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author | Matthew Hoops | 2011-12-12 15:25:28 -0500 |
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committer | Matthew Hoops | 2011-12-12 15:25:28 -0500 |
commit | 00279659b22cbd5db739d5351e83a9fc2a2ae408 (patch) | |
tree | 497f06f46820043cbdf1725652b8f0073223e24a /engines/tsage/user_interface.cpp | |
parent | d932df79bed5aac97e17c0920a5e75cb5ce733ee (diff) | |
parent | d1628feb761acc9f4607f64de3eb620fea53bcc9 (diff) | |
download | scummvm-rg350-00279659b22cbd5db739d5351e83a9fc2a2ae408.tar.gz scummvm-rg350-00279659b22cbd5db739d5351e83a9fc2a2ae408.tar.bz2 scummvm-rg350-00279659b22cbd5db739d5351e83a9fc2a2ae408.zip |
Merge remote branch 'upstream/master' into pegasus
Conflicts:
video/qt_decoder.cpp
Diffstat (limited to 'engines/tsage/user_interface.cpp')
-rw-r--r-- | engines/tsage/user_interface.cpp | 558 |
1 files changed, 558 insertions, 0 deletions
diff --git a/engines/tsage/user_interface.cpp b/engines/tsage/user_interface.cpp new file mode 100644 index 0000000000..2d06e268e4 --- /dev/null +++ b/engines/tsage/user_interface.cpp @@ -0,0 +1,558 @@ +/* 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 "tsage/user_interface.h" +#include "tsage/core.h" +#include "tsage/tsage.h" +#include "tsage/blue_force/blueforce_dialogs.h" +#include "tsage/blue_force/blueforce_logic.h" +#include "tsage/ringworld2/ringworld2_logic.h" + +namespace TsAGE { + +void StripProxy::process(Event &event) { + if (_action) + _action->process(event); +} + +/*--------------------------------------------------------------------------*/ + +void UIElement::synchronize(Serializer &s) { + BackgroundSceneObject::synchronize(s); + s.syncAsSint16LE(_field88); + s.syncAsSint16LE(_enabled); + s.syncAsSint16LE(_frameNum); +} + +void UIElement::setup(int visage, int stripNum, int frameNum, int posX, int posY, int priority) { + _field88 = 0; + _frameNum = frameNum; + _enabled = true; + + SceneObject::setup(visage, stripNum, frameNum, posX, posY, priority); +} + +void UIElement::setEnabled(bool flag) { + if (_enabled != flag) { + _enabled = flag; + setFrame(_enabled ? _frameNum : _frameNum + 2); + } +} + +/*--------------------------------------------------------------------------*/ + +void UIQuestion::process(Event &event) { + if (event.eventType == EVENT_BUTTON_DOWN) { + CursorType currentCursor = GLOBALS._events.getCursor(); + GLOBALS._events.hideCursor(); + showDescription(currentCursor); + + event.handled = true; + } +} + +void UIQuestion::showDescription(CursorType cursor) { + switch (g_vm->getGameID()) { + case GType_BlueForce: + if (cursor == INV_FOREST_RAP) { + // Forest rap item has a graphical display + showItem(5, 1, 1); + } else { + // Display object description + SceneItem::display2(9001, (int)cursor); + } + break; + case GType_Ringworld2: + if ((cursor == R2_9) || (cursor == R2_39)) { + // Show communicator + warning("TODO: Communicator"); + } else { + // Show object description + SceneItem::display2(3, (int)cursor); + } + break; + default: + break; + } +} + +void UIQuestion::setEnabled(bool flag) { + if (_enabled != flag) { + UIElement::setEnabled(flag); + T2_GLOBALS._uiElements.draw(); + } +} + +void UIQuestion::showItem(int resNum, int rlbNum, int frameNum) { + GfxDialog::setPalette(); + + // Get the item to display + GfxSurface objImage = surfaceFromRes(resNum, rlbNum, frameNum); + Rect imgRect; + imgRect.resize(objImage, 0, 0, 100); + imgRect.center(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2); + + // Save the area behind where the image will be displayed + GfxSurface *savedArea = Surface_getArea(GLOBALS.gfxManager().getSurface(), imgRect); + + // Draw the image + GLOBALS.gfxManager().copyFrom(objImage, imgRect); + + // Wait for a press + GLOBALS._events.waitForPress(); + + // Restore the old area + GLOBALS.gfxManager().copyFrom(*savedArea, imgRect); + delete savedArea; +} + +/*--------------------------------------------------------------------------*/ + +void UIScore::postInit(SceneObjectList *OwnerList) { + int xp = 266; + _digit3.setup(1, 6, 1, xp, 180, 255); + _digit3.reposition(); + xp += 7; + _digit2.setup(1, 6, 1, xp, 180, 255); + _digit2.reposition(); + xp += 7; + _digit1.setup(1, 6, 1, xp, 180, 255); + _digit1.reposition(); + xp += 7; + _digit0.setup(1, 6, 1, xp, 180, 255); + _digit0.reposition(); +} + +void UIScore::draw() { + _digit3.draw(); + _digit2.draw(); + _digit1.draw(); + _digit0.draw(); +} + +void UIScore::updateScore() { + int score = T2_GLOBALS._uiElements._scoreValue; + + _digit3.setFrame(score / 1000 + 1); score %= 1000; + _digit2.setFrame(score / 100 + 1); score %= 100; + _digit1.setFrame(score / 10 + 1); score %= 10; + _digit0.setFrame(score + 1); +} + +/*--------------------------------------------------------------------------*/ + +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; + + // Check if game has a select item handler, and if so, give it a chance to check + // whether something special happens when the item is selected + if (!T2_GLOBALS._onSelectItem || !T2_GLOBALS._onSelectItem((CursorType)_objIndex)) + _object->setCursor(); + } +} + +/*--------------------------------------------------------------------------*/ + +UIInventoryScroll::UIInventoryScroll() { + _isLeft = false; +} + +void UIInventoryScroll::synchronize(Serializer &s) { + UIElement::synchronize(s); + s.syncAsSint16LE(_isLeft); +} + +void UIInventoryScroll::process(Event &event) { + switch (event.eventType) { + case EVENT_BUTTON_DOWN: + // Draw the button as selected + toggle(true); + + event.handled = true; + break; + case EVENT_BUTTON_UP: + // Restore unselected version + toggle(false); + + // Scroll the inventory as necessary + T2_GLOBALS._uiElements.scrollInventory(_isLeft); + event.handled = true; + break; + default: + break; + } +} + +void UIInventoryScroll::toggle(bool pressed) { + if (_enabled) { + setFrame(pressed ? (_frameNum + 1) : _frameNum); + T2_GLOBALS._uiElements.draw(); + } +} + +/*--------------------------------------------------------------------------*/ + +UICollection::UICollection(): EventHandler() { + _clearScreen = false; + _visible = false; + _cursorChanged = false; +} + +void UICollection::setup(const Common::Point &pt) { + _position = pt; + _bounds.left = _bounds.right = pt.x; + _bounds.top = _bounds.bottom = pt.y; +} + +void UICollection::hide() { + erase(); + _visible = false; +} + +void UICollection::show() { + _visible = true; + draw(); +} + +void UICollection::erase() { + if (_clearScreen) { + Rect tempRect(0, UI_INTERFACE_Y, SCREEN_WIDTH, SCREEN_HEIGHT); + GLOBALS._screenSurface.fillRect(tempRect, 0); + GLOBALS._sceneManager._scene->_backSurface.fillRect(tempRect, 0); + _clearScreen = false; + } +} + +void UICollection::resetClear() { + _clearScreen = false; +} + +void UICollection::draw() { + if (_visible) { + // Temporarily reset the sceneBounds when drawing UI elements to force them on-screen + Rect savedBounds = g_globals->_sceneManager._scene->_sceneBounds; + g_globals->_sceneManager._scene->_sceneBounds = Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT); + + // Draw the elements onto the background + for (uint idx = 0; idx < _objList.size(); ++idx) + _objList[idx]->draw(); + + // Draw the resulting UI onto the screen + GLOBALS._screenSurface.copyFrom(GLOBALS._sceneManager._scene->_backSurface, + Rect(0, UI_INTERFACE_Y, SCREEN_WIDTH, SCREEN_HEIGHT), + Rect(0, UI_INTERFACE_Y, SCREEN_WIDTH, SCREEN_HEIGHT)); + + _clearScreen = 1; + g_globals->_sceneManager._scene->_sceneBounds = savedBounds; + } +} + +/*--------------------------------------------------------------------------*/ + +UIElements::UIElements(): UICollection() { + if (g_vm->getGameID() == GType_Ringworld2) + _cursorVisage.setVisage(5, 1); + else + _cursorVisage.setVisage(1, 5); + g_saver->addLoadNotifier(&UIElements::loadNotifierProc); +} + +void UIElements::synchronize(Serializer &s) { + UICollection::synchronize(s); + + s.syncAsSint16LE(_slotStart); + s.syncAsSint16LE(_scoreValue); + s.syncAsByte(_active); + + int count = _itemList.size(); + s.syncAsSint16LE(count); + if (s.isLoading()) { + // Load in item list + _itemList.clear(); + + for (int idx = 0; idx < count; ++idx) { + int itemId; + s.syncAsSint16LE(itemId); + _itemList.push_back(itemId); + } + } else { + // Save item list + for (int idx = 0; idx < count; ++idx) { + int itemId = _itemList[idx]; + s.syncAsSint16LE(itemId); + } + } +} + +void UIElements::process(Event &event) { + if (_clearScreen && GLOBALS._player._enabled && + ((g_vm->getGameID() != GType_BlueForce) || (GLOBALS._sceneManager._sceneNumber != 50))) { + if (_bounds.contains(event.mousePos)) { + // Cursor inside UI area + if (!_cursorChanged) { + if (GLOBALS._events.isInventoryIcon()) { + // Inventory icon being displayed, so leave alone + } else { + // Change to the inventory use cursor + int cursorId = (g_vm->getGameID() == GType_Ringworld2) ? 11 : 6; + GfxSurface surface = _cursorVisage.getFrame(cursorId); + 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 (_cursorChanged) { + // Cursor outside UI area, so reset as necessary + GLOBALS._events.setCursor(GLOBALS._events.getCursor()); + _cursorChanged = false; +/* + SceneExt *scene = (SceneExt *)GLOBALS._sceneManager._scene; + if (scene->_focusObject) { + GfxSurface surface = _cursorVisage.getFrame(7); + GLOBALS._events.setCursor(surface); + } +*/ + } + } +} + +void UIElements::setup(const Common::Point &pt) { + _slotStart = 0; + _itemList.clear(); + _scoreValue = 0; + _active = true; + UICollection::setup(pt); + hide(); + + _background.setup(1, 3, 1, 0, 0, 255); + add(&_background); + + // Set up the inventory slots + int xp = 0; + for (int idx = 0; idx < 4; ++idx) { + UIElement *item = NULL; + switch (idx) { + case 0: + item = &_slot1; + break; + case 1: + item = &_slot2; + break; + case 2: + item = &_slot3; + break; + case 3: + item = &_slot4; + break; + } + + xp = idx * 63 + 2; + if (g_vm->getGameID() == GType_BlueForce) { + item->setup(9, 1, idx, xp, 4, 255); + } else { + item->setup(7, 1, idx, xp, 4, 255); + } + add(item); + } + + // Setup bottom-right hand buttons + xp += 62; + int yp = (g_vm->getGameID() == GType_BlueForce) ? 16 : 17; + _question.setup(1, 4, 7, xp, yp, 255); + _question.setEnabled(false); + add(&_question); + + xp += 21; + _scrollLeft.setup(1, 4, 1, xp, yp, 255); + add(&_scrollLeft); + _scrollLeft._isLeft = true; + + xp += 22; + _scrollRight.setup(1, 4, 4, xp, yp, 255); + add(&_scrollRight); + _scrollRight._isLeft = false; + + switch (g_vm->getGameID()) { + case GType_BlueForce: + // Set up the score + _score.postInit(); + add(&_score); + break; + case GType_Ringworld2: + // Set up the character display + _character.setup(1, 5, R2_GLOBALS._player._characterIndex, 285, 11, 255); + add(&_character); + break; + default: + break; + } + + // Set interface area + _bounds = Rect(0, UI_INTERFACE_Y - 1, SCREEN_WIDTH, SCREEN_HEIGHT); + + updateInventory(); +} + +void UIElements::add(UIElement *obj) { + // Add object + assert(_objList.size() < 12); + _objList.push_back(obj); + + obj->setPosition(Common::Point(_bounds.left + obj->_position.x, _bounds.top + obj->_position.y)); + obj->reposition(); + + GfxSurface s = obj->getFrame(); + s.draw(obj->_position); +} + +/** + * Handles updating the visual inventory in the user interface + */ +void UIElements::updateInventory() { + switch (g_vm->getGameID()) { + case GType_BlueForce: + // Update the score + _score.updateScore(); + break; + case GType_Ringworld2: + _character.setFrame(R2_GLOBALS._player._characterIndex); + break; + } + + updateInvList(); + + // Enable scroll buttons if the player has more than four items + if (_itemList.size() > 4) { + _scrollLeft.setEnabled(true); + _scrollRight.setEnabled(true); + } else { + _scrollLeft.setEnabled(false); + _scrollRight.setEnabled(false); + } + + // Handle cropping the slots start within inventory + int lastPage = (_itemList.size() - 1) / 4 + 1; + if (_slotStart < 0) + _slotStart = lastPage - 1; + else if (_slotStart > (lastPage - 1)) + _slotStart = 0; + + // 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 = GLOBALS._inventory->_itemList.begin(); i != GLOBALS._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 * 4 + slotIndex; + int objectIdx = (idx < (int)_itemList.size()) ? _itemList[idx] : 0; + + if (objectIdx == objIndex) { + UIInventorySlot *slot = slotList[slotIndex]; + + slot->_objIndex = objIndex; + slot->_object = obj; + slot->setVisage(obj->_visage); + slot->setStrip(obj->_strip); + slot->setFrame(obj->_frame); + + slot->reposition(); + } + } + } + + // Refresh the display if necessary + if (_active) + draw(); +} + +/** + * Update the list of the indexes of items in the player's inventory + */ +void UIElements::updateInvList() { + // Update the index list of items in the player's inventory + _itemList.clear(); + + SynchronizedList<InvObject *>::iterator i; + int itemIndex = 0; + for (i = GLOBALS._inventory->_itemList.begin(); i != GLOBALS._inventory->_itemList.end(); ++i, ++itemIndex) { + InvObject *invObject = *i; + if (invObject->inInventory()) + _itemList.push_back(itemIndex); + } +} + +/** + * Set the game score + */ +void UIElements::addScore(int amount) { + _scoreValue += amount; + T2_GLOBALS._inventorySound.play(0); + updateInventory(); +} + +/* + * Scroll the inventory slots + */ +void UIElements::scrollInventory(bool isLeft) { + if (isLeft) + --_slotStart; + else + ++_slotStart; + + updateInventory(); +} + +void UIElements::loadNotifierProc(bool postFlag) { + if (postFlag && T2_GLOBALS._uiElements._active) + T2_GLOBALS._uiElements.show(); +} + +} // End of namespace TsAGE |