scummvm/engines/asylum/scene.cpp

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
#include "asylum/scene.h"
namespace Asylum {
#define SCREEN_EDGES 40
Scene::Scene(Screen *screen, Sound *sound, uint8 sceneIdx): _screen(screen), _sound(sound) {
_sceneIdx = sceneIdx;
_sceneResource = new SceneResource;
if (_sceneResource->load(_sceneIdx)) {
_text = new Text(_screen);
_resPack = new ResourcePack(sceneIdx);
char musPackFileName[10];
sprintf(musPackFileName, "mus.%03d", sceneIdx);
_musPack = new ResourcePack(musPackFileName);
_bgResource = new GraphicResource(_resPack, _sceneResource->getWorldStats()->_commonRes.backgroundImage);
}
_cursorResource = new GraphicResource(_resPack, kCursorUpLeftArrow);
_startX = _startY = 0;
}
Scene::~Scene() {
delete _cursorResource;
delete _bgResource;
delete _musPack;
delete _resPack;
delete _text;
delete _sceneResource;
}
void Scene::enterScene() {
_screen->setPalette(_resPack, _sceneResource->getWorldStats()->_commonRes.palette);
GraphicFrame *bg = _bgResource->getFrame(0);
_screen->copyToBackBuffer(((byte *)bg->surface.pixels) + _startY * bg->surface.w + _startX, bg->surface.w, 0, 0, 640, 480);
_cursorStep = 1;
_curMouseCursor = 0;
_screen->setCursor(_cursorResource, 0);
_screen->showCursor();
}
void Scene::handleEvent(Common::Event *event, bool doUpdate) {
_ev = event;
switch (_ev->type) {
case Common::EVENT_MOUSEMOVE:
_mouseX = _ev->mouse.x;
_mouseY = _ev->mouse.y;
break;
case Common::EVENT_LBUTTONUP:
_leftClick = true;
break;
}
if (doUpdate || _leftClick)
update();
}
void Scene::updateCursor() {
_curMouseCursor += _cursorStep;
if (_curMouseCursor == 0)
_cursorStep = 1;
if (_curMouseCursor == _cursorResource->getFrameCount() - 1)
_cursorStep = -1;
_screen->setCursor(_cursorResource, _curMouseCursor);
}
void Scene::update() {
bool scrollScreen = false;
GraphicFrame *bg = _bgResource->getFrame(0);
//updateCursor(); // TODO
// Proof of concept for screen scrolling
// TODO: make this smoother, perhaps?
// Horizontal scrolling
if (_mouseX < SCREEN_EDGES && _startX > 0) {
_startX--;
scrollScreen = true;
} else if (_mouseX > 640 - SCREEN_EDGES && _startX < bg->surface.w - 640) {
_startX++;
scrollScreen = true;
}
// Vertical scrolling
if (_mouseY < SCREEN_EDGES && _startY > 0) {
_startY--;
scrollScreen = true;
} else if (_mouseY > 480 - SCREEN_EDGES && _startY < bg->surface.h - 480) {
_startY++;
scrollScreen = true;
}
if (scrollScreen)
_screen->copyToBackBuffer(((byte *)bg->surface.pixels) + _startY * bg->surface.w + _startX, bg->surface.w, 0, 0, 640, 480);
// TODO
}
} // end of namespace Asylum