/* 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. * * $URL$ * $Id$ * */ #include "agi/agi.h" #include "agi/sprite.h" // for commit_both() #include "agi/graphics.h" #include "agi/keyboard.h" namespace Agi { void AgiEngine::printText2(int l, const char *msg, int foff, int xoff, int yoff, int len, int fg, int bg, bool checkerboard) { int x1, y1; int maxx, minx, ofoff; int update; // Note: Must be unsigned to use AGDS cyrillic characters! #ifdef __DS__ // On the DS, a compiler bug causes the text to render incorrectly, because // GCC tries to optimisie out writes to this pointer (tested on DevkitARM v19b and v20) // Making this pointer volatile fixes this. volatile const unsigned char *m; #else const unsigned char *m; #endif // kludge! update = 1; if (l == 2) { update = l = 0; } // FR: strings with len == 1 were not printed if (len == 1) { _gfx->putTextCharacter(l, xoff + foff, yoff, *msg, fg, bg, checkerboard); maxx = 1; minx = 0; ofoff = foff; y1 = 0; // Check this } else { maxx = 0; minx = GFX_WIDTH; ofoff = foff; for (m = (const unsigned char *)msg, x1 = y1 = 0; *m; m++) { if (*m >= 0x20 || *m == 1 || *m == 2 || *m == 3) { // FIXME: Fingolfin asks: why is there a FIXME here? Please either clarify what // needs fixing, or remove it! // 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; _gfx->putTextCharacter(l, xpos, ypos, *m, fg, bg, checkerboard); if (x1 > maxx) maxx = x1; if (x1 < minx) minx = x1; } x1++; // DF: changed the len-1 to len... if (x1 == len && m[len] != '\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) { _gfx->scheduleUpdate(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 _gfx->doUpdate(); } } // // len is in characters, not pixels!! // void AgiEngine::blitTextbox(const char *p, int y, int x, int len) { // if x | y = -1, then center the box int xoff, yoff, lin, h, w; char *msg, *m; debugC(3, kDebugLevelText, "blitTextbox(): x=%d, y=%d, len=%d", x, y, len); if (_game.window.active) closeWindow(); 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; m = msg = wordWrapString(agiSprintf(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; drawWindow(xoff, yoff, xoff + w - 1, yoff + h - 1); printText2(2, msg, 0, CHAR_COLS + xoff, CHAR_LINES + yoff, len + 1, MSG_BOX_TEXT, MSG_BOX_COLOUR); free(msg); _gfx->doUpdate(); } void AgiEngine::eraseTextbox() { if (!_game.window.active) { debugC(3, kDebugLevelText, "eraseTextbox(): no window active"); return; } debugC(4, kDebugLevelText, "eraseTextbox(): x1=%d, y1=%d, x2=%d, y2=%d", _game.window.x1, _game.window.y1, _game.window.x2, _game.window.y2); _gfx->restoreBlock(_game.window.x1, _game.window.y1, _game.window.x2, _game.window.y2, _game.window.buffer); free(_game.window.buffer); _game.window.active = false; _gfx->doUpdate(); } /* * Public functions */ /** * Print text in the AGI engine screen. */ void AgiEngine::printText(const char *msg, int f, int x, int y, int len, int fg, int bg, bool checkerboard) { f *= CHAR_COLS; x *= CHAR_COLS; y *= CHAR_LINES; debugC(4, kDebugLevelText, "printText(): %s, %d, %d, %d, %d, %d, %d", msg, f, x, y, len, fg, bg); printText2(0, agiSprintf(msg), f, x, y, len, fg, bg, checkerboard); } /** * Print text in the AGI engine console. */ void AgiEngine::printTextConsole(const char *msg, int x, int y, int len, int fg, int bg) { x *= CHAR_COLS; y *= 10; printText2(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. * * Based on GBAGI implementaiton with permission from the author */ char *AgiEngine::wordWrapString(const char *s, int *len) { char *outStr, *msgBuf, maxWidth = *len; const char *pWord; int lnLen, wLen; msgBuf = outStr = strdup(s); int msgWidth = 0; lnLen = 0; while (*s) { pWord = s; wLen = 0; while (*s != '\0' && *s != ' ' && *s != '\n' && *s != '\r') s++; wLen = (int)(s - pWord); if (wLen && *s == '\n' && s[-1] == ' ') wLen--; if (wLen + lnLen >= maxWidth) { if (outStr != msgBuf) { if (outStr[-1] == ' ') outStr[-1] = '\n'; else *outStr++ = '\n'; } lnLen = 0; while (wLen >= maxWidth) { msgWidth = maxWidth; memcpy(outStr, pWord, maxWidth); wLen -= maxWidth; outStr += maxWidth; pWord += maxWidth; *outStr++ = '\n'; } } if (wLen) { memcpy(outStr, pWord, wLen); outStr += wLen; } lnLen += wLen+1; if (lnLen > msgWidth) { msgWidth = lnLen; if (*s == '\0' || *s == ' ' || *s == '\n' || *s == '\r') msgWidth--; } if (*s == '\n') lnLen = 0; if (*s) *outStr++ = *s++; } *outStr = '\0'; *len = msgWidth; return msgBuf; } /** * Remove existing window, if any. */ void AgiEngine::closeWindow() { debugC(4, kDebugLevelText, "closeWindow()"); _sprites->eraseBoth(); eraseTextbox(); // remove window, if any _sprites->blitBoth(); _sprites->commitBoth(); // redraw sprites _game.hasWindow = 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 AgiEngine::messageBox(const char *s) { int k; _sprites->eraseBoth(); blitTextbox(s, -1, -1, -1); _sprites->blitBoth(); k = waitKey(); debugC(4, kDebugLevelText, "messageBox(): wait_key returned %02x", k); closeWindow(); 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 AgiEngine::selectionBox(const char *m, const char **b) { int numButtons = 0; int x, y, i, s; int key, active = 0; int rc = -1; int bx[5], by[5]; _noSaveLoadAllowed = true; _sprites->eraseBoth(); blitTextbox(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, "selectionBox(): s = %d", s); // Automatically position buttons for (i = 0; b[i]; i++) { numButtons++; s -= CHAR_COLS * strlen(b[i]); } if (i > 1) { debugC(3, kDebugLevelText, "selectionBox(): 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; } _sprites->blitBoth(); clearKeyQueue(); AllowSyntheticEvents on(this); debugC(4, kDebugLevelText, "selectionBox(): waiting..."); while (!(shouldQuit() || _restartGame)) { for (i = 0; b[i]; i++) _gfx->drawCurrentStyleButton(bx[i], by[i], b[i], i == active, false, i == 0); pollTimer(); key = doPollKeyboard(); switch (key) { case KEY_ENTER: rc = active; goto press; case KEY_ESCAPE: rc = -1; goto getout; case KEY_RIGHT: active++; if (active >= numButtons) active = 0; break; case KEY_LEFT: active--; if (active < 0) active = numButtons - 1; break; case BUTTON_LEFT: for (i = 0; b[i]; i++) { if (_gfx->testButton(bx[i], by[i], b[i])) { rc = active = i; goto press; } } break; case 0x09: // Tab debugC(3, kDebugLevelText, "selectionBox(): Focus change"); active++; active %= i; break; } _gfx->doUpdate(); } press: debugC(4, kDebugLevelText, "selectionBox(): Button pressed: %d", rc); getout: closeWindow(); debugC(2, kDebugLevelText, "selectionBox(): Result = %d", rc); _noSaveLoadAllowed = false; return rc; } /** * */ int AgiEngine::print(const char *p, int lin, int col, int len) { if (p == NULL) return 0; debugC(4, kDebugLevelText, "print(): lin = %d, col = %d, len = %d", lin, col, len); if (col == 0 && lin == 0 && len == 0) lin = col = -1; if (len == 0) len = 30; blitTextbox(p, lin, col, len); if (getflag(fOutputMode)) { // non-blocking window setflag(fOutputMode, false); return 1; } // blocking _noSaveLoadAllowed = true; if (_game.vars[vWindowReset] == 0) { int k; setvar(vKey, 0); k = waitKey(); closeWindow(); _noSaveLoadAllowed = false; return k; } // timed window debugC(3, kDebugLevelText, "f15==0, v21==%d => timed", getvar(21)); _game.msgBoxTicks = getvar(vWindowReset) * 10; setvar(vKey, 0); _menuSelected = false; do { if (getflag(fRestoreJustRan)) break; if (_menuSelected) break; mainCycle(); if (_game.keypress == KEY_ENTER) { debugC(4, kDebugLevelText, "KEY_ENTER"); setvar(vWindowReset, 0); _game.keypress = 0; break; } } while (_game.msgBoxTicks > 0); setvar(vWindowReset, 0); closeWindow(); _noSaveLoadAllowed = false; return 0; } /** * */ void AgiEngine::printStatus(const char *message, ...) { char x[42]; va_list args; va_start(args, message); vsprintf(x, message, args); va_end(args); debugC(4, kDebugLevelText, "fg=%d, bg=%d", STATUS_FG, STATUS_BG); printText(x, 0, 0, _game.lineStatus, 40, STATUS_FG, STATUS_BG); } static void safeStrcat(Common::String p, const char *t) { if (t != NULL) p += t; } /** * 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 */ char *AgiEngine::agiSprintf(const char *s) { static char agiSprintf_buf[768]; Common::String p; char z[16]; debugC(3, kDebugLevelText, "logic %d, '%s'", _game.lognum, s); while (*s) { switch (*s) { 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; } safeStrcat(p, z + i); break; case '0': i = strtoul(s, NULL, 10) - 1; safeStrcat(p, objectName(i)); break; case 'g': i = strtoul(s, NULL, 10) - 1; safeStrcat(p, _game.logics[0].texts[i]); break; case 'w': i = strtoul(s, NULL, 10) - 1; safeStrcat(p, _game.egoWords[i].word); break; case 's': i = strtoul(s, NULL, 10); safeStrcat(p, agiSprintf(_game.strings[i])); break; case 'm': i = strtoul(s, NULL, 10) - 1; if (_game.logics[_game.lognum].numTexts > i) safeStrcat(p, agiSprintf(_game.logics[_game.lognum].texts[i])); break; } while (*s >= '0' && *s <= '9') s++; break; case '\\': s++; // FALL THROUGH default: p += *s++; break; } } assert(sizeof(agiSprintf_buf) < p.size()); strcpy(agiSprintf_buf, p.c_str()); return agiSprintf_buf; } /** * Write the status line. */ void AgiEngine::writeStatus() { char x[64]; if (_debug.statusline) { printStatus("%3d(%03d) %3d,%3d(%3d,%3d) ", getvar(0), getvar(1), _game.viewTable[0].xPos, _game.viewTable[0].yPos, WIN_TO_PIC_X(_mouse.x), WIN_TO_PIC_Y(_mouse.y)); return; } if (!_game.statusLine) { clearLines(_game.lineStatus, _game.lineStatus, 0); flushLines(_game.lineStatus, _game.lineStatus); #if 0 // FIXME: Breaks wrist watch prompt in SQ2 // Clear the user input line as well when clearing the status line // Fixes bug #1893564 - AGI: Texts messed out in Naturette 1 clearLines(_game.lineUserInput, _game.lineUserInput, 0); flushLines(_game.lineUserInput, _game.lineUserInput); #endif return; } switch (getLanguage()) { case Common::RU_RUS: sprintf(x, " \x91\xe7\xa5\xe2: %i \xa8\xa7 %-3i", _game.vars[vScore], _game.vars[vMaxScore]); printStatus("%-17s \x87\xa2\xe3\xaa:%s", x, getflag(fSoundOn) ? "\xa2\xaa\xab " : "\xa2\xeb\xaa\xab"); break; default: sprintf(x, " Score:%i of %-3i", _game.vars[vScore], _game.vars[vMaxScore]); printStatus("%-17s Sound:%s ", x, getflag(fSoundOn) ? "on " : "off"); break; } } /** * Print user input prompt. */ void AgiEngine::writePrompt() { int l, fg, bg, pos; int promptLength = strlen(agiSprintf(_game.strings[0])); if (!_game.inputEnabled || _game.inputMode != INPUT_NORMAL) { clearPrompt(); return; } l = _game.lineUserInput; fg = _game.colorFg; bg = _game.colorBg; pos = _game.cursorPos; debugC(4, kDebugLevelText, "erase line %d", l); clearLines(l, l, _game.colorBg); debugC(4, kDebugLevelText, "prompt = '%s'", agiSprintf(_game.strings[0])); printText(_game.strings[0], 0, 0, l, promptLength + 1, fg, bg); printText((char *)_game.inputBuffer, 0, promptLength, l, pos + 1, fg, bg); _gfx->printCharacter(pos + promptLength, l, _game.cursorChar, fg, bg); flushLines(l, l); _gfx->doUpdate(); } void AgiEngine::clearPrompt() { int l; l = _game.lineUserInput; clearLines(l, l, _game.colorBg); flushLines(l, l); _gfx->doUpdate(); } /** * Clear text lines in the screen. * @param l1 start line * @param l2 end line * @param c color */ void AgiEngine::clearLines(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; _gfx->drawRectangle(0, l1, GFX_WIDTH - 1, l2, c); } /** * */ void AgiEngine::flushLines(int l1, int l2) { l1 *= CHAR_LINES; l2 *= CHAR_LINES; l2 += CHAR_LINES - 1; _gfx->flushBlock(0, l1, GFX_WIDTH - 1, l2); } /** * */ void AgiEngine::drawWindow(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); _gfx->saveBlock(x1, y1, x2, y2, _game.window.buffer); _gfx->drawBox(x1, y1, x2, y2, MSG_BOX_COLOUR, MSG_BOX_LINE, 2); } } // End of namespace Agi