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-rw-r--r--engines/zvision/cursor.h4
-rw-r--r--engines/zvision/cursor_manager.h28
-rw-r--r--engines/zvision/mouse_event.h16
-rw-r--r--engines/zvision/render_manager.h57
-rw-r--r--engines/zvision/zvision.h28
5 files changed, 133 insertions, 0 deletions
diff --git a/engines/zvision/cursor.h b/engines/zvision/cursor.h
index 77093c4daf..9a561fcac3 100644
--- a/engines/zvision/cursor.h
+++ b/engines/zvision/cursor.h
@@ -33,6 +33,10 @@ class String;
namespace ZVision {
+/**
+ * Utility class to parse and hold cursor data
+ * Modeled off Graphics::Cursor
+ */
class ZorkCursor {
public:
ZorkCursor();
diff --git a/engines/zvision/cursor_manager.h b/engines/zvision/cursor_manager.h
index fd61ac25be..1c09620b7e 100644
--- a/engines/zvision/cursor_manager.h
+++ b/engines/zvision/cursor_manager.h
@@ -64,20 +64,48 @@ private:
static const char *_zNemCursorFileNames[];
public:
+ /** Creates the idle cursor and shows it */
void initialize();
+ /**
+ * Parses a cursor name into a cursor file then creates and shows that cursor.
+ * It will use the current _isCursorPushed state to choose the correct cursor
+ *
+ * @param cursorName The name of a cursor. This *HAS* to correspond to one of the entries in _cursorNames[]
+ */
void changeCursor(const Common::String &cursorName);
+ /**
+ * Parses a cursor name into a cursor file then creates and shows that cursor.
+ *
+ * @param cursorName The name of a cursor. This *HAS* to correspond to one of the entries in _cursorNames[]
+ * @param pushed Should the cursor be pushed (true) or not pushed (false) (Another way to say it: down or up)
+ */
void changeCursor(const Common::String &cursorName, bool pushed);
+ /**
+ * Change the cursor to a certain push state. If the cursor is already in the specified push state, nothing will happen.
+ *
+ * @param pushed Should the cursor be pushed (true) or not pushed (false) (Another way to say it: down or up)
+ */
void cursorDown(bool pushed);
+ /** Set the cursor to 'Left Arrow'. It will retain the current _isCursorPushed state */
void setLeftCursor();
+ /** Set the cursor to 'Right Arrow'. It will retain the current _isCursorPushed state */
void setRightCursor();
+ /** Set the cursor to 'Up Arrow'. It will retain the current _isCursorPushed state */
void setUpCursor();
+ /** Set the cursor to 'Down Arrow'. It will retain the current _isCursorPushed state */
void setDownCursor();
+ /** Set the cursor to 'Idle'. It will retain the current _isCursorPushed state */
void revertToIdle();
private:
+ /**
+ * Calls CursorMan.replaceCursor() using the data in cursor
+ *
+ * @param cursor The cursor to show
+ */
void changeCursor(const ZorkCursor &cursor);
};
diff --git a/engines/zvision/mouse_event.h b/engines/zvision/mouse_event.h
index 1fbd1603a3..5537bcc4e5 100644
--- a/engines/zvision/mouse_event.h
+++ b/engines/zvision/mouse_event.h
@@ -48,8 +48,24 @@ private:
Common::String _hoverCursor;
public:
+ /**
+ * Does a simple Rect::contains() using _hotspot
+ *
+ * @param point The point to check against _hotspot
+ * @return The point is inside _hotspot (true) or not (false)
+ */
bool withinHotspot(const Common::Point &point);
+ /**
+ * Calls ScriptManager::setStateValue(_key, 1)
+ *
+ * @param engine The base engine
+ */
void onClick(ZVision *engine);
+ /**
+ * Gets the name of the cursor that should be displayed when withinHotspot returns true
+ *
+ * @return The name of the cursor. This should correspond to one of the names in CursorManager::_cursorNames[]
+ */
const Common::String getHoverCursor() { return _hoverCursor; }
};
diff --git a/engines/zvision/render_manager.h b/engines/zvision/render_manager.h
index a394586380..073a2f61e0 100644
--- a/engines/zvision/render_manager.h
+++ b/engines/zvision/render_manager.h
@@ -48,23 +48,45 @@ public:
private:
OSystem *_system;
+
+ /** Width of the working window. Saved to prevent extraneous calls to _workingWindow.width() */
const int _workingWidth;
+ /** Height of the working window. Saved to prevent extraneous calls to _workingWindow.height() */
const int _workingHeight;
+ /**
+ * A Rectangle centered inside the actual window. All in-game coordinates
+ * are given in this coordinate space. Also, all images are clipped to the
+ * edges of this Rectangle
+ */
const Common::Rect _workingWindow;
+ /** Used to warp the background image */
RenderTable _renderTable;
Common::SeekableReadStream *_currentBackground;
+ /** The (x1,y1) coordinates of the subRectangle of the background that is currently displayed on the screen */
Common::Point _backgroundOffset;
+ /** The width of the current background image */
uint16 _backgroundWidth;
+ /** The height of the current background image */
uint16 _backgroundHeight;
+ /**
+ * The "velocity" at which the background image is panning. We actually store the inverse of velocity (ms/pixel instead of pixels/ms)
+ * because it allows you to accumulate whole pixels 'steps' instead of rounding pixels every frame
+ */
int _backgroundInverseVelocity;
+ /** Holds any 'leftover' milliseconds between frames */
uint _accumulatedVelocityMilliseconds;
byte *_scaledVideoFrameBuffer;
public:
void initialize();
+ /**
+ * Rotates the background image in accordance to the current _backgroundInverseVelocity
+ *
+ * @param deltaTimeInMillis The amount of time that has passed since the last frame
+ */
void update(uint deltaTimeInMillis);
/**
@@ -97,15 +119,50 @@ public:
*/
void setBackgroundImage(const Common::String &fileName);
+ /**
+ * Set the background position (_backgroundOffset). If the current RenderState is PANORAMA, the offset
+ * will be in the horizontal direction. If the current RenderState is TILT, the offset will be in the
+ * vertical direction.
+ *
+ * This method will not render anything on the screen. So if nothing else is called that renders the
+ * background, the change won't be seen until next frame.
+ *
+ * @param offset The amount to offset the background
+ */
void setBackgroundPosition(int offset);
+ /**
+ * Set the background scroll velocity. Negative velocities correspond to left / up scrolling and
+ * positive velocities correspond to right / down scrolling
+ *
+ * @param velocity Velocity
+ */
void setBackgroundVelocity(int velocity);
+ /**
+ * Converts a point in screen coordinate space to image coordinate space
+ *
+ * @param point Point in screen coordinate space
+ * @return Point in image coordinate space
+ */
const Common::Point screenSpaceToImageSpace(const Common::Point &point);
RenderTable *getRenderTable();
private:
+ /**
+ * Renders a subRectangle of an image to the screen. The destinationRect and SubRect
+ * will be clipped to image bound and to working window bounds
+ *
+ * @param buffer Pointer to (0, 0) of the image data
+ * @param imageWidth The width of the original image (not of the subRectangle)
+ * @param imageHeight The width of the original image (not of the subRectangle)
+ * @param horizontalPitch The horizontal pitch of the original image
+ * @param destinationX The x coordinate (in working window space) of where to put the final image
+ * @param destinationY The y coordinate (in working window space) of where to put the final image
+ * @param subRectangle A rectangle representing the part of the image that should be rendered
+ * @param wrap Should the image wrap (tile) if it doesn't completely fill the screen?
+ */
void renderSubRectToScreen(uint16 *buffer, uint32 imageWidth, uint32 imageHeight, uint32 horizontalPitch, uint32 destinationX, uint32 destinationY, Common::Rect subRectangle, bool wrap);
void moveBackground(int offset);
diff --git a/engines/zvision/zvision.h b/engines/zvision/zvision.h
index ca710804b0..58812d4d11 100644
--- a/engines/zvision/zvision.h
+++ b/engines/zvision/zvision.h
@@ -76,6 +76,11 @@ private:
Console *_console;
const ZVisionGameDescription *_gameDescription;
+ /**
+ * A Rectangle centered inside the actual window. All in-game coordinates
+ * are given in this coordinate space. Also, all images are clipped to the
+ * edges of this Rectangle
+ */
const Common::Rect _workingWindow;
const Graphics::PixelFormat _pixelFormat;
@@ -110,17 +115,40 @@ public:
Common::RandomSource *getRandomSource() const;
ZVisionGameId getGameId() const;
+ /**
+ * Play a video until it is finished. This is a blocking call. It will call
+ * _clock.stop() when the video starts and _clock.start() when the video finishes.
+ * It will also consume all events during video playback.
+ *
+ * @param videoDecoder The video to play
+ * @param destRect Where to put the video. (In working window coords)
+ * @param skippable If true, the video can be skipped at any time using [Spacebar]
+ */
void playVideo(Video::VideoDecoder &videoDecoder, const Common::Rect &destRect = Common::Rect(0, 0, 0, 0), bool skippable = true);
+ /**
+ * Register a MouseEvent with the event system. These will be checked at every
+ * MOUSE_UP, MOUSE_DOWN, MOUSE_MOVE, etc.
+ *
+ * @param event The event to register
+ */
void registerMouseEvent(const MouseEvent &event);
+ /** Remove all MouseEvents from the event system */
void clearAllMouseEvents();
+ /**
+ * Utility method to cycle through all the cursors in the game. After
+ * calling, use Left and Right arrows to cycle. Esc to quit. This is a
+ * blocking function call.
+ */
void cycleThroughCursors();
private:
void initialize();
+ /** Called every frame from ZVision::run() to process any events from EventMan */
void processEvents();
+
void onMouseDown(const Common::Point &pos);
void onMouseUp(const Common::Point &pos);
void onMouseMove(const Common::Point &pos);