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authorPaul Gilbert2014-01-03 09:20:53 -1000
committerPaul Gilbert2014-01-03 09:20:53 -1000
commit1c3708630bd4e2698704883e1b1aeea94ef8379b (patch)
treec4eb0b701775f2b00fadad6cf118626e543cbf9e /engines/voyeur/voyeur.h
parent76f7d974f6f0fe97033e07481f0b9d8f2cc2b42b (diff)
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VOYEUR: Replaced original game mansion scrolling with a more effective one
The original had the cursor fixed in the middle of the screen, and scrolled the mansion view as the mouse moves. Since this doesn't really work for windowed mode nor tablets, I've replaced it with a new version that scrolls when the mouse cursor is near any edge of the screen
Diffstat (limited to 'engines/voyeur/voyeur.h')
-rw-r--r--engines/voyeur/voyeur.h14
1 files changed, 14 insertions, 0 deletions
diff --git a/engines/voyeur/voyeur.h b/engines/voyeur/voyeur.h
index 8cf13259dc..209f5ec303 100644
--- a/engines/voyeur/voyeur.h
+++ b/engines/voyeur/voyeur.h
@@ -52,6 +52,18 @@ namespace Voyeur {
#define MAX_RESOLVE 1000
+// Maximum scroll x, y for viewing the mansion
+#define MANSION_MAX_X 784
+#define MANSION_MAX_Y 150
+#define MANSION_VIEW_X 40
+#define MANSION_VIEW_Y 27
+#define MANSION_VIEW_WIDTH 240
+#define MANSION_VIEW_HEIGHT 148
+#define MANSION_SCROLL_AREA_X 20
+#define MANSION_SCROLL_AREA_Y 10
+#define MANSION_SCROLL_INC_X 4
+#define MANSION_SCROLL_INC_Y 2
+
enum VoyeurDebugChannels {
kDebugPath = 1 << 0,
kDebugScripts = 1 << 1
@@ -156,6 +168,8 @@ public:
bool _flashTimeFlag;
int _timeBarVal;
int _checkPhoneVal;
+ Common::Point _mansionViewPos;
+ int _mansionScrollCountdown;
public:
VoyeurEngine(OSystem *syst, const VoyeurGameDescription *gameDesc);
virtual ~VoyeurEngine();