scummvm/sword2/driver/_mouse.cpp
Torbjörn Andersson 8b42d65a7e Dumped most of the remaining "driver" code into a new "Display" class. This
touches a lot of the code, of course, and adds yet another global variable
(temporarily, I hope), but everything still seems to work.

Knock on wood.

svn-id: r10806
2003-10-15 06:40:31 +00:00

283 lines
6.9 KiB
C++

/* Copyright (C) 1994-2003 Revolution Software Ltd
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*/
#include "stdafx.h"
#include "bs2/driver/driver96.h"
#include "bs2/driver/d_draw.h"
#include "bs2/driver/render.h"
#include "bs2/driver/menu.h"
#include "bs2/sword2.h"
namespace Sword2 {
#define MAX_MOUSE_EVENTS 16
#define MOUSEFLASHFRAME 6
static uint8 mouseBacklog = 0;
static uint8 mouseLogPos = 0;
static _mouseEvent mouseLog[MAX_MOUSE_EVENTS];
void Display::resetRenderEngine(void) {
_parallaxScrollX = 0;
_parallaxScrollY = 0;
_scrollX = 0;
_scrollY = 0;
}
// --------------------------------------------------------------------------
// Logs the mouse button event passed in buttons. The button events are
// defined as RD_LEFTBUTTONDOWN, RD_LEFTBUTTONUP, RD_RIGHTBUTTONDOWN and
// RD_RIGHTBUTTONUP.
// --------------------------------------------------------------------------
void LogMouseEvent(uint16 buttons) {
_mouseEvent *me;
// We need to leave the one, which is the current event, alone!
if (mouseBacklog == MAX_MOUSE_EVENTS - 1)
return;
me = &mouseLog[(mouseBacklog + mouseLogPos) % MAX_MOUSE_EVENTS];
me->buttons = buttons;
mouseBacklog++;
}
// FIXME: The original code used 0 for transparency, while our backend uses
// 0xFF. That means that parts of the mouse cursor that weren't meant to be
// transparent may be now.
void Display::decompressMouse(uint8 *decomp, uint8 *comp, int width, int height, int pitch, int xOff, int yOff) {
int32 size = width * height;
int32 i = 0;
int x = 0;
int y = 0;
while (i < size) {
if (*comp > 183) {
decomp[(y + yOff) * pitch + x + xOff] = *comp++;
if (++x >= width) {
x = 0;
y++;
}
i++;
} else {
x += *comp;
while (x >= width) {
y++;
x -= width;
}
i += *comp++;
}
}
}
void Display::drawMouse(void) {
if (!_mouseAnim && !_luggageAnim)
return;
// When an object is used in the game, the mouse cursor should be a
// combination of a standard mouse cursor and a luggage cursor.
//
// However, judging by the original code luggage cursors can also
// appear on their own. I have no idea which cases though.
uint16 mouse_width = 0;
uint16 mouse_height = 0;
uint16 hotspot_x = 0;
uint16 hotspot_y = 0;
int deltaX = 0;
int deltaY = 0;
if (_mouseAnim) {
hotspot_x = _mouseAnim->xHotSpot;
hotspot_y = _mouseAnim->yHotSpot;
mouse_width = _mouseAnim->mousew;
mouse_height = _mouseAnim->mouseh;
}
if (_luggageAnim) {
if (!_mouseAnim) {
hotspot_x = _luggageAnim->xHotSpot;
hotspot_y = _luggageAnim->yHotSpot;
}
if (_luggageAnim->mousew > mouse_width)
mouse_width = _luggageAnim->mousew;
if (_luggageAnim->mouseh > mouse_height)
mouse_height = _luggageAnim->mouseh;
}
if (_mouseAnim && _luggageAnim) {
deltaX = _mouseAnim->xHotSpot - _luggageAnim->xHotSpot;
deltaY = _mouseAnim->yHotSpot - _luggageAnim->yHotSpot;
}
assert(deltaX >= 0);
assert(deltaY >= 0);
// HACK for maximum cursor size. (The SDL backend imposes this
// restriction)
if (mouse_width + deltaX > MAX_MOUSE_W)
deltaX = 80 - mouse_width;
if (mouse_height + deltaY > MAX_MOUSE_H)
deltaY = 80 - mouse_height;
mouse_width += deltaX;
mouse_height += deltaY;
if ((uint32) (mouse_width * mouse_height) > sizeof(_mouseData)) {
warning("Mouse cursor too large");
return;
}
memset(_mouseData, 0xFF, mouse_width * mouse_height);
if (_luggageAnim)
decompressMouse(_mouseData, (uint8 *) _luggageAnim + READ_LE_UINT32(_luggageOffset), _luggageAnim->mousew,
_luggageAnim->mouseh, mouse_width, deltaX, deltaY);
if (_mouseAnim)
decompressMouse(_mouseData, _mouseSprite, _mouseAnim->mousew, _mouseAnim->mouseh, mouse_width);
g_system->set_mouse_cursor(_mouseData, mouse_width, mouse_height, hotspot_x, hotspot_y);
}
/**
* Get the next pending mouse event.
* @return a pointer to the mouse event, or NULL of there is none
*/
_mouseEvent *MouseEvent(void) {
_mouseEvent *me;
if (mouseBacklog) {
me = &mouseLog[mouseLogPos];
if (++mouseLogPos == MAX_MOUSE_EVENTS)
mouseLogPos = 0;
mouseBacklog--;
return me;
}
return NULL;
}
uint8 CheckForMouseEvents(void) {
return mouseBacklog; // return the number of mouse events waiting
}
/**
* Animates the current mouse pointer
*/
int32 Display::animateMouse(void) {
uint8 prevMouseFrame = _mouseFrame;
if (!_mouseAnim)
return RDERR_UNKNOWN;
if (++_mouseFrame == _mouseAnim->noAnimFrames)
_mouseFrame = MOUSEFLASHFRAME;
_mouseSprite = (uint8 *) _mouseAnim + READ_LE_UINT32(_mouseOffsets + _mouseFrame);
if (_mouseFrame != prevMouseFrame)
drawMouse();
return RD_OK;
}
/**
* Sets the mouse cursor animation.
* @param ma a pointer to the animation data, or NULL to clear the current one
* @param size the size of the mouse animation data
* @param mouseFlash RDMOUSE_FLASH or RDMOUSE_NOFLASH, depending on whether
* or not there is a lead-in animation
*/
int32 Display::setMouseAnim(uint8 *ma, int32 size, int32 mouseFlash) {
if (_mouseAnim) {
free(_mouseAnim);
_mouseAnim = NULL;
}
if (ma) {
if (mouseFlash == RDMOUSE_FLASH)
_mouseFrame = 0;
else
_mouseFrame = MOUSEFLASHFRAME;
_mouseAnim = (struct _mouseAnim *) malloc(size);
if (!_mouseAnim)
return RDERR_OUTOFMEMORY;
memcpy((uint8 *) _mouseAnim, ma, size);
_mouseOffsets = (int32 *) ((uint8 *) _mouseAnim + sizeof(struct _mouseAnim));
animateMouse();
drawMouse();
g_system->show_mouse(true);
} else {
if (_luggageAnim)
drawMouse();
else
g_system->show_mouse(false);
}
return RD_OK;
}
/**
* Sets the "luggage" animation to accompany the mouse animation. Luggage
* sprites are of the same format as mouse sprites.
* @param ma a pointer to the animation data, or NULL to clear the current one
* @param size the size of the animation data
*/
int32 Display::setLuggageAnim(uint8 *ma, int32 size) {
if (_luggageAnim) {
free(_luggageAnim);
_luggageAnim = NULL;
}
if (ma) {
_luggageAnim = (struct _mouseAnim *) malloc(size);
if (!_luggageAnim)
return RDERR_OUTOFMEMORY;
memcpy((uint8 *) _luggageAnim, ma, size);
_luggageOffset = (int32 *) ((uint8 *) _luggageAnim + sizeof(struct _mouseAnim));
animateMouse();
drawMouse();
g_system->show_mouse(true);
} else {
if (_mouseAnim)
drawMouse();
else
g_system->show_mouse(false);
}
return RD_OK;
}
} // End of namespace Sword2