scummvm/engines/mutationofjb/gamescreen.cpp

214 lines
6.7 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 "mutationofjb/gamescreen.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 "mutationofjb/widgets/widget.h"
#include "mutationofjb/widgets/inventorywidget.h"
#include "mutationofjb/widgets/imagewidget.h"
#include "mutationofjb/widgets/conversationwidget.h"
#include "common/rect.h"
#include "graphics/screen.h"
namespace MutationOfJB {
enum ButtonType {
BUTTON_WALK = 0,
BUTTON_TALK,
BUTTON_LOOK,
BUTTON_USE,
BUTTON_PICKUP,
BUTTON_SCROLL_LEFT,
BUTTON_SCROLL_RIGHT,
BUTTON_SETTINGS,
NUM_BUTTONS
};
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,
CONVERSATION_X = 0,
CONVERSATION_Y = 139,
CONVERSATION_WIDTH = 320,
CONVERSATION_HEIGHT = 61
};
GameScreen::GameScreen(Game &game, Graphics::Screen *screen)
: GuiScreen(game, screen),
_inventoryWidget(nullptr),
_conversationWidget(nullptr) {}
GameScreen::~GameScreen() {}
bool GameScreen::init() {
if (!loadInventoryGfx()) {
return false;
}
if (!loadHudGfx()) {
return false;
}
_game.getGameData().getInventory().setObserver(this);
// Init widgets.
const Common::Rect backgroundRect(CONVERSATION_X, CONVERSATION_Y, CONVERSATION_X + CONVERSATION_WIDTH, CONVERSATION_Y + CONVERSATION_HEIGHT);
const Graphics::Surface backgroundSurface = _hudSurfaces[0].getSubArea(backgroundRect);
ImageWidget *image = new ImageWidget(*this, backgroundRect, backgroundSurface);
addWidget(image);
_inventoryWidget = new InventoryWidget(*this, _inventorySurfaces);
_inventoryWidget->setCallback(this);
addWidget(_inventoryWidget);
const 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
};
for (int i = 0; i < NUM_BUTTONS; ++i) {
const Graphics::Surface normalSurface = _hudSurfaces[0].getSubArea(ButtonRects[i]);
const Graphics::Surface pressedSurface = _hudSurfaces[1].getSubArea(ButtonRects[i]);
ButtonWidget *button = new ButtonWidget(*this, ButtonRects[i], normalSurface, pressedSurface);
button->setId(i);
button->setCallback(this);
addWidget(button);
}
const Common::Rect conversationRect(CONVERSATION_X, CONVERSATION_Y, CONVERSATION_X + CONVERSATION_WIDTH, CONVERSATION_Y + CONVERSATION_HEIGHT);
const Graphics::Surface conversationSurface = _hudSurfaces[2].getSubArea(conversationRect);
_conversationWidget = new ConversationWidget(*this, conversationRect, conversationSurface);
_conversationWidget->setVisible(false);
addWidget(_conversationWidget);
return true;
}
ConversationWidget &GameScreen::getConversationWidget() {
return *_conversationWidget;
}
class InventoryAnimationDecoderCallback : public AnimationDecoderCallback {
public:
InventoryAnimationDecoderCallback(GameScreen &gui) : _gui(gui) {}
virtual void onFrame(int frameNo, Graphics::Surface &surface) override;
virtual void onPaletteUpdated(byte palette[PALETTE_SIZE]) override;
private:
GameScreen &_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 GameScreen::loadInventoryGfx() {
AnimationDecoder decoder("icons.dat");
InventoryAnimationDecoderCallback callback(*this);
return decoder.decode(&callback);
}
class HudAnimationDecoderCallback : public AnimationDecoderCallback {
public:
HudAnimationDecoderCallback(GameScreen &gui) : _gui(gui) {}
virtual void onFrame(int frameNo, Graphics::Surface &surface) override;
virtual void onPaletteUpdated(byte palette[PALETTE_SIZE]) override;
private:
GameScreen &_gui;
};
void HudAnimationDecoderCallback::onPaletteUpdated(byte [PALETTE_SIZE]) {
}
void HudAnimationDecoderCallback::onFrame(int frameNo, Graphics::Surface &surface) {
if (frameNo == 0 || frameNo == 1 || frameNo == 4) {
Graphics::Surface outSurface;
outSurface.copyFrom(surface);
_gui._hudSurfaces.push_back(outSurface);
}
}
bool GameScreen::loadHudGfx() {
AnimationDecoder decoder("room0.dat");
HudAnimationDecoderCallback callback(*this);
return decoder.decode(&callback);
}
void GameScreen::onInventoryChanged() {
_inventoryWidget->markDirty();
}
void GameScreen::onButtonClicked(ButtonWidget *button) {
const int buttonId = button->getId();
if (buttonId <= BUTTON_PICKUP) {
const ActionInfo::Action actions[] = {ActionInfo::Walk, ActionInfo::Talk, ActionInfo::Look, ActionInfo::Use, ActionInfo::PickUp};
_game.setCurrentAction(actions[buttonId]);
} else if (buttonId == BUTTON_SCROLL_LEFT) {
_game.getGameData().getInventory().scrollLeft();
} else if (buttonId == BUTTON_SCROLL_RIGHT) {
_game.getGameData().getInventory().scrollRight();
}
}
void GameScreen::onInventoryItemHovered(InventoryWidget *widget, int posInWidget) {
// TODO
}
void GameScreen::onInventoryItemClicked(InventoryWidget *widget, int posInWidget) {
// Position in widget should match the position in inventory.
const Common::String &item = getGame().getGameData().getInventory().getItems()[posInWidget];
if (_game.getCurrentAction() == ActionInfo::Use) {
// TODO
} else {
_game.startActionSection(ActionInfo::Look, item);
}
}
}