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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/user_interface.h"
+#include "sherlock/sherlock.h"
+
+namespace Sherlock {
+
+// Main user interface menu control locations
+const int MENU_POINTS[12][4] = {
+ { 13, 153, 72, 165 },
+ { 13, 169, 72, 181 },
+ { 13, 185, 72, 197 },
+ { 88, 153, 152, 165 },
+ { 88, 169, 152, 181 },
+ { 88, 185, 152, 197 },
+ { 165, 153, 232, 165 },
+ { 165, 169, 232, 181 },
+ { 165, 185, 233, 197 },
+ { 249, 153, 305, 165 },
+ { 249, 169, 305, 181 },
+ { 249, 185, 305, 197 }
+};
+
+// Inventory control locations */
+const int INVENTORY_POINTS[8][3] = {
+ { 4, 50, 28 },
+ { 52, 99, 76 },
+ { 101, 140, 122 },
+ { 142, 187, 165 },
+ { 189, 219, 197 },
+ { 221, 251, 233 },
+ { 253, 283, 265 },
+ { 285, 315, 293 }
+};
+
+const char COMMANDS[13] = "LMTPOCIUGJFS";
+
+/*----------------------------------------------------------------*/
+
+UserInterface::UserInterface(SherlockEngine *vm) : _vm(vm) {
+ _bgFound = 0;
+ _oldBgFound = -1;
+ _keycode = Common::KEYCODE_INVALID;
+ _helpStyle = 0;
+ _menuCounter = 0;
+ _menuMode = STD_MODE;
+ _help = _oldHelp = 0;
+ _lookHelp = 0;
+ _key = _oldKey = 0;
+ _temp = _oldTemp = 0;
+ _invLookFlag = 0;
+ _windowOpen = false;
+ _oldLook = false;
+ _keyboardInput = false;
+
+ _controls = nullptr; // new ImageFile("menu.all");
+}
+
+UserInterface::~UserInterface() {
+ delete _controls;
+}
+
+void UserInterface::handleInput() {
+ Events &events = *_vm->_events;
+ Scene &scene = *_vm->_scene;
+ Screen &screen = *_vm->_screen;
+
+ if (_menuCounter)
+ whileMenuCounter();
+
+ Common::Point pt = events.mousePos();
+ _bgFound = scene.findBgShape(Common::Rect(pt.x, pt.y, pt.x + 1, pt.y + 1));
+ _keycode = Common::KEYCODE_INVALID;
+
+ // Check kbd and set the mouse released flag if Enter or space is pressed.
+ // Otherwise, the pressed key is stored for later use
+ if (events.kbHit()) {
+ Common::KeyState keyState = events.getKey();
+
+ if (keyState.keycode == Common::KEYCODE_x && keyState.flags & Common::KBD_ALT) {
+ _vm->quitGame();
+ return;
+ } else if (keyState.keycode == Common::KEYCODE_SPACE ||
+ keyState.keycode == Common::KEYCODE_RETURN) {
+ events._pressed = events._oldButtons = 0;
+ _keycode = Common::KEYCODE_INVALID;
+ }
+ }
+
+ // Do button highlighting check
+ if (!_vm->_scriptMoreFlag) { // Don't if scripts are running
+ if (((events._rightPressed || events._rightReleased) && _helpStyle) ||
+ (!_helpStyle && !_menuCounter)) {
+ // Handle any default commands if we're in STD_MODE
+ if (_menuMode == STD_MODE) {
+ if (pt.y < CONTROLS_Y &&
+ (events._rightPressed || (!_helpStyle && !events._released)) &&
+ (_bgFound != -1) && (_bgFound < 1000) &&
+ (scene._bgShapes[_bgFound]._defaultCommand ||
+ scene._bgShapes[_bgFound]._description[0])) {
+ // If there is no default command, so set it to Look
+ if (scene._bgShapes[_bgFound]._defaultCommand)
+ _help = scene._bgShapes[_bgFound]._defaultCommand - 1;
+ else
+ _help = 0;
+
+ // Reset 'help' if it is an invalid command
+ if (_help > 5)
+ _help = -1;
+ } else if (pt.y < CONTROLS_Y &&
+ ((events._rightReleased && _helpStyle) || (events._released && !_helpStyle)) &&
+ (_bgFound != -1 && _bgFound < 1000) &&
+ (scene._bgShapes[_bgFound]._defaultCommand ||
+ scene._bgShapes[_bgFound]._description[0])) {
+ // If there is no default command, set it to Look
+ if (scene._bgShapes[_bgFound]._defaultCommand)
+ _menuMode = (MenuMode)scene._bgShapes[_bgFound]._defaultCommand;
+ else
+ _menuMode = LOOK_MODE;
+ events._released = true;
+ events._pressed = events._oldButtons = false;
+ _help = _oldHelp = -1;
+
+ if (_menuMode == LOOK_MODE) {
+ // Set the flag to tell the game that this was a right-click
+ // call to look and should exit without the look button being pressed
+ _lookHelp = true;
+ }
+ } else {
+ _help = -1;
+ }
+
+ // Check if highlighting a different button than last time
+ if (_help != _oldHelp) {
+ // If another button was highlighted previously, restore it
+ if (_oldHelp != -1)
+ restoreButton(_oldHelp);
+
+ // If we're highlighting a new button, then draw it pressed
+ if (_help != -1)
+ depressButton(_help);
+
+ _help = _oldHelp;
+ }
+
+ if (_bgFound != _oldBgFound) {
+ _infoFlag = true;
+ clearInfo();
+
+ if (_help != -1 && (scene._bgShapes[_bgFound]._description[0] != 32 &&
+ scene._bgShapes[_bgFound]._description[0]))
+ screen.print(Common::Point(0, INFO_LINE + 1),
+ INFO_FOREGROUND, INFO_BACKGROUND, "%s",
+ scene._bgShapes[_bgFound]._description);
+ }
+ } else {
+ // We're not in STD_MODE
+ // If there isn't a window open, then revert back to STD_MODE
+ if (!_windowOpen && events._rightReleased) {
+ // Restore all buttons
+ for (int idx = 0; idx < 12; ++idx)
+ restoreButton(idx);
+
+ _menuMode = STD_MODE;
+ _key = _oldKey = -1;
+ _temp = _oldTemp = _lookHelp = _invLookFlag = 0;
+ events.clearEvents();
+ }
+ }
+ }
+ }
+
+ // TODO
+}
+
+/**
+ * Draws the image for a user interface button in the down/pressed state.
+ */
+void UserInterface::depressButton(int num) {
+ Screen &screen = *_vm->_screen;
+ Common::Point pt(MENU_POINTS[num][0], MENU_POINTS[num][1]);
+
+ Graphics::Surface &s = (*_controls)[num]._frame;
+ screen._backBuffer.transBlitFrom(s, pt);
+ screen.slamArea(pt.x, pt.y, pt.x + s.w, pt.y + s.h);
+}
+
+/**
+ * Draws the image for the given user interface button in the up
+ * (not selected) position
+ */
+void UserInterface::restoreButton(int num) {
+ Screen &screen = *_vm->_screen;
+ Common::Point pt(MENU_POINTS[num][0], MENU_POINTS[num][1]);
+
+ screen._backBuffer.blitFrom(screen._backBuffer2, pt,
+ Common::Rect(pt.x, pt.y, pt.x + 90, pt.y + 19));
+ screen._backBuffer.blitFrom(screen._backBuffer, pt,
+ Common::Rect(pt.x, pt.y, pt.x + (*_controls)[num]._frame.w,
+ (*_controls)[num]._frame.h));
+
+ if (!_menuCounter) {
+ _infoFlag++;
+ clearInfo();
+ }
+}
+
+/**
+ * If he mouse button is pressed, then calls depressButton to draw the button
+ * as pressed; if not, it will show it as released with a call to "restoreButton".
+ */
+void UserInterface::pushButton(int num) {
+ Events &events = *_vm->_events;
+ _oldKey = -1;
+
+ if (!events._released) {
+ if (_oldHelp != -1)
+ restoreButton(_oldHelp);
+ if (_help != -1)
+ restoreButton(_help);
+
+ depressButton(num);
+ events.wait(6);
+ }
+
+ restoreButton(num);
+}
+
+/**
+ * By the time this method has been called, the graphics for the button change
+ * have already been drawn. This simply takes care of switching the mode around
+ * accordingly
+ */
+void UserInterface::toggleButton(int num) {
+ Screen &screen = *_vm->_screen;
+
+ if (_menuMode != (num + 1)) {
+ _menuMode = (MenuMode)(num + 1);
+ _oldKey = COMMANDS[num];
+ _oldTemp = num;
+
+ if (_keyboardInput) {
+ if (_oldHelp != -1 && _oldHelp != num)
+ restoreButton(_oldHelp);
+ if (_help != -1 && _help != num)
+ restoreButton(_help);
+
+ _keyboardInput = false;
+
+ Graphics::Surface &s = (*_controls)[num]._frame;
+ Common::Point pt(MENU_POINTS[num][0], MENU_POINTS[num][1]);
+ screen._backBuffer.transBlitFrom(s, pt);
+ screen.slamArea(pt.x, pt.y, pt.x + s.w, pt.y + s.h);
+ }
+ } else {
+ _menuMode = STD_MODE;
+ _oldKey = -1;
+ restoreButton(num);
+ }
+}
+
+
+/**
+ * Clears the info line of the screen
+ */
+void UserInterface::clearInfo() {
+ if (_infoFlag) {
+ _vm->_screen->fillRect(16, INFO_LINE, SHERLOCK_SCREEN_WIDTH - 200, INFO_LINE + 9,
+ INFO_BLACK);
+ _infoFlag = false;
+ _oldLook = -1;
+ }
+}
+
+/**
+ * Handles counting down whilst checking for input, then clears the info line.
+ */
+void UserInterface::whileMenuCounter() {
+ if (!(--_menuCounter) || _vm->_events->checkInput()) {
+ _menuCounter = 0;
+ ++_infoFlag;
+ clearInfo();
+ }
+}
+
+} // End of namespace Sherlock