mirror of
https://github.com/libretro/scummvm.git
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132 lines
5.2 KiB
C++
132 lines
5.2 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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*
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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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#include "sherlock/scalpel/scalpel_screen.h"
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#include "sherlock/scalpel/scalpel.h"
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namespace Sherlock {
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namespace Scalpel {
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ScalpelScreen::ScalpelScreen(SherlockEngine *vm) : Screen(vm) {
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_backBuffer1.create(320, 200, g_system->getScreenFormat());
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_backBuffer2.create(320, 200, g_system->getScreenFormat());
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activateBackBuffer1();
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}
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void ScalpelScreen::makeButton(const Common::Rect &bounds, int textX,
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const Common::String &buttonText, bool textContainsHotkey) {
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Surface &bb = _backBuffer;
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bb.fillRect(Common::Rect(bounds.left, bounds.top, bounds.right, bounds.top + 1), BUTTON_TOP);
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bb.fillRect(Common::Rect(bounds.left, bounds.top, bounds.left + 1, bounds.bottom), BUTTON_TOP);
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bb.fillRect(Common::Rect(bounds.right - 1, bounds.top, bounds.right, bounds.bottom), BUTTON_BOTTOM);
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bb.fillRect(Common::Rect(bounds.left + 1, bounds.bottom - 1, bounds.right, bounds.bottom), BUTTON_BOTTOM);
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bb.fillRect(Common::Rect(bounds.left + 1, bounds.top + 1, bounds.right - 1, bounds.bottom - 1), BUTTON_MIDDLE);
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buttonPrint(Common::Point(textX, bounds.top), COMMAND_FOREGROUND, false, buttonText, textContainsHotkey);
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}
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// ButtonText is supposed to have its hotkey as a prefix. The hotkey will get highlighted.
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void ScalpelScreen::buttonPrint(const Common::Point &pt, uint color, bool slamIt,
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const Common::String &buttonText, bool textContainsHotkey) {
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int xStart = pt.x;
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int skipTextOffset = textContainsHotkey ? +1 : 0; // skip first char in case text contains hotkey
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// Center text around given x-coordinate
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if (textContainsHotkey) {
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xStart -= (stringWidth(Common::String(buttonText.c_str() + 1)) / 2);
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} else {
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xStart -= (stringWidth(buttonText) / 2);
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}
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if (color == COMMAND_FOREGROUND) {
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uint16 prefixOffsetX = 0;
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byte hotkey = buttonText[0];
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// Hotkey needs to be highlighted
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if (textContainsHotkey) {
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Common::String prefixText = Common::String(buttonText.c_str() + 1);
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uint16 prefixTextLen = prefixText.size();
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uint16 prefixTextPos = 0;
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// Hotkey was passed additionally, we search for the hotkey inside the button text and
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// remove it from there. We then draw the whole text as highlighted and afterward
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// the processed text again as regular text (without the hotkey)
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while (prefixTextPos < prefixTextLen) {
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if (prefixText[prefixTextPos] == hotkey) {
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// Hotkey found, remove remaining text
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while (prefixTextPos < prefixText.size()) {
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prefixText.deleteLastChar();
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}
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break;
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}
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prefixTextPos++;
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}
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if (prefixTextPos < prefixTextLen) {
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// only adjust in case hotkey character was actually found
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prefixOffsetX = stringWidth(prefixText);
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}
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}
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if (slamIt) {
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print(Common::Point(xStart, pt.y + 1),
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COMMAND_FOREGROUND, "%s", buttonText.c_str() + skipTextOffset);
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print(Common::Point(xStart + prefixOffsetX, pt.y + 1), COMMAND_HIGHLIGHTED, "%c", hotkey);
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} else {
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gPrint(Common::Point(xStart, pt.y),
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COMMAND_FOREGROUND, "%s", buttonText.c_str() + skipTextOffset);
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gPrint(Common::Point(xStart + prefixOffsetX, pt.y), COMMAND_HIGHLIGHTED, "%c", hotkey);
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}
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} else if (slamIt) {
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print(Common::Point(xStart, pt.y + 1), color, "%s", buttonText.c_str() + skipTextOffset);
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} else {
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gPrint(Common::Point(xStart, pt.y), color, "%s", buttonText.c_str() + skipTextOffset);
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}
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}
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void ScalpelScreen::makePanel(const Common::Rect &r) {
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_backBuffer.fillRect(r, BUTTON_MIDDLE);
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_backBuffer.hLine(r.left, r.top, r.right - 2, BUTTON_TOP);
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_backBuffer.hLine(r.left + 1, r.top + 1, r.right - 3, BUTTON_TOP);
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_backBuffer.vLine(r.left, r.top, r.bottom - 1, BUTTON_TOP);
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_backBuffer.vLine(r.left + 1, r.top + 1, r.bottom - 2, BUTTON_TOP);
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_backBuffer.vLine(r.right - 1, r.top, r.bottom - 1, BUTTON_BOTTOM);
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_backBuffer.vLine(r.right - 2, r.top + 1, r.bottom - 2, BUTTON_BOTTOM);
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_backBuffer.hLine(r.left, r.bottom - 1, r.right - 1, BUTTON_BOTTOM);
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_backBuffer.hLine(r.left + 1, r.bottom - 2, r.right - 1, BUTTON_BOTTOM);
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}
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void ScalpelScreen::makeField(const Common::Rect &r) {
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_backBuffer.fillRect(r, BUTTON_MIDDLE);
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_backBuffer.hLine(r.left, r.top, r.right - 1, BUTTON_BOTTOM);
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_backBuffer.hLine(r.left + 1, r.bottom - 1, r.right - 1, BUTTON_TOP);
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_backBuffer.vLine(r.left, r.top + 1, r.bottom - 1, BUTTON_BOTTOM);
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_backBuffer.vLine(r.right - 1, r.top + 1, r.bottom - 2, BUTTON_TOP);
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}
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} // End of namespace Scalpel
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} // End of namespace Sherlock
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