182 lines
5.2 KiB
C++
182 lines
5.2 KiB
C++
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/* 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 "mutationofjb/gui.h"
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#include "mutationofjb/animationdecoder.h"
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#include "mutationofjb/encryptedfile.h"
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#include "mutationofjb/game.h"
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#include "mutationofjb/gamedata.h"
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#include "mutationofjb/inventory.h"
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#include "mutationofjb/util.h"
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#include "common/rect.h"
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#include "graphics/screen.h"
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namespace MutationOfJB {
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enum ButtonType {
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BUTTON_WALK,
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BUTTON_TALK,
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BUTTON_LOOK,
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BUTTON_USE,
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BUTTON_PICKUP,
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BUTTON_SCROLL_LEFT,
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BUTTON_SCROLL_RIGHT,
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BUTTON_SETTINGS
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};
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enum {
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INVENTORY_START_X = 88,
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INVENTORY_START_Y = 149,
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INVENTORY_ITEM_WIDTH = 34,
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INVENTORY_ITEM_HEIGHT = 33,
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INVENTORY_ITEMS_PER_LINE = 8,
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INVENTORY_ITEMS_LINES = 5
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};
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static Common::Rect ButtonRects[] = {
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Common::Rect(0, 148, 67, 158), // Walk
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Common::Rect(0, 158, 67, 168), // Talk
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Common::Rect(0, 168, 67, 178), // Look
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Common::Rect(0, 178, 67, 188), // Use
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Common::Rect(0, 188, 67, 198), // PickUp
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Common::Rect(67, 149, 88, 174), // ScrollLeft
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Common::Rect(67, 174, 88, 199), // ScrollRight
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Common::Rect(301, 148, 320, 200) // Settings
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};
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Gui::Gui(Game &game, Graphics::Screen *screen)
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: _game(game),
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_screen(screen),
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_inventoryDirty(false) {
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}
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bool Gui::init() {
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const bool result1 = loadInventoryList();
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const bool result2 = loadInventoryGfx();
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_game.getGameData().getInventory().setObserver(this);
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return result1 && result2;
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}
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void Gui::markInventoryDirty() {
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_inventoryDirty = true;
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}
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void Gui::update() {
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if (_inventoryDirty) {
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drawInventory();
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_inventoryDirty = false;
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}
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}
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class InventoryAnimationDecoderCallback : public AnimationDecoderCallback {
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public:
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InventoryAnimationDecoderCallback(Gui &gui) : _gui(gui) {}
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virtual void onFrame(int frameNo, Graphics::Surface &surface) override;
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virtual void onPaletteUpdated(byte palette[PALETTE_SIZE]) override;
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private:
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Gui &_gui;
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};
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void InventoryAnimationDecoderCallback::onPaletteUpdated(byte palette[PALETTE_SIZE]) {
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_gui._screen->setPalette(palette + 0xC0 * 3, 0xC0, 0x20); // Load only 0x20 colors.
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}
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void InventoryAnimationDecoderCallback::onFrame(int frameNo, Graphics::Surface &surface) {
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if (frameNo < 3) {
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Graphics::Surface outSurface;
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outSurface.copyFrom(surface);
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_gui._inventorySurfaces.push_back(outSurface);
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}
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}
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bool Gui::loadInventoryGfx() {
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AnimationDecoder decoder("icons.dat");
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InventoryAnimationDecoderCallback callback(*this);
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return decoder.decode(&callback);
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}
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bool Gui::loadInventoryList() {
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EncryptedFile file;
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const char *fileName = "fixitems.dat";
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file.open(fileName);
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if (!file.isOpen()) {
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reportFileMissingError(fileName);
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return false;
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}
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int itemIndex = 0;
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while (!file.eos()) {
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Common::String line = file.readLine();
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if (line.empty() || line.hasPrefix("#")) {
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continue;
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}
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const char *firstSpace = strchr(line.c_str(), ' ');
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if (!firstSpace) {
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continue;
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}
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const int len = firstSpace - line.c_str();
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if (!len) {
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continue;
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}
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Common::String item(line.c_str(), len);
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_inventoryItems[item] = itemIndex;
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itemIndex++;
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}
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return true;
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}
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void Gui::drawInventoryItem(const Common::String &item, int pos) {
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InventoryMap::iterator it = _inventoryItems.find(item);
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if (it == _inventoryItems.end()) {
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return;
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}
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const int index = it->_value;
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const int surfaceNo = index / (INVENTORY_ITEMS_LINES * INVENTORY_ITEMS_PER_LINE);
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const int indexInSurface = index % (INVENTORY_ITEMS_LINES * INVENTORY_ITEMS_PER_LINE);
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const int itemX = indexInSurface % INVENTORY_ITEMS_PER_LINE;
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const int itemY = indexInSurface / INVENTORY_ITEMS_PER_LINE;
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Common::Point destStartPos(INVENTORY_START_X + pos * INVENTORY_ITEM_WIDTH, INVENTORY_START_Y);
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Common::Rect sourceRect(itemX * INVENTORY_ITEM_WIDTH, itemY * INVENTORY_ITEM_HEIGHT, (itemX + 1) * INVENTORY_ITEM_WIDTH, (itemY + 1) * INVENTORY_ITEM_HEIGHT);
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_screen->blitFrom(_inventorySurfaces[surfaceNo], sourceRect, destStartPos);
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}
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void Gui::drawInventory() {
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Inventory &inventory = _game.getGameData().getInventory();
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const Inventory::Items &items = inventory.getItems();
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Common::Rect fullRect(INVENTORY_START_X, INVENTORY_START_Y, INVENTORY_START_X + Inventory::VISIBLE_ITEMS * INVENTORY_ITEM_WIDTH, INVENTORY_START_Y + INVENTORY_ITEM_HEIGHT);
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_screen->fillRect(fullRect, 0x00);
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for (int i = 0; i < MIN((int) items.size(), (int) Inventory::VISIBLE_ITEMS); ++i) {
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drawInventoryItem(items[i], i);
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}
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}
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void Gui::onInventoryChanged() {
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markInventoryDirty();
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}
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}
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