/* 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 "common/config-manager.h" #include "common/events.h" #include "common/memstream.h" #include "common/system.h" #include "common/util.h" #include "graphics/cursorman.h" #include "graphics/maccursor.h" #include "sci/sci.h" #include "sci/event.h" #include "sci/engine/state.h" #include "sci/graphics/palette.h" #include "sci/graphics/screen.h" #include "sci/graphics/coordadjuster.h" #include "sci/graphics/view.h" #include "sci/graphics/cursor.h" #include "sci/graphics/maciconbar.h" namespace Sci { GfxCursor::GfxCursor(ResourceManager *resMan, GfxPalette *palette, GfxScreen *screen) : _resMan(resMan), _palette(palette), _screen(screen) { _upscaledHires = _screen->getUpscaledHires(); _isVisible = true; // center mouse cursor setPosition(Common::Point(_screen->getWidth() / 2, _screen->getHeight() / 2)); _moveZoneActive = false; _zoomZoneActive = false; _zoomZone = Common::Rect(); _zoomCursorView = 0; _zoomCursorLoop = 0; _zoomCursorCel = 0; _zoomPicView = 0; _zoomColor = 0; _zoomMultiplier = 0; _cursorSurface = 0; if (g_sci && g_sci->getGameId() == GID_KQ6 && g_sci->getPlatform() == Common::kPlatformWindows) _useOriginalKQ6WinCursors = ConfMan.getBool("windows_cursors"); else _useOriginalKQ6WinCursors = false; if (g_sci && g_sci->getGameId() == GID_SQ4 && getSciVersion() == SCI_VERSION_1_1) _useSilverSQ4CDCursors = ConfMan.getBool("silver_cursors"); else _useSilverSQ4CDCursors = false; // _coordAdjuster and _event will be initialized later on _coordAdjuster = NULL; _event = NULL; } GfxCursor::~GfxCursor() { purgeCache(); kernelClearZoomZone(); } void GfxCursor::init(GfxCoordAdjuster *coordAdjuster, EventManager *event) { _coordAdjuster = coordAdjuster; _event = event; } void GfxCursor::kernelShow() { CursorMan.showMouse(true); _isVisible = true; } void GfxCursor::kernelHide() { CursorMan.showMouse(false); _isVisible = false; } bool GfxCursor::isVisible() { return _isVisible; } void GfxCursor::purgeCache() { for (CursorCache::iterator iter = _cachedCursors.begin(); iter != _cachedCursors.end(); ++iter) { delete iter->_value; iter->_value = 0; } _cachedCursors.clear(); } void GfxCursor::kernelSetShape(GuiResourceId resourceId) { Resource *resource; byte *resourceData; Common::Point hotspot = Common::Point(0, 0); byte colorMapping[4]; int16 x, y; byte color; int16 maskA, maskB; byte *pOut; byte *rawBitmap = new byte[SCI_CURSOR_SCI0_HEIGHTWIDTH * SCI_CURSOR_SCI0_HEIGHTWIDTH]; int16 heightWidth; if (resourceId == -1) { // no resourceId given, so we actually hide the cursor kernelHide(); delete[] rawBitmap; return; } // Load cursor resource... resource = _resMan->findResource(ResourceId(kResourceTypeCursor, resourceId), false); if (!resource) error("cursor resource %d not found", resourceId); if (resource->size != SCI_CURSOR_SCI0_RESOURCESIZE) error("cursor resource %d has invalid size", resourceId); resourceData = resource->data; if (getSciVersion() <= SCI_VERSION_01) { // SCI0 cursors contain hotspot flags, not actual hotspot coordinates. // If bit 0 of resourceData[3] is set, the hotspot should be centered, // otherwise it's in the top left of the mouse cursor. hotspot.x = hotspot.y = resourceData[3] ? SCI_CURSOR_SCI0_HEIGHTWIDTH / 2 : 0; } else { // Cursors in newer SCI versions contain actual hotspot coordinates. hotspot.x = READ_LE_UINT16(resourceData); hotspot.y = READ_LE_UINT16(resourceData + 2); } // Now find out what colors we are supposed to use colorMapping[0] = 0; // Black is hardcoded colorMapping[1] = _screen->getColorWhite(); // White is also hardcoded colorMapping[2] = SCI_CURSOR_SCI0_TRANSPARENCYCOLOR; colorMapping[3] = _palette->matchColor(170, 170, 170); // Grey // TODO: Figure out if the grey color is hardcoded // HACK for the magnifier cursor in LB1, fixes its color (bug #3487092) if (g_sci->getGameId() == GID_LAURABOW && resourceId == 1) colorMapping[3] = _screen->getColorWhite(); // HACK for Longbow cursors, fixes the shade of grey they're using (bug #3489101) if (g_sci->getGameId() == GID_LONGBOW) colorMapping[3] = _palette->matchColor(223, 223, 223); // Light Grey // Seek to actual data resourceData += 4; pOut = rawBitmap; for (y = 0; y < SCI_CURSOR_SCI0_HEIGHTWIDTH; y++) { maskA = READ_LE_UINT16(resourceData + (y << 1)); maskB = READ_LE_UINT16(resourceData + 32 + (y << 1)); for (x = 0; x < SCI_CURSOR_SCI0_HEIGHTWIDTH; x++) { color = (((maskA << x) & 0x8000) | (((maskB << x) >> 1) & 0x4000)) >> 14; *pOut++ = colorMapping[color]; } } heightWidth = SCI_CURSOR_SCI0_HEIGHTWIDTH; if (_upscaledHires) { // Scale cursor by 2x - note: sierra didn't do this, but it looks much better heightWidth *= 2; hotspot.x *= 2; hotspot.y *= 2; byte *upscaledBitmap = new byte[heightWidth * heightWidth]; _screen->scale2x(rawBitmap, upscaledBitmap, SCI_CURSOR_SCI0_HEIGHTWIDTH, SCI_CURSOR_SCI0_HEIGHTWIDTH); delete[] rawBitmap; rawBitmap = upscaledBitmap; } if (hotspot.x >= heightWidth || hotspot.y >= heightWidth) { error("cursor %d's hotspot (%d, %d) is out of range of the cursor's dimensions (%dx%d)", resourceId, hotspot.x, hotspot.y, heightWidth, heightWidth); } CursorMan.replaceCursor(rawBitmap, heightWidth, heightWidth, hotspot.x, hotspot.y, SCI_CURSOR_SCI0_TRANSPARENCYCOLOR); kernelShow(); delete[] rawBitmap; } void GfxCursor::kernelSetView(GuiResourceId viewNum, int loopNum, int celNum, Common::Point *hotspot) { if (_cachedCursors.size() >= MAX_CACHED_CURSORS) purgeCache(); // Use the original Windows cursors in KQ6, if requested if (_useOriginalKQ6WinCursors) viewNum += 2000; // Windows cursors if (g_sci->getGameId() == GID_PHANTASMAGORIA2) { // HACK: Ignore cursor views for Phantasmagoria 2. They've got // differences from other SCI32 views, thus we skip them for // now, otherwise our view decoding code will crash. // The view code will crash with *any* view in P2, but this hack // allows the game to start and show the menu. // TODO: Remove once the view code is updated to handle // Phantasmagoria 2 views. warning("TODO: Cursor views for Phantasmagoria 2"); return; } // Use the alternate silver cursors in SQ4 CD, if requested if (_useSilverSQ4CDCursors) { switch(viewNum) { case 850: case 852: case 854: case 856: celNum = 3; break; case 851: case 853: case 855: case 999: celNum = 2; break; default: break; } } if (!_cachedCursors.contains(viewNum)) _cachedCursors[viewNum] = new GfxView(_resMan, _screen, _palette, viewNum); GfxView *cursorView = _cachedCursors[viewNum]; const CelInfo *celInfo = cursorView->getCelInfo(loopNum, celNum); int16 width = celInfo->width; int16 height = celInfo->height; byte clearKey = celInfo->clearKey; Common::Point *cursorHotspot = hotspot; if (!cursorHotspot) // Compute hotspot from xoffset/yoffset cursorHotspot = new Common::Point((celInfo->width >> 1) - celInfo->displaceX, celInfo->height - celInfo->displaceY - 1); // Eco Quest 1 uses a 1x1 transparent cursor to hide the cursor from the // user. Some scalers don't seem to support this if (width < 2 || height < 2) { kernelHide(); delete cursorHotspot; return; } const byte *rawBitmap = cursorView->getBitmap(loopNum, celNum); if (_upscaledHires && !_useOriginalKQ6WinCursors) { // Scale cursor by 2x - note: sierra didn't do this, but it looks much better width *= 2; height *= 2; cursorHotspot->x *= 2; cursorHotspot->y *= 2; byte *cursorBitmap = new byte[width * height]; _screen->scale2x(rawBitmap, cursorBitmap, celInfo->width, celInfo->height); CursorMan.replaceCursor(cursorBitmap, width, height, cursorHotspot->x, cursorHotspot->y, clearKey); delete[] cursorBitmap; } else { CursorMan.replaceCursor(rawBitmap, width, height, cursorHotspot->x, cursorHotspot->y, clearKey); } kernelShow(); delete cursorHotspot; } // This list contains all mandatory set cursor changes, that need special handling // Refer to GfxCursor::setPosition() below // Game, newPosition, validRect static const SciCursorSetPositionWorkarounds setPositionWorkarounds[] = { { GID_ISLANDBRAIN, 84, 109, 46, 76, 174, 243 }, // Island of Dr. Brain, game menu { GID_ISLANDBRAIN, 143, 135, 57, 102, 163, 218 }, // Island of Dr. Brain, pause menu within copy protection { GID_LSL5, 23, 171, 0, 0, 26, 320 }, // Larry 5, skip forward helper pop-up { GID_QFG1VGA, 64, 174, 40, 37, 74, 284 }, // Quest For Glory 1 VGA, run/walk/sleep sub-menu { GID_QFG3, 70, 170, 40, 61, 81, 258 }, // Quest For Glory 3, run/walk/sleep sub-menu { (SciGameId)0, -1, -1, -1, -1, -1, -1 } }; void GfxCursor::setPosition(Common::Point pos) { // Don't set position, when cursor is not visible. // This fixes eco quest 1 (floppy) right at the start, which is setting // mouse cursor to (0,0) all the time during the intro. It's escapeable // (now) by moving to the left or top, but it's getting on your nerves. This // could theoretically break some things, although sierra normally sets // position only when showing the cursor. if (!_isVisible) return; if (!_upscaledHires) { g_system->warpMouse(pos.x, pos.y); } else { _screen->adjustToUpscaledCoordinates(pos.y, pos.x); g_system->warpMouse(pos.x, pos.y); } // WORKAROUNDS for games with windows that are hidden when the mouse cursor // is moved outside them - also check setPositionWorkarounds above. // // Some games display a new menu, set mouse position somewhere within and // expect it to be in there. This is fine for a real mouse, but on platforms // without a mouse, such as a Wii with a Wii Remote, or touch interfaces, // this won't work. In these platforms, the affected menus will close // immediately, because the mouse cursor's position won't be what the game // scripts expect. // We identify these cases via the cursor position set. If the mouse position // is outside the expected rectangle, we report back to the game scripts that // it's actually inside it, the first time that the mouse position is polled, // as the scripts expect. In subsequent mouse position poll attempts, we // return back the actual mouse coordinates. // Currently this code is enabled for all platforms, as we can't differentiate // between ones that have normal mouse input, and platforms that have // alternative mouse input methods, like a touch screen. Platforms that have // a normal mouse for input won't be affected by this workaround. const SciGameId gameId = g_sci->getGameId(); const SciCursorSetPositionWorkarounds *workaround; workaround = setPositionWorkarounds; while (workaround->newPositionX != -1) { if (workaround->gameId == gameId && ((workaround->newPositionX == pos.x) && (workaround->newPositionY == pos.y))) { EngineState *s = g_sci->getEngineState(); s->_cursorWorkaroundActive = true; s->_cursorWorkaroundPoint = pos; s->_cursorWorkaroundRect = Common::Rect(workaround->rectLeft, workaround->rectTop, workaround->rectRight, workaround->rectBottom); return; } workaround++; } } Common::Point GfxCursor::getPosition() { Common::Point mousePos = g_system->getEventManager()->getMousePos(); if (_upscaledHires) _screen->adjustBackUpscaledCoordinates(mousePos.y, mousePos.x); return mousePos; } void GfxCursor::refreshPosition() { Common::Point mousePoint = getPosition(); if (_moveZoneActive) { bool clipped = false; if (mousePoint.x < _moveZone.left) { mousePoint.x = _moveZone.left; clipped = true; } else if (mousePoint.x >= _moveZone.right) { mousePoint.x = _moveZone.right - 1; clipped = true; } if (mousePoint.y < _moveZone.top) { mousePoint.y = _moveZone.top; clipped = true; } else if (mousePoint.y >= _moveZone.bottom) { mousePoint.y = _moveZone.bottom - 1; clipped = true; } // FIXME: Do this only when mouse is grabbed? if (clipped) setPosition(mousePoint); } if (_zoomZoneActive) { // Cursor const CelInfo *cursorCelInfo = _zoomCursorView->getCelInfo(_zoomCursorLoop, _zoomCursorCel); const byte *cursorBitmap = _zoomCursorView->getBitmap(_zoomCursorLoop, _zoomCursorCel); // Pic const CelInfo *picCelInfo = _zoomPicView->getCelInfo(0, 0); const byte *rawPicBitmap = _zoomPicView->getBitmap(0, 0); // Compute hotspot of cursor Common::Point cursorHotspot = Common::Point((cursorCelInfo->width >> 1) - cursorCelInfo->displaceX, cursorCelInfo->height - cursorCelInfo->displaceY - 1); int16 targetX = ((mousePoint.x - _moveZone.left) * _zoomMultiplier); int16 targetY = ((mousePoint.y - _moveZone.top) * _zoomMultiplier); if (targetX < 0) targetX = 0; if (targetY < 0) targetY = 0; targetX -= cursorHotspot.x; targetY -= cursorHotspot.y; // Sierra SCI actually drew only within zoom area, thus removing the need to fill any other pixels with upmost/left // color of the picture cel. This also made the cursor not appear on top of everything. They actually drew the // cursor manually within kAnimate processing and used a hidden cursor for moving. // TODO: we should also do this // Replace the special magnifier color with the associated magnified pixels for (int x = 0; x < cursorCelInfo->width; x++) { for (int y = 0; y < cursorCelInfo->height; y++) { int curPos = cursorCelInfo->width * y + x; if (cursorBitmap[curPos] == _zoomColor) { int16 rawY = targetY + y; int16 rawX = targetX + x; if ((rawY >= 0) && (rawY < picCelInfo->height) && (rawX >= 0) && (rawX < picCelInfo->width)) { int rawPos = picCelInfo->width * rawY + rawX; _cursorSurface[curPos] = rawPicBitmap[rawPos]; } else { _cursorSurface[curPos] = rawPicBitmap[0]; // use left and upmost pixel color } } } } CursorMan.replaceCursor(_cursorSurface, cursorCelInfo->width, cursorCelInfo->height, cursorHotspot.x, cursorHotspot.y, cursorCelInfo->clearKey); } } void GfxCursor::kernelResetMoveZone() { _moveZoneActive = false; } void GfxCursor::kernelSetMoveZone(Common::Rect zone) { _moveZone = zone; _moveZoneActive = true; } void GfxCursor::kernelClearZoomZone() { kernelResetMoveZone(); _zoomZone = Common::Rect(); _zoomColor = 0; _zoomMultiplier = 0; _zoomZoneActive = false; delete _zoomCursorView; _zoomCursorView = 0; delete _zoomPicView; _zoomPicView = 0; delete[] _cursorSurface; _cursorSurface = 0; } void GfxCursor::kernelSetZoomZone(byte multiplier, Common::Rect zone, GuiResourceId viewNum, int loopNum, int celNum, GuiResourceId picNum, byte zoomColor) { kernelClearZoomZone(); _zoomMultiplier = multiplier; if (_zoomMultiplier != 1 && _zoomMultiplier != 2 && _zoomMultiplier != 4) error("Unexpected zoom multiplier (expected 1, 2 or 4)"); _zoomCursorView = new GfxView(_resMan, _screen, _palette, viewNum); _zoomCursorLoop = (byte)loopNum; _zoomCursorCel = (byte)celNum; _zoomPicView = new GfxView(_resMan, _screen, _palette, picNum); const CelInfo *cursorCelInfo = _zoomCursorView->getCelInfo(_zoomCursorLoop, _zoomCursorCel); const byte *cursorBitmap = _zoomCursorView->getBitmap(_zoomCursorLoop, _zoomCursorCel); _cursorSurface = new byte[cursorCelInfo->width * cursorCelInfo->height]; memcpy(_cursorSurface, cursorBitmap, cursorCelInfo->width * cursorCelInfo->height); _zoomZone = zone; kernelSetMoveZone(_zoomZone); _zoomColor = zoomColor; _zoomZoneActive = true; } void GfxCursor::kernelSetPos(Common::Point pos) { _coordAdjuster->setCursorPos(pos); kernelMoveCursor(pos); } void GfxCursor::kernelMoveCursor(Common::Point pos) { _coordAdjuster->moveCursor(pos); if (pos.x > _screen->getWidth() || pos.y > _screen->getHeight()) { warning("attempt to place cursor at invalid coordinates (%d, %d)", pos.y, pos.x); return; } setPosition(pos); // Trigger event reading to make sure the mouse coordinates will // actually have changed the next time we read them. _event->getSciEvent(SCI_EVENT_PEEK); } void GfxCursor::kernelSetMacCursor(GuiResourceId viewNum, int loopNum, int celNum) { // Here we try to map the view number onto the cursor. What they did was keep the // kSetCursor calls the same, but perform remapping on the cursors. They also took // it a step further and added a new kPlatform sub-subop that handles remapping // automatically. The view resources may exist, but none of the games actually // use them. if (_macCursorRemap.empty()) { // QFG1/Freddy/Hoyle4 use a straight viewNum->cursor ID mapping // KQ6 uses this mapping for its cursors if (g_sci->getGameId() == GID_KQ6) { if (viewNum == 990) // Inventory Cursors viewNum = loopNum * 16 + celNum + 2000; else if (viewNum == 998) // Regular Cursors viewNum = celNum + 1000; else // Unknown cursor, ignored return; } if (g_sci->hasMacIconBar()) g_sci->_gfxMacIconBar->setInventoryIcon(viewNum); } else { // If we do have the list, we'll be using a remap based on what the // scripts have given us. for (uint32 i = 0; i < _macCursorRemap.size(); i++) { if (viewNum == _macCursorRemap[i]) { viewNum = (i + 1) * 0x100 + loopNum * 0x10 + celNum; break; } if (i == _macCursorRemap.size()) error("Unmatched Mac cursor %d", viewNum); } } Resource *resource = _resMan->findResource(ResourceId(kResourceTypeCursor, viewNum), false); if (!resource) { // The cursor resources often don't exist, this is normal behavior debug(0, "Mac cursor %d not found", viewNum); return; } CursorMan.disableCursorPalette(false); assert(resource); Common::MemoryReadStream resStream(resource->data, resource->size); Graphics::MacCursor *macCursor = new Graphics::MacCursor(); if (!macCursor->readFromStream(resStream)) { warning("Failed to load Mac cursor %d", viewNum); delete macCursor; return; } CursorMan.replaceCursor(macCursor->getSurface(), macCursor->getWidth(), macCursor->getHeight(), macCursor->getHotspotX(), macCursor->getHotspotY(), macCursor->getKeyColor()); CursorMan.replaceCursorPalette(macCursor->getPalette(), 0, 256); delete macCursor; kernelShow(); } void GfxCursor::setMacCursorRemapList(int cursorCount, reg_t *cursors) { for (int i = 0; i < cursorCount; i++) _macCursorRemap.push_back(cursors[i].toUint16()); } } // End of namespace Sci