mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-30 14:14:43 +00:00
105f966c6a
svn-id: r4744
542 lines
12 KiB
C++
542 lines
12 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2002 The ScummVM project
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*/
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#include "stdafx.h"
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#include "scumm.h"
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#include "newgui.h"
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#include "guimaps.h"
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#include "gui/dialog.h"
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#include "util.h"
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/*
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* TODO list
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* - implement the missing / incomplete dialogs
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* - add more widgets
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* - allow multi line (l/c/r aligned) text via StaticTextWidget ?
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* - add "close" widget to all dialogs (with a flag to turn it off) ?
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* - make dialogs "moveable" ?
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* - come up with a new look&feel / theme for the GUI
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* - ...
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*/
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#define ABS(x) ((x) < 0 ? -(x) : (x))
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NewGui::NewGui(Scumm *s) : _s(s), _use_alpha_blending(false),
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_need_redraw(false),_prepare_for_gui(true),
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_pauseDialog(0), _saveLoadDialog(0), _aboutDialog(0), _optionsDialog(0),
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_currentKeyDown(0)
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{
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}
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void NewGui::pauseDialog()
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{
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if (!_pauseDialog)
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_pauseDialog = new PauseDialog(this);
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_pauseDialog->open();
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}
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void NewGui::saveloadDialog()
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{
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if (!_saveLoadDialog)
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_saveLoadDialog = new SaveLoadDialog(this);
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_saveLoadDialog->open();
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}
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void NewGui::aboutDialog()
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{
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if (!_aboutDialog)
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_aboutDialog = new AboutDialog(this);
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_aboutDialog->open();
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}
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void NewGui::optionsDialog()
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{
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if (!_optionsDialog)
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_optionsDialog = new OptionsDialog(this);
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_optionsDialog->open();
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}
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void NewGui::soundDialog()
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{
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if (!_soundDialog)
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_soundDialog = new SoundDialog(this);
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_soundDialog->open();
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}
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void NewGui::loop()
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{
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Dialog *activeDialog = _dialogStack.top();
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int i;
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if (_prepare_for_gui) {
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ClearBlendCache(_s->_currentPalette, 128);
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saveState();
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if (_use_alpha_blending)
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activeDialog->setupScreenBuf();
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#if 1
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// FIXME - hack to encode our own custom GUI colors. Since we have to live
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// with a given 8 bit palette, the result is not always as nice as one
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// would wish, but this is just an experiment after all.
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_bgcolor = RGBMatch(_s->_currentPalette, 0, 0, 0);
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_color = RGBMatch(_s->_currentPalette, 80, 80, 80);
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_shadowcolor = RGBMatch(_s->_currentPalette, 64, 64, 64);
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_textcolor = RGBMatch(_s->_currentPalette, 32, 192, 32);
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_textcolorhi = RGBMatch(_s->_currentPalette, 0, 256, 0);
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#endif
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_eventList.clear();
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_currentKeyDown = 0;
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_lastClick.x = _lastClick.y = 0;
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_lastClick.time = 0;
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_lastClick.count = 0;
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_prepare_for_gui = false;
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}
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activeDialog->handleTickle();
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if (_need_redraw) {
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for (i = 0; i < _dialogStack.size(); i++)
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_dialogStack[i]->draw();
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_need_redraw = false;
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}
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_s->animateCursor();
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if (_eventList.size() > 0)
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{
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OSystem::Event t;
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for (i = 0; i < _eventList.size(); i++)
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{
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t = _eventList[i];
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switch(t.event_code) {
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case OSystem::EVENT_KEYDOWN:
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activeDialog->handleKeyDown(t.kbd.ascii, t.kbd.flags);
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// init continuous event stream
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_currentKeyDown = t.kbd.ascii;
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_currentKeyDownFlags = t.kbd.flags;
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_keyRepeatEvenCount = 1;
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_keyRepeatLoopCount = 0;
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break;
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case OSystem::EVENT_KEYUP:
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activeDialog->handleKeyUp(t.kbd.ascii, t.kbd.flags);
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if (t.kbd.ascii == _currentKeyDown)
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// only stop firing events if it's the current key
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_currentKeyDown = 0;
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break;
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case OSystem::EVENT_MOUSEMOVE:
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activeDialog->handleMouseMoved(t.mouse.x - activeDialog->_x, t.mouse.y - activeDialog->_y, 0);
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break;
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// We don't distinguish between mousebuttons (for now at least)
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case OSystem::EVENT_LBUTTONDOWN:
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case OSystem::EVENT_RBUTTONDOWN: {
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uint32 time = _s->_system->get_msecs();
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if (_lastClick.count && (time < _lastClick.time + 1000)
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&& ABS(_lastClick.x - t.mouse.x) < 3
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&& ABS(_lastClick.y - t.mouse.y) < 3) {
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_lastClick.count++;
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} else {
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_lastClick.x = t.mouse.x;
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_lastClick.y = t.mouse.y;
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_lastClick.count = 1;
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}
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_lastClick.time = time;
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}
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activeDialog->handleMouseDown(t.mouse.x - activeDialog->_x, t.mouse.y - activeDialog->_y, 1, _lastClick.count);
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break;
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case OSystem::EVENT_LBUTTONUP:
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case OSystem::EVENT_RBUTTONUP:
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activeDialog->handleMouseUp(t.mouse.x - activeDialog->_x, t.mouse.y - activeDialog->_y, 1, _lastClick.count);
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break;
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}
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}
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_eventList.clear();
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}
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// check if event should be sent again (keydown)
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if (_currentKeyDown != 0)
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{
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// if only fired once, wait longer
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if ( _keyRepeatLoopCount >= ((_keyRepeatEvenCount > 1) ? 2 : 4) )
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// ^ loops to wait first event
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// ^ loops to wait after first event
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{
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// fire event
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activeDialog->handleKeyDown(_currentKeyDown, _currentKeyDownFlags);
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_keyRepeatEvenCount++;
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_keyRepeatLoopCount = 0;
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}
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_keyRepeatLoopCount++;
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}
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_s->drawDirtyScreenParts();
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}
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#pragma mark -
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void NewGui::saveState()
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{
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_old_soundsPaused = _s->_sound->_soundsPaused;
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_s->_sound->pauseSounds(true);
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// Backup old cursor
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memcpy(_old_grabbedCursor, _s->_grabbedCursor, sizeof(_old_grabbedCursor));
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_old_cursorWidth = _s->_cursorWidth;
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_old_cursorHeight = _s->_cursorHeight;
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_old_cursorHotspotX = _s->_cursorHotspotX;
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_old_cursorHotspotY = _s->_cursorHotspotY;
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_old_cursor_mode = _s->_system->show_mouse(true);
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_s->_cursorAnimate++;
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_s->gdi._cursorActive = 1;
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}
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void NewGui::restoreState()
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{
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_s->_fullRedraw = true;
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_s->_completeScreenRedraw = true;
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_s->_cursorAnimate--;
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// Restore old cursor
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memcpy(_s->_grabbedCursor, _old_grabbedCursor, sizeof(_old_grabbedCursor));
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_s->_cursorWidth = _old_cursorWidth;
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_s->_cursorHeight = _old_cursorHeight;
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_s->_cursorHotspotX = _old_cursorHotspotX;
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_s->_cursorHotspotY = _old_cursorHotspotY;
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_s->updateCursor();
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_s->_system->show_mouse(_old_cursor_mode);
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_s->_sound->pauseSounds(_old_soundsPaused);
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}
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void NewGui::openDialog(Dialog *dialog)
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{
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if (_dialogStack.empty())
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_prepare_for_gui = true;
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else if (_use_alpha_blending)
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dialog->setupScreenBuf();
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_dialogStack.push(dialog);
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_need_redraw = true;
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}
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void NewGui::closeTopDialog()
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{
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// Don't do anything if no dialog is open
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if (_dialogStack.empty())
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return;
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// Tear down its screenBuf
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if (_use_alpha_blending)
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_dialogStack.top()->teardownScreenBuf();
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// Remove the dialog from the stack
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_dialogStack.pop();
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if (_dialogStack.empty())
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restoreState();
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else
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_need_redraw = true;
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}
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#pragma mark -
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const char *NewGui::queryResString(int stringno)
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{
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char *result;
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int string;
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if (stringno == 0)
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return NULL;
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if (_s->_features & GF_AFTER_V7)
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string = _s->_vars[string_map_table_v7[stringno - 1].num];
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else if (_s->_features & GF_AFTER_V6)
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string = _s->_vars[string_map_table_v6[stringno - 1].num];
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else
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string = string_map_table_v5[stringno - 1].num;
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result = (char *)_s->getStringAddress(string);
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if (!result) { // Gracelessly degrade to english :)
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if (_s->_features & GF_AFTER_V6)
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return string_map_table_v6[stringno - 1].string;
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else
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return string_map_table_v5[stringno - 1].string;
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}
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return result;
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}
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const char *NewGui::queryCustomString(int stringno)
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{
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return string_map_table_custom[stringno];
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}
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#pragma mark -
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byte *NewGui::getBasePtr(int x, int y)
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{
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VirtScreen *vs = _s->findVirtScreen(y);
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if (vs == NULL)
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return NULL;
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return vs->screenPtr + x + (y - vs->topline) * 320 +
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_s->_screenStartStrip * 8 + (_s->camera._cur.y - 100) * 320;
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}
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void NewGui::box(int x, int y, int width, int height)
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{
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hline(x + 1, y, x + width - 2, _color);
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hline(x, y + 1, x + width - 1, _color);
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vline(x, y + 1, y + height - 2, _color);
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vline(x + 1, y, y + height - 1, _color);
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hline(x + 1, y + height - 2, x + width - 1, _shadowcolor);
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hline(x + 1, y + height - 1, x + width - 2, _shadowcolor);
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vline(x + width - 1, y + 1, y + height - 2, _shadowcolor);
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vline(x + width - 2, y + 1, y + height - 1, _shadowcolor);
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}
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void NewGui::line(int x, int y, int x2, int y2, byte color)
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{
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byte *ptr;
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if (x2 < x)
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x2 ^= x ^= x2 ^= x; // Swap x2 and x
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if (y2 < y)
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y2 ^= y ^= y2 ^= y; // Swap y2 and y
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ptr = getBasePtr(x, y);
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if (ptr == NULL)
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return;
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if (x == x2) {
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/* vertical line */
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while (y++ <= y2) {
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*ptr = color;
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ptr += 320;
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}
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} else if (y == y2) {
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/* horizontal line */
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while (x++ <= x2) {
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*ptr++ = color;
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}
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}
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}
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void NewGui::blendRect(int x, int y, int w, int h, byte color)
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{
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byte *ptr = getBasePtr(x, y);
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if (ptr == NULL)
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return;
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while (h--) {
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for (int i = 0; i < w; i++) {
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ptr[i] = Blend(ptr[i], color, _s->_currentPalette);
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}
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ptr += 320;
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}
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}
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void NewGui::fillRect(int x, int y, int w, int h, byte color)
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{
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byte *ptr = getBasePtr(x, y);
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if (ptr == NULL)
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return;
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while (h--) {
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for (int i = 0; i < w; i++) {
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ptr[i] = color;
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}
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ptr += 320;
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}
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}
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void NewGui::checkerRect(int x, int y, int w, int h, byte color)
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{
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byte *ptr = getBasePtr(x, y);
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if (ptr == NULL)
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return;
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while (h--) {
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for (int i = 0; i < w; i++) {
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if ((h ^ i) & 1)
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ptr[i] = color;
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}
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ptr += 320;
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}
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}
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void NewGui::frameRect(int x, int y, int w, int h, byte color)
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{
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int i;
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byte *ptr, *basePtr = getBasePtr(x, y);
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if (basePtr == NULL)
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return;
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ptr = basePtr;
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for (i = 0; i < w; i++, ptr++)
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*ptr = color;
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ptr--;
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for (i = 0; i < h; i++, ptr += 320)
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*ptr = color;
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ptr = basePtr;
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for (i = 0; i < h; i++, ptr += 320)
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*ptr = color;
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ptr -= 320;
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for (i = 0; i < w; i++, ptr++)
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*ptr = color;
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}
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void NewGui::addDirtyRect(int x, int y, int w, int h)
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{
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VirtScreen *vs = _s->findVirtScreen(y);
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if (vs != NULL)
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_s->setVirtscreenDirty(vs, x, y, x + w, y + h);
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}
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void NewGui::drawChar(const char str, int xx, int yy)
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{
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unsigned int buffer = 0, mask = 0, x, y;
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byte *tmp;
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int tempc = _color;
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_color = _textcolor;
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tmp = &guifont[0];
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tmp += 224 + (str + 1) * 8;
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byte *ptr = getBasePtr(xx, yy);
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if (ptr == NULL)
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return;
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for (y = 0; y < 8; y++) {
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for (x = 0; x < 8; x++) {
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unsigned char color;
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if ((mask >>= 1) == 0) {
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buffer = *tmp++;
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mask = 0x80;
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}
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color = ((buffer & mask) != 0);
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if (color)
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ptr[x] = _color;
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}
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ptr += 320;
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}
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_color = tempc;
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}
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void NewGui::drawString(const char *str, int x, int y, int w, byte color, int align)
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{
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if (_s->_gameId) { /* If a game is active.. */
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StringTab *st = &_s->string[5];
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st->charset = 1;
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st->center = (align == kTextAlignCenter);
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st->color = color;
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if (align == kTextAlignLeft)
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st->xpos = x;
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else if (align == kTextAlignCenter)
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st->xpos = x + w/2;
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else if (align == kTextAlignRight)
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st->xpos = x + w - _s->charset.getStringWidth(0, (byte *)str, 0);
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st->ypos = y;
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st->right = x + w;
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_s->_messagePtr = (byte *)str;
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_s->drawString(5);
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} else {
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// FIXME - support center/right align, use nicer custom font.
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// Ultimately, we might want to *always* draw our messages this way,
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// but only if we have a nice font.
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uint len = strlen(str);
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for (uint letter = 0; letter < len; letter++)
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drawChar(str[letter], x + (letter * 8), y);
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}
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}
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/*
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* Draw an 8x8 bitmap at location (x,y)
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*/
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void NewGui::drawBitmap(uint32 bitmap[8], int x, int y, byte color)
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{
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byte *ptr = getBasePtr(x, y);
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if (ptr == NULL)
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return;
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for (int y2 = 0; y2 < 8; y2++) {
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uint32 mask = 0xF0000000;
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for (int x2 = 0; x2 < 8; x2++) {
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if (bitmap[y2] & mask)
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ptr[x2] = color;
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mask >>= 4;
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}
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ptr += 320;
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}
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}
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void NewGui::blitTo(byte buffer[320*200], int x, int y, int w, int h)
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{
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byte *dstPtr = buffer + x + y*320;
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byte *srcPtr = getBasePtr(x, y);
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if (srcPtr == NULL)
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return;
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while (h--) {
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for (int i = 0; i < w; i++) {
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*dstPtr++ = *srcPtr++;
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}
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dstPtr += 320 - w;
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srcPtr += 320 - w;
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}
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}
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void NewGui::blitFrom(byte buffer[320*200], int x, int y, int w, int h)
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{
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byte *srcPtr = buffer + x + y*320;
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byte *dstPtr = getBasePtr(x, y);
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if (dstPtr == NULL)
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return;
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while (h--) {
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for (int i = 0; i < w; i++) {
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*dstPtr++ = *srcPtr++;
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}
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dstPtr += 320 - w;
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srcPtr += 320 - w;
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}
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}
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