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213 lines
8.8 KiB
C++
213 lines
8.8 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the AUTHORS
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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) 1999-2000 Revolution Software Ltd.
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* This code is based on source code created by Revolution Software,
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* used with permission.
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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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#ifndef ICB_ICONMENU_H_INCLUDED
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#define ICB_ICONMENU_H_INCLUDED
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// Include headers needed by this class.
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#include "engines/icb/common/px_string.h"
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#include "engines/icb/common/px_common.h"
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#include "engines/icb/common/px_bitmap.h"
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#include "engines/icb/player.h"
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#include "engines/icb/icon_list.h"
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#include "engines/icb/icon_menu_pc.h"
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namespace ICB {
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// Use globals as it reduces rdata storage on PSX
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extern const char *global_nothing_selected;
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#define ICON_MENU_LOG "icon_menu_log.txt"
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// This defines the maximum number of icons that can be in the menu.
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#define ICON_MENU_MAX_ICONS 15 // NB: CHECK PADDING IMPLICATIONS FOR PSX BEFORE CHANGING THIS!
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// This is the standard number of frames in each icon.
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#define ICON_FRAME_COUNT 2
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// Controls how fast the highlight flashes.
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#define ICON_MENU_HIGHLIGHT_SPEED 5
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// This controls the flash rate of the added medipacks and ammo clips.
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#define ICON_MENU_ADDED_FLASHRATE 4
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// This controls the flashrate of the email-waiting symbol.
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#define ICON_MENU_EMAIL_FLASHRATE 24
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// These define the names of the off-screen indicator arrows.
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#define ICON_MENU_OFF_SCREEN_LEFT "left_arrow"
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#define ICON_MENU_OFF_SCREEN_RIGHT "right_arrow"
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// These are names for the ammo and healthcare stuff.
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#define ARMS_GUN_NAME "gun"
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#define ARMS_AMMO_NAME "ammo"
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#define ARMS_HEALTH_NAME "health_pack"
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#define EMAIL_ARRIVED_NAME "mail"
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// Used for telling which way we are scrolling / if we are scrolling
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#define ICON_MENU_SCROLL_NONE 0
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#define ICON_MENU_SCROLL_LEFT 1
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#define ICON_MENU_SCROLL_RIGHT 2
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// struct _icon_menu_duplicates
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// This structure must be passed into the icon menu upon activation, whereupon the information in it
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// will be used to add a count to the number of each item currently in the menu.
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struct _icon_menu_duplicates {
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uint8 s_nNumItems;
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uint8 s_pnItemCounts[ICON_MENU_MAX_ICONS];
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// Initialisation.
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_icon_menu_duplicates() { s_nNumItems = 0; }
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};
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// This class presents a set of icons to the user and runs the selection interface. It is packaged as a separate
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// class because it is used by the Remora, the speech system and the inventory.
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class _icon_menu {
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public:
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// Default constructor and destructor.
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_icon_menu();
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~_icon_menu() {}
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// If the menu is up, call this to process its logic and draw the menu.
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bool8 CycleIconMenu(const _input &sKeyboardState);
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// Draw the special armed inventory
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void DrawArmedMenu(const int32 nBullets, const int32 maxBullets, const int32 nClips, const int32 maxClips);
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// And this draws it each cycle.
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void DrawIconMenu();
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// Call this to close the menu down.
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void CloseDownIconMenu();
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// This is the main function for running a menu selection.
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void Activate(const _icon_list *pIconList, const _icon_menu_duplicates &sDuplicates, bool8 bAllowEscape, uint32 nSelected);
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// A funstion to recreate/load the icon surfaces after task switching
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void ReActivate();
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// This reports whether or not the icon menu is active.
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bool8 IsActive() const { return ((m_eIconMenuGameState == ACTIVE) ? TRUE8 : FALSE8); }
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// This says whether or not there is currently a valid selection (i.e. player is 'holding' something.)
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bool8 IsHolding() const { return (m_bValidSelection); }
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// This draws the current selection for as long as it is still 'held'.
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void CycleHoldingLogic();
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// These handle the logic and drawing for adding medipacks and clips.
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void SetAddingClipsCount(uint32 nNumClips);
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void SetAddingMedipacksCount(uint32 nNumMedipacks);
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bool8 IsAdding() const;
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void CycleAddingLogic();
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void DrawAdding();
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// An icon needs to flash when an email arrives. This mechanism borrows the logic from the medipacks and clips above.
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void SetEmailArrived();
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void ClearEmailArrived() { m_bEmailArrived = FALSE8; }
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// This reports the last menu selection if one is available.
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const char *GetLastSelection();
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uint32 GetLastSelectionHash() const;
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// This clears the selection.
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void ClearSelection() { m_bValidSelection = FALSE8; }
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uint32 GetTransparencyKey() const { return (m_nTransparentKey); }
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void SetTransparencyColourKey();
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// These are used for PSX smoothing. (Won't do any harm on the PC.)
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void PreloadIcon(const char *pcIconPath, const char *pcIconName);
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private:
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int32 GetScrollingPosition(const int32 nInputX, uint32 &nIconIndex);
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enum IconMenuGameState { INACTIVE = 0, ACTIVE };
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IconMenuGameState m_eIconMenuGameState; // Current state of the icon menu object.
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const _icon_list *m_pIconList; // Pointer to the list of icons to run the selection for.
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uint32 m_nLastSelection; // Stores the last selection made by the chooser.
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uint32 m_nSelectedIcon; // Stores the icon currently centred in the screen.
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uint32 m_nHighlightCounter; // Used to control frequency of highlight flashing.
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const char *m_pcSelectedIconName; // Name of the currently selected icon.
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uint32 m_nSelectedIconHash; // Hash of the currently selected icon.
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uint32 m_nIconClusterHash; // Icon cluster hash value.
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_icon_menu_duplicates m_sDuplicates; // Count of any duplicate items.
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uint32 m_nGlobalClusterHash; // Hash value for the global cluster.
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uint32 m_pnIconSurfaceIDs[ICON_MENU_MAX_ICONS]; // IDs of surfaces where non-highlighted icons are stored.
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uint32 m_pnHiLiteSurfaceIDs[ICON_MENU_MAX_ICONS]; // IDs of surfaces for storing highlighted versions.
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uint32 m_nLeftArrowID; // The left-off screen arrow.
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uint32 m_nRightArrowID; // Highlighted version of it.
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uint32 m_nLeftArrowHiLiteID; // The right-off screen arrow.
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uint32 m_nRightArrowHiLiteID; // Highlighted version of it.
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uint32 m_nAddedClipsSurface; // Surface for the flashing of added clips.
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uint32 m_nAddedMedipacksSurface; // Surface for the flashing of added medipacks.
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uint32 m_nEmailArrivedSurface; // Surface for the email-arrived icon.
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uint32 m_nMenuY; // The y height to draw the menu at
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uint32 m_nTransparentKey; // Use this colour for transparency in blitting.
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char m_pcGlobalClusterFile[MAXLEN_CLUSTER_URL]; // The global cluster file.
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char m_pcIconCluster[MAXLEN_CLUSTER_URL]; // Icon cluster name.
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bool8 m_bValidSelection; // Gets set true when a selection is made and false when it is read.
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bool8 m_nKeyLock; // Stops key-repeat.
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bool8 m_bHighlightVisible; // Whether or not the highlight is visible on the selected icon.
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bool8 m_bAllowEscape; // Allows backstep to escape from the menu if true.
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bool8 m_bWiderThanScreen; // Set to true when the icons won't all fit on the screen.
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uint8 m_nScrollCycles; // Count of how many game cycles we have been scrolling
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uint8 m_nLastIconIndex; // the last selected icon index used for scrolling
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uint8 m_nScrollDirection; // which direction we are scrolling
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uint8 m_nAddedMedipacks; // Gets set to cause flashing of added medipacks.
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uint8 m_nAddedClips; // Gets set to cause flashing of added clips.
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uint8 m_nAddedSymbol; // Indicates which 'adding' icon to display.
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uint8 m_nAddedFlashCount; // Used to control the flashing of added medipacs and clips.
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bool8 m_bEmailArrived; // Used to flag the arrival of an email.
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uint8 m_nMaxIconsDisplayed; // Holds current maximum icons that can be displayed.
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uint8 m_bPad2;
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uint8 m_bPad3;
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// Here I block the use of the default '='.
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_icon_menu(const _icon_menu &) {}
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void operator=(const _icon_menu &) {}
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// Private functions used only in this class.
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void CloseDownIconMenuDisplay();
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void SetUpOffScreenArrows();
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void SetupAdding(const char *pcIconName, uint32 &nSurfaceID);
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void CloseDownAdding();
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};
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extern _icon_menu *g_oIconMenu;
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}
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#endif // #if !defined( ICONMENU_H_INCLUDED )
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