/* 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/widgets/gamewidget.h" #include "mutationofjb/game.h" #include "mutationofjb/gamedata.h" #include "mutationofjb/guiscreen.h" #include "mutationofjb/mutationofjb.h" #include "mutationofjb/room.h" #include "common/events.h" #include "graphics/screen.h" namespace MutationOfJB { GameWidget::GameWidget(GuiScreen &gui) : Widget(gui, Common::Rect(GAME_NORMAL_AREA_WIDTH, GAME_NORMAL_AREA_HEIGHT)), _currentMapObjectId(0), _nextMapObjectId(0), _callback(nullptr) {} void GameWidget::handleEvent(const Common::Event &event) { if (!_enabled) return; if (!_gui.getGame().isCurrentSceneMap()) { handleNormalScene(event); } else { handleMapScene(event); } } void GameWidget::clearState() { _currentMapObjectId = _nextMapObjectId = 0; } void GameWidget::draw(Graphics::ManagedSurface &) { Room &room = _gui.getGame().getRoom(); // Full redraw using background buffer. if (_dirtyBits == DIRTY_ALL) { room.redraw(); return; } // Full redraw without background buffer. if (_dirtyBits & DIRTY_AFTER_SCENE_CHANGE) { room.redraw(false); // Don't use background buffer. return; } // Only selection changed. if (_dirtyBits & DIRTY_MAP_SELECTION) { if (_currentMapObjectId != _nextMapObjectId) { if (_currentMapObjectId) { room.drawObjectAnimation(_currentMapObjectId, 1); } if (_nextMapObjectId) { room.drawObjectAnimation(_nextMapObjectId, 0); } _currentMapObjectId = _nextMapObjectId; } } } void GameWidget::handleNormalScene(const Common::Event &event) { Game &game = _gui.getGame(); Scene *const scene = game.getGameData().getCurrentScene(); switch (event.type) { case Common::EVENT_LBUTTONDOWN: { const int16 x = event.mouse.x; const int16 y = event.mouse.y; if (!_area.contains(x, y)) break; if (Door *const door = scene->findDoor(x, y)) { if (_callback) _callback->onGameDoorClicked(this, door); } else if (Static *const stat = scene->findStatic(x, y)) { if (_callback) _callback->onGameStaticClicked(this, stat); } break; } case Common::EVENT_MOUSEMOVE: { const int16 x = event.mouse.x; const int16 y = event.mouse.y; if (!_area.contains(x, y)) break; bool entityHit = false; if (Door *const door = scene->findDoor(x, y)) { if (_callback) _callback->onGameEntityHovered(this, door->_name); entityHit = true; } else if (Static *const stat = scene->findStatic(x, y)) { if (_callback) _callback->onGameEntityHovered(this, stat->_name); entityHit = true; } if (_callback && !entityHit) _callback->onGameEntityHovered(this, Common::String()); _gui.getGame().getEngine().setCursorState(entityHit ? MutationOfJBEngine::CURSOR_ACTIVE : MutationOfJBEngine::CURSOR_IDLE); break; } default: break; } } void GameWidget::handleMapScene(const Common::Event &event) { Game &game = _gui.getGame(); Scene *const scene = game.getGameData().getCurrentScene(); switch (event.type) { case Common::EVENT_LBUTTONDOWN: { const int16 x = event.mouse.x; const int16 y = event.mouse.y; int index = 0; if (Bitmap *const bitmap = scene->findBitmap(x, y, &index)) { Static *const stat = scene->getStatic(index); if (stat && stat->_active == 1) { game.startActionSection(ActionInfo::Walk, stat->_name); } } break; } case Common::EVENT_MOUSEMOVE: { const int16 x = event.mouse.x; const int16 y = event.mouse.y; _nextMapObjectId = 0; int index = 0; //bool found = false; if (Bitmap *const bitmap = scene->findBitmap(x, y, &index)) { Static *const stat = scene->getStatic(index); if (stat && stat->_active == 1) { Object *const object = scene->getObject(index); if (object) { _nextMapObjectId = index; } } } if (_currentMapObjectId != _nextMapObjectId) markDirty(DIRTY_MAP_SELECTION); _gui.getGame().getEngine().setCursorState(_nextMapObjectId ? MutationOfJBEngine::CURSOR_ACTIVE : MutationOfJBEngine::CURSOR_IDLE); break; } default: break; } } }