scummvm/engines/sherlock/user_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.
*
*/
#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;
_invMode = 0;
_pause = false;
_controls = new ImageFile("menu.all");
}
UserInterface::~UserInterface() {
delete _controls;
}
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void UserInterface::reset() {
_oldKey = -1;
_help = _oldHelp = -1;
_oldTemp = _temp = -1;
}
/**
* Main input handler for the user interface
*/
void UserInterface::handleInput() {
Events &events = *_vm->_events;
People &people = *_vm->_people;
Scene &scene = *_vm->_scene;
Screen &screen = *_vm->_screen;
Talk &talk = *_vm->_talk;
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);
_oldHelp = _help;
}
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if (_bgFound != _oldBgFound || _oldBgFound == -1) {
_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);
_oldBgFound = _bgFound;
}
} 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();
}
}
}
}
// Reset the old bgshape number if the mouse button is released, so that
// it can e re-highlighted when we come back here
if ((events._rightReleased && _helpStyle) || (events._released && !_helpStyle))
_oldBgFound = -1;
// Do routines that should be done before input processing
switch (_menuMode) {
case LOOK_MODE:
if (!_windowOpen) {
if (events._released && _bgFound >= 0 && _bgFound < 1000) {
if (!scene._bgShapes[_bgFound]._examine.empty())
examine();
} else {
lookScreen(pt);
}
}
break;
case MOVE_MODE:
case OPEN_MODE:
case CLOSE_MODE:
case PICKUP_MODE:
lookScreen(pt);
break;
case TALK_MODE:
if (!_windowOpen) {
bool personFound;
if (_bgFound >= 1000) {
personFound = false;
if (!events._released)
lookScreen(pt);
} else {
personFound = scene._bgShapes[_bgFound]._aType == PERSON && _bgFound != -1;
}
if (events._released && personFound)
talk.talk(_bgFound);
else if (personFound)
lookScreen(pt);
else if (_bgFound < 1000)
clearInfo();
}
break;
case USE_MODE:
case GIVE_MODE:
case INV_MODE:
if (_invMode == 1 || _invMode == 2 || _invMode == 3) {
if (pt.y < CONTROLS_Y)
lookInv();
else
lookScreen(pt);
}
break;
default:
break;
}
//
// Do input processing
//
if (events._pressed || events._released || events._rightPressed ||
_keycode != Common::KEYCODE_INVALID || _pause) {
if (((events._released && (_helpStyle || _help == -1)) || (events._rightReleased && !_helpStyle)) &&
(pt.y <= CONTROLS_Y) && (_menuMode == STD_MODE)) {
// The mouse was clicked in the playing area with no action buttons down.
// Check if the mouse was clicked in a script zone. If it was,
// then execute the script. Otherwise, walk to the given position
if (scene.checkForZones(pt, SCRIPT_ZONE) != 0 ||
scene.checkForZones(pt, NOWALK_ZONE) != 0) {
// Mouse clicked in script zone
events._pressed = events._released = false;
} else {
people._walkDest = pt;
people._allowWalkAbort = false;
people.goAllTheWay();
}
if (_oldKey != -1) {
restoreButton(_oldTemp);
_oldKey = -1;
}
}
// Handle action depending on selected mode
switch (_menuMode) {
case LOOK_MODE:
if (_windowOpen)
doLookControl();
break;
case MOVE_MODE:
doMiscControl(ALLOW_MOVEMENT);
break;
case TALK_MODE:
if (_windowOpen)
doTalkControl();
break;
case OPEN_MODE:
doMiscControl(ALLOW_OPEN);
break;
case CLOSE_MODE:
doMiscControl(ALLOW_CLOSE);
break;
case PICKUP_MODE:
doPickControl();
break;
case USE_MODE:
case GIVE_MODE:
case INV_MODE:
doInvControl();
break;
case FILES_MODE:
doEnvControl();
break;
default:
break;
}
// As long as there isn't an open window, do main input processing.
// Windows are opened when in TALK, USE, INV, and GIVE modes
if ((!_windowOpen && !_menuCounter && pt.y > CONTROLS_Y) ||
_keycode != Common::KEYCODE_INVALID) {
if (events._pressed || events._released || _pause ||
_keycode != Common::KEYCODE_INVALID)
doMainControl();
}
if (pt.y < CONTROLS_Y && events._pressed && _oldTemp != (_menuMode - 1) && _oldKey != -1)
restoreButton(_oldTemp);
}
}
/**
* 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]);
Graphics::Surface &frame = (*_controls)[num]._frame;
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 + frame.w, pt.y + 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) {
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_vm->_screen->bar(Common::Rect(16, INFO_LINE, SHERLOCK_SCREEN_WIDTH - 19,
INFO_LINE + 10), 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();
}
}
void UserInterface::examine() {
// TODO
}
void UserInterface::lookScreen(const Common::Point &pt) {
// TODO
}
void UserInterface::lookInv() {
// TODO
}
void UserInterface::doEnvControl() {
// TODO
}
void UserInterface::doInvControl() {
// TODO
}
void UserInterface::doLookControl() {
// TODO
}
void UserInterface::doMainControl() {
// TODO
}
void UserInterface::doMiscControl(int allowed) {
// TODO
}
void UserInterface::doPickControl() {
// TODO
}
void UserInterface::doTalkControl() {
// TODO
}
} // End of namespace Sherlock