuItemEntry;
listIterator = _itemArray.begin();
while (listIterator != listEnd) {
menuItemEntry = *listIterator;
menuItemEntry->enabled = true;
listIterator++;
}
}
// return true, in case a menu was actually created and submitted by the scripts
bool GfxMenu::isAvailable() {
return _submitted;
}
void GfxMenu::accessAllow() {
_allowed = true;
}
void GfxMenu::accessDeny() {
_allowed = false;
}
void GfxMenu::delayedExecuteViaKeyboard() {
_delayedExecuteViaKeyboard = true;
_delayedExecuteViaMouse = false;
}
void GfxMenu::delayedExecuteViaMouse() {
_delayedExecuteViaKeyboard = false;
_delayedExecuteViaMouse = true;
}
bool GfxMenu::delayedExecuteActive() {
return _delayedExecuteViaKeyboard | _delayedExecuteViaMouse;
}
void GfxMenu::execute() {
bool viaKeyboard = _delayedExecuteViaKeyboard;
bool viaMouse = _delayedExecuteViaMouse;
_delayedExecuteViaKeyboard = false;
_delayedExecuteViaMouse = false;
// got submitted? -> safety check
if (!_submitted)
return;
// access allowed at the moment?
if (!_allowed)
return;
_text->charPos_Push();
_text->charAttrib_Push();
_text->clearLine(0, _text->calculateTextBackground(15));
// Draw all menus
for (uint16 menuNr = 0; menuNr < _array.size(); menuNr++) {
drawMenuName(menuNr, false);
}
// Draw last selected menu
_drawnMenuNr = _lastSelectedMenuNr;
// Unless we are in "via mouse" mode. In that case check current mouse position
if (viaMouse) {
int16 mouseRow = _vm->_mouse.pos.y / FONT_DISPLAY_HEIGHT;
int16 mouseColumn = _vm->_mouse.pos.x / FONT_DISPLAY_WIDTH;
mouseFindMenuSelection(mouseRow, mouseColumn, _drawnMenuNr, _mouseModeItemNr);
}
if (_drawnMenuNr >= 0) {
if (viaKeyboard) {
drawMenu(_drawnMenuNr, _array[_drawnMenuNr]->selectedItemNr);
}
if (viaMouse) {
drawMenu(_drawnMenuNr, _mouseModeItemNr);
}
}
if (viaKeyboard) {
_vm->cycleInnerLoopActive(CYCLE_INNERLOOP_MENU_VIA_KEYBOARD);
} else if (viaMouse) {
_vm->cycleInnerLoopActive(CYCLE_INNERLOOP_MENU_VIA_MOUSE);
}
do {
_vm->processAGIEvents();
} while (_vm->cycleInnerLoopIsActive() && !(_vm->shouldQuit() || _vm->_restartGame));
if (_drawnMenuNr >= 0) {
removeActiveMenu(_drawnMenuNr);
}
if (viaKeyboard) {
// In "via Keyboard" mode, remember last selection
_lastSelectedMenuNr = _drawnMenuNr;
}
_text->charAttrib_Pop();
_text->charPos_Pop();
// Restore status line
if (_text->statusEnabled()) {
_text->statusDraw();
} else {
if (_text->getWindowRowMin() == 0) {
// WORKAROUND: Playarea starts right at the stop, so instead of clearing that part, render it from playarea
// Required for at least Donald Duck
// This was not done by original AGI, which means the upper pixel line were cleared in this case.
_gfx->render_Block(0, (1 * FONT_VISUAL_HEIGHT) - 1, SCRIPT_WIDTH, FONT_VISUAL_HEIGHT);
} else {
_text->clearLine(0, 0);
}
}
}
void GfxMenu::drawMenuName(int16 menuNr, bool inverted) {
GuiMenuEntry *menuEntry = _array[menuNr];
bool disabledLook = false;
// Don't draw in case there is no text
if (!menuEntry->text.size())
return;
if (!inverted) {
_text->charAttrib_Set(0, _text->calculateTextBackground(15));
} else {
_text->charAttrib_Set(15, _text->calculateTextBackground(0));
}
_text->charPos_Set(menuEntry->row, menuEntry->column);
if (menuEntry->itemCount == 0)
disabledLook = true;
_text->displayText(menuEntry->text.c_str(), disabledLook);
}
void GfxMenu::drawItemName(int16 itemNr, bool inverted) {
GuiMenuItemEntry *itemEntry = _itemArray[itemNr];
bool disabledLook = false;
if (!inverted) {
_text->charAttrib_Set(0, _text->calculateTextBackground(15));
} else {
_text->charAttrib_Set(15, _text->calculateTextBackground(0));
}
_text->charPos_Set(itemEntry->row, itemEntry->column);
if (itemEntry->enabled == false)
disabledLook = true;
_text->displayText(itemEntry->text.c_str(), disabledLook);
}
void GfxMenu::drawMenu(int16 selectedMenuNr, int16 selectedMenuItemNr) {
GuiMenuEntry *menuEntry = _array[selectedMenuNr];
GuiMenuItemEntry *itemEntry = _itemArray[menuEntry->firstItemNr];
int16 itemNr = menuEntry->firstItemNr;
int16 itemCount = menuEntry->itemCount;
// draw menu name as inverted
drawMenuName(selectedMenuNr, true);
// calculate active menu dimensions
_drawnMenuHeight = (menuEntry->itemCount + 2) * FONT_VISUAL_HEIGHT;
_drawnMenuWidth = (menuEntry->maxItemTextLen * FONT_VISUAL_WIDTH) + 8;
_drawnMenuRow = (menuEntry->itemCount + 3 - _text->getWindowRowMin()) * FONT_VISUAL_HEIGHT - 1;
_drawnMenuColumn = (itemEntry->column - 1) * FONT_VISUAL_WIDTH;
_gfx->drawBox(_drawnMenuColumn, _drawnMenuRow, _drawnMenuWidth, _drawnMenuHeight, 15, 0);
while (itemCount) {
if (itemNr == selectedMenuItemNr) {
drawItemName(itemNr, true);
} else {
drawItemName(itemNr, false);
}
itemNr++;
itemCount--;
}
}
void GfxMenu::removeActiveMenu(int16 selectedMenuNr) {
// draw menu name normally again
drawMenuName(selectedMenuNr, false);
// overwrite actual menu items by rendering play screen
_gfx->render_Block(_drawnMenuColumn, _drawnMenuRow, _drawnMenuWidth, _drawnMenuHeight);
}
void GfxMenu::keyPress(uint16 newKey) {
GuiMenuEntry *menuEntry = _array[_drawnMenuNr];
GuiMenuItemEntry *itemEntry = _itemArray[menuEntry->selectedItemNr];
int16 newMenuNr = _drawnMenuNr;
int16 newItemNr = menuEntry->selectedItemNr;
switch (newKey) {
case AGI_KEY_ENTER:
// check, if current item is actually enabled
if (!itemEntry->enabled)
return;
// Trigger controller
_vm->_game.controllerOccured[itemEntry->controllerSlot] = true;
_vm->cycleInnerLoopInactive(); // exit execute-loop
break;
case AGI_KEY_ESCAPE:
_vm->cycleInnerLoopInactive(); // exit execute-loop
break;
// these here change menu item
case AGI_KEY_UP:
newItemNr--;
break;
case AGI_KEY_DOWN:
newItemNr++;
break;
case AGI_KEY_PAGE_UP:
// select first item of current menu
newItemNr = menuEntry->firstItemNr;
break;
case AGI_KEY_PAGE_DOWN:
// select last item of current menu
newItemNr = menuEntry->firstItemNr + menuEntry->itemCount - 1;
break;
case AGI_KEY_LEFT:
newMenuNr--;
break;
case AGI_KEY_RIGHT:
newMenuNr++;
break;
case AGI_KEY_HOME:
// select first menu
newMenuNr = 0;
break;
case AGI_KEY_END:
// select last menu
newMenuNr = _array.size() - 1;
break;
default:
break;
}
if (newMenuNr != _drawnMenuNr) {
// selected menu was changed
int16 lastMenuNr = _array.size() - 1;
if (newMenuNr < 0) {
newMenuNr = lastMenuNr;
} else if (newMenuNr > lastMenuNr) {
newMenuNr = 0;
}
if (newMenuNr != _drawnMenuNr) {
removeActiveMenu(_drawnMenuNr);
_drawnMenuNr = newMenuNr;
drawMenu(_drawnMenuNr, _array[_drawnMenuNr]->selectedItemNr);
}
}
if (newItemNr != menuEntry->selectedItemNr) {
// selected item was changed
int16 lastItemNr = menuEntry->firstItemNr + menuEntry->itemCount - 1;
if (newItemNr < menuEntry->firstItemNr) {
newItemNr = lastItemNr;
} else if (newItemNr > lastItemNr) {
newItemNr = menuEntry->firstItemNr;
}
if (newItemNr != menuEntry->selectedItemNr) {
// still changed after clip -> draw changes
drawItemName(menuEntry->selectedItemNr, false);
drawItemName(newItemNr, true);
menuEntry->selectedItemNr = newItemNr;
}
}
}
// This gets called:
// During "via keyboard" mode in case user actively clicks on something
// During "via mouse" mode all the time, so that current mouse cursor position modifies active selection
// In "via mouse" mode, we check if user let go of the left mouse button and then select the item that way
void GfxMenu::mouseEvent(uint16 newKey) {
// Find out, where current mouse cursor actually is
int16 mouseRow = _vm->_mouse.pos.y / FONT_DISPLAY_HEIGHT;
int16 mouseColumn = _vm->_mouse.pos.x / FONT_DISPLAY_WIDTH;
int16 activeMenuNr, activeItemNr;
mouseFindMenuSelection(mouseRow, mouseColumn, activeMenuNr, activeItemNr);
switch (newKey) {
case AGI_MOUSE_BUTTON_LEFT:
// User clicked somewhere, in this case check if user clicked on status bar or on one of the currently shown menu items
// Happens in "via keyboard" mode only
// We do not close menu in case user clicked on something invalid
if (activeItemNr >= 0) {
GuiMenuItemEntry *itemEntry = _itemArray[activeItemNr];
if (!itemEntry->enabled)
return;
// Trigger controller
_vm->_game.controllerOccured[itemEntry->controllerSlot] = true;
_vm->cycleInnerLoopInactive(); // exit execute-loop
return;
}
if (activeMenuNr >= 0) {
// User clicked on a menu, check if that menu is already active
if (activeMenuNr != _drawnMenuNr) {
removeActiveMenu(_drawnMenuNr);
_drawnMenuNr = activeMenuNr;
drawMenu(_drawnMenuNr, _array[_drawnMenuNr]->selectedItemNr);
}
}
return; // exit all the time, we do not want to change the user selection while in "via keyboard" mode
break;
default:
break;
}
// If mouse is not selecting any menu, just use the last menu instead
if (activeMenuNr < 0) {
activeMenuNr = _drawnMenuNr;
}
if (activeMenuNr != _drawnMenuNr) {
if (_drawnMenuNr >= 0) {
removeActiveMenu(_drawnMenuNr);
}
_drawnMenuNr = activeMenuNr;
if (_drawnMenuNr >= 0) {
drawMenu(_drawnMenuNr, activeItemNr);
}
_mouseModeItemNr = activeItemNr;
}
if (activeItemNr != _mouseModeItemNr) {
if (_mouseModeItemNr >= 0) {
drawItemName(_mouseModeItemNr, false);
}
if (activeItemNr >= 0) {
drawItemName(activeItemNr, true);
}
_mouseModeItemNr = activeItemNr;
}
if (_vm->_mouse.button == kAgiMouseButtonUp) {
// User has stopped pressing the mouse button, if any item number is selected -> execute it
if (activeItemNr >= 0) {
GuiMenuItemEntry *itemEntry = _itemArray[activeItemNr];
if (itemEntry->enabled) {
// Trigger controller
_vm->_game.controllerOccured[itemEntry->controllerSlot] = true;
}
}
_vm->cycleInnerLoopInactive(); // exit execute-loop
return;
}
}
void GfxMenu::mouseFindMenuSelection(int16 mouseRow, int16 mouseColumn, int16 &activeMenuNr, int16 &activeMenuItemNr) {
GuiMenuEntry *menuEntry = nullptr;
int16 menuCount = _array.size();
for (int16 menuNr = 0; menuNr < menuCount; menuNr++) {
menuEntry = _array[menuNr];
if (mouseRow == menuEntry->row) {
// line match
if ((mouseColumn >= menuEntry->column) && (mouseColumn <= (menuEntry->column + menuEntry->textLen))) {
// full match
activeMenuNr = menuNr;
activeMenuItemNr = -1; // no item selected
return;
}
}
}
// Now also check current menu
if (_drawnMenuNr >= 0) {
// A menu is currently shown
menuEntry = _array[_drawnMenuNr];
int16 itemNr = menuEntry->firstItemNr;
int16 itemCount = menuEntry->itemCount;
while (itemCount) {
GuiMenuItemEntry *itemEntry = _itemArray[itemNr];
if (mouseRow == itemEntry->row) {
// line match
if ((mouseColumn >= itemEntry->column) && (mouseColumn <= (itemEntry->column + itemEntry->textLen))) {
// full match
if (itemEntry->enabled) {
// Only see it, when it's currently enabled
activeMenuNr = _drawnMenuNr;
activeMenuItemNr = itemNr;
return;
}
}
}
itemNr++;
itemCount--;
}
}
activeMenuNr = -1;
activeMenuItemNr = -1;
return;
}
} // End of namespace Agi