mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-28 20:55:19 +00:00
69dac1d4f2
svn-id: r33259
433 lines
10 KiB
C++
433 lines
10 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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* Handles scrolling
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*/
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#include "tinsel/actors.h"
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#include "tinsel/background.h"
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#include "tinsel/cursor.h"
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#include "tinsel/dw.h"
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#include "tinsel/graphics.h"
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#include "tinsel/polygons.h"
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#include "tinsel/rince.h"
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#include "tinsel/scroll.h"
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#include "tinsel/sched.h"
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namespace Tinsel {
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//----------------- EXTERNAL FUNCTIONS ---------------------
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// in BG.C
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extern int BackgroundWidth(void);
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extern int BackgroundHeight(void);
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//----------------- LOCAL DEFINES --------------------
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#define LEFT 'L'
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#define RIGHT 'R'
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#define UP 'U'
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#define DOWN 'D'
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//----------------- LOCAL GLOBAL DATA --------------------
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static int LeftScroll = 0, DownScroll = 0; // Number of iterations outstanding
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static int scrollActor = 0;
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static PMACTOR psActor = 0;
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static int oldx = 0, oldy = 0;
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/** Boundaries and numbers of boundaries */
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static SCROLLDATA sd = {
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{
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{0,0,0}, {0,0,0}, {0,0,0}, {0,0,0}, {0,0,0},
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{0,0,0}, {0,0,0}, {0,0,0}, {0,0,0}, {0,0,0}
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},
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{
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{0,0,0}, {0,0,0}, {0,0,0}, {0,0,0}, {0,0,0},
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{0,0,0}, {0,0,0}, {0,0,0}, {0,0,0}, {0,0,0}
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},
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0,
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0
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};
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static int ImageH = 0, ImageW = 0;
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static bool ScrollCursor = 0; // If a TAG or EXIT polygon is clicked on,
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// the cursor is kept over that polygon
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// whilst scrolling
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static int scrollPixels = SCROLLPIXELS;
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/**
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* Reset the ScrollCursor flag
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*/
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void DontScrollCursor(void) {
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ScrollCursor = false;
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}
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/**
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* Set the ScrollCursor flag
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*/
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void DoScrollCursor(void) {
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ScrollCursor = true;
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}
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/**
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* Configure a no-scroll boundary for a scene.
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*/
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void SetNoScroll(int x1, int y1, int x2, int y2) {
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if (x1 == x2) {
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/* Vertical line */
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assert(sd.NumNoH < MAX_HNOSCROLL);
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sd.NoHScroll[sd.NumNoH].ln = x1; // X pos of vertical line
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sd.NoHScroll[sd.NumNoH].c1 = y1;
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sd.NoHScroll[sd.NumNoH].c2 = y2;
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sd.NumNoH++;
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} else if (y1 == y2) {
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/* Horizontal line */
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assert(sd.NumNoV < MAX_VNOSCROLL);
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sd.NoVScroll[sd.NumNoV].ln = y1; // Y pos of horizontal line
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sd.NoVScroll[sd.NumNoV].c1 = x1;
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sd.NoVScroll[sd.NumNoV].c2 = x2;
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sd.NumNoV++;
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} else {
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/* No-scroll lines must be horizontal or vertical */
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}
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}
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/**
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* Does the obvious - called at the end of a scene.
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*/
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void DropNoScrolls(void) {
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sd.NumNoH = sd.NumNoV = 0;
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}
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/**
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* Called from scroll process when it thinks that a scroll is in order.
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* Checks for no-scroll boundaries and sets off a scroll if allowed.
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*/
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static void NeedScroll(int direction) {
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uint i;
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int BottomLine, RightCol;
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int Loffset, Toffset;
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// get background offsets
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PlayfieldGetPos(FIELD_WORLD, &Loffset, &Toffset);
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switch (direction) {
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case LEFT: /* Picture will go left, 'camera' right */
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BottomLine = Toffset + (SCREEN_HEIGHT - 1);
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RightCol = Loffset + (SCREEN_WIDTH - 1);
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for (i = 0; i < sd.NumNoH; i++) {
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if (RightCol >= sd.NoHScroll[i].ln - 1 && RightCol <= sd.NoHScroll[i].ln + 1 &&
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((sd.NoHScroll[i].c1 >= Toffset && sd.NoHScroll[i].c1 <= BottomLine) ||
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(sd.NoHScroll[i].c2 >= Toffset && sd.NoHScroll[i].c2 <= BottomLine) ||
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(sd.NoHScroll[i].c1 < Toffset && sd.NoHScroll[i].c2 > BottomLine)))
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return;
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}
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if (LeftScroll <= 0) {
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scrollPixels = SCROLLPIXELS;
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LeftScroll = RLSCROLL;
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}
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break;
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case RIGHT: /* Picture will go right, 'camera' left */
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BottomLine = Toffset + (SCREEN_HEIGHT - 1);
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for (i = 0; i < sd.NumNoH; i++) {
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if (Loffset >= sd.NoHScroll[i].ln - 1 && Loffset <= sd.NoHScroll[i].ln + 1 &&
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((sd.NoHScroll[i].c1 >= Toffset && sd.NoHScroll[i].c1 <= BottomLine) ||
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(sd.NoHScroll[i].c2 >= Toffset && sd.NoHScroll[i].c2 <= BottomLine) ||
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(sd.NoHScroll[i].c1 < Toffset && sd.NoHScroll[i].c2 > BottomLine)))
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return;
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}
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if (LeftScroll >= 0) {
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scrollPixels = SCROLLPIXELS;
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LeftScroll = -RLSCROLL;
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}
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break;
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case UP: /* Picture will go upwards, 'camera' downwards */
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BottomLine = Toffset + (SCREEN_HEIGHT - 1);
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RightCol = Loffset + (SCREEN_WIDTH - 1);
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for (i = 0; i < sd.NumNoV; i++) {
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if ((BottomLine >= sd.NoVScroll[i].ln - 1 && BottomLine <= sd.NoVScroll[i].ln + 1) &&
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((sd.NoVScroll[i].c1 >= Loffset && sd.NoVScroll[i].c1 <= RightCol) ||
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(sd.NoVScroll[i].c2 >= Loffset && sd.NoVScroll[i].c2 <= RightCol) ||
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(sd.NoVScroll[i].c1 < Loffset && sd.NoVScroll[i].c2 > RightCol)))
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return;
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}
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if (DownScroll <= 0) {
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scrollPixels = SCROLLPIXELS;
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DownScroll = UDSCROLL;
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}
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break;
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case DOWN: /* Picture will go downwards, 'camera' upwards */
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RightCol = Loffset + (SCREEN_WIDTH - 1);
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for (i = 0; i < sd.NumNoV; i++) {
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if (Toffset >= sd.NoVScroll[i].ln - 1 && Toffset <= sd.NoVScroll[i].ln + 1 &&
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((sd.NoVScroll[i].c1 >= Loffset && sd.NoVScroll[i].c1 <= RightCol) ||
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(sd.NoVScroll[i].c2 >= Loffset && sd.NoVScroll[i].c2 <= RightCol) ||
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(sd.NoVScroll[i].c1 < Loffset && sd.NoVScroll[i].c2 > RightCol)))
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return;
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}
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if (DownScroll >= 0) {
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scrollPixels = SCROLLPIXELS;
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DownScroll = -UDSCROLL;
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}
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break;
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}
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}
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/**
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* Called from scroll process - Scrolls the image as appropriate.
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*/
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static void ScrollImage(void) {
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int OldLoffset = 0, OldToffset = 0; // Used when keeping cursor on a tag
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int Loffset, Toffset;
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int curX, curY;
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// get background offsets
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PlayfieldGetPos(FIELD_WORLD, &Loffset, &Toffset);
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/*
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* Keeping cursor on a tag?
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*/
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if (ScrollCursor) {
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GetCursorXY(&curX, &curY, true);
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if (InPolygon(curX, curY, TAG) != NOPOLY || InPolygon(curX, curY, EXIT) != NOPOLY) {
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OldLoffset = Loffset;
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OldToffset = Toffset;
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} else
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ScrollCursor = false;
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}
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/*
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* Horizontal scrolling
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*/
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if (LeftScroll > 0) {
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LeftScroll -= scrollPixels;
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if (LeftScroll < 0) {
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Loffset += LeftScroll;
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LeftScroll = 0;
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}
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Loffset += scrollPixels; // Move right
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if (Loffset > ImageW - SCREEN_WIDTH)
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Loffset = ImageW - SCREEN_WIDTH;// Now at extreme right
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} else if (LeftScroll < 0) {
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LeftScroll += scrollPixels;
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if (LeftScroll > 0) {
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Loffset += LeftScroll;
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LeftScroll = 0;
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}
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Loffset -= scrollPixels; // Move left
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if (Loffset < 0)
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Loffset = 0; // Now at extreme left
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}
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/*
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* Vertical scrolling
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*/
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if (DownScroll > 0) {
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DownScroll -= scrollPixels;
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if (DownScroll < 0) {
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Toffset += DownScroll;
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DownScroll = 0;
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}
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Toffset += scrollPixels; // Move down
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if (Toffset > ImageH - SCREEN_HEIGHT)
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Toffset = ImageH - SCREEN_HEIGHT;// Now at extreme bottom
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} else if (DownScroll < 0) {
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DownScroll += scrollPixels;
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if (DownScroll > 0) {
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Toffset += DownScroll;
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DownScroll = 0;
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}
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Toffset -= scrollPixels; // Move up
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if (Toffset < 0)
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Toffset = 0; // Now at extreme top
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}
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/*
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* Move cursor if keeping cursor on a tag.
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*/
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if (ScrollCursor)
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AdjustCursorXY(OldLoffset - Loffset, OldToffset - Toffset);
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PlayfieldSetPos(FIELD_WORLD, Loffset, Toffset);
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}
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/**
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* See if the actor on whom the camera is is approaching an edge.
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* Request a scroll if he is.
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*/
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static void MonitorScroll(void) {
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int newx, newy;
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int Loffset, Toffset;
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/*
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* Only do it if the actor is there and is visible
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*/
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if (!psActor || getMActorHideState(psActor)
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|| getMActorState(psActor) == NO_MACTOR)
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return;
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GetActorPos(scrollActor, &newx, &newy);
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if (oldx == newx && oldy == newy)
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return;
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PlayfieldGetPos(FIELD_WORLD, &Loffset, &Toffset);
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/*
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* Approaching right side or left side of the screen?
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*/
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if (newx > Loffset+SCREEN_WIDTH-RLDISTANCE && Loffset < ImageW-SCREEN_WIDTH) {
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if (newx > oldx)
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NeedScroll(LEFT);
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} else if (newx < Loffset + RLDISTANCE && Loffset) {
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if (newx < oldx)
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NeedScroll(RIGHT);
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}
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/*
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* Approaching bottom or top of the screen?
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*/
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if (newy > Toffset+SCREEN_HEIGHT-UDDISTANCE && Toffset < ImageH-SCREEN_HEIGHT) {
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if (newy > oldy)
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NeedScroll(UP);
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} else if (Toffset && newy < Toffset + UDDISTANCE + GetActorBottom(scrollActor) - GetActorTop(scrollActor)) {
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if (newy < oldy)
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NeedScroll(DOWN);
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}
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oldx = newx;
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oldy = newy;
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}
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/**
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* Decide when to scroll and scroll when decided to.
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*/
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void ScrollProcess(CORO_PARAM, const void *) {
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// COROUTINE
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CORO_BEGIN_CONTEXT;
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CORO_END_CONTEXT(_ctx);
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CORO_BEGIN_CODE(_ctx);
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ImageH = BackgroundHeight(); // Dimensions
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ImageW = BackgroundWidth(); // of this scene.
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// Give up if there'll be no purpose in this process
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if (ImageW == SCREEN_WIDTH && ImageH == SCREEN_HEIGHT)
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CORO_KILL_SELF();
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LeftScroll = DownScroll = 0; // No iterations outstanding
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oldx = oldy = 0;
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scrollPixels = SCROLLPIXELS;
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if (!scrollActor)
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scrollActor = LeadId();
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psActor = GetMover(scrollActor);
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while (1) {
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MonitorScroll(); // Set scroll requirement
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if (LeftScroll || DownScroll) // Scroll if required
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ScrollImage();
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CORO_SLEEP(1); // allow re-scheduling
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}
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CORO_END_CODE;
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}
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/**
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* Change which actor the camera is following.
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*/
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void ScrollFocus(int ano) {
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if (scrollActor != ano) {
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oldx = oldy = 0;
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scrollActor = ano;
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psActor = ano ? GetMover(scrollActor) : NULL;
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}
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}
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/**
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* Scroll to abslote position.
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*/
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void ScrollTo(int x, int y, int iter) {
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int Loffset, Toffset; // for background offsets
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scrollPixels = iter != 0 ? iter : SCROLLPIXELS;
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PlayfieldGetPos(FIELD_WORLD, &Loffset, &Toffset); // get background offsets
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LeftScroll = x - Loffset;
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DownScroll = y - Toffset;
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}
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/**
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* Kill of any current scroll.
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*/
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void KillScroll(void) {
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LeftScroll = DownScroll = 0;
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}
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void GetNoScrollData(SCROLLDATA *ssd) {
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memcpy(ssd, &sd, sizeof(SCROLLDATA));
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}
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void RestoreNoScrollData(SCROLLDATA *ssd) {
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memcpy(&sd, ssd, sizeof(SCROLLDATA));
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}
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} // end of namespace Tinsel
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