scummvm/sword2/icons.cpp
Torbjörn Andersson 43cfe01f3d This is the second part of the BS2 restructuring. There are two new
classes: Screen and Mouse. Screen handles most of the drawing, except the
mouse cursor and in-game menus.

The old Graphics class is no more.

I've also fixed some "reverse stereo" regressions from the first part of
the restructuring.

I'm not sure what the next step will be, but hopefully it will be smaller
than this one was.

svn-id: r16812
2005-02-19 14:02:16 +00:00

189 lines
5.4 KiB
C++

/* Copyright (C) 1994-1998 Revolution Software Ltd.
* Copyright (C) 2003-2005 The ScummVM project
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*/
#include "common/stdafx.h"
#include "sword2/sword2.h"
#include "sword2/defs.h"
#include "sword2/interpreter.h"
#include "sword2/logic.h"
#include "sword2/memory.h"
#include "sword2/mouse.h"
#include "sword2/resman.h"
namespace Sword2 {
void Mouse::addMenuObject(MenuObject *obj) {
assert(_totalTemp < TOTAL_engine_pockets);
memcpy(&_tempList[_totalTemp], obj, sizeof(MenuObject));
_totalTemp++;
}
/**
* Create and start the inventory (bottom) menu
*/
void Mouse::buildMenu() {
uint32 i, j;
// Clear the temporary inventory list, since we are going to build a
// new one from scratch.
for (i = 0; i < TOTAL_engine_pockets; i++)
_tempList[i].icon_resource = 0;
_totalTemp = 0;
// Run the 'build_menu' script in the 'menu_master' object. This will
// register all carried menu objects.
uint32 null_pc = 0;
char *menuScript = (char *) _vm->_resman->openResource(MENU_MASTER_OBJECT);
_vm->_logic->runScript(menuScript, menuScript, &null_pc);
_vm->_resman->closeResource(MENU_MASTER_OBJECT);
// Create a new master list based on the old master inventory list and
// the new temporary inventory list. The purpose of all this is, as
// far as I can tell, that the new list is ordered in the same way as
// the old list, with new objects added to the end of it.
// Compare new with old. Anything in master thats not in new gets
// removed from master - if found in new too, remove from temp
for (i = 0; i < _totalMasters; i++) {
bool found_in_temp = false;
for (j = 0; j < TOTAL_engine_pockets; j++) {
if (_masterMenuList[i].icon_resource == _tempList[j].icon_resource) {
// We alread know about this object, so kill it
// in the temporary list.
_tempList[j].icon_resource = 0;
found_in_temp = true;
break;
}
}
if (!found_in_temp) {
// The object is in the master list, but not in the
// temporary list. The player must have lost the object
// since the last time we checked, so kill it in the
// master list.
_masterMenuList[i].icon_resource = 0;
}
}
// Eliminate blank entries from the master list.
_totalMasters = 0;
for (i = 0; i < TOTAL_engine_pockets; i++) {
if (_masterMenuList[i].icon_resource) {
if (i != _totalMasters) {
memcpy(&_masterMenuList[_totalMasters], &_masterMenuList[i], sizeof(MenuObject));
_masterMenuList[i].icon_resource = 0;
}
_totalMasters++;
}
}
// Add the new objects - i.e. the ones still in the temporary list but
// not yet in the master list - to the end of the master.
for (i = 0; i < TOTAL_engine_pockets; i++) {
if (_tempList[i].icon_resource) {
memcpy(&_masterMenuList[_totalMasters++], &_tempList[i], sizeof(MenuObject));
}
}
// Initialise the menu from the master list.
for (i = 0; i < 15; i++) {
uint32 res = _masterMenuList[i].icon_resource;
byte *icon = NULL;
if (res) {
bool icon_coloured;
if (_examiningMenuIcon) {
// When examining an object, that object is
// coloured. The rest are greyed out.
icon_coloured = (res == Logic::_scriptVars[OBJECT_HELD]);
} else if (Logic::_scriptVars[COMBINE_BASE]) {
// When combining two menu object (i.e. using
// one on another), both are coloured. The rest
// are greyed out.
icon_coloured = (res == Logic::_scriptVars[OBJECT_HELD] || res == Logic::_scriptVars[COMBINE_BASE]);
} else {
// If an object is selected but we are not yet
// doing anything with it, the selected object
// is greyed out. The rest are coloured.
icon_coloured = (res != Logic::_scriptVars[OBJECT_HELD]);
}
icon = _vm->_resman->openResource(res) + sizeof(StandardHeader);
// The coloured icon is stored directly after the
// greyed out one.
if (icon_coloured)
icon += (RDMENU_ICONWIDE * RDMENU_ICONDEEP);
}
setMenuIcon(RDMENU_BOTTOM, i, icon);
if (res)
_vm->_resman->closeResource(res);
}
showMenu(RDMENU_BOTTOM);
}
/**
* Build a fresh system (top) menu.
*/
void Mouse::buildSystemMenu() {
uint32 icon_list[5] = {
OPTIONS_ICON,
QUIT_ICON,
SAVE_ICON,
RESTORE_ICON,
RESTART_ICON
};
// Build them all high in full colour - when one is clicked on all the
// rest will grey out.
for (int i = 0; i < ARRAYSIZE(icon_list); i++) {
byte *icon = _vm->_resman->openResource(icon_list[i]) + sizeof(StandardHeader);
// The only case when an icon is grayed is when the player
// is dead. Then SAVE is not available.
if (!Logic::_scriptVars[DEAD] || icon_list[i] != SAVE_ICON)
icon += (RDMENU_ICONWIDE * RDMENU_ICONDEEP);
setMenuIcon(RDMENU_TOP, i, icon);
_vm->_resman->closeResource(icon_list[i]);
}
showMenu(RDMENU_TOP);
}
} // End of namespace Sword2