307 lines
8.4 KiB
C++
307 lines
8.4 KiB
C++
|
/* 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.
|
||
|
*
|
||
|
*/
|
||
|
|
||
|
#include "sherlock/user_interface.h"
|
||
|
#include "sherlock/sherlock.h"
|
||
|
|
||
|
namespace Sherlock {
|
||
|
|
||
|
// Main user interface menu control locations
|
||
|
const int MENU_POINTS[12][4] = {
|
||
|
{ 13, 153, 72, 165 },
|
||
|
{ 13, 169, 72, 181 },
|
||
|
{ 13, 185, 72, 197 },
|
||
|
{ 88, 153, 152, 165 },
|
||
|
{ 88, 169, 152, 181 },
|
||
|
{ 88, 185, 152, 197 },
|
||
|
{ 165, 153, 232, 165 },
|
||
|
{ 165, 169, 232, 181 },
|
||
|
{ 165, 185, 233, 197 },
|
||
|
{ 249, 153, 305, 165 },
|
||
|
{ 249, 169, 305, 181 },
|
||
|
{ 249, 185, 305, 197 }
|
||
|
};
|
||
|
|
||
|
// Inventory control locations */
|
||
|
const int INVENTORY_POINTS[8][3] = {
|
||
|
{ 4, 50, 28 },
|
||
|
{ 52, 99, 76 },
|
||
|
{ 101, 140, 122 },
|
||
|
{ 142, 187, 165 },
|
||
|
{ 189, 219, 197 },
|
||
|
{ 221, 251, 233 },
|
||
|
{ 253, 283, 265 },
|
||
|
{ 285, 315, 293 }
|
||
|
};
|
||
|
|
||
|
const char COMMANDS[13] = "LMTPOCIUGJFS";
|
||
|
|
||
|
/*----------------------------------------------------------------*/
|
||
|
|
||
|
UserInterface::UserInterface(SherlockEngine *vm) : _vm(vm) {
|
||
|
_bgFound = 0;
|
||
|
_oldBgFound = -1;
|
||
|
_keycode = Common::KEYCODE_INVALID;
|
||
|
_helpStyle = 0;
|
||
|
_menuCounter = 0;
|
||
|
_menuMode = STD_MODE;
|
||
|
_help = _oldHelp = 0;
|
||
|
_lookHelp = 0;
|
||
|
_key = _oldKey = 0;
|
||
|
_temp = _oldTemp = 0;
|
||
|
_invLookFlag = 0;
|
||
|
_windowOpen = false;
|
||
|
_oldLook = false;
|
||
|
_keyboardInput = false;
|
||
|
|
||
|
_controls = nullptr; // new ImageFile("menu.all");
|
||
|
}
|
||
|
|
||
|
UserInterface::~UserInterface() {
|
||
|
delete _controls;
|
||
|
}
|
||
|
|
||
|
void UserInterface::handleInput() {
|
||
|
Events &events = *_vm->_events;
|
||
|
Scene &scene = *_vm->_scene;
|
||
|
Screen &screen = *_vm->_screen;
|
||
|
|
||
|
if (_menuCounter)
|
||
|
whileMenuCounter();
|
||
|
|
||
|
Common::Point pt = events.mousePos();
|
||
|
_bgFound = scene.findBgShape(Common::Rect(pt.x, pt.y, pt.x + 1, pt.y + 1));
|
||
|
_keycode = Common::KEYCODE_INVALID;
|
||
|
|
||
|
// Check kbd and set the mouse released flag if Enter or space is pressed.
|
||
|
// Otherwise, the pressed key is stored for later use
|
||
|
if (events.kbHit()) {
|
||
|
Common::KeyState keyState = events.getKey();
|
||
|
|
||
|
if (keyState.keycode == Common::KEYCODE_x && keyState.flags & Common::KBD_ALT) {
|
||
|
_vm->quitGame();
|
||
|
return;
|
||
|
} else if (keyState.keycode == Common::KEYCODE_SPACE ||
|
||
|
keyState.keycode == Common::KEYCODE_RETURN) {
|
||
|
events._pressed = events._oldButtons = 0;
|
||
|
_keycode = Common::KEYCODE_INVALID;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Do button highlighting check
|
||
|
if (!_vm->_scriptMoreFlag) { // Don't if scripts are running
|
||
|
if (((events._rightPressed || events._rightReleased) && _helpStyle) ||
|
||
|
(!_helpStyle && !_menuCounter)) {
|
||
|
// Handle any default commands if we're in STD_MODE
|
||
|
if (_menuMode == STD_MODE) {
|
||
|
if (pt.y < CONTROLS_Y &&
|
||
|
(events._rightPressed || (!_helpStyle && !events._released)) &&
|
||
|
(_bgFound != -1) && (_bgFound < 1000) &&
|
||
|
(scene._bgShapes[_bgFound]._defaultCommand ||
|
||
|
scene._bgShapes[_bgFound]._description[0])) {
|
||
|
// If there is no default command, so set it to Look
|
||
|
if (scene._bgShapes[_bgFound]._defaultCommand)
|
||
|
_help = scene._bgShapes[_bgFound]._defaultCommand - 1;
|
||
|
else
|
||
|
_help = 0;
|
||
|
|
||
|
// Reset 'help' if it is an invalid command
|
||
|
if (_help > 5)
|
||
|
_help = -1;
|
||
|
} else if (pt.y < CONTROLS_Y &&
|
||
|
((events._rightReleased && _helpStyle) || (events._released && !_helpStyle)) &&
|
||
|
(_bgFound != -1 && _bgFound < 1000) &&
|
||
|
(scene._bgShapes[_bgFound]._defaultCommand ||
|
||
|
scene._bgShapes[_bgFound]._description[0])) {
|
||
|
// If there is no default command, set it to Look
|
||
|
if (scene._bgShapes[_bgFound]._defaultCommand)
|
||
|
_menuMode = (MenuMode)scene._bgShapes[_bgFound]._defaultCommand;
|
||
|
else
|
||
|
_menuMode = LOOK_MODE;
|
||
|
events._released = true;
|
||
|
events._pressed = events._oldButtons = false;
|
||
|
_help = _oldHelp = -1;
|
||
|
|
||
|
if (_menuMode == LOOK_MODE) {
|
||
|
// Set the flag to tell the game that this was a right-click
|
||
|
// call to look and should exit without the look button being pressed
|
||
|
_lookHelp = true;
|
||
|
}
|
||
|
} else {
|
||
|
_help = -1;
|
||
|
}
|
||
|
|
||
|
// Check if highlighting a different button than last time
|
||
|
if (_help != _oldHelp) {
|
||
|
// If another button was highlighted previously, restore it
|
||
|
if (_oldHelp != -1)
|
||
|
restoreButton(_oldHelp);
|
||
|
|
||
|
// If we're highlighting a new button, then draw it pressed
|
||
|
if (_help != -1)
|
||
|
depressButton(_help);
|
||
|
|
||
|
_help = _oldHelp;
|
||
|
}
|
||
|
|
||
|
if (_bgFound != _oldBgFound) {
|
||
|
_infoFlag = true;
|
||
|
clearInfo();
|
||
|
|
||
|
if (_help != -1 && (scene._bgShapes[_bgFound]._description[0] != 32 &&
|
||
|
scene._bgShapes[_bgFound]._description[0]))
|
||
|
screen.print(Common::Point(0, INFO_LINE + 1),
|
||
|
INFO_FOREGROUND, INFO_BACKGROUND, "%s",
|
||
|
scene._bgShapes[_bgFound]._description);
|
||
|
}
|
||
|
} else {
|
||
|
// We're not in STD_MODE
|
||
|
// If there isn't a window open, then revert back to STD_MODE
|
||
|
if (!_windowOpen && events._rightReleased) {
|
||
|
// Restore all buttons
|
||
|
for (int idx = 0; idx < 12; ++idx)
|
||
|
restoreButton(idx);
|
||
|
|
||
|
_menuMode = STD_MODE;
|
||
|
_key = _oldKey = -1;
|
||
|
_temp = _oldTemp = _lookHelp = _invLookFlag = 0;
|
||
|
events.clearEvents();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// TODO
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Draws the image for a user interface button in the down/pressed state.
|
||
|
*/
|
||
|
void UserInterface::depressButton(int num) {
|
||
|
Screen &screen = *_vm->_screen;
|
||
|
Common::Point pt(MENU_POINTS[num][0], MENU_POINTS[num][1]);
|
||
|
|
||
|
Graphics::Surface &s = (*_controls)[num]._frame;
|
||
|
screen._backBuffer.transBlitFrom(s, pt);
|
||
|
screen.slamArea(pt.x, pt.y, pt.x + s.w, pt.y + s.h);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Draws the image for the given user interface button in the up
|
||
|
* (not selected) position
|
||
|
*/
|
||
|
void UserInterface::restoreButton(int num) {
|
||
|
Screen &screen = *_vm->_screen;
|
||
|
Common::Point pt(MENU_POINTS[num][0], MENU_POINTS[num][1]);
|
||
|
|
||
|
screen._backBuffer.blitFrom(screen._backBuffer2, pt,
|
||
|
Common::Rect(pt.x, pt.y, pt.x + 90, pt.y + 19));
|
||
|
screen._backBuffer.blitFrom(screen._backBuffer, pt,
|
||
|
Common::Rect(pt.x, pt.y, pt.x + (*_controls)[num]._frame.w,
|
||
|
(*_controls)[num]._frame.h));
|
||
|
|
||
|
if (!_menuCounter) {
|
||
|
_infoFlag++;
|
||
|
clearInfo();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* If he mouse button is pressed, then calls depressButton to draw the button
|
||
|
* as pressed; if not, it will show it as released with a call to "restoreButton".
|
||
|
*/
|
||
|
void UserInterface::pushButton(int num) {
|
||
|
Events &events = *_vm->_events;
|
||
|
_oldKey = -1;
|
||
|
|
||
|
if (!events._released) {
|
||
|
if (_oldHelp != -1)
|
||
|
restoreButton(_oldHelp);
|
||
|
if (_help != -1)
|
||
|
restoreButton(_help);
|
||
|
|
||
|
depressButton(num);
|
||
|
events.wait(6);
|
||
|
}
|
||
|
|
||
|
restoreButton(num);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* By the time this method has been called, the graphics for the button change
|
||
|
* have already been drawn. This simply takes care of switching the mode around
|
||
|
* accordingly
|
||
|
*/
|
||
|
void UserInterface::toggleButton(int num) {
|
||
|
Screen &screen = *_vm->_screen;
|
||
|
|
||
|
if (_menuMode != (num + 1)) {
|
||
|
_menuMode = (MenuMode)(num + 1);
|
||
|
_oldKey = COMMANDS[num];
|
||
|
_oldTemp = num;
|
||
|
|
||
|
if (_keyboardInput) {
|
||
|
if (_oldHelp != -1 && _oldHelp != num)
|
||
|
restoreButton(_oldHelp);
|
||
|
if (_help != -1 && _help != num)
|
||
|
restoreButton(_help);
|
||
|
|
||
|
_keyboardInput = false;
|
||
|
|
||
|
Graphics::Surface &s = (*_controls)[num]._frame;
|
||
|
Common::Point pt(MENU_POINTS[num][0], MENU_POINTS[num][1]);
|
||
|
screen._backBuffer.transBlitFrom(s, pt);
|
||
|
screen.slamArea(pt.x, pt.y, pt.x + s.w, pt.y + s.h);
|
||
|
}
|
||
|
} else {
|
||
|
_menuMode = STD_MODE;
|
||
|
_oldKey = -1;
|
||
|
restoreButton(num);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Clears the info line of the screen
|
||
|
*/
|
||
|
void UserInterface::clearInfo() {
|
||
|
if (_infoFlag) {
|
||
|
_vm->_screen->fillRect(16, INFO_LINE, SHERLOCK_SCREEN_WIDTH - 200, INFO_LINE + 9,
|
||
|
INFO_BLACK);
|
||
|
_infoFlag = false;
|
||
|
_oldLook = -1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Handles counting down whilst checking for input, then clears the info line.
|
||
|
*/
|
||
|
void UserInterface::whileMenuCounter() {
|
||
|
if (!(--_menuCounter) || _vm->_events->checkInput()) {
|
||
|
_menuCounter = 0;
|
||
|
++_infoFlag;
|
||
|
clearInfo();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
} // End of namespace Sherlock
|