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authorNipun Garg2019-07-02 03:37:50 +0530
committerEugene Sandulenko2019-09-03 17:17:06 +0200
commite3020ee4d5f038d0826d406609c263493934d5e4 (patch)
tree9d05d85bfd581a57ac22a9d825954b18e64ac5f2 /engines/hdb/window.cpp
parent13102d05b02881f0037c29980d0dd5dd471256eb (diff)
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HDB: Add DialogChoice and MessageBar functions
Diffstat (limited to 'engines/hdb/window.cpp')
-rw-r--r--engines/hdb/window.cpp253
1 files changed, 251 insertions, 2 deletions
diff --git a/engines/hdb/window.cpp b/engines/hdb/window.cpp
index 6adc2ba43c..120191c2de 100644
--- a/engines/hdb/window.cpp
+++ b/engines/hdb/window.cpp
@@ -326,8 +326,257 @@ void Window::setDialogDelay(int delay) {
_dialogDelay = g_system->getMillis() + 1000 * delay;
}
-void Window::openMessageBar(const char *msg, int count) {
- warning("STUB: Add openMessageBar()");
+void Window::openDialogChoice(const char *title, const char *text, const char *func, int numChoices, const char *choices[10]) {
+ int width, height, titleWidth, titleHeight;
+ int e1, e2, e3, e4, i;
+
+ if (true == _dialogInfo.active)
+ return;
+
+ memset(&_dialogChoiceInfo, 0, sizeof(_dialogChoiceInfo));
+ strcpy(_dialogChoiceInfo.title, title);
+ strcpy(_dialogChoiceInfo.text, text);
+ strcpy(_dialogChoiceInfo.func, func);
+ _dialogChoiceInfo.numChoices = numChoices;
+
+ for (i = 0; i < numChoices; i++)
+ strcpy(_dialogChoiceInfo.choices[i], choices[i]);
+ _dialogChoiceInfo.active = true;
+
+ g_hdb->_drawMan->getTextEdges(&e1, &e2, &e3, &e4);
+ g_hdb->_drawMan->setTextEdges(kOpenDialogTextLeft, kOpenDialogTextRight, 0, 480);
+ g_hdb->_drawMan->getDimensions(text, &width, &height);
+ g_hdb->_drawMan->getDimensions(title, &titleWidth, &titleHeight);
+
+ for (i = 0; i < 10; i++)
+ if (choices[i]) {
+ int w, h;
+ g_hdb->_drawMan->getDimensions(choices[i], &w, &h);
+ if (w > width)
+ width = w;
+ }
+
+ g_hdb->_drawMan->setTextEdges(e1, e2, e3, e4);
+ _dialogChoiceInfo.textHeight = (height + 1) * 16;
+ _dialogChoiceInfo.height = (height + 2 + numChoices) * 16;
+ _dialogChoiceInfo.width = width + 48;
+ _dialogChoiceInfo.titleWidth = titleWidth;
+
+ _dialogChoiceInfo.x = (480 >> 1) - (_dialogChoiceInfo.width >> 1);
+ _dialogChoiceInfo.y = (kScreenHeight >> 1) - ((_dialogChoiceInfo.height >> 1) + 32);
+ if (_dialogChoiceInfo.y < 0)
+ _dialogChoiceInfo.y = 0;
+
+ _dialogChoiceInfo.selection = 0;
+ _dialogChoiceInfo.timeout = 0;
+ warning("STUB: Play SND_MOVE_SELECTION");
+}
+
+void Window::drawDialogChoice() {
+ int e1, e2, e3, e4, blocks, i, w;
+
+ if (!_dialogChoiceInfo.active)
+ return;
+
+ // time out?
+ if (_dialogChoiceInfo.timeout && _dialogChoiceInfo.timeout < g_hdb->getTimeSlice()) {
+ closeDialogChoice();
+ return;
+ }
+
+ bool guyTalking = !scumm_stricmp(_dialogChoiceInfo.title, "guy");
+
+ w = _dialogChoiceInfo.width;
+ if (_dialogChoiceInfo.titleWidth > w)
+ w = _dialogChoiceInfo.titleWidth;
+
+ drawBorder(_dialogChoiceInfo.x, _dialogChoiceInfo.y, w, _dialogChoiceInfo.height, guyTalking);
+
+ if (!guyTalking) {
+ _gfxTitleL->drawMasked(_dialogChoiceInfo.x, _dialogChoiceInfo.y - 10);
+ blocks = _dialogChoiceInfo.titleWidth / 16;
+ for (i = 0; i < blocks; i++)
+ _gfxTitleM->drawMasked(_dialogChoiceInfo.x + 16 * (i + 1), _dialogChoiceInfo.y - 10);
+ _gfxTitleR->drawMasked(_dialogChoiceInfo.x + (blocks + 1) * 16, _dialogChoiceInfo.y - 10);
+ } else {
+ _gGfxTitleL->drawMasked(_dialogChoiceInfo.x, _dialogChoiceInfo.y - 10);
+ blocks = _dialogChoiceInfo.titleWidth / 16;
+ for (i = 0; i < blocks; i++)
+ _gGfxTitleM->drawMasked(_dialogChoiceInfo.x + 16 * (i + 1), _dialogChoiceInfo.y - 10);
+ _gGfxTitleR->drawMasked(_dialogChoiceInfo.x + (blocks + 1) * 16, _dialogChoiceInfo.y - 10);
+ }
+
+ g_hdb->_drawMan->getTextEdges(&e1, &e2, &e3, &e4);
+ g_hdb->_drawMan->setTextEdges(_dialogChoiceInfo.x + 10, kOpenDialogTextRight, 0, 480);
+ g_hdb->_drawMan->setCursor(0, _dialogChoiceInfo.y - 7);
+ if (_dialogChoiceInfo.title)
+ g_hdb->_drawMan->drawText(_dialogChoiceInfo.title);
+ g_hdb->_drawMan->setTextEdges(_dialogChoiceInfo.x + 16, kOpenDialogTextRight, 0, 480);
+ g_hdb->_drawMan->setCursor(0, _dialogChoiceInfo.y + 16);
+ if (_dialogChoiceInfo.text)
+ g_hdb->_drawMan->drawText(_dialogChoiceInfo.text);
+
+ for (i = 0; i < _dialogChoiceInfo.numChoices; i++) {
+ g_hdb->_drawMan->setCursor(_dialogChoiceInfo.x + 48, _dialogChoiceInfo.y + _dialogChoiceInfo.textHeight + 16 * i);
+ g_hdb->_drawMan->drawText(_dialogChoiceInfo.choices[i]);
+ }
+ g_hdb->_drawMan->setTextEdges(e1, e2, e3, e4);
+
+ _gfxHandright->drawMasked(_dialogChoiceInfo.x + 10, 4 + _dialogChoiceInfo.y + _dialogChoiceInfo.textHeight + 16 * _dialogChoiceInfo.selection);
+}
+
+void Window::closeDialogChoice() {
+ if (_dialogChoiceInfo.active) {
+ _dialogChoiceInfo.active = false;
+ g_hdb->_lua->pushFunction(_dialogChoiceInfo.func);
+ g_hdb->_lua->pushInt(_dialogChoiceInfo.selection);
+ g_hdb->_lua->call(1, 0);
+ warning("STUB: Play SND_SWITCH_USE");
+ }
+}
+
+bool Window::checkDialogChoiceClose(int x, int y) {
+ if (!_dialogChoiceInfo.active || _dialogChoiceInfo.timeout)
+ return false;
+
+ if (x >= _dialogChoiceInfo.x && x < _dialogChoiceInfo.x + _dialogChoiceInfo.width &&
+ y >= _dialogChoiceInfo.y + _dialogChoiceInfo.textHeight && y < _dialogChoiceInfo.y + _dialogChoiceInfo.textHeight + _dialogChoiceInfo.numChoices * 16) {
+ warning("STUB: Play SND_SWITCH_USE");
+ _dialogChoiceInfo.selection = (y - (_dialogChoiceInfo.y + _dialogChoiceInfo.textHeight)) >> 4;
+ _dialogChoiceInfo.timeout = g_hdb->getTimeSlice() + 500;
+ return true;
+ }
+
+ return false;
+}
+
+void Window::dialogChoiceMoveup() {
+ _dialogChoiceInfo.selection--;
+ if (_dialogChoiceInfo.selection < 0)
+ _dialogChoiceInfo.selection = _dialogChoiceInfo.numChoices - 1;
+ warning("STUB: Play SND_MOVE_SELECTION");
+}
+
+void Window::dialogChoiceMovedown() {
+ _dialogChoiceInfo.selection++;
+ if (_dialogChoiceInfo.selection >= _dialogChoiceInfo.numChoices)
+ _dialogChoiceInfo.selection = 0;
+ warning("STUB: Play SND_MOVE_SELECTION");
+}
+
+void Window::openMessageBar(const char *title, int time) {
+ int width, height;
+ int e1, e2, e3, e4;
+
+ // is the messagebar already up? if so, add this msg to the queue
+ if (_msgInfo.active) {
+ if (_numMsgQueue < kMaxMsgQueue) {
+ int i;
+ if (!scumm_stricmp(_msgInfo.title, title))
+ return;
+
+ for (i = 0; i < _numMsgQueue; i++)
+ if (!_stricmp(_msgQueueStr[i], title))
+ return;
+ strcpy(_msgQueueStr[_numMsgQueue], title);
+ _msgQueueWait[_numMsgQueue] = time;
+ _numMsgQueue++;
+ }
+ return;
+ }
+
+ memset(&_msgInfo, 0, sizeof(_msgInfo));
+
+ _msgInfo.timer = (time * kGameFPS);
+ strcpy(_msgInfo.title, title);
+
+ g_hdb->_drawMan->getTextEdges(&e1, &e2, &e3, &e4);
+ g_hdb->_drawMan->setTextEdges(kDialogTextLeft, kDialogTextRight, 0, 480);
+ g_hdb->_drawMan->getDimensions(title, &width, &height);
+ g_hdb->_drawMan->setTextEdges(e1, e2, e3, e4);
+
+ _msgInfo.height = (height + 2) * 16;
+ _msgInfo.width = width + 32;
+
+ _msgInfo.x = (480 >> 1) - (_msgInfo.width >> 1);
+ _msgInfo.active = true;
+}
+
+void Window::drawMessageBar() {
+ int xx, py, my;
+ int e1, e2, e3, e4;
+
+ // if msgbar's not up OR inventory is up, exit
+ if (!_msgInfo.active || _invWinInfo.active || _dialogInfo.active)
+ return;
+
+ g_hdb->_ai->getPlayerXY(&xx, &py); // don't care about the x
+ g_hdb->_map->getMapXY(&xx, &my);
+ _msgInfo.y = (py - my) - _msgInfo.height - 64; // put msgbar directly above player
+ if (_msgInfo.y < _msgInfo.height)
+ _msgInfo.y = (py - my) + 40; // if at top, but it directly below
+
+ drawBorder(_msgInfo.x, _msgInfo.y, _msgInfo.width, _msgInfo.height, false);
+
+ g_hdb->_drawMan->getTextEdges(&e1, &e2, &e3, &e4);
+ g_hdb->_drawMan->setTextEdges(_msgInfo.x + 16, _msgInfo.x + _msgInfo.width - 16, 0, 320);
+ g_hdb->_drawMan->setCursor(_msgInfo.x + 16, _msgInfo.y + 16);
+ g_hdb->_drawMan->drawText(_msgInfo.title);
+ g_hdb->_drawMan->setTextEdges(e1, e2, e3, e4);
+
+ //
+ // time to go away? see if we have any more msgs in the queue...
+ //
+ if (_msgInfo.timer-- < 1)
+ nextMsgQueued();
+}
+
+bool Window::checkMsgClose(int x, int y) {
+ if (x >= _msgInfo.x && x < _msgInfo.x + _msgInfo.width &&
+ y >= _msgInfo.y && y < _msgInfo.y + _msgInfo.height) {
+ closeMsg();
+ return true;
+ }
+
+ return false;
+}
+
+void Window::nextMsgQueued() {
+ int xx; // frameskip COULD be 0!
+ int width, height;
+ int e1, e2, e3, e4;
+
+ if (!_numMsgQueue) {
+ _msgInfo.active = false;
+ return;
+ }
+
+ strcpy(_msgInfo.title, _msgQueueStr[0]);
+ _msgInfo.timer = (_msgQueueWait[0] * kGameFPS);
+
+ g_hdb->_drawMan->getTextEdges(&e1, &e2, &e3, &e4);
+ g_hdb->_drawMan->setTextEdges(kDialogTextLeft, kDialogTextRight, 0, 480);
+ g_hdb->_drawMan->getDimensions(_msgInfo.title, &width, &height);
+ g_hdb->_drawMan->setTextEdges(e1, e2, e3, e4);
+
+ _msgInfo.height = (height + 2) * 16;
+
+ _msgInfo.width = width + 32;
+ _msgInfo.x = (480 >> 1) - (_msgInfo.width >> 1);
+ _msgInfo.y = (kScreenHeight >> 2) - (_msgInfo.height >> 1);
+
+ for (xx = 0; xx < _numMsgQueue - 1; xx++)
+ {
+ strcpy(_msgQueueStr[xx], _msgQueueStr[xx + 1]);
+ _msgQueueWait[xx] = _msgQueueWait[xx + 1];
+ }
+ _numMsgQueue--;
+ _msgInfo.active = true;
+}
+
+void Window::closeMsg() {
+ nextMsgQueued();
+ warning("STUB: Play SND_DIALOG_CLOSE");
}
void Window::drawInventory() {