scummvm/engines/buried/navarrow.cpp
2021-12-30 16:27:49 +02:00

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