/* 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 "mutationofjb/gui.h" #include "mutationofjb/animationdecoder.h" #include "mutationofjb/encryptedfile.h" #include "mutationofjb/game.h" #include "mutationofjb/gamedata.h" #include "mutationofjb/inventory.h" #include "mutationofjb/util.h" #include "common/rect.h" #include "graphics/screen.h" namespace MutationOfJB { enum ButtonType { BUTTON_WALK, BUTTON_TALK, BUTTON_LOOK, BUTTON_USE, BUTTON_PICKUP, BUTTON_SCROLL_LEFT, BUTTON_SCROLL_RIGHT, BUTTON_SETTINGS }; enum { INVENTORY_START_X = 88, INVENTORY_START_Y = 149, INVENTORY_ITEM_WIDTH = 34, INVENTORY_ITEM_HEIGHT = 33, INVENTORY_ITEMS_PER_LINE = 8, INVENTORY_ITEMS_LINES = 5 }; static Common::Rect ButtonRects[] = { Common::Rect(0, 148, 67, 158), // Walk Common::Rect(0, 158, 67, 168), // Talk Common::Rect(0, 168, 67, 178), // Look Common::Rect(0, 178, 67, 188), // Use Common::Rect(0, 188, 67, 198), // PickUp Common::Rect(67, 149, 88, 174), // ScrollLeft Common::Rect(67, 174, 88, 199), // ScrollRight Common::Rect(301, 148, 320, 200) // Settings }; Gui::Gui(Game &game, Graphics::Screen *screen) : _game(game), _screen(screen), _inventoryDirty(false) { } bool Gui::init() { const bool result1 = loadInventoryList(); const bool result2 = loadInventoryGfx(); _game.getGameData().getInventory().setObserver(this); return result1 && result2; } void Gui::markInventoryDirty() { _inventoryDirty = true; } void Gui::update() { if (_inventoryDirty) { drawInventory(); _inventoryDirty = false; } } class InventoryAnimationDecoderCallback : public AnimationDecoderCallback { public: InventoryAnimationDecoderCallback(Gui &gui) : _gui(gui) {} virtual void onFrame(int frameNo, Graphics::Surface &surface) override; virtual void onPaletteUpdated(byte palette[PALETTE_SIZE]) override; private: Gui &_gui; }; void InventoryAnimationDecoderCallback::onPaletteUpdated(byte palette[PALETTE_SIZE]) { _gui._screen->setPalette(palette + 0xC0 * 3, 0xC0, 0x20); // Load only 0x20 colors. } void InventoryAnimationDecoderCallback::onFrame(int frameNo, Graphics::Surface &surface) { if (frameNo < 3) { Graphics::Surface outSurface; outSurface.copyFrom(surface); _gui._inventorySurfaces.push_back(outSurface); } } bool Gui::loadInventoryGfx() { AnimationDecoder decoder("icons.dat"); InventoryAnimationDecoderCallback callback(*this); return decoder.decode(&callback); } bool Gui::loadInventoryList() { EncryptedFile file; const char *fileName = "fixitems.dat"; file.open(fileName); if (!file.isOpen()) { reportFileMissingError(fileName); return false; } int itemIndex = 0; while (!file.eos()) { Common::String line = file.readLine(); if (line.empty() || line.hasPrefix("#")) { continue; } const char *firstSpace = strchr(line.c_str(), ' '); if (!firstSpace) { continue; } const int len = firstSpace - line.c_str(); if (!len) { continue; } Common::String item(line.c_str(), len); _inventoryItems[item] = itemIndex; itemIndex++; } return true; } void Gui::drawInventoryItem(const Common::String &item, int pos) { InventoryMap::iterator it = _inventoryItems.find(item); if (it == _inventoryItems.end()) { return; } const int index = it->_value; const int surfaceNo = index / (INVENTORY_ITEMS_LINES * INVENTORY_ITEMS_PER_LINE); const int indexInSurface = index % (INVENTORY_ITEMS_LINES * INVENTORY_ITEMS_PER_LINE); const int itemX = indexInSurface % INVENTORY_ITEMS_PER_LINE; const int itemY = indexInSurface / INVENTORY_ITEMS_PER_LINE; Common::Point destStartPos(INVENTORY_START_X + pos * INVENTORY_ITEM_WIDTH, INVENTORY_START_Y); Common::Rect sourceRect(itemX * INVENTORY_ITEM_WIDTH, itemY * INVENTORY_ITEM_HEIGHT, (itemX + 1) * INVENTORY_ITEM_WIDTH, (itemY + 1) * INVENTORY_ITEM_HEIGHT); _screen->blitFrom(_inventorySurfaces[surfaceNo], sourceRect, destStartPos); } void Gui::drawInventory() { Inventory &inventory = _game.getGameData().getInventory(); const Inventory::Items &items = inventory.getItems(); Common::Rect fullRect(INVENTORY_START_X, INVENTORY_START_Y, INVENTORY_START_X + Inventory::VISIBLE_ITEMS * INVENTORY_ITEM_WIDTH, INVENTORY_START_Y + INVENTORY_ITEM_HEIGHT); _screen->fillRect(fullRect, 0x00); for (int i = 0; i < MIN((int) items.size(), (int) Inventory::VISIBLE_ITEMS); ++i) { drawInventoryItem(items[i], i); } } void Gui::onInventoryChanged() { markInventoryDirty(); } }