mirror of
https://github.com/libretro/scummvm.git
synced 2025-01-01 23:18:44 +00:00
cb2ce51236
svn-id: r28832
215 lines
4.7 KiB
C++
215 lines
4.7 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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* 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, 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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* $URL$
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* $Id$
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*
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*/
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#include "common/stdafx.h"
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#include "common/events.h"
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#include "agi/agi.h"
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#include "agi/font.h"
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#include "agi/graphics.h"
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#include "agi/keyboard.h"
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// preagi engines
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#include "agi/preagi_mickey.h"
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// default attributes
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#define IDA_DEFAULT 0x0F
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#define IDA_DEFAULT_REV 0xF0
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#define IDI_MAX_ROW_PIC 20
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namespace Agi {
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// String functions
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void PreAgiEngine::drawStr(int row, int col, int attr, const char *buffer) {
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int code;
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for (int iChar = 0; iChar < (int)strlen(buffer); iChar++) {
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code = buffer[iChar];
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switch (code) {
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case '\n':
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case 0x8D:
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if (++row == 200 / 8) return;
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col = 0;
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break;
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case '|':
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// swap attribute nibbles
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break;
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default:
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drawChar(col * 8, row * 8, attr, code, (const char*)mickey_fontdata);
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if (++col == 320 / 8) {
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col = 0;
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if (++row == 200 / 8) return;
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}
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}
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}
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}
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void PreAgiEngine::drawStrMiddle(int row, int attr, const char *buffer) {
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int col = (25 / 2) - (strlen(buffer) / 2); // 25 = 320 / 8 (maximum column)
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drawStr(row, col, attr, buffer);
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}
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void PreAgiEngine::clearTextArea() {
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// FIXME: this causes crashes, I imagine it's because we're not currently locking the screen in drawStr
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for (int row = IDI_MAX_ROW_PIC; row < 200 / 8; row++) {
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//drawStr(row, 0, IDA_DEFAULT, " "); // 40 spaces
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}
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}
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void PreAgiEngine::drawChar(int x, int y, int attr, int code, const char *fontdata) {
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int cx, cy;
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uint8 color;
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for (cy = 0; cy < 8; cy++) {
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for (cx = 0; cx < 8; cx++) {
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if (fontdata[(code * 8) + cy] & (1 << (7 - cx)))
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color = attr & 0x0f; // foreground color
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else
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color = (attr & 0xf0) / 0x10; // background color
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_gfx->putPixelsA(x + cx, y + cy, 1, &color);
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}
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}
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}
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// Input functions
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void PreAgiEngine::waitAnyKeyAnim() {
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waitAnyKey(true);
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}
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int PreAgiEngine::getSelection(int type) {
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Common::Event event;
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// Selection types:
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// 0: Y/N
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// 1: 1-9
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for (;;) {
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while (_eventMan->pollEvent(event)) {
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switch(event.type) {
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case Common::EVENT_QUIT:
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_system->quit();
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case Common::EVENT_LBUTTONUP:
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if (type == 0)
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return 1;
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case Common::EVENT_RBUTTONUP:
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return 0;
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case Common::EVENT_KEYDOWN:
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switch (event.kbd.keycode) {
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case Common::KEYCODE_y:
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if (type == 0)
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return 1;
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case Common::KEYCODE_n:
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if (type == 0)
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return 0;
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case Common::KEYCODE_ESCAPE:
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if (type == 1)
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return 0;
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case Common::KEYCODE_1:
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case Common::KEYCODE_2:
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case Common::KEYCODE_3:
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case Common::KEYCODE_4:
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case Common::KEYCODE_5:
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case Common::KEYCODE_6:
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case Common::KEYCODE_7:
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case Common::KEYCODE_8:
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case Common::KEYCODE_9:
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if (type == 1)
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return event.kbd.keycode - Common::KEYCODE_1 + 1;
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default:
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if (type == 0) {
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return 2;
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} else {
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return 10;
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}
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}
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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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}
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return 0;
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}
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bool PreAgiEngine::waitAnyKeyChoice() {
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Common::Event event;
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for (;;) {
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while (_eventMan->pollEvent(event)) {
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switch(event.type) {
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case Common::EVENT_QUIT:
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_system->quit();
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case Common::EVENT_LBUTTONUP:
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return true;
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case Common::EVENT_RBUTTONUP:
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return false;
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case Common::EVENT_KEYDOWN:
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switch (event.kbd.keycode) {
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case Common::KEYCODE_ESCAPE: //Escape
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return false;
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default:
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return true;
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}
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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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}
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}
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void PreAgiEngine::waitAnyKey(bool anim) {
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Common::Event event;
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for (;;) {
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while (_eventMan->pollEvent(event)) {
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switch(event.type) {
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case Common::EVENT_QUIT:
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_system->quit();
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case Common::EVENT_KEYDOWN:
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case Common::EVENT_LBUTTONUP:
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case Common::EVENT_RBUTTONUP:
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return;
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default:
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break;
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}
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}
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// TODO
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/*if (anim) {
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_game->Animate();
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UpdateScreen();
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}*/
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}
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}
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}
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