scummvm/engines/stark/ui/actionmenu.cpp
2016-01-01 07:29:53 +01:00

168 lines
4.8 KiB
C++

/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* 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 "engines/stark/ui/actionmenu.h"
#include "engines/stark/gfx/driver.h"
#include "engines/stark/ui/inventorywindow.h"
#include "engines/stark/resources/anim.h"
#include "engines/stark/resources/item.h"
#include "engines/stark/resources/knowledgeset.h"
#include "engines/stark/resources/level.h"
#include "engines/stark/resources/pattable.h"
#include "engines/stark/services/services.h"
#include "engines/stark/services/gameinterface.h"
#include "engines/stark/services/staticprovider.h"
#include "engines/stark/services/global.h"
#include "engines/stark/scene.h"
#include "engines/stark/visual/image.h"
namespace Stark {
ActionMenu::ActionMenu(Gfx::Driver *gfx, Cursor *cursor) :
Window(gfx, cursor) {
// TODO: Shouldn't use a function called getCursorImage for this, also unhardcode
_background = StarkStaticProvider->getCursorImage(5);
_unscaled = true;
_item = nullptr;
_buttons[kActionHand].action = Resources::PATTable::kActionUse;
_buttons[kActionHand].rect = Common::Rect(90, 15, 126, 63);
_buttons[kActionEye].action = Resources::PATTable::kActionLook;
_buttons[kActionEye].rect = Common::Rect(5, 77, 51, 110);
_buttons[kActionMouth].action = Resources::PATTable::kActionTalk;
_buttons[kActionMouth].rect = Common::Rect(42, 35, 83, 74);
clearActions();
}
ActionMenu::~ActionMenu() {
}
void ActionMenu::open(Resources::ItemVisual *item, const Common::Point &itemRelativePos) {
_visible = true;
Common::Point screenMousePos = _cursor->getMousePosition(true);
_position = Common::Rect::center(screenMousePos.x, screenMousePos.y, 160, 111);
_itemRelativePos = itemRelativePos;
_item = item;
_fromInventory = item->getSubType() == Resources::Item::kItemInventory;
clearActions();
Resources::ActionArray possible;
if (_fromInventory) {
possible = StarkGameInterface->getActionsPossibleForObject(_item);
} else {
possible = StarkGameInterface->getActionsPossibleForObject(_item, _itemRelativePos);
}
for (uint i = 0; i < possible.size(); i++) {
enableAction(possible[i]);
}
if (_fromInventory) {
// All inventory items can be picked up
enableAction(Resources::PATTable::kActionUse);
}
}
void ActionMenu::close() {
_visible = false;
_item = nullptr;
}
void ActionMenu::onRender() {
Common::Point mousePos = getRelativeMousePosition();
_background->render(Common::Point(0, 0), false);
for (uint i = 0; i < ARRAYSIZE(_buttons); i++) {
if (_buttons[i].enabled) {
bool active = _buttons[i].rect.contains(mousePos);
VisualImageXMG *visual = StarkGameInterface->getActionImage(_buttons[i].action, active);
visual->render(Common::Point(_buttons[i].rect.left, _buttons[i].rect.top), false);
}
}
}
void ActionMenu::clearActions() {
for (uint i = 0; i < ARRAYSIZE(_buttons); i++) {
_buttons[i].enabled = false;
}
}
void ActionMenu::enableAction(uint32 action) {
for (uint j = 0; j < ARRAYSIZE(_buttons); j++) {
if (_buttons[j].action == action) {
_buttons[j].enabled = true;
break;
}
}
}
void ActionMenu::onMouseMove(const Common::Point &pos) {
bool hoveringAction = false;
for (uint i = 0; i < ARRAYSIZE(_buttons); i++) {
if (_buttons[i].enabled && _buttons[i].rect.contains(pos)) {
hoveringAction = true;
}
}
if (hoveringAction) {
_cursor->setCursorType(Cursor::kActive);
} else {
_cursor->setCursorType(Cursor::kDefault);
}
}
void ActionMenu::onClick(const Common::Point &pos) {
for (uint i = 0; i < ARRAYSIZE(_buttons); i++) {
if (_buttons[i].enabled && _buttons[i].rect.contains(pos)) {
if (_fromInventory && i == kActionHand) {
_inventory->setSelectedInventoryItem(_item->getIndex());
} else {
if (_fromInventory) {
StarkGameInterface->itemDoAction(_item, _buttons[i].action);
} else {
StarkGameInterface->itemDoActionAt(_item, _buttons[i].action, _itemRelativePos);
}
}
close();
}
}
}
void ActionMenu::setInventory(InventoryWindow *inventory) {
_inventory = inventory;
}
} // End of namespace Stark