mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-11 11:45:21 +00:00
ada0a4c0b9
According to the manual, "You will be given a chance to change your mind" when clicking on the "Reset Series IQ button". I've never seen the original do that, but I like the idea so let's add it as an enhancement. (NB: Resetting the IQ score currently does not work properly.)
1900 lines
52 KiB
C++
1900 lines
52 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "common/system.h"
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#include "common/config-manager.h"
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#include "graphics/macgui/macwindowmanager.h"
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#include "scumm/scumm.h"
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#include "scumm/scumm_v4.h"
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#include "scumm/actor.h"
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#include "scumm/charset.h"
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#include "scumm/macgui/macgui_impl.h"
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#include "scumm/macgui/macgui_indy3.h"
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#include "scumm/sound.h"
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#include "scumm/verbs.h"
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namespace Scumm {
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// ===========================================================================
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// The Mac GUI for Indiana Jones and the Last Crusade, including the infamous
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// verb GUI.
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//
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// It's likely that the original interpreter used more hooks from the engine
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// into the GUI. In particular, the inventory script uses a variable that I
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// haven't been able to find in any of the early scripts of the game.
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//
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// But the design goal here is to keep things as simple as possible, even if
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// that means using brute force. So the GUI figures out which verbs are active
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// by scanning all the verbs, and which objects are in the inventory by
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// scanning all objects.
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//
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// We used to coerce the Mac verb GUI into something that looked like the
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// GUI from all other versions. This used a number of variables and hard-coded
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// verbs. The only thing still used of all this is variable 67, to keep track
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// of the inventory scroll position. The fake verbs are removed when loading
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// old savegames, but the variables are assumed to be harmless.
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// ===========================================================================
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#define WIDGET_TIMER_JIFFIES 12
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#define REPEAT_TIMER_JIFFIES 18
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// ---------------------------------------------------------------------------
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// The basic building block of the GUI is the Widget. It has a bounding box, a
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// timer, a couple of drawing primitives, etc.
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// ---------------------------------------------------------------------------
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ScummEngine *MacIndy3Gui::Widget::_vm = nullptr;
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Graphics::Surface *MacIndy3Gui::Widget::_surface = nullptr;
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MacIndy3Gui *MacIndy3Gui::Widget::_gui = nullptr;
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MacIndy3Gui::Widget::Widget(int x, int y, int width, int height) : MacGuiObject(Common::Rect(x, y, x + width, y + height), false) {
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}
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void MacIndy3Gui::Widget::reset() {
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clearTimer();
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_enabled = false;
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setRedraw(false);
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}
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void MacIndy3Gui::Widget::updateTimer(int delta) {
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if (hasTimer()) {
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if (delta > _timer)
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delta = _timer;
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_timer -= delta;
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if (_timer == 0)
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timeOut();
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}
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}
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void MacIndy3Gui::Widget::draw() {
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markScreenAsDirty(_bounds);
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_redraw = false;
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}
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void MacIndy3Gui::Widget::undraw() {
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fill(_bounds);
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markScreenAsDirty(_bounds);
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_redraw = false;
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}
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void MacIndy3Gui::Widget::markScreenAsDirty(Common::Rect r) const {
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_gui->markScreenAsDirty(r);
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}
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byte MacIndy3Gui::Widget::translateChar(byte c) const {
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if (c == '^')
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return 0xC9;
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return c;
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}
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void MacIndy3Gui::Widget::fill(Common::Rect r) {
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_gui->fill(r);
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}
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void MacIndy3Gui::Widget::drawBitmap(Common::Rect r, const uint16 *bitmap, Color color) const {
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_gui->drawBitmap(_surface, r, bitmap, color);
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}
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// The shadow box is the basic outline of the verb buttons and the inventory
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// widget. A slightly rounded rectangle with a shadow and a highlight.
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void MacIndy3Gui::Widget::drawShadowBox(Common::Rect r) const {
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_surface->hLine(r.left + 1, r.top, r.right - 3, kBlack);
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_surface->hLine(r.left + 1, r.bottom - 2, r.right - 3, kBlack);
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_surface->vLine(r.left, r.top + 1, r.bottom - 3, kBlack);
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_surface->vLine(r.right - 2, r.top + 1, r.bottom - 3, kBlack);
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_surface->hLine(r.left + 2, r.bottom - 1, r.right - 1, kBlack);
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_surface->vLine(r.right - 1, r.top + 2, r.bottom - 2, kBlack);
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_surface->hLine(r.left + 1, r.top + 1, r.right - 3, kWhite);
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_surface->vLine(r.left + 1, r.top + 2, r.bottom - 3, kWhite);
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}
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// The shadow frame is a rectangle with a highlight. It can be filled or
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// unfilled.
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void MacIndy3Gui::Widget::drawShadowFrame(Common::Rect r, Color shadowColor, Color fillColor) {
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_surface->hLine(r.left, r.top, r.right - 1, kBlack);
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_surface->hLine(r.left, r.bottom - 1, r.right - 1, kBlack);
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_surface->vLine(r.left, r.top + 1, r.bottom - 2, kBlack);
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_surface->vLine(r.right - 1, r.top + 1, r.bottom - 2, kBlack);
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_surface->hLine(r.left + 1, r.top + 1, r.right - 2, shadowColor);
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_surface->vLine(r.left + 1, r.top + 2, r.bottom - 2, shadowColor);
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if (fillColor != kTransparency) {
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Common::Rect fillRect(r.left + 2, r.top + 2, r.right - 1, r.bottom - 1);
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if (fillColor == kBackground)
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fill(fillRect);
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else
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_surface->fillRect(fillRect, fillColor);
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}
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}
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// ---------------------------------------------------------------------------
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// The VerbWidget is what the user interacts with. Each one is connected to a
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// verb id and slot. A VerbWidget can consist of several Widgets.
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// ---------------------------------------------------------------------------
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void MacIndy3Gui::VerbWidget::reset() {
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MacIndy3Gui::Widget::reset();
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_verbslot = -1;
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_visible = false;
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_kill = false;
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}
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void MacIndy3Gui::VerbWidget::updateVerb(int verbslot) {
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VerbSlot *vs = &_vm->_verbs[verbslot];
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bool enabled = (vs->curmode == 1);
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if (!_visible || _enabled != enabled)
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setRedraw(true);
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_verbslot = verbslot;
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_verbid = vs->verbid;
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_enabled = enabled;
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_kill = false;
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}
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void MacIndy3Gui::VerbWidget::draw() {
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Widget::draw();
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_visible = true;
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}
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void MacIndy3Gui::VerbWidget::undraw() {
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debug(1, "VerbWidget: Undrawing [%d]", _verbid);
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Widget::undraw();
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_visible = false;
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}
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// ---------------------------------------------------------------------------
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// The most common type of VerbWidget is the button, which is used for verbs
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// and conversation options.
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// ---------------------------------------------------------------------------
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MacIndy3Gui::Button::Button(int x, int y, int width, int height) : VerbWidget(x, y, width, height) {
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}
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void MacIndy3Gui::Button::reset() {
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MacIndy3Gui::VerbWidget::reset();
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_text.clear();
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}
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bool MacIndy3Gui::Button::handleEvent(Common::Event &event) {
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if (!_enabled || !_verbid)
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return false;
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VerbSlot *vs = &_vm->_verbs[_verbslot];
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if (vs->saveid)
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return false;
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bool caughtEvent = false;
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if (event.type == Common::EVENT_KEYDOWN) {
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if (!(event.kbd.flags & (Common::KBD_CTRL | Common::KBD_ALT | Common::KBD_META)) && event.kbd.keycode == vs->key)
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caughtEvent = true;
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} else if (event.type == Common::EVENT_LBUTTONDOWN) {
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if (_bounds.contains(event.mouse))
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caughtEvent = true;
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}
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// Events are handled at the end of the animation. This blatant attack
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// on speedrunners all over the world was done because that's what the
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// original seems to do, and it looks better. Based on tests in Mac
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// emulators, the speed of the animation depended on the speed of your
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// computer, so we just set something that looks good here.
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if (caughtEvent) {
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setRedraw(true);
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setTimer(WIDGET_TIMER_JIFFIES);
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}
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return caughtEvent;
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}
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void MacIndy3Gui::Button::timeOut() {
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if (_visible) {
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_vm->runInputScript(kVerbClickArea, _verbid, 1);
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setRedraw(true);
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}
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}
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void MacIndy3Gui::Button::updateVerb(int verbslot) {
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MacIndy3Gui::VerbWidget::updateVerb(verbslot);
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const byte *ptr = _vm->getResourceAddress(rtVerb, verbslot);
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byte buf[270];
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_vm->convertMessageToString(ptr, buf, sizeof(buf));
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if (_text != (char *)buf) {
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_text = (char *)buf;
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clearTimer();
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setRedraw(true);
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}
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}
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void MacIndy3Gui::Button::draw() {
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if (!getRedraw())
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return;
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debug(1, "Button: Drawing [%d] %s", _verbid, _text.c_str());
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MacIndy3Gui::VerbWidget::draw();
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fill(_bounds);
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if (!hasTimer()) {
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drawShadowBox(_bounds);
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} else {
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// I have only been able to capture a screenshot of the pressed
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// button in black and white, where the checkerboard background
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// makes it hard to see exactly which pixels should be drawn.
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// Basilisk II runs it too fast, and I haven't gotten Mini vMac
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// to run it in 16-color mode.
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//
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// All I can say for certain is that the upper left corner is
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// rounded while the lower right is not. I'm going to assume
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// that the shadow is always drawn, and the rest of the button
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// is just shifted down to the right. That would make the other
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// two corners rounded, so only the lower right one isn't.
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int x0 = _bounds.left + 1;
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int x1 = _bounds.right - 1;
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int y0 = _bounds.top + 1;
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int y1 = _bounds.bottom - 1;
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_surface->hLine(x0 + 1, y0, x1 - 1, kBlack);
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_surface->hLine(x0 + 1, y1, x1, kBlack);
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_surface->vLine(x0, y0 + 1, y1 - 1, kBlack);
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_surface->vLine(x1, y0 + 1, y1 - 1, kBlack);
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_surface->hLine(x0 + 1, y0 + 1, x1 - 1, kWhite);
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_surface->vLine(x0 + 1, y0 + 2, y1 - 1, kWhite);
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}
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// The text is drawn centered. Based on experimentation, I think the
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// width is always based on the outlined font, and the button shadow is
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// not counted as part of the button width.
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//
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// This gives us pixel perfect rendering for the English verbs.
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if (!_text.empty()) {
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const Graphics::Font *boldFont = _gui->getFont(kIndy3VerbFontBold);
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const Graphics::Font *outlineFont = _gui->getFont(kIndy3VerbFontOutline);
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int stringWidth = 0;
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for (uint i = 0; i < _text.size(); i++)
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stringWidth += outlineFont->getCharWidth(_text[i]);
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int x = (_bounds.left + (_bounds.width() - 1 - stringWidth) / 2) - 1;
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int y = _bounds.top + 2;
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Color color = _enabled ? kWhite : kBlack;
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if (hasTimer()) {
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x++;
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y++;
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}
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for (uint i = 0; i < _text.size() && x < _bounds.right; i++) {
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byte c = translateChar(_text[i]);
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if (x >= _bounds.left) {
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if (_enabled)
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outlineFont->drawChar(_surface, c, x, y, kBlack);
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boldFont->drawChar(_surface, c, x + 1, y, color);
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}
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x += boldFont->getCharWidth(c);
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}
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}
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}
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// ---------------------------------------------------------------------------
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// Unlike in the DOS version, where each inventory object shown on screen is
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// its own verb, in the Macintosh version the entire Inventory widget is one
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// single verb. It consists of the widget itself, the inventory slots, and
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// the scrollbar.
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// ---------------------------------------------------------------------------
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MacIndy3Gui::Inventory::Inventory(int x, int y, int width, int height) : MacIndy3Gui::VerbWidget(x, y, width, height) {
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x = _bounds.left + 6;
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y = _bounds.top + 6;
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// There are always six slots, no matter how many objects you are
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// carrying.
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//
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// Each slot is 12 pixels tall (as seen when they are highlighted),
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// which means they have to overlap slightly to fit. It is assumed
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// that this will never interfere with the text drawing.
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for (int i = 0; i < ARRAYSIZE(_slots); i++) {
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_slots[i] = new Slot(i, x, y, 128, 12);
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y += 11;
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}
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x = _bounds.right - 20;
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_scrollBar = new ScrollBar(x, _bounds.top + 19, 16, 40);
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_scrollButtons[0] = new ScrollButton(x, _bounds.top + 4, 16, 16, kScrollUp);
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_scrollButtons[1] = new ScrollButton(x, _bounds.bottom - 20, 16, 16, kScrollDown);
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}
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MacIndy3Gui::Inventory::~Inventory() {
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for (int i = 0; i < ARRAYSIZE(_slots); i++)
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delete _slots[i];
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delete _scrollBar;
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for (int i = 0; i < ARRAYSIZE(_scrollButtons); i++)
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delete _scrollButtons[i];
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}
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void MacIndy3Gui::Inventory::reset() {
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MacIndy3Gui::VerbWidget::reset();
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for (int i = 0; i < ARRAYSIZE(_slots); i++)
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_slots[i]->reset();
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_scrollBar->reset();
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for (int i = 0; i < ARRAYSIZE(_scrollButtons); i++)
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_scrollButtons[i]->reset();
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}
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void MacIndy3Gui::Inventory::setRedraw(bool redraw) {
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MacIndy3Gui::Widget::setRedraw(redraw);
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for (int i = 0; i < ARRAYSIZE(_slots); i++)
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_slots[i]->setRedraw(redraw);
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_scrollBar->setRedraw(redraw);
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for (int i = 0; i < ARRAYSIZE(_scrollButtons); i++)
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_scrollButtons[i]->setRedraw(redraw);
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}
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bool MacIndy3Gui::Inventory::handleEvent(Common::Event &event) {
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if (!_enabled || !_verbid)
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return false;
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if (_vm->enhancementEnabled(kEnhUIUX)) {
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if ((event.type == Common::EVENT_WHEELUP || event.type == Common::EVENT_WHEELDOWN) && _bounds.contains(event.mouse.x, event.mouse.y)) {
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if (event.type == Common::EVENT_WHEELUP) {
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_scrollBar->scroll(kScrollUp);
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} else {
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_scrollBar->scroll(kScrollDown);
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}
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return true;
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}
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}
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if (event.type != Common::EVENT_LBUTTONDOWN)
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return false;
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for (int i = 0; i < ARRAYSIZE(_slots); i++) {
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if (_slots[i]->handleEvent(event))
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return true;
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}
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for (int i = 0; i < ARRAYSIZE(_scrollButtons); i++) {
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ScrollButton *b = _scrollButtons[i];
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// Scrolling is done by one object at a time, though you can
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// hold down the mouse button to repeat.
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if (b->handleEvent(event)) {
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_scrollBar->scroll(b->_direction);
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return true;
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}
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}
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if (_scrollBar->handleEvent(event))
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return true;
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return false;
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}
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bool MacIndy3Gui::Inventory::handleMouseHeld(Common::Point &pressed, Common::Point &held) {
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if (!_enabled || !_verbid)
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return false;
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for (int i = 0; i < ARRAYSIZE(_slots); i++) {
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if (_slots[i]->handleMouseHeld(pressed, held))
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return true;
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}
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for (int i = 0; i < ARRAYSIZE(_scrollButtons); i++) {
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ScrollButton *b = _scrollButtons[i];
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if (b->handleMouseHeld(pressed, held)) {
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_scrollBar->scroll(b->_direction);
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return true;
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}
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}
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// It would be possible to handle dragging the scrollbar handle, but
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// the original didn't.
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if (_scrollBar->handleMouseHeld(pressed, held))
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return true;
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return false;
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}
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void MacIndy3Gui::Inventory::updateTimer(int delta) {
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Widget::updateTimer(delta);
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for (int i = 0; i < ARRAYSIZE(_slots); i++)
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_slots[i]->updateTimer(delta);
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_scrollBar->updateTimer(delta);
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for (int i = 0; i < ARRAYSIZE(_scrollButtons); i++)
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_scrollButtons[i]->updateTimer(delta);
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}
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void MacIndy3Gui::Inventory::updateVerb(int verbslot) {
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MacIndy3Gui::VerbWidget::updateVerb(verbslot);
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int owner = _vm->VAR(_vm->VAR_EGO);
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int invCount = _vm->getInventoryCount(owner);
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int invOffset = _gui->getInventoryScrollOffset();
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int numSlots = ARRAYSIZE(_slots);
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// The scroll offset must be non-negative and if there are numSlots or
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// less objects in the inventory, the inventory is fixed in the top
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// position.
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if (invOffset < 0 || invCount <= numSlots)
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invOffset = 0;
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// If there are more than numSlots objects in the inventory, clamp the
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// scroll offset so that the inventory does not go past the last
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|
// numSlots objets.
|
|
|
|
if (invCount > numSlots && invOffset > invCount - numSlots)
|
|
invOffset = invCount - numSlots;
|
|
|
|
_scrollButtons[0]->setEnabled(invOffset > 0);
|
|
_scrollButtons[1]->setEnabled(invCount > numSlots && invOffset < invCount - numSlots);
|
|
|
|
_scrollBar->setEnabled(invCount > numSlots);
|
|
_scrollBar->setInventoryParameters(invCount, invOffset);
|
|
|
|
_gui->setInventoryScrollOffset(invOffset);
|
|
|
|
int invSlot = 0;
|
|
|
|
// Assign the objects to the inventory slots
|
|
|
|
for (int i = 0; i < _vm->_numInventory && invSlot < numSlots; i++) {
|
|
int obj = _vm->_inventory[i];
|
|
if (obj && _vm->getOwner(obj) == owner) {
|
|
if (--invOffset < 0) {
|
|
_slots[invSlot]->setObject(obj);
|
|
invSlot++;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Clear the remaining slots
|
|
|
|
for (int i = invSlot; i < numSlots; i++)
|
|
_slots[i]->clearObject();
|
|
}
|
|
|
|
void MacIndy3Gui::Inventory::draw() {
|
|
if (getRedraw()) {
|
|
debug(1, "Inventory: Drawing [%d]", _verbid);
|
|
|
|
MacIndy3Gui::VerbWidget::draw();
|
|
|
|
drawShadowBox(_bounds);
|
|
drawShadowFrame(Common::Rect(_bounds.left + 4, _bounds.top + 4, _bounds.right - 22, _bounds.bottom - 4), kBlack, kWhite);
|
|
|
|
const uint16 upArrow[] = {
|
|
0x0000, 0x0000, 0x0000, 0x0080,
|
|
0x0140, 0x0220, 0x0410, 0x0808,
|
|
0x1C1C, 0x0410, 0x0410, 0x0410,
|
|
0x07F0, 0x0000, 0x0000, 0x0000
|
|
};
|
|
|
|
const uint16 downArrow[] = {
|
|
0x0000, 0x0000, 0x0000, 0x0000,
|
|
0x07F0, 0x0410, 0x0410, 0x0410,
|
|
0x1C1C, 0x0808, 0x0410, 0x0220,
|
|
0x0140, 0x0080, 0x0000, 0x0000
|
|
};
|
|
|
|
for (int i = 0; i < ARRAYSIZE(_scrollButtons); i++) {
|
|
ScrollButton *s = _scrollButtons[i];
|
|
const uint16 *arrow = (s->_direction == kScrollUp) ? upArrow : downArrow;
|
|
|
|
drawShadowFrame(s->getBounds(), kWhite, kTransparency);
|
|
drawBitmap(s->getBounds(), arrow, kBlack);
|
|
s->draw();
|
|
}
|
|
}
|
|
|
|
// Since the inventory slots overlap, draw the highlighted ones (and
|
|
// there should really only be one at a time) last.
|
|
|
|
for (int i = 0; i < ARRAYSIZE(_slots); i++) {
|
|
if (!_slots[i]->hasTimer())
|
|
_slots[i]->draw();
|
|
}
|
|
|
|
for (int i = 0; i < ARRAYSIZE(_slots); i++) {
|
|
if (_slots[i]->hasTimer())
|
|
_slots[i]->draw();
|
|
}
|
|
|
|
_scrollBar->draw();
|
|
|
|
for (int i = 0; i < ARRAYSIZE(_scrollButtons); i++)
|
|
_scrollButtons[i]->draw();
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------
|
|
// Inventory::Slot is a widget for a single inventory object.
|
|
// ---------------------------------------------------------------------------
|
|
|
|
MacIndy3Gui::Inventory::Slot::Slot(int slot, int x, int y, int width, int height) : MacIndy3Gui::Widget(x, y, width, height) {
|
|
_slot = slot;
|
|
}
|
|
|
|
void MacIndy3Gui::Inventory::Slot::reset() {
|
|
Widget::reset();
|
|
clearName();
|
|
clearObject();
|
|
}
|
|
|
|
void MacIndy3Gui::Inventory::Slot::clearObject() {
|
|
_obj = -1;
|
|
setEnabled(false);
|
|
|
|
if (hasName()) {
|
|
clearName();
|
|
setRedraw(true);
|
|
}
|
|
}
|
|
|
|
void MacIndy3Gui::Inventory::Slot::setObject(int obj) {
|
|
_obj = obj;
|
|
|
|
const byte *ptr = _vm->getObjOrActorName(obj);
|
|
|
|
if (ptr) {
|
|
byte buf[270];
|
|
_vm->convertMessageToString(ptr, buf, sizeof(buf));
|
|
|
|
if (_name != (const char *)buf) {
|
|
setEnabled(true);
|
|
_name = (const char *)buf;
|
|
clearTimer();
|
|
setRedraw(true);
|
|
}
|
|
} else if (hasName()) {
|
|
setEnabled(false);
|
|
clearName();
|
|
clearTimer();
|
|
setRedraw(true);
|
|
}
|
|
}
|
|
|
|
bool MacIndy3Gui::Inventory::Slot::handleEvent(Common::Event &event) {
|
|
if (!_enabled || event.type != Common::EVENT_LBUTTONDOWN)
|
|
return false;
|
|
|
|
if (_bounds.contains(event.mouse)) {
|
|
setRedraw(true);
|
|
if (hasTimer())
|
|
timeOut();
|
|
setTimer(WIDGET_TIMER_JIFFIES);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void MacIndy3Gui::Inventory::Slot::timeOut() {
|
|
_vm->runInputScript(kInventoryClickArea, getObject(), 1);
|
|
setRedraw(true);
|
|
}
|
|
|
|
void MacIndy3Gui::Inventory::Slot::draw() {
|
|
if (!getRedraw())
|
|
return;
|
|
|
|
debug(1, "Inventory::Slot: Drawing [%d] %s", _slot, _name.c_str());
|
|
|
|
Widget::draw();
|
|
|
|
Color fg, bg;
|
|
|
|
if (hasTimer()) {
|
|
fg = kWhite;
|
|
bg = kBlack;
|
|
} else {
|
|
fg = kBlack;
|
|
bg = kWhite;
|
|
}
|
|
|
|
_surface->fillRect(_bounds, bg);
|
|
|
|
if (hasName()) {
|
|
const Graphics::Font *font = _gui->getFont(kIndy3VerbFontRegular);
|
|
|
|
int y = _bounds.top - 1;
|
|
int x = _bounds.left + 4;
|
|
|
|
for (uint i = 0; i < _name.size() && x < _bounds.right; i++) {
|
|
byte c = translateChar(_name[i]);
|
|
|
|
font->drawChar(_surface, c, x, y, fg);
|
|
x += font->getCharWidth(c);
|
|
}
|
|
}
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------
|
|
// Inventory::ScrollBar is the slider which shows if the inventory contains
|
|
// more objects than are visible on screen.
|
|
// ---------------------------------------------------------------------------
|
|
|
|
// NB: This class makes several references to ARRAYSIZE(_slots), but accessing
|
|
// members of the enclosing class like that should be ok in C++11.
|
|
|
|
MacIndy3Gui::Inventory::ScrollBar::ScrollBar(int x, int y, int width, int height) : MacIndy3Gui::Widget(x, y, width, height) {
|
|
}
|
|
|
|
bool MacIndy3Gui::Inventory::ScrollBar::handleEvent(Common::Event &event) {
|
|
if (!_enabled || event.type != Common::EVENT_LBUTTONDOWN)
|
|
return false;
|
|
|
|
// Clicking on the scrollbar scrolls it to the top or the bottom, not
|
|
// one page as one might suspect. Though you're rarely carrying enough
|
|
// objects for this to make a difference.
|
|
//
|
|
// The direction depends on if you click above or below the handle.
|
|
// Clicking on the handle also works, though the behavior strikes me
|
|
// as a bit unintuitive. If you click on Y coordinate pos + 5, nothing
|
|
// happens at all.
|
|
|
|
if (_bounds.contains(event.mouse)) {
|
|
int pos = _bounds.top + getHandlePosition();
|
|
|
|
if (event.mouse.y <= pos + 4)
|
|
_invOffset = 0;
|
|
else if (event.mouse.y >= pos + 6)
|
|
_invOffset = _invCount - ARRAYSIZE(_slots);
|
|
|
|
_gui->setInventoryScrollOffset(_invOffset);
|
|
setRedraw(true);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void MacIndy3Gui::Inventory::ScrollBar::setInventoryParameters(int invCount, int invOffset) {
|
|
if (invOffset != _invOffset)
|
|
setRedraw(true);
|
|
|
|
if (invCount != _invCount && _invCount >= ARRAYSIZE(_slots))
|
|
setRedraw(true);
|
|
|
|
_invCount = invCount;
|
|
_invOffset = invOffset;
|
|
}
|
|
|
|
void MacIndy3Gui::Inventory::ScrollBar::scroll(ScrollDirection dir) {
|
|
int newOffset = _invOffset;
|
|
int maxOffset = _invCount - ARRAYSIZE(_slots);
|
|
|
|
if (dir == kScrollUp)
|
|
newOffset--;
|
|
else
|
|
newOffset++;
|
|
|
|
if (newOffset < 0)
|
|
newOffset = 0;
|
|
else if (newOffset > maxOffset)
|
|
newOffset = maxOffset;
|
|
|
|
if (newOffset != _invOffset) {
|
|
_invOffset = newOffset;
|
|
_gui->setInventoryScrollOffset(_invOffset);
|
|
setRedraw(true);
|
|
}
|
|
}
|
|
|
|
int MacIndy3Gui::Inventory::ScrollBar::getHandlePosition() {
|
|
if (_invOffset == 0)
|
|
return 0;
|
|
|
|
// Hopefully this matches the original scroll handle position.
|
|
|
|
int maxPos = _bounds.height() - 8;
|
|
int maxOffset = _invCount - ARRAYSIZE(_slots);
|
|
|
|
if (_invOffset >= maxOffset)
|
|
return maxPos;
|
|
|
|
return maxPos * _invOffset / maxOffset;
|
|
}
|
|
|
|
void MacIndy3Gui::Inventory::ScrollBar::reset() {
|
|
MacIndy3Gui::Widget::reset();
|
|
_invCount = 0;
|
|
_invOffset = 0;
|
|
}
|
|
|
|
void MacIndy3Gui::Inventory::ScrollBar::draw() {
|
|
if (!getRedraw())
|
|
return;
|
|
|
|
debug(1, "Inventory::Scrollbar: Drawing");
|
|
|
|
Widget::draw();
|
|
drawShadowFrame(_bounds, kBlack, kBackground);
|
|
|
|
// The scrollbar handle is only drawn when there are enough inventory
|
|
// objects to scroll.
|
|
|
|
if (_enabled) {
|
|
debug(1, "Inventory::Scrollbar: Drawing handle");
|
|
|
|
int y = _bounds.top + getHandlePosition();
|
|
|
|
// The height of the scrollbar handle never changes, regardless
|
|
// of how many items you are carrying.
|
|
drawShadowFrame(Common::Rect(_bounds.left, y, _bounds.right, y + 8), kWhite, kTransparency);
|
|
}
|
|
|
|
setRedraw(false);
|
|
markScreenAsDirty(_bounds);
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------
|
|
// Inventory::ScrollButton is the buttons used to scroll the inventory up and
|
|
// down. They're only responsible for drawing the filled part of the arrow,
|
|
// since the rest of the buttons are drawn by the Inventory widget itself.
|
|
// ---------------------------------------------------------------------------
|
|
|
|
MacIndy3Gui::Inventory::ScrollButton::ScrollButton(int x, int y, int width, int height, ScrollDirection direction) : MacIndy3Gui::Widget(x, y, width, height) {
|
|
_direction = direction;
|
|
}
|
|
|
|
bool MacIndy3Gui::Inventory::ScrollButton::handleEvent(Common::Event &event) {
|
|
if (!_enabled || event.type != Common::EVENT_LBUTTONDOWN)
|
|
return false;
|
|
|
|
if (_bounds.contains(event.mouse)) {
|
|
setRedraw(true);
|
|
setTimer(WIDGET_TIMER_JIFFIES);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool MacIndy3Gui::Inventory::ScrollButton::handleMouseHeld(Common::Point &pressed, Common::Point &held) {
|
|
if (!_enabled)
|
|
return false;
|
|
|
|
// The scroll button doesn't care if the mouse has moved outside while
|
|
// being held.
|
|
|
|
return _bounds.contains(pressed);
|
|
}
|
|
|
|
void MacIndy3Gui::Inventory::ScrollButton::timeOut() {
|
|
// Nothing happens, but the button changes state.
|
|
setRedraw(true);
|
|
}
|
|
|
|
void MacIndy3Gui::Inventory::ScrollButton::draw() {
|
|
if (!getRedraw())
|
|
return;
|
|
|
|
debug(1, "Inventory::ScrollButton: Drawing [%d]", _direction);
|
|
|
|
Widget::draw();
|
|
|
|
const uint16 upArrow[] = {
|
|
0x0000, 0x0000, 0x0000, 0x0000,
|
|
0x0080, 0x01C0, 0x03E0, 0x07F0,
|
|
0x03E0, 0x03E0, 0x03E0, 0x03E0,
|
|
0x0000, 0x0000, 0x0000, 0x0000
|
|
};
|
|
|
|
const uint16 downArrow[] = {
|
|
0x0000, 0x0000, 0x0000, 0x0000,
|
|
0x0000, 0x03E0, 0x03E0, 0x03E0,
|
|
0x03E0, 0x07F0, 0x03E0, 0x01C0,
|
|
0x0080, 0x0000, 0x0000, 0x0000
|
|
};
|
|
|
|
const uint16 *arrow = (_direction == kScrollUp) ? upArrow : downArrow;
|
|
Color color = hasTimer() ? kBlack : kWhite;
|
|
|
|
drawBitmap(_bounds, arrow, color);
|
|
|
|
setRedraw(false);
|
|
markScreenAsDirty(_bounds);
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------
|
|
// The MacIndy3Gui class ties the whole thing together, mostly by delegating
|
|
// the work to the individual widgets.
|
|
// ---------------------------------------------------------------------------
|
|
|
|
MacIndy3Gui::MacIndy3Gui(ScummEngine *vm, const Common::Path &resourceFile) :
|
|
MacGuiImpl(vm, resourceFile), _visible(false) {
|
|
|
|
Common::Rect verbGuiArea(640, 112);
|
|
verbGuiArea.translate(0, 288 + 2 * _vm->_screenDrawOffset);
|
|
|
|
_verbGuiTop = verbGuiArea.top;
|
|
_verbGuiSurface = _surface->getSubArea(verbGuiArea);
|
|
|
|
// There is one widget for every verb in the game. Verbs include the
|
|
// inventory widget and conversation options.
|
|
|
|
Widget::_vm = _vm;
|
|
Widget::_surface = &_verbGuiSurface;
|
|
Widget::_gui = this;
|
|
|
|
_widgets[ 1] = new Button(137, 24, 68, 18); // Open
|
|
_widgets[ 2] = new Button(137, 44, 68, 18); // Close
|
|
_widgets[ 3] = new Button( 67, 64, 68, 18); // Give
|
|
_widgets[ 4] = new Button(277, 44, 68, 18); // Turn on
|
|
_widgets[ 5] = new Button(277, 64, 68, 18); // Turn off
|
|
_widgets[ 6] = new Button( 67, 24, 68, 18); // Push
|
|
_widgets[ 7] = new Button( 67, 44, 68, 18); // Pull
|
|
_widgets[ 8] = new Button(277, 24, 68, 18); // Use
|
|
_widgets[ 9] = new Button(137, 64, 68, 18); // Look at
|
|
_widgets[ 10] = new Button(207, 24, 68, 18); // Walk to
|
|
_widgets[ 11] = new Button(207, 44, 68, 18); // Pick up
|
|
_widgets[ 12] = new Button(207, 64, 68, 18); // What is
|
|
_widgets[ 13] = new Button(347, 24, 68, 18); // Talk
|
|
_widgets[ 14] = new Button( 97, 24, 121, 18); // Never mind.
|
|
_widgets[ 32] = new Button(347, 44, 68, 18); // Travel
|
|
_widgets[ 33] = new Button(347, 64, 68, 18); // To Indy
|
|
_widgets[ 34] = new Button(347, 64, 68, 18); // To Henry
|
|
_widgets[ 90] = new Button( 67, 4, 507, 18); // Travel 1
|
|
_widgets[ 91] = new Button( 67, 24, 507, 18); // Travel 2
|
|
_widgets[ 92] = new Button( 67, 44, 507, 18); // Travel 3
|
|
_widgets[100] = new Button( 67, 4, 348, 18); // Sentence
|
|
_widgets[101] = new Inventory(417, 4, 157, 78);
|
|
_widgets[119] = new Button(324, 24, 91, 18); // Take this:
|
|
_widgets[120] = new Button( 67, 4, 507, 18); // Converse 1
|
|
_widgets[121] = new Button( 67, 24, 507, 18); // Converse 2
|
|
_widgets[122] = new Button( 67, 44, 507, 18); // Converse 3
|
|
_widgets[123] = new Button( 67, 64, 507, 18); // Converse 4
|
|
_widgets[124] = new Button( 67, 64, 151, 18); // Converse 5
|
|
_widgets[125] = new Button(423, 64, 151, 18); // Converse 6
|
|
|
|
for (auto &it: _widgets)
|
|
it._value->setVerbid(it._key);
|
|
|
|
_dirtyRects.clear();
|
|
_textArea.create(448, 47, Graphics::PixelFormat::createFormatCLUT8());
|
|
}
|
|
|
|
MacIndy3Gui::~MacIndy3Gui() {
|
|
for (auto &it: _widgets)
|
|
delete it._value;
|
|
_textArea.free();
|
|
}
|
|
|
|
void MacIndy3Gui::setupCursor(int &width, int &height, int &hotspotX, int &hotspotY, int &animate) {
|
|
const byte buf[15 * 15] = {
|
|
3, 3, 3, 3, 3, 3, 0, 1, 0, 3, 3, 3, 3, 3, 3,
|
|
3, 3, 3, 3, 3, 3, 0, 1, 0, 3, 3, 3, 3, 3, 3,
|
|
3, 3, 3, 3, 3, 3, 0, 1, 0, 3, 3, 3, 3, 3, 3,
|
|
3, 3, 3, 3, 3, 3, 0, 1, 0, 3, 3, 3, 3, 3, 3,
|
|
3, 3, 3, 3, 3, 3, 0, 1, 0, 3, 3, 3, 3, 3, 3,
|
|
3, 3, 3, 3, 3, 3, 0, 1, 0, 3, 3, 3, 3, 3, 3,
|
|
0, 0, 0, 0, 0, 0, 3, 0, 3, 0, 0, 0, 0, 0, 0,
|
|
1, 1, 1, 1, 1, 1, 0, 3, 0, 1, 1, 1, 1, 1, 1,
|
|
0, 0, 0, 0, 0, 0, 3, 0, 3, 0, 0, 0, 0, 0, 0,
|
|
3, 3, 3, 3, 3, 3, 0, 1, 0, 3, 3, 3, 3, 3, 3,
|
|
3, 3, 3, 3, 3, 3, 0, 1, 0, 3, 3, 3, 3, 3, 3,
|
|
3, 3, 3, 3, 3, 3, 0, 1, 0, 3, 3, 3, 3, 3, 3,
|
|
3, 3, 3, 3, 3, 3, 0, 1, 0, 3, 3, 3, 3, 3, 3,
|
|
3, 3, 3, 3, 3, 3, 0, 1, 0, 3, 3, 3, 3, 3, 3,
|
|
3, 3, 3, 3, 3, 3, 0, 1, 0, 3, 3, 3, 3, 3, 3
|
|
};
|
|
|
|
width = height = 15;
|
|
hotspotX = hotspotY = 7;
|
|
animate = 0;
|
|
|
|
_windowManager->replaceCustomCursor(buf, width, height, hotspotX, hotspotY, 3);
|
|
}
|
|
|
|
const Graphics::Font *MacIndy3Gui::getFontByScummId(int32 id) {
|
|
// The game seems to use font 0 most of the time, but during the intro
|
|
// it switches to font 1 to print "BARNETT COLLEGE,", "NEW YORK," and
|
|
// "1938". By the look of it, these map to the same font.
|
|
//
|
|
// This is different from the DOS version, where font 1 is bolder.
|
|
switch (id) {
|
|
case 0:
|
|
case 1:
|
|
return getFont(kIndy3FontMedium);
|
|
|
|
default:
|
|
error("MacIndy3Gui::getFontByScummId: Invalid font id %d", id);
|
|
}
|
|
}
|
|
|
|
bool MacIndy3Gui::getFontParams(FontId fontId, int &id, int &size, int &slant) const {
|
|
if (MacGuiImpl::getFontParams(fontId, id, size, slant))
|
|
return true;
|
|
|
|
// Indy 3 provides an "Indy" font in two sizes, 9 and 12, which are
|
|
// used for the text boxes. The smaller font can be used for a
|
|
// headline. The rest of the Indy 3 verb GUI uses Geneva.
|
|
|
|
switch (fontId) {
|
|
case kIndy3FontSmall:
|
|
id = _gameFontId;
|
|
size = 9;
|
|
slant = Graphics::kMacFontRegular;
|
|
return true;
|
|
|
|
case kIndy3FontMedium:
|
|
id = _gameFontId;
|
|
size = 12;
|
|
slant = Graphics::kMacFontRegular;
|
|
return true;
|
|
|
|
case kIndy3VerbFontRegular:
|
|
id = Graphics::kMacFontGeneva;
|
|
size = 9;
|
|
slant = Graphics::kMacFontRegular;
|
|
return true;
|
|
|
|
case kIndy3VerbFontBold:
|
|
id = Graphics::kMacFontGeneva;
|
|
size = 9;
|
|
slant = Graphics::kMacFontBold;
|
|
return true;
|
|
|
|
case kIndy3VerbFontOutline:
|
|
id = Graphics::kMacFontGeneva;
|
|
size = 9;
|
|
slant = Graphics::kMacFontBold | Graphics::kMacFontOutline | Graphics::kMacFontCondense;
|
|
return true;
|
|
|
|
default:
|
|
error("MacIndy3Gui: getFontParams: Unknown font id %d", (int)fontId);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void MacIndy3Gui::initTextAreaForActor(Actor *a, byte color) {
|
|
int width = _textArea.w;
|
|
int height = _textArea.h;
|
|
|
|
_textArea.fillRect(Common::Rect(width, height), kBlack);
|
|
|
|
int nameWidth = 0;
|
|
|
|
if (a) {
|
|
const Graphics::Font *font = getFont(kIndy3FontSmall);
|
|
|
|
const char *name = (const char *)a->getActorName();
|
|
int charX = 25;
|
|
|
|
if (_vm->_renderMode == Common::kRenderMacintoshBW)
|
|
color = kWhite;
|
|
|
|
for (int i = 0; name[i] && nameWidth < width - 50; i++) {
|
|
font->drawChar(&_textArea, name[i], charX, 0, color);
|
|
nameWidth += font->getCharWidth(name[i]);
|
|
charX += font->getCharWidth(name[i]);
|
|
}
|
|
|
|
font->drawChar(&_textArea, ':', charX, 0, color);
|
|
}
|
|
|
|
if (nameWidth) {
|
|
_textArea.hLine(2, 3, 20, 15);
|
|
_textArea.hLine(32 + nameWidth, 3, width - 3, 15);
|
|
} else
|
|
_textArea.hLine(2, 3, width - 3, 15);
|
|
|
|
_textArea.vLine(1, 4, height - 3, 15);
|
|
_textArea.vLine(width - 2, 4, height - 3, 15);
|
|
_textArea.hLine(2, height - 2, width - 3, 15);
|
|
}
|
|
|
|
void MacIndy3Gui::printCharToTextArea(int chr, int x, int y, int color) {
|
|
// In black and white mode, all text is white. Text is never disabled.
|
|
if (_vm->_renderMode == Common::kRenderMacintoshBW)
|
|
color = 15;
|
|
|
|
// Since we're working with unscaled coordinates most of the time, the
|
|
// lines of the text box weren't spaced quite as much as in the
|
|
// original. I thought no one would notice, but I was wrong. This is
|
|
// the best way I can think of to fix that.
|
|
|
|
if (y > 0)
|
|
y = 17;
|
|
|
|
const Graphics::Font *font = getFont(kIndy3FontMedium);
|
|
|
|
font->drawChar(&_textArea, chr, x + 5, y + 11, color);
|
|
}
|
|
|
|
bool MacIndy3Gui::handleMenu(int id, Common::String &name) {
|
|
if (MacGuiImpl::handleMenu(id, name))
|
|
return true;
|
|
|
|
Common::StringArray substitutions;
|
|
|
|
switch (id) {
|
|
case 204: // IQ Points
|
|
runIqPointsDialog();
|
|
break;
|
|
|
|
case 205: // Options
|
|
runOptionsDialog();
|
|
break;
|
|
|
|
case 206: // Quit
|
|
if (runQuitDialog())
|
|
_vm->quitGame();
|
|
break;
|
|
|
|
default:
|
|
debug("MacIndy3Gui::handleMenu: Unknown menu command: %d", id);
|
|
break;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void MacIndy3Gui::runAboutDialog() {
|
|
// The About window is not a a dialog resource. Its size appears to be
|
|
// hard-coded (416x166), and it's drawn centered. The graphics are in
|
|
// PICT 2000.
|
|
|
|
int width = 416;
|
|
int height = 166;
|
|
int x = (640 - width) / 2;
|
|
int y = (400 - height) / 2;
|
|
|
|
Common::Rect bounds(x, y, x + width, y + height);
|
|
MacDialogWindow *window = createWindow(bounds);
|
|
Graphics::Surface *pict = loadPict(2000);
|
|
|
|
// For the background of the sprites to match the background of the
|
|
// window, we have to move them at multiples of 4 pixels each step. We
|
|
// cut out enough of the background so that each time they are drawn,
|
|
// the visible remains of the previous frame is overdrawn.
|
|
|
|
Graphics::Surface train = pict->getSubArea(Common::Rect(249, 93));
|
|
|
|
Graphics::Surface trolley[3];
|
|
|
|
for (int i = 0; i < 3; i++)
|
|
trolley[i] = pict->getSubArea(Common::Rect(251 + 92 * i, 38, 335 + 92 * i, 93));
|
|
|
|
clearAboutDialog(window);
|
|
window->show();
|
|
|
|
Graphics::Surface *s = window->innerSurface();
|
|
Common::Rect clipRect(2, 2, s->w - 4, s->h - 4);
|
|
|
|
Common::Rect r1(22, 6, 382, 102);
|
|
Common::Rect r2(22, 6, 382, 70);
|
|
|
|
// Judging by recordings of Basilisk II, the internal frame rate is
|
|
// 10 fps.
|
|
|
|
int scene = 0;
|
|
DelayStatus status = kDelayDone;
|
|
|
|
int trainX = -2;
|
|
int trolleyX = width + 1;
|
|
int trolleyFrame = 1;
|
|
int trolleyFrameDelta = 1;
|
|
int trolleyWaitFrames = 20; // ~2 seconds
|
|
int waitFrames = 0;
|
|
|
|
// TODO: These strings are part of the STRS resource, but I don't know
|
|
// how to safely read them from there yet. So hard-coded it is for now.
|
|
|
|
const TextLine page1[] = {
|
|
{ 0, 4, kStyleHeader, Graphics::kTextAlignCenter, "Indiana Jones and the Last Crusade" },
|
|
{ 0, 22, kStyleBold, Graphics::kTextAlignCenter, "The Graphic Adventure" },
|
|
{ 0, 49, kStyleBold, Graphics::kTextAlignCenter, "Mac 1.7 8/17/90, Interpreter version 5.1.6" },
|
|
{ 1, 82, kStyleRegular, Graphics::kTextAlignCenter, "TM & \xA9 1990 LucasArts Entertainment Company. All rights reserved." },
|
|
TEXT_END_MARKER
|
|
};
|
|
|
|
const TextLine page2[] = {
|
|
{ 1, 7, kStyleBold, Graphics::kTextAlignCenter, "Macintosh version by" },
|
|
{ 70, 21, kStyleHeader, Graphics::kTextAlignLeft, "Eric Johnston" },
|
|
{ 194, 32, kStyleBold, Graphics::kTextAlignLeft, "and" },
|
|
{ 216, 41, kStyleHeader, Graphics::kTextAlignLeft, "Dan Filner" },
|
|
TEXT_END_MARKER
|
|
};
|
|
|
|
const TextLine page3[] = {
|
|
{ 1, 7, kStyleBold, Graphics::kTextAlignCenter, "Macintosh scripting by" },
|
|
{ 75, 21, kStyleHeader, Graphics::kTextAlignLeft, "Ron Baldwin" },
|
|
{ 186, 32, kStyleBold, Graphics::kTextAlignLeft, "and" },
|
|
{ 214, 41, kStyleHeader, Graphics::kTextAlignLeft, "David Fox" },
|
|
TEXT_END_MARKER
|
|
};
|
|
|
|
const TextLine page4[] = {
|
|
{ 1, 7, kStyleBold, Graphics::kTextAlignCenter, "Designed and scripted by" },
|
|
{ 77, 24, kStyleHeader, Graphics::kTextAlignLeft, "Noah Falstein" },
|
|
{ 134, 44, kStyleHeader, Graphics::kTextAlignLeft, "David Fox" },
|
|
{ 167, 64, kStyleHeader, Graphics::kTextAlignLeft, "Ron Gilbert" },
|
|
TEXT_END_MARKER
|
|
};
|
|
|
|
const TextLine page5[] = {
|
|
{ 1, 7, kStyleBold, Graphics::kTextAlignCenter, "SCUMM Story System" },
|
|
{ 1, 17, kStyleBold, Graphics::kTextAlignCenter, "created by" },
|
|
{ 107, 36, kStyleHeader, Graphics::kTextAlignLeft, "Ron Gilbert" },
|
|
{ 170, 52, kStyleBold, Graphics::kTextAlignLeft, "and" },
|
|
{ 132, 66, kStyleHeader, Graphics::kTextAlignLeft, "Aric Wilmunder" },
|
|
TEXT_END_MARKER
|
|
};
|
|
|
|
const TextLine page6[] = {
|
|
{ 1, 19, kStyleBold, Graphics::kTextAlignCenter, "Stumped? Indy hint books are available!" },
|
|
{ 86, 36, kStyleRegular, Graphics::kTextAlignLeft, "In the U.S. call" },
|
|
{ 160, 37, kStyleBold, Graphics::kTextAlignLeft, "1 (800) STAR-WARS" },
|
|
{ 160, 46, kStyleRegular, Graphics::kTextAlignLeft, "that\xD5s 1 (800) 782-7927" },
|
|
{ 90, 66, kStyleRegular, Graphics::kTextAlignLeft, "In Canada call" },
|
|
{ 160, 67, kStyleBold, Graphics::kTextAlignLeft, "1 (800) 828-7927" },
|
|
TEXT_END_MARKER
|
|
};
|
|
|
|
const TextLine page7[] = {
|
|
{ 1, 17, kStyleBold, Graphics::kTextAlignCenter, "Need a hint NOW? Having problems?" },
|
|
{ 53, 31, kStyleRegular, Graphics::kTextAlignLeft, "For hints or technical support call" },
|
|
{ 215, 32, kStyleBold, Graphics::kTextAlignLeft, "1 (900) 740-JEDI" },
|
|
{ 1, 46, kStyleRegular, Graphics::kTextAlignCenter, "The charge is 75\xA2 per minute." },
|
|
{ 1, 56, kStyleRegular, Graphics::kTextAlignCenter, "(You must have your parents\xD5 permission to" },
|
|
{ 1, 66, kStyleRegular, Graphics::kTextAlignCenter, "call this number if you are under 18.)" },
|
|
TEXT_END_MARKER
|
|
};
|
|
|
|
const TextLine page8[] = {
|
|
{ 1, 1, kStyleBold, Graphics::kTextAlignCenter, "Click to continue" },
|
|
TEXT_END_MARKER
|
|
};
|
|
|
|
bool changeScene = false;
|
|
|
|
while (!_vm->shouldQuit()) {
|
|
switch (scene) {
|
|
case 0:
|
|
window->drawSprite(&train, trainX, 40, clipRect);
|
|
trainX -= 4;
|
|
|
|
if (trainX < -train.w)
|
|
changeScene = true;
|
|
|
|
break;
|
|
|
|
case 1:
|
|
case 4:
|
|
case 5:
|
|
case 6:
|
|
case 7:
|
|
if (--waitFrames <= 0)
|
|
changeScene = true;
|
|
break;
|
|
|
|
case 2:
|
|
case 3:
|
|
window->drawSprite(&trolley[trolleyFrame], trolleyX, 78, clipRect);
|
|
|
|
if (scene == 2 && trolleyX == 161 && trolleyWaitFrames > 0) {
|
|
if (--trolleyWaitFrames == 0)
|
|
changeScene = true;
|
|
} else {
|
|
trolleyX -= 4;
|
|
trolleyFrame += trolleyFrameDelta;
|
|
if (trolleyFrame < 0 || trolleyFrame > 2) {
|
|
trolleyFrame = 1;
|
|
trolleyFrameDelta = -trolleyFrameDelta;
|
|
}
|
|
|
|
if (trolleyX < -85)
|
|
changeScene = true;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
window->update();
|
|
status = delay((scene == 0) ? 33 : 100);
|
|
|
|
if (status == kDelayAborted)
|
|
break;
|
|
|
|
if (status == kDelayInterrupted || changeScene) {
|
|
changeScene = false;
|
|
scene++;
|
|
waitFrames = 50; // ~5 seconds
|
|
|
|
switch (scene) {
|
|
case 1:
|
|
clearAboutDialog(window);
|
|
window->drawTextBox(r1, page1);
|
|
break;
|
|
|
|
case 2:
|
|
clearAboutDialog(window);
|
|
window->drawTextBox(r2, page2);
|
|
break;
|
|
|
|
case 3:
|
|
// Don't clear. The trolley is still on screen
|
|
// and only the text changes.
|
|
window->drawTextBox(r2, page3);
|
|
break;
|
|
|
|
case 4:
|
|
clearAboutDialog(window);
|
|
window->drawTextBox(r1, page4);
|
|
break;
|
|
|
|
case 5:
|
|
window->drawTextBox(r1, page5);
|
|
break;
|
|
|
|
case 6:
|
|
waitFrames = 100; // ~10 seconds
|
|
window->drawTextBox(r1, page6);
|
|
break;
|
|
|
|
case 7:
|
|
waitFrames = 30; // ~3 seconds
|
|
window->drawTextBox(r1, page7);
|
|
break;
|
|
|
|
case 8:
|
|
window->drawTextBox(Common::Rect(142, 106, 262, 119), page8, 3);
|
|
break;
|
|
}
|
|
|
|
window->update();
|
|
|
|
if (scene >= 8)
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (status != kDelayAborted)
|
|
delay();
|
|
|
|
_windowManager->popCursor();
|
|
|
|
pict->free();
|
|
delete pict;
|
|
delete window;
|
|
}
|
|
|
|
void MacIndy3Gui::clearAboutDialog(MacDialogWindow *window) {
|
|
Graphics::Surface *s = window->innerSurface();
|
|
|
|
window->fillPattern(Common::Rect(2, 2, s->w - 2, 132), 0x8020);
|
|
window->fillPattern(Common::Rect(2, 130, s->w - 2, 133), 0xA5A5);
|
|
window->fillPattern(Common::Rect(2, 133, s->w - 2, 136), 0xFFFF);
|
|
window->fillPattern(Common::Rect(2, 136, s->w - 2, s->h - 4), 0xA5A5);
|
|
}
|
|
|
|
bool MacIndy3Gui::runOpenDialog(int &saveSlotToHandle) {
|
|
// Widgets:
|
|
//
|
|
// 0 - Open button
|
|
// 1 - Weird button outside the dialog (folder dropdown?)
|
|
// 2 - Cancel button
|
|
// [skipped] - User item (disk label?)
|
|
// 3 - Eject button
|
|
// 4 - Drive button
|
|
// [skipped] - User item (file list?)
|
|
// [skipped] - User item (scrollbar?)
|
|
// [skipped] - User item (line between Desktop and Open buttons?)
|
|
// 5 - Empty text
|
|
// 6 - "IQ" picture
|
|
// 7 - "Episode: ^0" text
|
|
// 8 - "Series: ^1" text
|
|
// 9 - "(Indy Quotient)" text
|
|
|
|
MacDialogWindow *window = createDialog((_vm->_renderMode == Common::kRenderMacintoshBW) ? 4000 : 4001);
|
|
|
|
window->setDefaultWidget(0);
|
|
window->addSubstitution(Common::String::format("%d", _vm->VAR(244)));
|
|
window->addSubstitution(Common::String::format("%d", _vm->VAR(245)));
|
|
|
|
bool availSlots[100];
|
|
int slotIds[100];
|
|
Common::StringArray savegameNames;
|
|
prepareSaveLoad(savegameNames, availSlots, slotIds, ARRAYSIZE(availSlots));
|
|
|
|
MacGuiImpl::MacListBox *listBox = window->addListBox(Common::Rect(14, 41, 248, 187), savegameNames, true);
|
|
|
|
// When quitting, the default action is to not open a saved game
|
|
bool ret = false;
|
|
Common::Array<int> deferredActionsIds;
|
|
|
|
while (!_vm->shouldQuit()) {
|
|
int clicked = window->runDialog(deferredActionsIds);
|
|
|
|
if (clicked == 0 || clicked == 10) {
|
|
ret = true;
|
|
saveSlotToHandle =
|
|
listBox->getValue() < ARRAYSIZE(slotIds) ? slotIds[listBox->getValue()] : -1;
|
|
break;
|
|
}
|
|
|
|
if (clicked == 2)
|
|
break;
|
|
}
|
|
|
|
delete window;
|
|
return ret;
|
|
}
|
|
|
|
bool MacIndy3Gui::runSaveDialog(int &saveSlotToHandle, Common::String &name) {
|
|
// Widgets:
|
|
//
|
|
// 0 - Save button
|
|
// 1 - Cancel button
|
|
// 2 - "Save Game File as..." text
|
|
// [skipped] - User item (disk label?)
|
|
// 3 - Eject button
|
|
// 4 - Drive button
|
|
// 5 - Editable text (save file name)
|
|
// [skipped] - User item (file list?)
|
|
// 6 - "IQ" picture
|
|
// 7 - "Episode: ^0" text
|
|
// 8 - "Series: ^1" text
|
|
// 9 - "(Indy Quotient)" text
|
|
|
|
MacDialogWindow *window = createDialog((_vm->_renderMode == Common::kRenderMacintoshBW) ? 3998 : 3999);
|
|
|
|
window->setDefaultWidget(0);
|
|
window->addSubstitution(Common::String::format("%d", _vm->VAR(244)));
|
|
window->addSubstitution(Common::String::format("%d", _vm->VAR(245)));
|
|
|
|
bool busySlots[100];
|
|
int slotIds[100];
|
|
Common::StringArray savegameNames;
|
|
prepareSaveLoad(savegameNames, busySlots, slotIds, ARRAYSIZE(busySlots));
|
|
|
|
int firstAvailableSlot = -1;
|
|
for (int i = 0; i < ARRAYSIZE(busySlots); i++) {
|
|
if (!busySlots[i]) {
|
|
firstAvailableSlot = i;
|
|
break;
|
|
}
|
|
}
|
|
|
|
window->addListBox(Common::Rect(16, 31, 199, 129), savegameNames, true, true);
|
|
|
|
// When quitting, the default action is not to save a game
|
|
bool ret = false;
|
|
Common::Array<int> deferredActionsIds;
|
|
|
|
while (!_vm->shouldQuit()) {
|
|
int clicked = window->runDialog(deferredActionsIds);
|
|
|
|
if (clicked == 0) {
|
|
ret = true;
|
|
name = window->getWidget(5)->getText(); // Edit text widget
|
|
saveSlotToHandle = firstAvailableSlot;
|
|
break;
|
|
}
|
|
|
|
if (clicked == 1)
|
|
break;
|
|
|
|
if (clicked == -2) {
|
|
// Cycle through deferred actions
|
|
for (uint i = 0; i < deferredActionsIds.size(); i++) {
|
|
// Edit text widget
|
|
if (deferredActionsIds[i] == 5) {
|
|
MacGuiImpl::MacWidget *wid = window->getWidget(deferredActionsIds[i]);
|
|
|
|
// Disable "Save" button when text is empty
|
|
window->getWidget(0)->setEnabled(!wid->getText().empty());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
delete window;
|
|
return ret;
|
|
}
|
|
|
|
bool MacIndy3Gui::runOptionsDialog() {
|
|
// Widgets:
|
|
//
|
|
// 0 - Okay button
|
|
// 1 - Cancel button
|
|
// 2 - Sound checkbox
|
|
// 3 - Music checkbox
|
|
// 4 - Picture (text speed background)
|
|
// 5 - Picture (text speed handle)
|
|
// 6 - "Machine speed rating:" text
|
|
// 7 - "^0" text
|
|
// 8 - Scrolling checkbox
|
|
// 9 - Text speed slider (manually created)
|
|
|
|
int sound = _vm->_mixer->isSoundTypeMuted(Audio::Mixer::SoundType::kSFXSoundType) ? 0 : 1;
|
|
int music = _vm->_mixer->isSoundTypeMuted(Audio::Mixer::SoundType::kPlainSoundType) ? 0 : 1;
|
|
|
|
int scrolling = _vm->_snapScroll == 0;
|
|
int textSpeed = _vm->_defaultTextSpeed;
|
|
|
|
MacDialogWindow *window = createDialog(1000);
|
|
|
|
window->setWidgetValue(2, sound);
|
|
window->setWidgetValue(3, music);
|
|
window->setWidgetValue(8, scrolling);
|
|
|
|
if (!sound)
|
|
window->setWidgetEnabled(3, false);
|
|
|
|
window->addPictureSlider(4, 5, true, 5, 105, 0, 9);
|
|
window->setWidgetValue(9, textSpeed);
|
|
|
|
window->addSubstitution(Common::String::format("%d", _vm->VAR(_vm->VAR_MACHINE_SPEED)));
|
|
|
|
// When quitting, the default action is not to not apply options
|
|
bool ret = false;
|
|
Common::Array<int> deferredActionsIds;
|
|
|
|
while (!_vm->shouldQuit()) {
|
|
int clicked = window->runDialog(deferredActionsIds);
|
|
|
|
if (clicked == 0) {
|
|
ret = true;
|
|
break;
|
|
}
|
|
|
|
if (clicked == 1)
|
|
break;
|
|
|
|
if (clicked == 2)
|
|
window->setWidgetEnabled(3, window->getWidgetValue(2) != 0);
|
|
}
|
|
|
|
if (ret) {
|
|
// Update settings
|
|
|
|
// TEXT SPEED
|
|
_vm->_defaultTextSpeed = CLIP<int>(window->getWidgetValue(9), 0, 9);
|
|
ConfMan.setInt("original_gui_text_speed", _vm->_defaultTextSpeed);
|
|
_vm->setTalkSpeed(_vm->_defaultTextSpeed);
|
|
_vm->syncSoundSettings();
|
|
|
|
// SOUND&MUSIC ACTIVATION
|
|
// 0 - Sound&Music on
|
|
// 1 - Sound on, music off
|
|
// 2 - Sound&Music off
|
|
bool disableSound = window->getWidgetValue(2) == 0;
|
|
bool disableMusic = window->getWidgetValue(3) == 0;
|
|
_vm->_mixer->muteSoundType(Audio::Mixer::SoundType::kSFXSoundType, disableSound);
|
|
_vm->_mixer->muteSoundType(Audio::Mixer::SoundType::kPlainSoundType, disableMusic || disableSound);
|
|
|
|
// SCROLLING ACTIVATION
|
|
_vm->_snapScroll = window->getWidgetValue(8) == 0;
|
|
|
|
ConfMan.flushToDisk();
|
|
}
|
|
|
|
delete window;
|
|
return ret;
|
|
}
|
|
|
|
bool MacIndy3Gui::runIqPointsDialog() {
|
|
// Widgets
|
|
//
|
|
// 0 - Done button
|
|
// 1 - Reset Series IQ button
|
|
// 2 - "(Indy Quotient)" text
|
|
// 3 - "Episode: ^0" text
|
|
// 4 - "Series: ^1" text
|
|
// 5 - "IQ" picture
|
|
|
|
MacDialogWindow *window = createDialog((_vm->_renderMode == Common::kRenderMacintoshBW) ? 1001 : 1002);
|
|
|
|
((ScummEngine_v4 *)_vm)->updateIQPoints();
|
|
window->addSubstitution(Common::String::format("%d", _vm->VAR(244)));
|
|
window->addSubstitution(Common::String::format("%d", _vm->VAR(245)));
|
|
|
|
Common::Array<int> deferredActionsIds;
|
|
|
|
while (!_vm->shouldQuit()) {
|
|
int clicked = window->runDialog(deferredActionsIds);
|
|
|
|
if (clicked == 0)
|
|
break;
|
|
|
|
if (clicked == 1) {
|
|
if (!_vm->enhancementEnabled(kEnhUIUX) || runOkCancelDialog("Are you sure you want to reset the series IQ score?")) {
|
|
((ScummEngine_v4 *)_vm)->clearSeriesIQPoints();
|
|
window->replaceSubstitution(1, Common::String::format("%d", _vm->VAR(245)));
|
|
window->redrawWidget(4);
|
|
}
|
|
}
|
|
}
|
|
|
|
delete window;
|
|
return true;
|
|
}
|
|
|
|
// Before the GUI rewrite, the scroll offset was saved in variable 67. Let's
|
|
// continue that tradition, just in case. If nothing else, it gives us an easy
|
|
// way to still store it in savegames.
|
|
|
|
int MacIndy3Gui::getInventoryScrollOffset() const {
|
|
return _vm->VAR(67);
|
|
}
|
|
|
|
void MacIndy3Gui::setInventoryScrollOffset(int n) const {
|
|
_vm->VAR(67) = n;
|
|
}
|
|
|
|
bool MacIndy3Gui::isVerbGuiAllowed() const {
|
|
// The GUI is only allowed if the verb area has the expected size. That
|
|
// really seems to be all that's needed.
|
|
|
|
VirtScreen *vs = &_vm->_virtscr[kVerbVirtScreen];
|
|
if (vs->topline != 144 + _vm->_screenDrawOffset || vs->h != 56 + _vm->_screenDrawOffset)
|
|
return false;
|
|
|
|
// HACK: Don't allow the GUI during fist fights. Usually this is not a
|
|
// problem, in my experience, but I've had it happening when
|
|
// offering an item to a guard led directly to one.
|
|
|
|
if (_vm->VAR(_vm->VAR_VERB_SCRIPT) == 19)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
bool MacIndy3Gui::isVerbGuiActive() const {
|
|
// The visibility flag may not have been updated yet, so better check
|
|
// that the GUI is still allowed.
|
|
|
|
return _visible && isVerbGuiAllowed();
|
|
}
|
|
|
|
void MacIndy3Gui::reset() {
|
|
_visible = false;
|
|
|
|
for (auto &it: _widgets)
|
|
it._value->reset();
|
|
}
|
|
|
|
void MacIndy3Gui::resetAfterLoad() {
|
|
reset();
|
|
|
|
// In the DOS version, verb ID 102-106 were used for the visible
|
|
// inventory items, and 107-108 for inventory arrow buttons. In the
|
|
// Macintosh version, the entire inventory widget is verb ID 101.
|
|
//
|
|
// In old savegames, the DOS verb IDs may still be present, and have
|
|
// to be removed.
|
|
|
|
for (int i = 0; i < _vm->_numVerbs; i++) {
|
|
if (_vm->_verbs[i].verbid >= 102 && _vm->_verbs[i].verbid <= 108)
|
|
_vm->killVerb(i);
|
|
}
|
|
|
|
int charsetId = _vm->_charset->getCurID();
|
|
if (charsetId < 0 || charsetId > 1)
|
|
_vm->_charset->setCurID(0);
|
|
}
|
|
|
|
void MacIndy3Gui::update(int delta) {
|
|
if (isVerbGuiAllowed() && updateVerbs(delta)) {
|
|
if (!_visible)
|
|
show();
|
|
|
|
updateMouseHeldTimer(delta);
|
|
drawVerbs();
|
|
} else {
|
|
if (_visible)
|
|
hide();
|
|
}
|
|
|
|
copyDirtyRectsToScreen();
|
|
}
|
|
|
|
bool MacIndy3Gui::updateVerbs(int delta) {
|
|
// Tentatively mark the verb widgets for removal. Any widget that wants
|
|
// to stay has to say so.
|
|
|
|
for (auto &it: _widgets) {
|
|
VerbWidget *w = it._value;
|
|
|
|
if (delta > 0)
|
|
w->updateTimer(delta);
|
|
|
|
w->threaten();
|
|
}
|
|
|
|
bool hasActiveVerbs = false;
|
|
|
|
// Collect all active verbs. Verb slot 0 is special, apparently, so we
|
|
// don't look at that one.
|
|
|
|
for (int i = 1; i < _vm->_numVerbs; i++) {
|
|
VerbSlot *vs = &_vm->_verbs[i];
|
|
|
|
if (!vs->saveid && vs->curmode && vs->verbid) {
|
|
VerbWidget *w = _widgets.getValOrDefault(vs->verbid);
|
|
|
|
if (w) {
|
|
w->updateVerb(i);
|
|
hasActiveVerbs = true;
|
|
} else {
|
|
const byte *ptr = _vm->getResourceAddress(rtVerb, i);
|
|
byte buf[270];
|
|
_vm->convertMessageToString(ptr, buf, sizeof(buf));
|
|
warning("MacIndy3Gui: Unknown verb: %d %s", vs->verbid, buf);
|
|
}
|
|
}
|
|
}
|
|
|
|
return hasActiveVerbs;
|
|
}
|
|
|
|
void MacIndy3Gui::updateMouseHeldTimer(int delta) {
|
|
if (delta > 0 && _leftButtonIsPressed) {
|
|
_timer -= delta;
|
|
|
|
if (_timer <= 0) {
|
|
debug(2, "MacIndy3Gui: Left button still down");
|
|
|
|
_timer = REPEAT_TIMER_JIFFIES;
|
|
|
|
for (auto &it: _widgets) {
|
|
if (it._value->handleMouseHeld(_leftButtonPressed, _leftButtonHeld))
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void MacIndy3Gui::drawVerbs() {
|
|
// The possible verbs overlap each other. Remove the dead ones first, then draw the live ones.
|
|
|
|
for (auto &it: _widgets) {
|
|
VerbWidget *w = it._value;
|
|
|
|
if (w->isDying() && w->isVisible()) {
|
|
w->undraw();
|
|
w->reset();
|
|
}
|
|
}
|
|
|
|
for (auto &it: _widgets) {
|
|
VerbWidget *w = it._value;
|
|
|
|
if (w->hasVerb())
|
|
w->draw();
|
|
}
|
|
}
|
|
|
|
bool MacIndy3Gui::handleEvent(Common::Event event) {
|
|
if (MacGuiImpl::handleEvent(event))
|
|
return true;
|
|
|
|
if (_vm->isPaused())
|
|
return false;
|
|
|
|
bool isPauseEvent = event.type == Common::EVENT_KEYDOWN &&
|
|
event.kbd == Common::KEYCODE_SPACE;
|
|
|
|
if (!isPauseEvent && (!isVerbGuiActive() || _vm->_userPut <= 0))
|
|
return false;
|
|
|
|
// Make all mouse events relative to the verb GUI area
|
|
|
|
if (Common::isMouseEvent(event))
|
|
event.mouse.y -= _verbGuiTop;
|
|
|
|
if (event.type == Common::EVENT_LBUTTONDOWN) {
|
|
if (!_leftButtonIsPressed) {
|
|
debug(2, "MacIndy3Gui: Left button down");
|
|
|
|
_leftButtonIsPressed = true;
|
|
_leftButtonPressed = event.mouse;
|
|
_leftButtonHeld = event.mouse;
|
|
_timer = REPEAT_TIMER_JIFFIES;
|
|
}
|
|
} else if (event.type == Common::EVENT_LBUTTONUP) {
|
|
if (_leftButtonIsPressed) {
|
|
debug(2, "MacIndy3Gui: Left button up");
|
|
|
|
_leftButtonIsPressed = false;
|
|
_timer = 0;
|
|
}
|
|
} else if (event.type == Common::EVENT_MOUSEMOVE) {
|
|
if (_leftButtonIsPressed) {
|
|
_leftButtonHeld.x = event.mouse.x;
|
|
_leftButtonHeld.y = event.mouse.y;
|
|
}
|
|
}
|
|
|
|
// It probably doesn't make much of a difference, but if a widget
|
|
// responds to an event, and marks itself as wanting to be redrawn,
|
|
// we do that redrawing immediately, not on the next update.
|
|
|
|
for (auto &it: _widgets) {
|
|
Widget *w = it._value;
|
|
|
|
if (w->handleEvent(event)) {
|
|
if (w->getRedraw()) {
|
|
w->draw();
|
|
copyDirtyRectsToScreen();
|
|
}
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void MacIndy3Gui::show() {
|
|
if (_visible)
|
|
return;
|
|
|
|
debug(1, "MacIndy3Gui: Showing");
|
|
|
|
_visible = true;
|
|
|
|
// The top and bottom of the verb GUI area black. On a screen that's
|
|
// 400 pixels tall, the verb GUI extends all the way to the bottom. On
|
|
// a 480 pixel tall screen there will be an additional 40 pixels below
|
|
// that, but nothing should ever be drawn there and if it ever is, it's
|
|
// not the verb GUI's responsibility to clear it.
|
|
|
|
_verbGuiSurface.fillRect(Common::Rect(0, 0, 640, 1), kBlack);
|
|
_verbGuiSurface.fillRect(Common::Rect(0, 85, 640, _verbGuiSurface.h), kBlack);
|
|
|
|
fill(Common::Rect(0, 2, 640, 85));
|
|
|
|
const uint16 ulCorner[] = { 0xF000, 0xC000, 0x8000, 0x8000 };
|
|
const uint16 urCorner[] = { 0xF000, 0x3000, 0x1000, 0x1000 };
|
|
const uint16 llCorner[] = { 0x8000, 0x8000, 0xC000, 0xF000 };
|
|
const uint16 lrCorner[] = { 0x1000, 0x1000, 0x3000, 0xF000 };
|
|
|
|
drawBitmap(&_verbGuiSurface, Common::Rect( 0, 2, 4, 6), ulCorner, kBlack);
|
|
drawBitmap(&_verbGuiSurface, Common::Rect(636, 2, 640, 6), urCorner, kBlack);
|
|
drawBitmap(&_verbGuiSurface, Common::Rect( 0, 81, 4, 85), llCorner, kBlack);
|
|
drawBitmap(&_verbGuiSurface, Common::Rect(636, 81, 640, 85), lrCorner, kBlack);
|
|
|
|
markScreenAsDirty(Common::Rect(_verbGuiSurface.w, _verbGuiSurface.h));
|
|
}
|
|
|
|
void MacIndy3Gui::hide() {
|
|
if (!_visible)
|
|
return;
|
|
|
|
debug(1, "MacIndy3Gui: Hiding");
|
|
|
|
_leftButtonIsPressed = false;
|
|
_timer = 0;
|
|
|
|
reset();
|
|
|
|
// If the verb GUI is allowed, the area should be cleared. If the verb
|
|
// GUI is not allowed, the game is presumably using it for its own
|
|
// drawing, and we should leave it alone.
|
|
|
|
if (isVerbGuiAllowed()) {
|
|
_verbGuiSurface.fillRect(Common::Rect(_verbGuiSurface.w, _verbGuiSurface.h), kBlack);
|
|
markScreenAsDirty(Common::Rect(_verbGuiSurface.w, _verbGuiSurface.h));
|
|
}
|
|
}
|
|
|
|
void MacIndy3Gui::markScreenAsDirty(Common::Rect r) {
|
|
// As long as we always call this with the most encompassing rect
|
|
// first, it is trivial to filter out unnecessary calls.
|
|
|
|
for (uint i = 0; i < _dirtyRects.size(); i++) {
|
|
if (_dirtyRects[i].contains(r))
|
|
return;
|
|
}
|
|
|
|
_dirtyRects.push_back(r);
|
|
}
|
|
|
|
void MacIndy3Gui::copyDirtyRectsToScreen() {
|
|
for (uint i = 0; i < _dirtyRects.size(); i++) {
|
|
_system->copyRectToScreen(
|
|
_verbGuiSurface.getBasePtr(_dirtyRects[i].left, _dirtyRects[i].top),
|
|
_verbGuiSurface.pitch,
|
|
_dirtyRects[i].left, _verbGuiTop + _dirtyRects[i].top,
|
|
_dirtyRects[i].width(), _dirtyRects[i].height());
|
|
}
|
|
|
|
_dirtyRects.clear();
|
|
}
|
|
|
|
void MacIndy3Gui::fill(Common::Rect r) {
|
|
int pitch = _verbGuiSurface.pitch;
|
|
|
|
// Fill the screen with either gray of a checkerboard pattern.
|
|
|
|
if (_vm->_renderMode == Common::kRenderMacintoshBW) {
|
|
byte *row = (byte *)_verbGuiSurface.getBasePtr(r.left, r.top);
|
|
|
|
for (int y = r.top; y < r.bottom; y++) {
|
|
byte *ptr = row;
|
|
for (int x = r.left; x < r.right; x++)
|
|
*ptr++ = ((x + y) & 1) ? kWhite : kBlack;
|
|
row += pitch;
|
|
}
|
|
} else
|
|
_verbGuiSurface.fillRect(r, kLightGray);
|
|
}
|
|
|
|
} // End of namespace Scumm
|