scummvm/engines/lab/interface.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.
*
*/
/*
* This code is based on Labyrinth of Time code with assistance of
*
* Copyright (c) 1993 Terra Nova Development
* Copyright (c) 2004 The Wyrmkeep Entertainment Co.
*
*/
#include "lab/stddefines.h"
#include "lab/interface.h"
#include "lab/timing.h"
#include "lab/mouse.h"
#include "lab/vga.h"
#include "common/util.h"
namespace Lab {
extern bool IsHiRes;
Common::KeyState _keyPressed;
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Gadget *createButton(uint16 x, uint16 y, uint16 id, uint16 key, Image *im, Image *imalt) {
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Gadget *gptr;
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if ((gptr = new Gadget())) {
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gptr->x = x;
gptr->y = y;
gptr->GadgetID = id;
gptr->KeyEquiv = key;
gptr->Im = im;
gptr->ImAlt = imalt;
gptr->NextGadget = NULL;
return gptr;
} else
return NULL;
}
void freeButtonList(Gadget *gptrlist) {
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Gadget *gptr, *next = gptrlist;
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while (next) {
gptr = next;
next = next->NextGadget;
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free(gptr);
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}
}
/*****************************************************************************/
/* Draws a gadget list to the screen. */
/*****************************************************************************/
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void drawGadgetList(Gadget *gadlist) {
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while (gadlist) {
drawImage(gadlist->Im, gadlist->x, gadlist->y);
if (GADGETOFF & gadlist->GadgetFlags)
ghoastGadget(gadlist, 1);
gadlist = gadlist->NextGadget;
}
}
/*****************************************************************************/
/* Ghoasts a gadget, and makes it unavailable for using. */
/*****************************************************************************/
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void ghoastGadget(Gadget *curgad, uint16 pencolor) {
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ghoastRect(pencolor, curgad->x, curgad->y, curgad->x + curgad->Im->Width - 1, curgad->y + curgad->Im->Height - 1);
curgad->GadgetFlags |= GADGETOFF;
}
/*****************************************************************************/
/* Unghoasts a gadget, and makes it available again. */
/*****************************************************************************/
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void unGhoastGadget(Gadget *curgad) {
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drawImage(curgad->Im, curgad->x, curgad->y);
curgad->GadgetFlags &= !(GADGETOFF);
}
/*****************************************************************************/
/* Make a key press have the right case for a gadget KeyEquiv value. */
/*****************************************************************************/
uint16 makeGadgetKeyEquiv(uint16 key) {
if (Common::isAlnum(key))
key = tolower(key);
return key;
}
/*****************************************************************************/
/* Checks whether or not the cords fall within one of the gadgets in a list */
/* of gadgets. */
/*****************************************************************************/
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static Gadget *checkNumGadgetHit(Gadget *gadlist, uint16 key) {
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#if !defined(DOSCODE)
uint16 gkey = key - '0';
#else
key = key - '0';
#endif
while (gadlist != NULL) {
#if !defined(DOSCODE)
if ((gkey - 1 == gadlist->GadgetID || (gkey == 0 && gadlist->GadgetID == 9) ||
(gadlist->KeyEquiv != 0 && makeGadgetKeyEquiv(key) == gadlist->KeyEquiv))
&& !(GADGETOFF & gadlist->GadgetFlags))
#else
if ((((key - 1) == gadlist->GadgetID) || ((key == 0) && (gadlist->GadgetID == 9))) &&
!(GADGETOFF & gadlist->GadgetFlags))
#endif
{
mouseHide();
drawImage(gadlist->ImAlt, gadlist->x, gadlist->y);
mouseShow();
g_system->delayMillis(80);
mouseHide();
drawImage(gadlist->Im, gadlist->x, gadlist->y);
mouseShow();
return gadlist;
} else {
gadlist = gadlist->NextGadget;
}
}
return NULL;
}
/*****************************************************************************/
/* Checks whether or not a key has been pressed. */
/*****************************************************************************/
static bool keyPress(uint16 *KeyCode) {
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if (WSDL_HasNextChar()) {
*KeyCode = WSDL_GetNextChar();
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return true;
}
return false;
}
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IntuiMessage IMessage;
extern Gadget *ScreenGadgetList;
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IntuiMessage *getMsg(void) {
Gadget *curgad;
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int Qualifiers;
updateMouse();
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Qualifiers = _keyPressed.flags;
if ((curgad = mouseGadget()) != NULL) {
updateMouse();
IMessage.Class = GADGETUP;
IMessage.Code = curgad->GadgetID;
IMessage.GadgetID = curgad->GadgetID;
IMessage.Qualifier = Qualifiers;
return &IMessage;
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} else if (mouseButton(&IMessage.MouseX, &IMessage.MouseY, true)) { /* Left Button */
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IMessage.Qualifier = IEQUALIFIER_LEFTBUTTON | Qualifiers;
IMessage.Class = MOUSEBUTTONS;
return &IMessage;
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} else if (mouseButton(&IMessage.MouseX, &IMessage.MouseY, false)) { /* Right Button */
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IMessage.Qualifier = IEQUALIFIER_RBUTTON | Qualifiers;
IMessage.Class = MOUSEBUTTONS;
return &IMessage;
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} else if (keyPress(&IMessage.Code)) { /* Keyboard key */
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curgad = checkNumGadgetHit(ScreenGadgetList, IMessage.Code);
if (curgad) {
IMessage.Class = GADGETUP;
IMessage.Code = curgad->GadgetID;
IMessage.GadgetID = curgad->GadgetID;
} else
IMessage.Class = RAWKEY;
IMessage.Qualifier = Qualifiers;
return &IMessage;
} else
return NULL;
}
void replyMsg(void *Msg) {
return;
}
} // End of namespace Lab