mirror of
https://github.com/libretro/scummvm.git
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245 lines
8.5 KiB
C++
245 lines
8.5 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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* Additional copyright for this file:
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* Copyright (C) 1995 Presto Studios, Inc.
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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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* 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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* 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 "buried/buried.h"
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#include "buried/gameui.h"
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#include "buried/graphics.h"
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#include "buried/inventory_window.h"
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#include "buried/navarrow.h"
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#include "buried/navdata.h"
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#include "buried/resources.h"
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#include "buried/scene_view.h"
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#include "common/keyboard.h"
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#include "graphics/surface.h"
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namespace Buried {
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NavArrowWindow::NavArrowWindow(BuriedEngine *vm, Window *parent) : Window(vm, parent) {
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_background = _vm->_gfx->getBitmap(IDB_ARROW_BACKGROUND);
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_arrowBitmaps[0][0] = IDB_ARROW_UP_CLEAR;
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_arrowBitmaps[0][1] = IDB_ARROW_UP_LIT;
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_arrowBitmaps[0][2] = IDB_ARROW_UP_HIGHLIGHTED;
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_arrowBitmaps[1][0] = IDB_ARROW_LEFT_CLEAR;
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_arrowBitmaps[1][1] = IDB_ARROW_LEFT_LIT;
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_arrowBitmaps[1][2] = IDB_ARROW_LEFT_HIGHLIGHTED;
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_arrowBitmaps[2][0] = IDB_ARROW_RIGHT_CLEAR;
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_arrowBitmaps[2][1] = IDB_ARROW_RIGHT_LIT;
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_arrowBitmaps[2][2] = IDB_ARROW_RIGHT_HIGHLIGHTED;
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_arrowBitmaps[3][0] = IDB_ARROW_DOWN_CLEAR;
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_arrowBitmaps[3][1] = IDB_ARROW_DOWN_LIT;
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_arrowBitmaps[3][2] = IDB_ARROW_DOWN_HIGHLIGHTED;
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_arrowBitmaps[4][0] = IDB_ARROW_FORWARD_CLEAR;
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_arrowBitmaps[4][1] = IDB_ARROW_FORWARD_LIT;
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_arrowBitmaps[4][2] = IDB_ARROW_FORWARD_HIGHLIGHTED;
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for (int i = 0; i < NUM_ARROWS; i++)
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_arrowStatus[i] = BUTTON_DISABLED;
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rebuildArrows();
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_rect = Common::Rect(510, 292, 640, 418);
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}
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NavArrowWindow::~NavArrowWindow() {
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_background->free();
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delete _background;
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}
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bool NavArrowWindow::updateArrow(int button, int newStatus) {
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_arrowStatus[button] = newStatus;
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rebuildArrows();
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invalidateWindow(false);
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return true;
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}
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bool NavArrowWindow::updateAllArrows(int left, int up, int right, int down, int forward) {
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// clone2727 says: This is wrong. Left and up are swapped.
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// I can only imagine what bugs this causes.
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_arrowStatus[0] = left;
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_arrowStatus[1] = up;
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_arrowStatus[2] = right;
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_arrowStatus[3] = down;
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_arrowStatus[4] = forward;
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rebuildArrows();
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invalidateWindow(false);
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return true;
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}
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bool NavArrowWindow::updateAllArrows(const LocationStaticData &locationStaticData) {
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_arrowStatus[0] = (locationStaticData.destUp.destinationScene.timeZone >= 0) ? BUTTON_ENABLED : BUTTON_DISABLED;
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_arrowStatus[1] = (locationStaticData.destLeft.destinationScene.timeZone >= 0) ? BUTTON_ENABLED : BUTTON_DISABLED;
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_arrowStatus[2] = (locationStaticData.destRight.destinationScene.timeZone >= 0) ? BUTTON_ENABLED : BUTTON_DISABLED;
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_arrowStatus[3] = (locationStaticData.destDown.destinationScene.timeZone >= 0) ? BUTTON_ENABLED : BUTTON_DISABLED;
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_arrowStatus[4] = (locationStaticData.destForward.destinationScene.timeZone >= 0) ? BUTTON_ENABLED : BUTTON_DISABLED;
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rebuildArrows();
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invalidateWindow(false);
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return true;
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}
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bool NavArrowWindow::drawArrow(int xDst, int yDst, int arrow) {
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Graphics::Surface *arrowBitmap = _vm->_gfx->getBitmap(_arrowBitmaps[arrow][_arrowStatus[arrow]]);
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for (int ySrc = 0; ySrc < arrowBitmap->h; ySrc++)
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memcpy(_background->getBasePtr(xDst, yDst + ySrc), arrowBitmap->getBasePtr(0, ySrc), arrowBitmap->w * arrowBitmap->format.bytesPerPixel);
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arrowBitmap->free();
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delete arrowBitmap;
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return true;
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}
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bool NavArrowWindow::rebuildArrows() {
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_background->free();
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delete _background;
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_background = _vm->_gfx->getBitmap(IDB_ARROW_BACKGROUND);
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drawArrow(37, 2, 0);
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drawArrow(2, 39, 1);
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drawArrow(64, 38, 2);
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drawArrow(38, 68, 3);
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Graphics::Surface *centerArrow = _vm->_gfx->getBitmap(_arrowBitmaps[4][_arrowStatus[4]]);
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_vm->_gfx->opaqueTransparentBlit(_background, 39, 49, centerArrow->w, centerArrow->h, centerArrow, 0, 0, (_arrowStatus[4] == BUTTON_DISABLED) ? 50 : 85, 255, 255, 255);
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centerArrow->free();
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delete centerArrow;
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return true;
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}
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void NavArrowWindow::onLButtonDown(const Common::Point &point, uint flags) {
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Common::Rect leftButton(1, 43, 40, 78);
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Common::Rect upButton(40, 1, 76, 45);
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Common::Rect rightButton(63, 45, 130, 71);
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Common::Rect downButton(42, 71, 78, 124);
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Common::Rect forwardButton(39, 49, 101, 91);
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((GameUIWindow *)_parent)->_inventoryWindow->destroyInfoWindow();
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((GameUIWindow *)_parent)->_inventoryWindow->destroyBurnedLetterWindow();
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// This logic was broken in the original. retVal wasn't initialized.
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bool retVal = false;
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// Did we click anywhere near the forward button?
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if (forwardButton.contains(point)) {
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// If we only clicked on the forward arrow, then take care of it here
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if (!rightButton.contains(point) && !downButton.contains(point)) {
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if (_arrowStatus[4] == BUTTON_ENABLED)
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((GameUIWindow *)_parent)->_sceneViewWindow->moveInDirection(kDirectionForward);
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} else {
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if (rightButton.contains(point)) {
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Graphics::Surface *centerArrow = _vm->_gfx->getBitmap(_arrowBitmaps[4][_arrowStatus[4]]);
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if (_vm->_gfx->checkPointAgainstMaskedBitmap(centerArrow, 39, 49, point, 255, 255, 255)) {
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if (_arrowStatus[4] == BUTTON_ENABLED)
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retVal = ((GameUIWindow *)_parent)->_sceneViewWindow->moveInDirection(kDirectionForward);
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} else {
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if (_arrowStatus[2] == BUTTON_ENABLED)
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retVal = ((GameUIWindow *)_parent)->_sceneViewWindow->moveInDirection(kDirectionRight);
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}
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centerArrow->free();
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delete centerArrow;
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}
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if (downButton.contains(point)) {
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Graphics::Surface *centerArrow = _vm->_gfx->getBitmap(_arrowBitmaps[4][_arrowStatus[4]]);
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if (_vm->_gfx->checkPointAgainstMaskedBitmap(centerArrow, 39, 49, point, 255, 255, 255)) {
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if (_arrowStatus[4] == BUTTON_ENABLED)
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retVal = ((GameUIWindow *)_parent)->_sceneViewWindow->moveInDirection(kDirectionForward);
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} else {
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if (_arrowStatus[3] == BUTTON_ENABLED)
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retVal = ((GameUIWindow *)_parent)->_sceneViewWindow->moveInDirection(kDirectionDown);
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}
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centerArrow->free();
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delete centerArrow;
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}
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}
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} else {
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if (upButton.contains(point) && _arrowStatus[0] == BUTTON_ENABLED)
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retVal = ((GameUIWindow *)_parent)->_sceneViewWindow->moveInDirection(kDirectionUp);
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if (leftButton.contains(point) && _arrowStatus[1] == BUTTON_ENABLED)
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retVal = ((GameUIWindow *)_parent)->_sceneViewWindow->moveInDirection(kDirectionLeft);
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if (rightButton.contains(point) && _arrowStatus[2] == BUTTON_ENABLED)
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retVal = ((GameUIWindow *)_parent)->_sceneViewWindow->moveInDirection(kDirectionRight);
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if (downButton.contains(point) && _arrowStatus[3] == BUTTON_ENABLED)
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retVal = ((GameUIWindow *)_parent)->_sceneViewWindow->moveInDirection(kDirectionDown);
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}
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if (retVal) {
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rebuildArrows();
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invalidateWindow(false);
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}
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}
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void NavArrowWindow::onKeyUp(const Common::KeyState &key, uint flags) {
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switch (key.keycode) {
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case Common::KEYCODE_KP4:
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case Common::KEYCODE_LEFT:
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if (_arrowStatus[1] == BUTTON_ENABLED)
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((GameUIWindow *)_parent)->_sceneViewWindow->moveInDirection(kDirectionLeft);
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break;
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case Common::KEYCODE_KP6:
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case Common::KEYCODE_RIGHT:
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if (_arrowStatus[2] == BUTTON_ENABLED)
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((GameUIWindow *)_parent)->_sceneViewWindow->moveInDirection(kDirectionRight);
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break;
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case Common::KEYCODE_KP2:
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case Common::KEYCODE_DOWN:
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if (_arrowStatus[3] == BUTTON_ENABLED)
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((GameUIWindow *)_parent)->_sceneViewWindow->moveInDirection(kDirectionDown);
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break;
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case Common::KEYCODE_KP8:
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case Common::KEYCODE_UP:
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if (_arrowStatus[0] == BUTTON_ENABLED)
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((GameUIWindow *)_parent)->_sceneViewWindow->moveInDirection(kDirectionUp);
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break;
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case Common::KEYCODE_KP5:
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if (_arrowStatus[4] == BUTTON_ENABLED)
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((GameUIWindow *)_parent)->_sceneViewWindow->moveInDirection(kDirectionForward);
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break;
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default:
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break;
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}
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}
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void NavArrowWindow::onPaint() {
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Common::Rect absoluteRect = getAbsoluteRect();
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_vm->_gfx->blit(_background, absoluteRect.left, absoluteRect.top);
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}
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void NavArrowWindow::onEnable(bool enable) {
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if (enable)
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_vm->removeMouseMessages(this);
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}
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} // End of namespace Buried
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