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author | Paul Gilbert | 2011-09-04 19:11:59 +1000 |
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committer | Paul Gilbert | 2011-09-04 19:11:59 +1000 |
commit | b893f9f93f58413bd45daec5d4b88a0ca4bb5db1 (patch) | |
tree | 4260042a43c56bdcf2d851b639bc0c9ab449c46b /engines/tsage/blue_force/blueforce_ui.cpp | |
parent | 7f5f9c9f91eb8cd52ebcffe208d0e778f8ff6448 (diff) | |
download | scummvm-rg350-b893f9f93f58413bd45daec5d4b88a0ca4bb5db1.tar.gz scummvm-rg350-b893f9f93f58413bd45daec5d4b88a0ca4bb5db1.tar.bz2 scummvm-rg350-b893f9f93f58413bd45daec5d4b88a0ca4bb5db1.zip |
TSAGE: Implemented missing interface functionality, including gun loading dialog
Diffstat (limited to 'engines/tsage/blue_force/blueforce_ui.cpp')
-rw-r--r-- | engines/tsage/blue_force/blueforce_ui.cpp | 81 |
1 files changed, 54 insertions, 27 deletions
diff --git a/engines/tsage/blue_force/blueforce_ui.cpp b/engines/tsage/blue_force/blueforce_ui.cpp index 56c13572cc..42605b4c5f 100644 --- a/engines/tsage/blue_force/blueforce_ui.cpp +++ b/engines/tsage/blue_force/blueforce_ui.cpp @@ -21,6 +21,7 @@ */ #include "tsage/blue_force/blueforce_ui.h" +#include "tsage/blue_force/blueforce_dialogs.h" #include "tsage/blue_force/blueforce_logic.h" #include "tsage/tsage.h" #include "tsage/core.h" @@ -112,26 +113,35 @@ void UIScore::updateScore() { UIInventorySlot::UIInventorySlot(): UIElement() { _objIndex = 0; + _object = NULL; } void UIInventorySlot::synchronize(Serializer &s) { UIElement::synchronize(s); s.syncAsSint16LE(_objIndex); + SYNC_POINTER(_object); } void UIInventorySlot::process(Event &event) { if (event.eventType == EVENT_BUTTON_DOWN) { event.handled = true; - if (_objIndex == 66) { - // Handle showing gun and ammo - warning("TODO: show gun"); - } else if (_objIndex != 0) { - GLOBALS._events.setCursor((CursorType)_objIndex); + if (_objIndex == INV_AMMO_BELT) { + // Handle showing ammo belt + showAmmoBelt(); + + } else if (_objIndex != INV_NONE) { + _object->setCursor(); } } } +void UIInventorySlot::showAmmoBelt() { + AmmoBeltDialog *dlg = new AmmoBeltDialog(); + dlg->execute(); + delete dlg; +} + /*--------------------------------------------------------------------------*/ UIInventoryScroll::UIInventoryScroll() { @@ -155,7 +165,7 @@ void UIInventoryScroll::process(Event &event) { UICollection::UICollection(): EventHandler() { _clearScreen = false; _visible = false; - _field4E = 0; + _cursorChanged = false; } void UICollection::setup(const Common::Point &pt) { @@ -200,18 +210,46 @@ void UICollection::draw() { /*--------------------------------------------------------------------------*/ +UIElements::UIElements(): UICollection() { + _cursorVisage.setVisage(1, 5); +} + void UIElements::process(Event &event) { if (_clearScreen && BF_GLOBALS._player._enabled && (BF_GLOBALS._sceneManager._sceneNumber != 50)) { if (_bounds.contains(event.mousePos)) { + // Cursor inside UI area + if (!_cursorChanged) { + if (BF_GLOBALS._events.isInventoryIcon()) { + // Inventory icon being displayed, so leave alone + } else { + // Change to the inventory use cursor + GfxSurface surface = _cursorVisage.getFrame(6); + BF_GLOBALS._events.setCursor(surface); + } + _cursorChanged = true; + } + + // Pass event to any element that the cursor falls on + for (int idx = (int)_objList.size() - 1; idx >= 0; --idx) { + if (_objList[idx]->_bounds.contains(event.mousePos) && _objList[idx]->_enabled) { + _objList[idx]->process(event); + if (event.handled) + break; + } + } + + if (event.eventType == EVENT_BUTTON_DOWN) + event.handled = true; - } else if (_field4E) { - BF_GLOBALS._events.hideCursor(); - BF_GLOBALS._events.setCursor((CursorType)1); - _field4E = 0; + } else if (_cursorChanged) { + // Cursor outside UI area, so reset as necessary + BF_GLOBALS._events.setCursor(BF_GLOBALS._events.getCursor()); + _cursorChanged = false; SceneExt *scene = (SceneExt *)BF_GLOBALS._sceneManager._scene; if (scene->_eventHandler) { - error("TODO: UIElements::process _eventHandler"); + GfxSurface surface = _cursorVisage.getFrame(7); + BF_GLOBALS._events.setCursor(surface); } } } @@ -313,12 +351,14 @@ void UIElements::updateInventory() { // Handle refreshing slot graphics UIInventorySlot *slotList[4] = { &_slot1, &_slot2, &_slot3, &_slot4 }; - + + // Loop through the inventory objects SynchronizedList<InvObject *>::iterator i; int objIndex = 0; for (i = BLUE_INVENTORY._itemList.begin(); i != BLUE_INVENTORY._itemList.end(); ++i, ++objIndex) { InvObject *obj = *i; + // Check whether the object is in any of the four inventory slots for (int slotIndex = 0; slotIndex < 4; ++slotIndex) { int idx = _slotStart + slotIndex; int objectIdx = (idx < (int)_itemList.size()) ? _itemList[idx] : 0; @@ -327,6 +367,7 @@ void UIElements::updateInventory() { UIInventorySlot *slot = slotList[slotIndex]; slot->_objIndex = objIndex; + slot->_object = obj; slot->setVisage(obj->_visage); slot->setStrip(obj->_strip); slot->setFrame(obj->_frame); @@ -334,6 +375,7 @@ void UIElements::updateInventory() { } } + // Refresh the display if necessary if (_active) draw(); } @@ -354,21 +396,6 @@ void UIElements::updateInvList() { } } -/** - * Updates an inventory slot with the item to be displayed - -void UIElements::updateInvSlot(UIInventorySlot *slot, int objIndex) { - slot->_objIndex = objIndex; - int itemId = (objIndex < (int)_itemList.size()) ? _itemList[objIndex] : 0; - InvObject *obj = BF_GLOBALS._inventory->_itemList[itemId + 2]; - - // TODO: Validate usage of fields - slot->setVisage(obj._displayResNum); - slot->setStrip(obj._rlbNum); - slot->setFrame(obj._cursorNum); -} -*/ - } // End of namespace BlueForce } // End of namespace TsAGE |