scummvm/engines/scumm/macgui/macgui_indy3.cpp
Torbjörn Andersson ada0a4c0b9 SCUMM: Optionally ask before clearing series IQ score in Indy 3 Mac
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.)
2024-05-19 00:14:44 +02:00

1900 lines
52 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "common/system.h"
#include "common/config-manager.h"
#include "graphics/macgui/macwindowmanager.h"
#include "scumm/scumm.h"
#include "scumm/scumm_v4.h"
#include "scumm/actor.h"
#include "scumm/charset.h"
#include "scumm/macgui/macgui_impl.h"
#include "scumm/macgui/macgui_indy3.h"
#include "scumm/sound.h"
#include "scumm/verbs.h"
namespace Scumm {
// ===========================================================================
// The Mac GUI for Indiana Jones and the Last Crusade, including the infamous
// verb GUI.
//
// It's likely that the original interpreter used more hooks from the engine
// into the GUI. In particular, the inventory script uses a variable that I
// haven't been able to find in any of the early scripts of the game.
//
// But the design goal here is to keep things as simple as possible, even if
// that means using brute force. So the GUI figures out which verbs are active
// by scanning all the verbs, and which objects are in the inventory by
// scanning all objects.
//
// We used to coerce the Mac verb GUI into something that looked like the
// GUI from all other versions. This used a number of variables and hard-coded
// verbs. The only thing still used of all this is variable 67, to keep track
// of the inventory scroll position. The fake verbs are removed when loading
// old savegames, but the variables are assumed to be harmless.
// ===========================================================================
#define WIDGET_TIMER_JIFFIES 12
#define REPEAT_TIMER_JIFFIES 18
// ---------------------------------------------------------------------------
// The basic building block of the GUI is the Widget. It has a bounding box, a
// timer, a couple of drawing primitives, etc.
// ---------------------------------------------------------------------------
ScummEngine *MacIndy3Gui::Widget::_vm = nullptr;
Graphics::Surface *MacIndy3Gui::Widget::_surface = nullptr;
MacIndy3Gui *MacIndy3Gui::Widget::_gui = nullptr;
MacIndy3Gui::Widget::Widget(int x, int y, int width, int height) : MacGuiObject(Common::Rect(x, y, x + width, y + height), false) {
}
void MacIndy3Gui::Widget::reset() {
clearTimer();
_enabled = false;
setRedraw(false);
}
void MacIndy3Gui::Widget::updateTimer(int delta) {
if (hasTimer()) {
if (delta > _timer)
delta = _timer;
_timer -= delta;
if (_timer == 0)
timeOut();
}
}
void MacIndy3Gui::Widget::draw() {
markScreenAsDirty(_bounds);
_redraw = false;
}
void MacIndy3Gui::Widget::undraw() {
fill(_bounds);
markScreenAsDirty(_bounds);
_redraw = false;
}
void MacIndy3Gui::Widget::markScreenAsDirty(Common::Rect r) const {
_gui->markScreenAsDirty(r);
}
byte MacIndy3Gui::Widget::translateChar(byte c) const {
if (c == '^')
return 0xC9;
return c;
}
void MacIndy3Gui::Widget::fill(Common::Rect r) {
_gui->fill(r);
}
void MacIndy3Gui::Widget::drawBitmap(Common::Rect r, const uint16 *bitmap, Color color) const {
_gui->drawBitmap(_surface, r, bitmap, color);
}
// The shadow box is the basic outline of the verb buttons and the inventory
// widget. A slightly rounded rectangle with a shadow and a highlight.
void MacIndy3Gui::Widget::drawShadowBox(Common::Rect r) const {
_surface->hLine(r.left + 1, r.top, r.right - 3, kBlack);
_surface->hLine(r.left + 1, r.bottom - 2, r.right - 3, kBlack);
_surface->vLine(r.left, r.top + 1, r.bottom - 3, kBlack);
_surface->vLine(r.right - 2, r.top + 1, r.bottom - 3, kBlack);
_surface->hLine(r.left + 2, r.bottom - 1, r.right - 1, kBlack);
_surface->vLine(r.right - 1, r.top + 2, r.bottom - 2, kBlack);
_surface->hLine(r.left + 1, r.top + 1, r.right - 3, kWhite);
_surface->vLine(r.left + 1, r.top + 2, r.bottom - 3, kWhite);
}
// The shadow frame is a rectangle with a highlight. It can be filled or
// unfilled.
void MacIndy3Gui::Widget::drawShadowFrame(Common::Rect r, Color shadowColor, Color fillColor) {
_surface->hLine(r.left, r.top, r.right - 1, kBlack);
_surface->hLine(r.left, r.bottom - 1, r.right - 1, kBlack);
_surface->vLine(r.left, r.top + 1, r.bottom - 2, kBlack);
_surface->vLine(r.right - 1, r.top + 1, r.bottom - 2, kBlack);
_surface->hLine(r.left + 1, r.top + 1, r.right - 2, shadowColor);
_surface->vLine(r.left + 1, r.top + 2, r.bottom - 2, shadowColor);
if (fillColor != kTransparency) {
Common::Rect fillRect(r.left + 2, r.top + 2, r.right - 1, r.bottom - 1);
if (fillColor == kBackground)
fill(fillRect);
else
_surface->fillRect(fillRect, fillColor);
}
}
// ---------------------------------------------------------------------------
// The VerbWidget is what the user interacts with. Each one is connected to a
// verb id and slot. A VerbWidget can consist of several Widgets.
// ---------------------------------------------------------------------------
void MacIndy3Gui::VerbWidget::reset() {
MacIndy3Gui::Widget::reset();
_verbslot = -1;
_visible = false;
_kill = false;
}
void MacIndy3Gui::VerbWidget::updateVerb(int verbslot) {
VerbSlot *vs = &_vm->_verbs[verbslot];
bool enabled = (vs->curmode == 1);
if (!_visible || _enabled != enabled)
setRedraw(true);
_verbslot = verbslot;
_verbid = vs->verbid;
_enabled = enabled;
_kill = false;
}
void MacIndy3Gui::VerbWidget::draw() {
Widget::draw();
_visible = true;
}
void MacIndy3Gui::VerbWidget::undraw() {
debug(1, "VerbWidget: Undrawing [%d]", _verbid);
Widget::undraw();
_visible = false;
}
// ---------------------------------------------------------------------------
// The most common type of VerbWidget is the button, which is used for verbs
// and conversation options.
// ---------------------------------------------------------------------------
MacIndy3Gui::Button::Button(int x, int y, int width, int height) : VerbWidget(x, y, width, height) {
}
void MacIndy3Gui::Button::reset() {
MacIndy3Gui::VerbWidget::reset();
_text.clear();
}
bool MacIndy3Gui::Button::handleEvent(Common::Event &event) {
if (!_enabled || !_verbid)
return false;
VerbSlot *vs = &_vm->_verbs[_verbslot];
if (vs->saveid)
return false;
bool caughtEvent = false;
if (event.type == Common::EVENT_KEYDOWN) {
if (!(event.kbd.flags & (Common::KBD_CTRL | Common::KBD_ALT | Common::KBD_META)) && event.kbd.keycode == vs->key)
caughtEvent = true;
} else if (event.type == Common::EVENT_LBUTTONDOWN) {
if (_bounds.contains(event.mouse))
caughtEvent = true;
}
// Events are handled at the end of the animation. This blatant attack
// on speedrunners all over the world was done because that's what the
// original seems to do, and it looks better. Based on tests in Mac
// emulators, the speed of the animation depended on the speed of your
// computer, so we just set something that looks good here.
if (caughtEvent) {
setRedraw(true);
setTimer(WIDGET_TIMER_JIFFIES);
}
return caughtEvent;
}
void MacIndy3Gui::Button::timeOut() {
if (_visible) {
_vm->runInputScript(kVerbClickArea, _verbid, 1);
setRedraw(true);
}
}
void MacIndy3Gui::Button::updateVerb(int verbslot) {
MacIndy3Gui::VerbWidget::updateVerb(verbslot);
const byte *ptr = _vm->getResourceAddress(rtVerb, verbslot);
byte buf[270];
_vm->convertMessageToString(ptr, buf, sizeof(buf));
if (_text != (char *)buf) {
_text = (char *)buf;
clearTimer();
setRedraw(true);
}
}
void MacIndy3Gui::Button::draw() {
if (!getRedraw())
return;
debug(1, "Button: Drawing [%d] %s", _verbid, _text.c_str());
MacIndy3Gui::VerbWidget::draw();
fill(_bounds);
if (!hasTimer()) {
drawShadowBox(_bounds);
} else {
// I have only been able to capture a screenshot of the pressed
// button in black and white, where the checkerboard background
// makes it hard to see exactly which pixels should be drawn.
// Basilisk II runs it too fast, and I haven't gotten Mini vMac
// to run it in 16-color mode.
//
// All I can say for certain is that the upper left corner is
// rounded while the lower right is not. I'm going to assume
// that the shadow is always drawn, and the rest of the button
// is just shifted down to the right. That would make the other
// two corners rounded, so only the lower right one isn't.
int x0 = _bounds.left + 1;
int x1 = _bounds.right - 1;
int y0 = _bounds.top + 1;
int y1 = _bounds.bottom - 1;
_surface->hLine(x0 + 1, y0, x1 - 1, kBlack);
_surface->hLine(x0 + 1, y1, x1, kBlack);
_surface->vLine(x0, y0 + 1, y1 - 1, kBlack);
_surface->vLine(x1, y0 + 1, y1 - 1, kBlack);
_surface->hLine(x0 + 1, y0 + 1, x1 - 1, kWhite);
_surface->vLine(x0 + 1, y0 + 2, y1 - 1, kWhite);
}
// The text is drawn centered. Based on experimentation, I think the
// width is always based on the outlined font, and the button shadow is
// not counted as part of the button width.
//
// This gives us pixel perfect rendering for the English verbs.
if (!_text.empty()) {
const Graphics::Font *boldFont = _gui->getFont(kIndy3VerbFontBold);
const Graphics::Font *outlineFont = _gui->getFont(kIndy3VerbFontOutline);
int stringWidth = 0;
for (uint i = 0; i < _text.size(); i++)
stringWidth += outlineFont->getCharWidth(_text[i]);
int x = (_bounds.left + (_bounds.width() - 1 - stringWidth) / 2) - 1;
int y = _bounds.top + 2;
Color color = _enabled ? kWhite : kBlack;
if (hasTimer()) {
x++;
y++;
}
for (uint i = 0; i < _text.size() && x < _bounds.right; i++) {
byte c = translateChar(_text[i]);
if (x >= _bounds.left) {
if (_enabled)
outlineFont->drawChar(_surface, c, x, y, kBlack);
boldFont->drawChar(_surface, c, x + 1, y, color);
}
x += boldFont->getCharWidth(c);
}
}
}
// ---------------------------------------------------------------------------
// Unlike in the DOS version, where each inventory object shown on screen is
// its own verb, in the Macintosh version the entire Inventory widget is one
// single verb. It consists of the widget itself, the inventory slots, and
// the scrollbar.
// ---------------------------------------------------------------------------
MacIndy3Gui::Inventory::Inventory(int x, int y, int width, int height) : MacIndy3Gui::VerbWidget(x, y, width, height) {
x = _bounds.left + 6;
y = _bounds.top + 6;
// There are always six slots, no matter how many objects you are
// carrying.
//
// Each slot is 12 pixels tall (as seen when they are highlighted),
// which means they have to overlap slightly to fit. It is assumed
// that this will never interfere with the text drawing.
for (int i = 0; i < ARRAYSIZE(_slots); i++) {
_slots[i] = new Slot(i, x, y, 128, 12);
y += 11;
}
x = _bounds.right - 20;
_scrollBar = new ScrollBar(x, _bounds.top + 19, 16, 40);
_scrollButtons[0] = new ScrollButton(x, _bounds.top + 4, 16, 16, kScrollUp);
_scrollButtons[1] = new ScrollButton(x, _bounds.bottom - 20, 16, 16, kScrollDown);
}
MacIndy3Gui::Inventory::~Inventory() {
for (int i = 0; i < ARRAYSIZE(_slots); i++)
delete _slots[i];
delete _scrollBar;
for (int i = 0; i < ARRAYSIZE(_scrollButtons); i++)
delete _scrollButtons[i];
}
void MacIndy3Gui::Inventory::reset() {
MacIndy3Gui::VerbWidget::reset();
for (int i = 0; i < ARRAYSIZE(_slots); i++)
_slots[i]->reset();
_scrollBar->reset();
for (int i = 0; i < ARRAYSIZE(_scrollButtons); i++)
_scrollButtons[i]->reset();
}
void MacIndy3Gui::Inventory::setRedraw(bool redraw) {
MacIndy3Gui::Widget::setRedraw(redraw);
for (int i = 0; i < ARRAYSIZE(_slots); i++)
_slots[i]->setRedraw(redraw);
_scrollBar->setRedraw(redraw);
for (int i = 0; i < ARRAYSIZE(_scrollButtons); i++)
_scrollButtons[i]->setRedraw(redraw);
}
bool MacIndy3Gui::Inventory::handleEvent(Common::Event &event) {
if (!_enabled || !_verbid)
return false;
if (_vm->enhancementEnabled(kEnhUIUX)) {
if ((event.type == Common::EVENT_WHEELUP || event.type == Common::EVENT_WHEELDOWN) && _bounds.contains(event.mouse.x, event.mouse.y)) {
if (event.type == Common::EVENT_WHEELUP) {
_scrollBar->scroll(kScrollUp);
} else {
_scrollBar->scroll(kScrollDown);
}
return true;
}
}
if (event.type != Common::EVENT_LBUTTONDOWN)
return false;
for (int i = 0; i < ARRAYSIZE(_slots); i++) {
if (_slots[i]->handleEvent(event))
return true;
}
for (int i = 0; i < ARRAYSIZE(_scrollButtons); i++) {
ScrollButton *b = _scrollButtons[i];
// Scrolling is done by one object at a time, though you can
// hold down the mouse button to repeat.
if (b->handleEvent(event)) {
_scrollBar->scroll(b->_direction);
return true;
}
}
if (_scrollBar->handleEvent(event))
return true;
return false;
}
bool MacIndy3Gui::Inventory::handleMouseHeld(Common::Point &pressed, Common::Point &held) {
if (!_enabled || !_verbid)
return false;
for (int i = 0; i < ARRAYSIZE(_slots); i++) {
if (_slots[i]->handleMouseHeld(pressed, held))
return true;
}
for (int i = 0; i < ARRAYSIZE(_scrollButtons); i++) {
ScrollButton *b = _scrollButtons[i];
if (b->handleMouseHeld(pressed, held)) {
_scrollBar->scroll(b->_direction);
return true;
}
}
// It would be possible to handle dragging the scrollbar handle, but
// the original didn't.
if (_scrollBar->handleMouseHeld(pressed, held))
return true;
return false;
}
void MacIndy3Gui::Inventory::updateTimer(int delta) {
Widget::updateTimer(delta);
for (int i = 0; i < ARRAYSIZE(_slots); i++)
_slots[i]->updateTimer(delta);
_scrollBar->updateTimer(delta);
for (int i = 0; i < ARRAYSIZE(_scrollButtons); i++)
_scrollButtons[i]->updateTimer(delta);
}
void MacIndy3Gui::Inventory::updateVerb(int verbslot) {
MacIndy3Gui::VerbWidget::updateVerb(verbslot);
int owner = _vm->VAR(_vm->VAR_EGO);
int invCount = _vm->getInventoryCount(owner);
int invOffset = _gui->getInventoryScrollOffset();
int numSlots = ARRAYSIZE(_slots);
// The scroll offset must be non-negative and if there are numSlots or
// less objects in the inventory, the inventory is fixed in the top
// position.
if (invOffset < 0 || invCount <= numSlots)
invOffset = 0;
// If there are more than numSlots objects in the inventory, clamp the
// scroll offset so that the inventory does not go past the last
// 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