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-rw-r--r--engines/sherlock/scalpel/scalpel_screen.cpp131
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diff --git a/engines/sherlock/scalpel/scalpel_screen.cpp b/engines/sherlock/scalpel/scalpel_screen.cpp
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+++ b/engines/sherlock/scalpel/scalpel_screen.cpp
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+/* 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 "sherlock/scalpel/scalpel_screen.h"
+#include "sherlock/scalpel/scalpel.h"
+
+namespace Sherlock {
+
+namespace Scalpel {
+
+ScalpelScreen::ScalpelScreen(SherlockEngine *vm) : Screen(vm) {
+ _backBuffer1.create(320, 200);
+ _backBuffer2.create(320, 200);
+ activateBackBuffer1();
+}
+
+void ScalpelScreen::makeButton(const Common::Rect &bounds, int textX,
+ const Common::String &buttonText, bool textContainsHotkey) {
+
+ Surface &bb = _backBuffer;
+ bb.fillRect(Common::Rect(bounds.left, bounds.top, bounds.right, bounds.top + 1), BUTTON_TOP);
+ bb.fillRect(Common::Rect(bounds.left, bounds.top, bounds.left + 1, bounds.bottom), BUTTON_TOP);
+ bb.fillRect(Common::Rect(bounds.right - 1, bounds.top, bounds.right, bounds.bottom), BUTTON_BOTTOM);
+ bb.fillRect(Common::Rect(bounds.left + 1, bounds.bottom - 1, bounds.right, bounds.bottom), BUTTON_BOTTOM);
+ bb.fillRect(Common::Rect(bounds.left + 1, bounds.top + 1, bounds.right - 1, bounds.bottom - 1), BUTTON_MIDDLE);
+
+ buttonPrint(Common::Point(textX, bounds.top), COMMAND_FOREGROUND, false, buttonText, textContainsHotkey);
+}
+
+// ButtonText is supposed to have its hotkey as a prefix. The hotkey will get highlighted.
+void ScalpelScreen::buttonPrint(const Common::Point &pt, uint color, bool slamIt,
+ const Common::String &buttonText, bool textContainsHotkey) {
+ int xStart = pt.x;
+ int skipTextOffset = textContainsHotkey ? +1 : 0; // skip first char in case text contains hotkey
+
+ // Center text around given x-coordinate
+ if (textContainsHotkey) {
+ xStart -= (stringWidth(Common::String(buttonText.c_str() + 1)) / 2);
+ } else {
+ xStart -= (stringWidth(buttonText) / 2);
+ }
+
+ if (color == COMMAND_FOREGROUND) {
+ uint16 prefixOffsetX = 0;
+ byte hotkey = buttonText[0];
+
+ // Hotkey needs to be highlighted
+ if (textContainsHotkey) {
+ Common::String prefixText = Common::String(buttonText.c_str() + 1);
+ uint16 prefixTextLen = prefixText.size();
+ uint16 prefixTextPos = 0;
+
+ // Hotkey was passed additionally, we search for the hotkey inside the button text and
+ // remove it from there. We then draw the whole text as highlighted and afterward
+ // the processed text again as regular text (without the hotkey)
+ while (prefixTextPos < prefixTextLen) {
+ if (prefixText[prefixTextPos] == hotkey) {
+ // Hotkey found, remove remaining text
+ while (prefixTextPos < prefixText.size()) {
+ prefixText.deleteLastChar();
+ }
+ break;
+ }
+ prefixTextPos++;
+ }
+
+ if (prefixTextPos < prefixTextLen) {
+ // only adjust in case hotkey character was actually found
+ prefixOffsetX = stringWidth(prefixText);
+ }
+ }
+
+ if (slamIt) {
+ print(Common::Point(xStart, pt.y + 1),
+ COMMAND_FOREGROUND, "%s", buttonText.c_str() + skipTextOffset);
+ print(Common::Point(xStart + prefixOffsetX, pt.y + 1), COMMAND_HIGHLIGHTED, "%c", hotkey);
+ } else {
+ gPrint(Common::Point(xStart, pt.y),
+ COMMAND_FOREGROUND, "%s", buttonText.c_str() + skipTextOffset);
+ gPrint(Common::Point(xStart + prefixOffsetX, pt.y), COMMAND_HIGHLIGHTED, "%c", hotkey);
+ }
+ } else if (slamIt) {
+ print(Common::Point(xStart, pt.y + 1), color, "%s", buttonText.c_str() + skipTextOffset);
+ } else {
+ gPrint(Common::Point(xStart, pt.y), color, "%s", buttonText.c_str() + skipTextOffset);
+ }
+}
+
+void ScalpelScreen::makePanel(const Common::Rect &r) {
+ _backBuffer.fillRect(r, BUTTON_MIDDLE);
+ _backBuffer.hLine(r.left, r.top, r.right - 2, BUTTON_TOP);
+ _backBuffer.hLine(r.left + 1, r.top + 1, r.right - 3, BUTTON_TOP);
+ _backBuffer.vLine(r.left, r.top, r.bottom - 1, BUTTON_TOP);
+ _backBuffer.vLine(r.left + 1, r.top + 1, r.bottom - 2, BUTTON_TOP);
+
+ _backBuffer.vLine(r.right - 1, r.top, r.bottom - 1, BUTTON_BOTTOM);
+ _backBuffer.vLine(r.right - 2, r.top + 1, r.bottom - 2, BUTTON_BOTTOM);
+ _backBuffer.hLine(r.left, r.bottom - 1, r.right - 1, BUTTON_BOTTOM);
+ _backBuffer.hLine(r.left + 1, r.bottom - 2, r.right - 1, BUTTON_BOTTOM);
+}
+
+void ScalpelScreen::makeField(const Common::Rect &r) {
+ _backBuffer.fillRect(r, BUTTON_MIDDLE);
+ _backBuffer.hLine(r.left, r.top, r.right - 1, BUTTON_BOTTOM);
+ _backBuffer.hLine(r.left + 1, r.bottom - 1, r.right - 1, BUTTON_TOP);
+ _backBuffer.vLine(r.left, r.top + 1, r.bottom - 1, BUTTON_BOTTOM);
+ _backBuffer.vLine(r.right - 1, r.top + 1, r.bottom - 2, BUTTON_TOP);
+}
+
+} // End of namespace Scalpel
+
+} // End of namespace Sherlock