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authorPaul Gilbert2014-07-27 10:18:57 -0400
committerPaul Gilbert2014-07-27 10:18:57 -0400
commit9b00eedd40d5abc1c13723608633f9bc488f7fd1 (patch)
tree5d538adc95a68f35d80c4d270a7f9922b05d37d0 /engines/mads/nebular
parent7ea081e7a0df465b6fda8e01aa0f1e7a990e24be (diff)
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MADS: Menu item highlighting and selection animation now working
Diffstat (limited to 'engines/mads/nebular')
-rw-r--r--engines/mads/nebular/menu_nebular.cpp106
-rw-r--r--engines/mads/nebular/menu_nebular.h42
2 files changed, 118 insertions, 30 deletions
diff --git a/engines/mads/nebular/menu_nebular.cpp b/engines/mads/nebular/menu_nebular.cpp
index 8cd6ee09cc..8deb8047fa 100644
--- a/engines/mads/nebular/menu_nebular.cpp
+++ b/engines/mads/nebular/menu_nebular.cpp
@@ -52,6 +52,8 @@ void MenuView::show() {
while (!_breakFlag && !_vm->shouldQuit()) {
if (_redrawFlag) {
scene.drawElements(_vm->_game->_fx, _vm->_game->_fx);
+
+ _vm->_screen.copyRectToScreen(Common::Rect(0, 0, 320, 200));
_redrawFlag = false;
}
@@ -79,6 +81,8 @@ MainMenu::MainMenu(MADSEngine *vm): MenuView(vm) {
_frameIndex = 0;
_skipFlag = false;
_highlightedIndex = -1;
+ _selectedIndex = -1;
+ _buttonDown = false;
}
MainMenu::~MainMenu() {
@@ -87,6 +91,8 @@ MainMenu::~MainMenu() {
void MainMenu::display() {
MenuView::display();
Scene &scene = _vm->_game->_scene;
+ ScreenObjects &screenObjects = _vm->_game->_screenObjects;
+ screenObjects.clear();
// Load each of the menu item assets and add to the scene sprites list
for (int i = 0; i < 7; ++i) {
@@ -98,8 +104,8 @@ void MainMenu::display() {
// Register the menu item area in the screen objects
MSprite *frame0 = _menuItems[i]->getFrame(0);
Common::Point pt(frame0->_offset.x - (frame0->w / 2),
- frame0->_offset.y - (frame0->h / 2));
- _vm->_game->_screenObjects.add(
+ frame0->_offset.y - frame0->h + _vm->_screen._offset.y);
+ screenObjects.add(
Common::Rect(pt.x, pt.y, pt.x + frame0->w, pt.y + frame0->h),
LAYER_GUI, CAT_COMMAND, i);
}
@@ -109,14 +115,29 @@ void MainMenu::display() {
}
void MainMenu::doFrame() {
- Scene &scene = _vm->_game->_scene;
-
// Delay between animation frames on the menu
uint32 currTime = g_system->getMillis();
if (currTime < _delayTimeout)
return;
_delayTimeout = currTime + MADS_MENU_ANIM_DELAY;
+ // If an item has already been selected, handle rotating out the other menu items
+ if (_selectedIndex != -1) {
+ if (_frameIndex == _menuItems[0]->getCount()) {
+ handleAction((MADSGameAction)_selectedIndex);
+ } else {
+ for (_menuItemIndex = 0; _menuItemIndex < 6; ++_menuItemIndex) {
+ if (_menuItemIndex != _selectedIndex) {
+ addSpriteSlot();
+ }
+ }
+
+ // Move the menu items to the next frame
+ ++_frameIndex;
+ }
+ return;
+ }
+
// If we've alerady reached the end of the menuitem animation, exit immediately
if (_menuItemIndex == 6)
return;
@@ -152,14 +173,16 @@ void MainMenu::doFrame() {
void MainMenu::addSpriteSlot() {
Scene &scene = _vm->_game->_scene;
SpriteSlots &spriteSlots = scene._spriteSlots;
- spriteSlots.deleteTimer(_menuItemIndex);
+
+ int seqIndex = (_menuItemIndex < 6) ? _menuItemIndex : _frameIndex;
+ spriteSlots.deleteTimer(seqIndex);
SpriteAsset *menuItem = _menuItems[_menuItemIndex];
MSprite *spr = menuItem->getFrame(_frameIndex);
SpriteSlot &slot = spriteSlots[spriteSlots.add()];
slot._flags = IMG_UPDATE;
- slot._seqIndex = _menuItemIndex;
+ slot._seqIndex = seqIndex;
slot._spritesIndex = _menuItemIndexes[_menuItemIndex];
slot._frameNumber = _frameIndex + 1;
slot._position = spr->_offset;
@@ -171,6 +194,8 @@ void MainMenu::addSpriteSlot() {
bool MainMenu::onEvent(Common::Event &event) {
Scene &scene = _vm->_game->_scene;
+ if (_selectedIndex != -1)
+ return false;
// Handle keypresses - these can be done at any time, even when the menu items are being drawn
if (event.type == Common::EVENT_KEYDOWN) {
@@ -220,22 +245,20 @@ bool MainMenu::onEvent(Common::Event &event) {
return true;
}
- /*
- int menuIndex;
switch (event.type) {
case Common::EVENT_LBUTTONDOWN:
if (_vm->_events->isCursorVisible()) {
- menuIndex = getHighlightedItem(event.mouse.x, event.mouse.y);
+ _buttonDown = true;
+ int menuIndex = getHighlightedItem(event.mouse);
if (menuIndex != _highlightedIndex) {
-// _bgSurface->copyTo(this, Common::Point(0, MADS_MENU_Y));
+ scene._spriteSlots.deleteTimer(menuIndex);
_highlightedIndex = menuIndex;
if (_highlightedIndex != -1) {
- MSprite *spr = _menuItem->getFrame(_highlightedIndex);
- const Common::Point &pt = _itemPosList[_highlightedIndex];
- spr->copyTo(&_vm->_screen, Common::Point(pt.x, MADS_MENU_Y + pt.y));
+ _frameIndex = _highlightedIndex;
+ addSpriteSlot();
}
}
} else {
@@ -244,37 +267,62 @@ bool MainMenu::onEvent(Common::Event &event) {
}
return true;
+ case Common::EVENT_MOUSEMOVE:
+ if (_buttonDown) {
+ int menuIndex = getHighlightedItem(event.mouse);
+ if (menuIndex != _highlightedIndex) {
+ if (_highlightedIndex != -1) {
+ // Revert to the unselected menu item
+ unhighlightItem();
+ }
+
+ if (menuIndex != -1) {
+ // Highlight new item
+ _highlightedIndex = menuIndex;
+ _frameIndex = _highlightedIndex;
+ addSpriteSlot();
+ }
+ }
+ }
+ break;
+
case Common::EVENT_LBUTTONUP:
- if (_highlightedIndex != -1)
- handleAction((MADSGameAction)_highlightedIndex);
+ _buttonDown = false;
+ if (_highlightedIndex != -1) {
+ _selectedIndex = _highlightedIndex;
+ unhighlightItem();
+ _frameIndex = 0;
+ }
+
return true;
default:
break;
}
- */
+
return false;
}
+int MainMenu::getHighlightedItem(const Common::Point &pt) {
+ return _vm->_game->_screenObjects.scan(pt, LAYER_GUI) - 1;
+}
-int MainMenu::getHighlightedItem(int x, int y) {
- /*
- y -= MADS_MENU_Y;
-
- for (int index = 0; index < 6; ++index) {
- const Common::Point &pt = _itemPosList[index];
- MSprite *spr = _menuItem->getFrame(index);
+void MainMenu::unhighlightItem() {
+ // Revert to the unselected menu item
+ _vm->_game->_scene._spriteSlots.deleteTimer(_highlightedIndex);
+ _menuItemIndex = _highlightedIndex;
+ _frameIndex = 0;
+ addSpriteSlot();
- if ((x >= pt.x) && (y >= pt.y) && (x < (pt.x + spr->w)) && (y < (pt.y + spr->h)))
- return index;
- }
- */
- return -1;
+ _menuItemIndex = 6;
+ _highlightedIndex = -1;
}
void MainMenu::handleAction(MADSGameAction action) {
- _vm->_events->hideCursor();
+ warning("Action %d", (int)action);
/*
+ _vm->_events->hideCursor();
+
switch (action) {
case START_GAME:
case RESUME_GAME:
diff --git a/engines/mads/nebular/menu_nebular.h b/engines/mads/nebular/menu_nebular.h
index e96819b46b..89921191c1 100644
--- a/engines/mads/nebular/menu_nebular.h
+++ b/engines/mads/nebular/menu_nebular.h
@@ -60,19 +60,59 @@ private:
int _frameIndex;
uint32 _delayTimeout;
bool _skipFlag;
+
+ /**
+ * Currently highlighted menu item
+ */
int _highlightedIndex;
- int getHighlightedItem(int x, int y);
+ /**
+ * Flag for mouse button being pressed
+ */
+ bool _buttonDown;
+
+ /**
+ * Stores menu item selection
+ */
+ int _selectedIndex;
+
+ /**
+ * Get the highlighted menu item under the cursor
+ */
+ int getHighlightedItem(const Common::Point &pt);
+
+ /**
+ * Un-highlight a currently highlighted item
+ */
+ void unhighlightItem();
+
+ /**
+ * Execute a given menuitem
+ */
void handleAction(MADSGameAction action);
+
+ /**
+ * Add a sprite slot for the current menuitem frame
+ */
void addSpriteSlot();
protected:
+ /**
+ * Display the menu
+ */
virtual void display();
+ /**
+ * Handle the menu item animations
+ */
virtual void doFrame();
+ /**
+ * Event handler
+ */
virtual bool onEvent(Common::Event &event);
public:
MainMenu(MADSEngine *vm);
+
virtual ~MainMenu();
};