diff options
Diffstat (limited to 'engines/sherlock/scalpel/scalpel_screen.cpp')
-rw-r--r-- | engines/sherlock/scalpel/scalpel_screen.cpp | 102 |
1 files changed, 70 insertions, 32 deletions
diff --git a/engines/sherlock/scalpel/scalpel_screen.cpp b/engines/sherlock/scalpel/scalpel_screen.cpp index 2096dabcdf..15e8436be6 100644 --- a/engines/sherlock/scalpel/scalpel_screen.cpp +++ b/engines/sherlock/scalpel/scalpel_screen.cpp @@ -28,64 +28,102 @@ 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 &str) { + const Common::String &buttonText, bool textContainsHotkey) { - Surface &bb = *_backBuffer; + 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); - gPrint(Common::Point(textX, bounds.top), COMMAND_HIGHLIGHTED, "%c", str[0]); - gPrint(Common::Point(textX + charWidth(str[0]), bounds.top), - COMMAND_FOREGROUND, "%s", str.c_str() + 1); + buttonPrint(Common::Point(textX, bounds.top), COMMAND_FOREGROUND, false, buttonText, textContainsHotkey); } -void ScalpelScreen::buttonPrint(const Common::Point &pt, byte color, bool slamIt, - const Common::String &str) { - int xStart = pt.x - stringWidth(str) / 2; +// 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) { - // First character needs to be highlighted + 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_HIGHLIGHTED, "%c", str[0]); - print(Common::Point(xStart + charWidth(str[0]), pt.y + 1), - COMMAND_FOREGROUND, "%s", str.c_str() + 1); + 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_HIGHLIGHTED, "%c", str[0]); - gPrint(Common::Point(xStart + charWidth(str[0]), pt.y), - COMMAND_FOREGROUND, "%s", str.c_str() + 1); + 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", str.c_str()); + print(Common::Point(xStart, pt.y + 1), color, "%s", buttonText.c_str() + skipTextOffset); } else { - gPrint(Common::Point(xStart, pt.y), color, "%s", str.c_str()); + 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); + _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); + _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 |