/* ScummVM - Scumm Interpreter * Copyright (C) 2006 The ScummVM project * * Copyright (C) 1999-2003 Sarien Team * * 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. * * $URL$ * $Id$ * */ #include "agi/agi.h" #include "agi/sprite.h" /* for commit_both() */ #include "agi/graphics.h" #include "agi/keyboard.h" #include "agi/text.h" namespace Agi { static void print_text2(int l, const char *msg, int foff, int xoff, int yoff, int len, int fg, int bg) { int x1, y1; int maxx, minx, ofoff; int update; /* Note: Must be unsigned to use AGDS cyrillic characters! */ unsigned char *m; /* kludge! */ update = 1; if (l == 2) { update = l = 0; } /* FR: strings with len == 1 were not printed */ if (len == 1) { put_text_character(l, xoff + foff, yoff, *msg, fg, bg); maxx = 1; minx = 0; ofoff = foff; y1 = 0; /* Check this */ } else { maxx = 0; minx = GFX_WIDTH; ofoff = foff; for (m = (unsigned char *)msg, x1 = y1 = 0; *m; m++) { if (*m >= 0x20 || *m == 1 || *m == 2 || *m == 3) { /* FIXME */ int ypos; ypos = (y1 * CHAR_LINES) + yoff; if ((x1 != (len - 1) || x1 == 39) && (ypos <= (GFX_HEIGHT - CHAR_LINES))) { int xpos; xpos = (x1 * CHAR_COLS) + xoff + foff; if (xpos >= GFX_WIDTH) continue; put_text_character(l, xpos, ypos, *m, fg, bg); if (x1 > maxx) maxx = x1; if (x1 < minx) minx = x1; } x1++; /* DF: changed the len-1 to len... */ if (x1 == len && m[1] != '\n') y1++, x1 = foff = 0; } else { y1++; x1 = foff = 0; } } } if (l) return; if (maxx < minx) return; maxx *= CHAR_COLS; minx *= CHAR_COLS; if (update) { schedule_update(foff + xoff + minx, yoff, ofoff + xoff + maxx + CHAR_COLS - 1, yoff + y1 * CHAR_LINES + CHAR_LINES + 1); /* Making synchronous text updates reduces CPU load * when updating status line and input area */ do_update(); } } /* len is in characters, not pixels!! */ static void blit_textbox(const char *p, int y, int x, int len) { /* if x | y = -1, then centre the box */ int xoff, yoff, lin, h, w; char *msg, *m; debugC(3, kDebugLevelText, "x=%d, y=%d, len=%d", x, y, len); if (game.window.active) close_window(); if (x == 0 && y == 0 && len == 0) x = y = -1; if (len <= 0 || len >= 40) len = 32; xoff = x * CHAR_COLS; yoff = y * CHAR_LINES; len--; m = msg = word_wrap_string(agi_sprintf(p), &len); for (lin = 1; *m; m++) { /* Test \r for MacOS 8 */ if (*m == '\n' || *m == '\r') lin++; } if (lin * CHAR_LINES > GFX_HEIGHT) lin = (GFX_HEIGHT / CHAR_LINES); w = (len + 2) * CHAR_COLS; h = (lin + 2) * CHAR_LINES; if (xoff < 0) xoff = (GFX_WIDTH - w - CHAR_COLS) / 2; else xoff -= CHAR_COLS; if (yoff < 0) yoff = (GFX_HEIGHT - 3 * CHAR_LINES - h) / 2; draw_window(xoff, yoff, xoff + w - 1, yoff + h - 1); print_text2(2, msg, 0, CHAR_COLS + xoff, CHAR_LINES + yoff, len + 1, MSG_BOX_TEXT, MSG_BOX_COLOUR); free(msg); do_update(); } static void erase_textbox() { if (!game.window.active) { debugC(3, kDebugLevelText, "no window active"); return; } debugC(4, kDebugLevelText, "x1=%d, y1=%d, x2=%d, y2=%d", game.window.x1, game.window.y1, game.window.x2, game.window.y2); restore_block(game.window.x1, game.window.y1, game.window.x2, game.window.y2, game.window.buffer); free(game.window.buffer); game.window.active = false; do_update(); } /* * Public functions */ /** * Print text in the AGI engine screen. */ void print_text(const char *msg, int f, int x, int y, int len, int fg, int bg) { f *= CHAR_COLS; x *= CHAR_COLS; y *= CHAR_LINES; debugC(4, kDebugLevelText, "%s, %d, %d, %d, %d, %d, %d", msg, f, x, y, len, fg, bg); print_text2(0, agi_sprintf(msg), f, x, y, len, fg, bg); } /** * Print text in the AGI engine console. */ void print_text_console(const char *msg, int x, int y, int len, int fg, int bg) { x *= CHAR_COLS; y *= 10; print_text2(1, msg, 0, x, y, len, fg, bg); } /** * Wrap text line to the specified width. * @param str String to wrap. * @param len Length of line. */ char *word_wrap_string(char *str, int *len) { /* If the message has a long word (longer than 31 character) then * loop in line 239 (for (; *v != ' '; v--, c--);) can wrap * around 0 and write large number in c. This causes returned * length to be negative (!) and eventually crashes in calling * code. The fix is simple -- remove unsigned in maxc, c, l * declaration. --Vasyl */ char *msg, *v, *e; int maxc, c, l = *len; v = msg = strdup(str); e = msg + strlen(msg); maxc = 0; while (42) { debugC(3, kDebugLevelText, "[%s], %d", msg, maxc); if (strchr(v, ' ') == NULL && (int)strlen(v) > l) { debugC(1, kDebugLevelText | kDebugLevelMain, "Word too long in message"); l = strlen(v); } /* Must include \r for MacOS 8 */ while ((c = strcspn(v, "\n\r")) <= l) { debugC(3, kDebugLevelText, "c = %d, maxc = %d", c, maxc); if (c > maxc) maxc = c; if ((v += c + 1) >= e) goto end; } c = l; if ((v += l) >= e) break; /* The same line that caused that bug I mentioned * should also do another check: * for (; *v != ' ' && *v != '\n'; v--, c--); * While this does not matter in most cases, in the case of * long words it caused extra \n inserted in the line * preceding long word. This one is definitely non-critical; * one might argue that the function is not supposed to deal * with long words. BTW, that condition at the beginning of * the while loop that checks word length does not make much * sense -- it verifies the length of the first word but for * the rest it does something odd. Overall, even with these * changes the function is still not completely robust. * --Vasyl */ if (*v != ' ') for (; *v != ' ' && *v != '\n' && *v != '\r'; v--, c--); if (c > maxc) maxc = c; *v++ = '\n'; } end: *len = maxc; return msg; } /** * Remove existing window, if any. */ void close_window() { debugC(4, kDebugLevelText, "close window"); erase_both(); erase_textbox(); /* remove window, if any */ blit_both(); commit_both(); /* redraw sprites */ game.has_window = false; } /** * Display a message box. * This function displays the specified message in a text box * centered in the screen and waits until a key is pressed. * @param p The text to be displayed */ int message_box(const char *s) { int k; erase_both(); blit_textbox(s, -1, -1, -1); blit_both(); k = wait_key(); debugC(4, kDebugLevelText, "wait_key returned %02x", k); close_window(); return k; } /** * Display a message box with buttons. * This function displays the specified message in a text box * centered in the screen and waits until a button is pressed. * @param p The text to be displayed * @param b NULL-terminated list of button labels */ int selection_box(const char *m, const char **b) { int x, y, i, s; int key, active = 0; int rc = -1; int bx[5], by[5]; erase_both(); blit_textbox(m, -1, -1, -1); x = game.window.x1 + 5 * CHAR_COLS / 2; y = game.window.y2 - 5 * CHAR_LINES / 2; s = game.window.x2 - game.window.x1 + 1 - 5 * CHAR_COLS; debugC(3, kDebugLevelText, "s = %d", s); /* Automatically position buttons */ for (i = 0; b[i]; i++) { s -= CHAR_COLS * strlen(b[i]); } if (i > 1) { debugC(3, kDebugLevelText, "s / %d = %d", i - 1, s / (i - 1)); s /= (i - 1); } else { x += s / 2; } for (i = 0; b[i]; i++) { bx[i] = x; by[i] = y; x += CHAR_COLS * strlen(b[i]) + s; } blit_both(); /* clear key queue */ while (keypress()) { get_key(); } debugC(4, kDebugLevelText, "waiting..."); while (42) { for (i = 0; b[i]; i++) draw_button(bx[i], by[i], b[i], i == active, 0); poll_timer(); /* msdos driver -> does nothing */ key = do_poll_keyboard(); switch (key) { case KEY_ENTER: rc = active; goto press; case KEY_ESCAPE: rc = -1; goto getout; case BUTTON_LEFT: for (i = 0; b[i]; i++) { if (test_button(bx[i], by[i], b[i])) { rc = active = i; goto press; } } break; case 0x09: /* Tab */ debugC(3, kDebugLevelText, "Focus change"); active++; active %= i; break; } } press: debugC(4, kDebugLevelText, "Button pressed: %d", rc); getout: close_window(); debugC(2, kDebugLevelText, "Result = %d", rc); return rc; } /** * */ int print(char *p, int lin, int col, int len) { if (p == NULL) return 0; debugC(4, kDebugLevelText, "lin = %d, col = %d, len = %d", lin, col, len); if (col == 0 && lin == 0 && len == 0) lin = col = -1; if (len == 0) len = 30; blit_textbox(p, lin, col, len); if (getflag(F_output_mode)) { /* non-blocking window */ setflag(F_output_mode, false); return 1; } /* blocking */ if (game.vars[V_window_reset] == 0) { int k; setvar(V_key, 0); k = wait_key(); close_window(); return k; } /* timed window */ debugC(3, kDebugLevelText, "f15==0, v21==%d => timed", getvar(21)); game.msg_box_ticks = getvar(V_window_reset) * 10; setvar(V_key, 0); do { main_cycle(); if (game.keypress == KEY_ENTER) { debugC(4, kDebugLevelText, "KEY_ENTER"); setvar(V_window_reset, 0); game.keypress = 0; break; } } while (game.msg_box_ticks > 0); setvar(V_window_reset, 0); close_window(); return 0; } /** * */ static void print_status(const char *message, ...) { char x[42]; va_list args; va_start(args, message); #ifdef HAVE_VSNPRINTF vsnprintf(x, 41, message, args); #else vsprintf(x, message, args); #endif va_end(args); debugC(4, kDebugLevelText, "fg=%d, bg=%d", STATUS_FG, STATUS_BG); print_text(x, 0, 0, game.line_status, 40, STATUS_FG, STATUS_BG); } static char *safe_strcat(char *s, const char *t) { if (t != NULL) strcat(s, t); return s; } /** * Formats AGI string. * This function turns a AGI string into a real string expanding values * according to the AGI format specifiers. * @param s string containing the format specifier * @param n logic number */ #define MAX_LEN 768 char *agi_sprintf(const char *s) { static char y[MAX_LEN]; char x[MAX_LEN]; char z[16], *p; debugC(3, kDebugLevelText, "logic %d, '%s'", game.lognum, s); p = x; for (*p = 0; *s;) { switch (*s) { case '\\': s++; goto literal; case '%': s++; switch (*s++) { int i; case 'v': i = strtoul(s, NULL, 10); while (*s >= '0' && *s <= '9') s++; sprintf(z, "%015i", getvar(i)); i = 99; if (*s == '|') { s++; i = strtoul(s, NULL, 10); while (*s >= '0' && *s <= '9') s++; } if (i == 99) { /* remove all leading 0 */ /* don't remove the 3rd zero if 000 */ for (i = 0; z[i] == '0' && i < 14; i++); } else { i = 15 - i; } safe_strcat(p, z + i); break; case '0': i = strtoul(s, NULL, 10) - 1; safe_strcat(p, object_name(i)); break; case 'g': i = strtoul(s, NULL, 10) - 1; safe_strcat(p, game.logics[0].texts[i]); break; case 'w': i = strtoul(s, NULL, 10) - 1; safe_strcat(p, game.ego_words[i].word); break; case 's': i = strtoul(s, NULL, 10); safe_strcat(p, game.strings[i]); break; case 'm': i = strtoul(s, NULL, 10) - 1; if (game.logics[game.lognum].num_texts > i) safe_strcat(p, agi_sprintf(game. logics[game.lognum].texts[i])); break; } while (*s >= '0' && *s <= '9') s++; while (*p) p++; break; default: literal: assert(p < x + MAX_LEN); *p++ = *s++; *p = 0; break; } } strcpy(y, x); return y; } /** * Write the status line. */ void write_status() { char x[64]; if (debug_.statusline) { print_status("%3d(%03d) %3d,%3d(%3d,%3d) ", getvar(0), getvar(1), game.view_table[0].x_pos, game.view_table[0].y_pos, WIN_TO_PIC_X(mouse.x), WIN_TO_PIC_Y(mouse.y)); return; } if (!game.status_line) { int l = game.line_status; clear_lines(l, l, 0); flush_lines(l, l); return; } sprintf(x, " Score:%i of %-3i", game.vars[V_score], game.vars[V_max_score]); print_status("%-17s Sound:%s ", x, getflag(F_sound_on) ? "on " : "off"); } /** * Print user input prompt. */ void write_prompt() { int l, fg, bg, pos; if (!game.input_enabled || game.input_mode != INPUT_NORMAL) return; l = game.line_user_input; fg = game.color_fg; bg = game.color_bg; pos = game.cursor_pos; debugC(4, kDebugLevelText, "erase line %d", l); clear_lines(l, l, game.color_bg); debugC(4, kDebugLevelText, "prompt = '%s'", agi_sprintf(game.strings[0])); print_text(game.strings[0], 0, 0, l, 1, fg, bg); print_text((char *)game.input_buffer, 0, 1, l, pos + 1, fg, bg); print_character(pos + 1, l, game.cursor_char, fg, bg); flush_lines(l, l); do_update(); } /** * Clear text lines in the screen. * @param l1 start line * @param l2 end line * @param c color */ void clear_lines(int l1, int l2, int c) { /* do we need to adjust for +8 on topline? * inc for endline so it matches the correct num * ie, from 22 to 24 is 3 lines, not 2 lines. */ l1 *= CHAR_LINES; l2 *= CHAR_LINES; l2 += CHAR_LINES - 1; draw_rectangle(0, l1, GFX_WIDTH - 1, l2, c); } /** * */ void flush_lines(int l1, int l2) { l1 *= CHAR_LINES; l2 *= CHAR_LINES; l2 += CHAR_LINES - 1; flush_block(0, l1, GFX_WIDTH - 1, l2); } /** * */ void draw_window(int x1, int y1, int x2, int y2) { game.window.active = true; game.window.x1 = x1; game.window.y1 = y1; game.window.x2 = x2; game.window.y2 = y2; game.window.buffer = (uint8 *) malloc((x2 - x1 + 1) * (y2 - y1 + 1)); debugC(4, kDebugLevelText, "x1=%d, y1=%d, x2=%d, y2=%d", x1, y1, x2, y2); save_block(x1, y1, x2, y2, game.window.buffer); draw_box(x1, y1, x2, y2, MSG_BOX_COLOUR, MSG_BOX_LINE, 2); } } // End of namespace Agi