/* 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. * */ /* * This code is based on Labyrinth of Time code with assistance of * * Copyright (c) 1993 Terra Nova Development * Copyright (c) 2004 The Wyrmkeep Entertainment Co. * */ #include "lab/labfun.h" #include "lab/stddefines.h" #include "lab/interface.h" #include "lab/timing.h" #include "lab/mouse.h" #include "lab/vga.h" #include "common/util.h" namespace Lab { extern bool IsHiRes; Common::KeyState _keyPressed; Gadget *createButton(uint16 x, uint16 y, uint16 id, uint16 key, Image *im, Image *imalt) { Gadget *gptr; x = VGAScaleX(x); if ((gptr = new Gadget())) { gptr->x = x; gptr->y = y; gptr->GadgetID = id; gptr->KeyEquiv = key; gptr->Im = im; gptr->ImAlt = imalt; gptr->NextGadget = NULL; return gptr; } else return NULL; } void freeButtonList(Gadget *gptrlist) { Gadget *gptr, *next = gptrlist; while (next) { gptr = next; next = next->NextGadget; free(gptr); } } /*****************************************************************************/ /* Draws a gadget list to the screen. */ /*****************************************************************************/ void drawGadgetList(Gadget *gadlist) { while (gadlist) { drawImage(gadlist->Im, gadlist->x, gadlist->y); if (GADGETOFF & gadlist->GadgetFlags) ghoastGadget(gadlist, 1); gadlist = gadlist->NextGadget; } } /*****************************************************************************/ /* Ghoasts a gadget, and makes it unavailable for using. */ /*****************************************************************************/ void ghoastGadget(Gadget *curgad, uint16 pencolor) { ghoastRect(pencolor, curgad->x, curgad->y, curgad->x + curgad->Im->Width - 1, curgad->y + curgad->Im->Height - 1); curgad->GadgetFlags |= GADGETOFF; } /*****************************************************************************/ /* Unghoasts a gadget, and makes it available again. */ /*****************************************************************************/ void unGhoastGadget(Gadget *curgad) { drawImage(curgad->Im, curgad->x, curgad->y); curgad->GadgetFlags &= !(GADGETOFF); } /*****************************************************************************/ /* Make a key press have the right case for a gadget KeyEquiv value. */ /*****************************************************************************/ uint16 makeGadgetKeyEquiv(uint16 key) { if (Common::isAlnum(key)) key = tolower(key); return key; } /*****************************************************************************/ /* Checks whether or not the cords fall within one of the gadgets in a list */ /* of gadgets. */ /*****************************************************************************/ static Gadget *checkNumGadgetHit(Gadget *gadlist, uint16 key) { uint16 gkey = key - '0'; while (gadlist != NULL) { if ((gkey - 1 == gadlist->GadgetID || (gkey == 0 && gadlist->GadgetID == 9) || (gadlist->KeyEquiv != 0 && makeGadgetKeyEquiv(key) == gadlist->KeyEquiv)) && !(GADGETOFF & gadlist->GadgetFlags)) { mouseHide(); drawImage(gadlist->ImAlt, gadlist->x, gadlist->y); mouseShow(); g_system->delayMillis(80); mouseHide(); drawImage(gadlist->Im, gadlist->x, gadlist->y); mouseShow(); return gadlist; } else { gadlist = gadlist->NextGadget; } } return NULL; } /*****************************************************************************/ /* Checks whether or not a key has been pressed. */ /*****************************************************************************/ static bool keyPress(uint16 *KeyCode) { if (WSDL_HasNextChar()) { *KeyCode = WSDL_GetNextChar(); return true; } return false; } IntuiMessage IMessage; extern Gadget *ScreenGadgetList; IntuiMessage *getMsg() { Gadget *curgad; int Qualifiers; updateMouse(); Qualifiers = _keyPressed.flags; if ((curgad = mouseGadget()) != NULL) { updateMouse(); IMessage.Class = GADGETUP; IMessage.Code = curgad->GadgetID; IMessage.GadgetID = curgad->GadgetID; IMessage.Qualifier = Qualifiers; return &IMessage; } else if (mouseButton(&IMessage.MouseX, &IMessage.MouseY, true)) { /* Left Button */ IMessage.Qualifier = IEQUALIFIER_LEFTBUTTON | Qualifiers; IMessage.Class = MOUSEBUTTONS; return &IMessage; } else if (mouseButton(&IMessage.MouseX, &IMessage.MouseY, false)) { /* Right Button */ IMessage.Qualifier = IEQUALIFIER_RBUTTON | Qualifiers; IMessage.Class = MOUSEBUTTONS; return &IMessage; } else if (keyPress(&IMessage.Code)) { /* Keyboard key */ curgad = checkNumGadgetHit(ScreenGadgetList, IMessage.Code); if (curgad) { IMessage.Class = GADGETUP; IMessage.Code = curgad->GadgetID; IMessage.GadgetID = curgad->GadgetID; } else IMessage.Class = RAWKEY; IMessage.Qualifier = Qualifiers; return &IMessage; } else return NULL; } } // End of namespace Lab