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author | Ľubomír Remák | 2018-04-04 20:39:08 +0200 |
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committer | Eugene Sandulenko | 2018-08-25 23:12:01 +0200 |
commit | 9af3d8a2381fe7c7440330a9aa338f51cd734990 (patch) | |
tree | ad625f243021ba15b19475597e14ad3d2b09484a /engines/mutationofjb/gui.cpp | |
parent | 9a3a66ab685c33dab1a85cf2aae73d1df7e45c29 (diff) | |
download | scummvm-rg350-9af3d8a2381fe7c7440330a9aa338f51cd734990.tar.gz scummvm-rg350-9af3d8a2381fe7c7440330a9aa338f51cd734990.tar.bz2 scummvm-rg350-9af3d8a2381fe7c7440330a9aa338f51cd734990.zip |
MUTATIONOFJB: Implement UI for inventory.
Diffstat (limited to 'engines/mutationofjb/gui.cpp')
-rw-r--r-- | engines/mutationofjb/gui.cpp | 181 |
1 files changed, 181 insertions, 0 deletions
diff --git a/engines/mutationofjb/gui.cpp b/engines/mutationofjb/gui.cpp new file mode 100644 index 0000000000..5ceed67b88 --- /dev/null +++ b/engines/mutationofjb/gui.cpp @@ -0,0 +1,181 @@ +/* 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/gui.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 "common/rect.h" +#include "graphics/screen.h" + +namespace MutationOfJB { + +enum ButtonType { + BUTTON_WALK, + BUTTON_TALK, + BUTTON_LOOK, + BUTTON_USE, + BUTTON_PICKUP, + BUTTON_SCROLL_LEFT, + BUTTON_SCROLL_RIGHT, + BUTTON_SETTINGS +}; + +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 +}; + +static 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 +}; + +Gui::Gui(Game &game, Graphics::Screen *screen) + : _game(game), + _screen(screen), + _inventoryDirty(false) { +} + +bool Gui::init() { + const bool result1 = loadInventoryList(); + const bool result2 = loadInventoryGfx(); + + _game.getGameData().getInventory().setObserver(this); + + return result1 && result2; +} + +void Gui::markInventoryDirty() { + _inventoryDirty = true; +} + +void Gui::update() { + if (_inventoryDirty) { + drawInventory(); + _inventoryDirty = false; + } +} + +class InventoryAnimationDecoderCallback : public AnimationDecoderCallback { +public: + InventoryAnimationDecoderCallback(Gui &gui) : _gui(gui) {} + virtual void onFrame(int frameNo, Graphics::Surface &surface) override; + virtual void onPaletteUpdated(byte palette[PALETTE_SIZE]) override; +private: + Gui &_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 Gui::loadInventoryGfx() { + AnimationDecoder decoder("icons.dat"); + InventoryAnimationDecoderCallback callback(*this); + return decoder.decode(&callback); +} + +bool Gui::loadInventoryList() { + EncryptedFile file; + const char *fileName = "fixitems.dat"; + file.open(fileName); + if (!file.isOpen()) { + reportFileMissingError(fileName); + return false; + } + + int itemIndex = 0; + while (!file.eos()) { + Common::String line = file.readLine(); + if (line.empty() || line.hasPrefix("#")) { + continue; + } + const char *firstSpace = strchr(line.c_str(), ' '); + if (!firstSpace) { + continue; + } + const int len = firstSpace - line.c_str(); + if (!len) { + continue; + } + Common::String item(line.c_str(), len); + _inventoryItems[item] = itemIndex; + itemIndex++; + } + + return true; +} + +void Gui::drawInventoryItem(const Common::String &item, int pos) { + InventoryMap::iterator it = _inventoryItems.find(item); + if (it == _inventoryItems.end()) { + return; + } + + const int index = it->_value; + const int surfaceNo = index / (INVENTORY_ITEMS_LINES * INVENTORY_ITEMS_PER_LINE); + const int indexInSurface = index % (INVENTORY_ITEMS_LINES * INVENTORY_ITEMS_PER_LINE); + const int itemX = indexInSurface % INVENTORY_ITEMS_PER_LINE; + const int itemY = indexInSurface / INVENTORY_ITEMS_PER_LINE; + + Common::Point destStartPos(INVENTORY_START_X + pos * INVENTORY_ITEM_WIDTH, INVENTORY_START_Y); + Common::Rect sourceRect(itemX * INVENTORY_ITEM_WIDTH, itemY * INVENTORY_ITEM_HEIGHT, (itemX + 1) * INVENTORY_ITEM_WIDTH, (itemY + 1) * INVENTORY_ITEM_HEIGHT); + _screen->blitFrom(_inventorySurfaces[surfaceNo], sourceRect, destStartPos); +} + +void Gui::drawInventory() { + Inventory &inventory = _game.getGameData().getInventory(); + const Inventory::Items &items = inventory.getItems(); + Common::Rect fullRect(INVENTORY_START_X, INVENTORY_START_Y, INVENTORY_START_X + Inventory::VISIBLE_ITEMS * INVENTORY_ITEM_WIDTH, INVENTORY_START_Y + INVENTORY_ITEM_HEIGHT); + _screen->fillRect(fullRect, 0x00); + for (int i = 0; i < MIN((int) items.size(), (int) Inventory::VISIBLE_ITEMS); ++i) { + drawInventoryItem(items[i], i); + } +} + +void Gui::onInventoryChanged() { + markInventoryDirty(); +} + +} |