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