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https://github.com/libretro/scummvm.git
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3f66ef36ac
Instead of looping through the entire string, loop until the end of the string or until the rendered string gets too wide for the text box. The upper limit is somewhat arbitrarily chosen, but should look fine if an actor name is ever that long. (Hint: They're not.)
214 lines
6.1 KiB
C++
214 lines
6.1 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "common/system.h"
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#include "scumm/actor.h"
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#include "scumm/charset.h"
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#include "scumm/usage_bits.h"
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#include "scumm/verbs.h"
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namespace Scumm {
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void ScummEngine::mac_drawStripToScreen(VirtScreen *vs, int top, int x, int y, int width, int height) {
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const byte *pixels = vs->getPixels(x, top);
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const byte *ts = (byte *)_textSurface.getBasePtr(x * 2, y * 2);
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byte *mac = (byte *)_macScreen->getBasePtr(x * 2, y * 2);
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int pixelsPitch = vs->pitch;
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int tsPitch = _textSurface.pitch;
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int macPitch = _macScreen->pitch;
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for (int h = 0; h < height; h++) {
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for (int w = 0; w < width; w++) {
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if (ts[2 * w] == CHARSET_MASK_TRANSPARENCY)
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mac[2 * w] = pixels[w];
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if (ts[2 * w + 1] == CHARSET_MASK_TRANSPARENCY)
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mac[2 * w + 1] = pixels[w];
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if (ts[2 * w + tsPitch] == CHARSET_MASK_TRANSPARENCY)
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mac[2 * w + macPitch] = pixels[w];
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if (ts[2 * w + tsPitch + 1] == CHARSET_MASK_TRANSPARENCY)
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mac[2 * w + macPitch + 1] = pixels[w];
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}
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pixels += pixelsPitch;
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ts += tsPitch * 2;
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mac += macPitch * 2;
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}
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_system->copyRectToScreen(_macScreen->getBasePtr(x * 2, y * 2), _macScreen->pitch, x * 2, y * 2, width * 2, height * 2);
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}
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void ScummEngine::mac_drawLoomPracticeMode() {
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// In practice mode, the game shows the notes as they are being played.
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// In the DOS version, this is drawn by script 27 but the Mac version
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// just sets variables 50 and 54. The box is actually a verb, and it
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// seems that setting variable 50 is pretty much equal to turning verb
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// 53 on or off. I'm not sure what the purpose of variable 54 is.
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int x = 216;
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int y = 377;
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int width = 62;
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int height = 22;
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int var = 50;
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byte *ptr = (byte *)_macScreen->getBasePtr(x, y);
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int pitch = _macScreen->pitch;
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int slot = getVerbSlot(53, 0);
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VerbSlot *vs = &_verbs[slot];
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vs->curmode = (VAR(var) != 0);
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vs->curRect.left = x / 2;
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vs->curRect.right = (x + width) / 2;
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vs->curRect.top = y / 22;
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vs->curRect.bottom = (y + height) / 2;
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_macScreen->fillRect(Common::Rect(x, y, x + width, y + height), 0);
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if (VAR(var)) {
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for (int w = 1; w < width - 1; w++) {
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ptr[w] = 7;
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ptr[w + pitch * (height - 1)] = 7;
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}
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for (int h = 1; h < height - 1; h++) {
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ptr[h * pitch] = 7;
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ptr[h * pitch + width - 1] = 7;
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}
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// Draw the notes
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int colors[] = { 4, 12, 14, 10, 11, 3, 9, 15 };
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for (int i = 0; i < 4; i++) {
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int note = (VAR(var) >> (4 * i)) & 0x0F;
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if (note >= 2 && note <= 9) {
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_charset->setColor(colors[note - 2]);
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_charset->drawChar(14 + note, *_macScreen, i * 13 + x + 8, y + 4);
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}
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}
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}
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_system->copyRectToScreen(ptr, pitch, x, y, width, height);
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}
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void ScummEngine::mac_createIndy3TextBox(Actor *a) {
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int width = _macIndy3TextBox->w;
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int height = _macIndy3TextBox->h;
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_macIndy3TextBox->fillRect(Common::Rect(width, height), 0);
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int nameWidth = 0;
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if (a) {
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int oldID = _charset->getCurID();
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_charset->setCurID(2);
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const char *name = (const char *)a->getActorName();
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int charX = 25;
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for (int i = 0; name[i] && nameWidth < width - 50; i++) {
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_charset->drawChar(name[i], *_macIndy3TextBox, charX, 0);
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nameWidth += _charset->getCharWidth(name[i]);
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charX += _charset->getCharWidth(name[i]);
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}
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_charset->drawChar(':', *_macIndy3TextBox, charX, 0);
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_charset->setCurID(oldID);
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}
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if (nameWidth) {
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_macIndy3TextBox->hLine(2, 3, 20, 15);
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_macIndy3TextBox->hLine(32 + nameWidth, 3, width - 3, 15);
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} else
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_macIndy3TextBox->hLine(2, 3, width - 3, 15);
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_macIndy3TextBox->vLine(1, 4, height - 3, 15);
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_macIndy3TextBox->vLine(width - 2, 4, height - 3, 15);
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_macIndy3TextBox->hLine(2, height - 2, width - 3, 15);
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}
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void ScummEngine::mac_drawIndy3TextBox() {
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// The first two rows of the text box are padding for font rendering.
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// They are not drawn to the screen.
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int x = 96;
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int y = 32;
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int w = _macIndy3TextBox->w;
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int h = _macIndy3TextBox->h - 2;
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// The text box is drawn to the Mac screen and text surface, as if it
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// had been one giant glyph. Note that it will be drawn on the main
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// virtual screen, but we still pretend it's on the text one.
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VirtScreen *vs = &_virtscr[kMainVirtScreen];
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byte *ptr = (byte *)_macIndy3TextBox->getBasePtr(0, 2);
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int pitch = _macIndy3TextBox->pitch;
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_macScreen->copyRectToSurface(ptr, pitch, x, y, w, h);
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_textSurface.fillRect(Common::Rect(x, y, x + w, y + h), 0);
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// Mark the virtual screen as dirty. The top and left coordinates are
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// rounded down, while the bottom and right ones are rounded up.
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int vsTop = y / 2 - vs->topline;
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int vsBottom = (y + h) / 2 - vs->topline;
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int vsLeft = x / 2;
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int vsRight = (x + w) / 2;
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if ((y + h) & 1)
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vsBottom++;
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if ((x + w) & 1)
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vsRight++;
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markRectAsDirty(kMainVirtScreen, vsLeft, vsRight, vsTop, vsBottom);
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}
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void ScummEngine::mac_undrawIndy3TextBox() {
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int x = 96;
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int y = 32;
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int w = _macIndy3TextBox->w;
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int h = _macIndy3TextBox->h - 2;
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_macScreen->fillRect(Common::Rect(x, y, x + w, y + h), 0);
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_textSurface.fillRect(Common::Rect(x, y, x + w, y + h), CHARSET_MASK_TRANSPARENCY);
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VirtScreen *vs = &_virtscr[kMainVirtScreen];
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int vsTop = y / 2 - vs->topline;
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int vsBottom = (y + h) / 2 - vs->topline;
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int vsLeft = x / 2;
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int vsRight = (x + w) / 2;
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if ((y + h) & 1)
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vsBottom++;
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if ((x + w) & 1)
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vsRight++;
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markRectAsDirty(kMainVirtScreen, vsLeft, vsRight, vsTop, vsBottom);
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}
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} // End of namespace Scumm
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