/* 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 "sherlock/tattoo/tattoo_user_interface.h" #include "sherlock/tattoo/tattoo_scene.h" #include "sherlock/tattoo/tattoo.h" namespace Sherlock { namespace Tattoo { TattooUserInterface::TattooUserInterface(SherlockEngine *vm): UserInterface(vm) { _menuBuffer = nullptr; _invMenuBuffer = nullptr; _tagBuffer = nullptr; _invGraphic = nullptr; _scrollSize = _scrollSpeed = 0; _drawMenu = false; _bgFound = _oldBgFound = -1; _bgShape = nullptr; _personFound = false; _lockoutTimer = 0; _fileMode = SAVEMODE_NONE; _exitZone = -1; _scriptZone = -1; _arrowZone = _oldArrowZone = -1; _activeObj = -1; } void TattooUserInterface::initScrollVars() { _scrollSize = 0; _currentScroll.x = _currentScroll.y = 0; _targetScroll.x = _targetScroll.y = 0; } void TattooUserInterface::handleInput() { TattooEngine &vm = *(TattooEngine *)_vm; Events &events = *_vm->_events; TattooScene &scene = *(TattooScene *)_vm->_scene; Common::Point mousePos = events.mousePos(); events.pollEventsAndWait(); _keyState.keycode = Common::KEYCODE_INVALID; // Check the mouse positioning if (events.isCursorVisible()) _bgFound = scene.findBgShape(mousePos); _personFound = _bgFound >= 1000; _bgShape = (_bgFound != -1 && _bgFound < 1000) ? &scene._bgShapes[_bgFound] : nullptr; if (_lockoutTimer) --_lockoutTimer; // Key handling if (events.kbHit()) { _keyState = events.getKey(); if (_keyState.keycode == Common::KEYCODE_s && vm._allowFastMode) vm._fastMode = !vm._fastMode; else if (_keyState.keycode == Common::KEYCODE_ESCAPE && vm._runningProlog && !_lockoutTimer) { vm.setFlags(-76); vm.setFlags(396); scene._goToScene = STARTING_GAME_SCENE; } } if (!events.isCursorVisible()) _keyState.keycode = Common::KEYCODE_INVALID; // Handle input depending on what mode we're in switch (_menuMode) { case STD_MODE: doStandardControl(); break; case LOOK_MODE: doLookControl(); break; case FILES_MODE: doFileControl(); break; case INV_MODE: doInventoryControl(); break; case VERB_MODE: doVerbControl(); break; case TALK_MODE: doTalkControl(); break; case MESSAGE_MODE: doMessageControl(); break; case LAB_MODE: doLabControl(); break; default: break; } } void TattooUserInterface::drawInterface(int bufferNum) { TattooScene &scene = *(TattooScene *)_vm->_scene; Screen &screen = *_vm->_screen; TattooEngine &vm = *(TattooEngine *)_vm; if (_invMenuBuffer != nullptr) { Common::Rect r = _invMenuBounds; r.grow(-3); r.translate(-_currentScroll.x, 0); _grayAreas.clear(); _grayAreas.push_back(r); drawGrayAreas(); screen._backBuffer1.transBlitFrom(*_invMenuBuffer, Common::Point(_invMenuBounds.left, _invMenuBounds.top)); } if (_menuBuffer != nullptr) { Common::Rect r = _menuBounds; r.grow(-3); r.translate(-_currentScroll.x, 0); _grayAreas.clear(); _grayAreas.push_back(r); drawGrayAreas(); screen._backBuffer1.transBlitFrom(*_menuBuffer, Common::Point(_invMenuBounds.left, _invMenuBounds.top)); } // See if we need to draw a Text Tag floating with the cursor if (_tagBuffer != nullptr) screen._backBuffer1.transBlitFrom(*_tagBuffer, Common::Point(_tagBounds.left, _tagBounds.top)); // See if we need to draw an Inventory Item Graphic floating with the cursor if (_invGraphic != nullptr) screen._backBuffer1.transBlitFrom(*_invGraphic, Common::Point(_invGraphicBounds.left, _invGraphicBounds.top)); if (vm._creditsActive) vm.drawCredits(); // Bring the widgets to the screen if (scene._mask != nullptr) screen._flushScreen = true; if (screen._flushScreen) screen.blockMove(_currentScroll); // If there are UI widgets open, slam the areas they were drawn on to the physical screen if (_menuBuffer != nullptr) screen.slamArea(_menuBounds.left - _currentScroll.x, _menuBounds.top, _menuBounds.width(), _menuBounds.height()); if (_invMenuBuffer != nullptr) screen.slamArea(_invMenuBounds.left - _currentScroll.x, _invMenuBounds.top, _invMenuBounds.width(), _invMenuBounds.height()); // If therea re widgets being cleared, then restore that area of the screen if (_oldMenuBounds.right) { screen.slamArea(_oldMenuBounds.left - _currentScroll.x, _oldMenuBounds.top, _oldMenuBounds.width(), _oldMenuBounds.height()); _oldMenuBounds.left = _oldMenuBounds.top = _oldMenuBounds.right = _oldMenuBounds.bottom = 0; } if (_oldInvMenuBounds.left) { screen.slamArea(_oldInvMenuBounds.left - _currentScroll.x, _oldInvMenuBounds.top, _oldInvMenuBounds.width(), _oldInvMenuBounds.height()); _oldInvMenuBounds.left = _oldInvMenuBounds.top = _oldInvMenuBounds.right = _oldInvMenuBounds.bottom = 0; } // See if need to clear any tags if (_oldTagBounds.right) { screen.slamArea(_oldTagBounds.left - _currentScroll.x, _oldTagBounds.top, _oldTagBounds.width(), _oldTagBounds.height()); // If there's no tag actually being displayed, then reset bounds so we don't keep restoring the area if (_tagBuffer == nullptr) { _tagBounds.left = _tagBounds.top = _tagBounds.right = _tagBounds.bottom = 0; _oldTagBounds.left = _oldTagBounds.top = _oldTagBounds.right = _oldTagBounds.bottom = 0; } } if (_tagBuffer != nullptr) screen.slamArea(_tagBounds.left - _currentScroll.x, _tagBounds.top, _tagBounds.width(), _tagBounds.height()); // See if we need to flush areas assocaited with the inventory graphic if (_oldInvGraphicBounds.right) { screen.slamArea(_oldInvGraphicBounds.left - _currentScroll.x, _oldInvGraphicBounds.top, _oldInvGraphicBounds.width(), _oldInvGraphicBounds.height()); // If there's no graphic actually being displayed, then reset bounds so we don't keep restoring the area if (_invGraphic == nullptr) { _invGraphicBounds.left = _invGraphicBounds.top = _invGraphicBounds.right = _invGraphicBounds.bottom = 0; _oldInvGraphicBounds.left = _oldInvGraphicBounds.top = _oldInvGraphicBounds.right = _oldInvGraphicBounds.bottom = 0; } } if (_invGraphic != nullptr) screen.slamArea(_invGraphicBounds.left - _currentScroll.x, _invGraphicBounds.top, _invGraphicBounds.width(), _invGraphicBounds.height()); } void TattooUserInterface::doBgAnimRestoreUI() { TattooScene &scene = *((TattooScene *)_vm->_scene); Screen &screen = *_vm->_screen; // If _oldMenuBounds was set, then either a new menu has been opened or the current menu has been closed. // Either way, we need to restore the area where the menu was displayed if (_oldMenuBounds.width() > 0) screen._backBuffer1.blitFrom(screen._backBuffer2, Common::Point(_oldMenuBounds.left, _oldMenuBounds.top), _oldMenuBounds); if (_oldInvMenuBounds.width() > 0) screen._backBuffer1.blitFrom(screen._backBuffer2, Common::Point(_oldInvMenuBounds.left, _oldInvMenuBounds.top), _oldInvMenuBounds); if (_menuBuffer != nullptr) screen._backBuffer1.blitFrom(screen._backBuffer2, Common::Point(_menuBounds.left, _menuBounds.top), _menuBounds); if (_invMenuBuffer != nullptr) screen._backBuffer1.blitFrom(screen._backBuffer2, Common::Point(_invMenuBounds.left, _invMenuBounds.top), _invMenuBounds); // If there is a Text Tag being display, restore the area underneath it if (_oldTagBounds.width() > 0) screen._backBuffer1.blitFrom(screen._backBuffer2, Common::Point(_oldTagBounds.left, _oldTagBounds.top), _oldTagBounds); // If there is an Inventory being shown, restore the graphics underneath it if (_oldInvGraphicBounds.width() > 0) screen._backBuffer1.blitFrom(screen._backBuffer2, Common::Point(_oldInvGraphicBounds.left, _oldInvGraphicBounds.top), _oldInvGraphicBounds); // If a canimation is active, restore the graphics underneath it if (scene._activeCAnim._imageFrame != nullptr) screen.restoreBackground(scene._activeCAnim._oldBounds); // If a canimation just ended, remove it's graphics from the backbuffer if (scene._activeCAnim._removeBounds.width() > 0) screen.restoreBackground(scene._activeCAnim._removeBounds); } void TattooUserInterface::doScroll() { Screen &screen = *_vm->_screen; int oldScroll = _currentScroll.x; // If we're already at the target scroll position, nothing needs to be done if (_targetScroll.x == _currentScroll.x) return; screen._flushScreen = true; if (_targetScroll.x > _currentScroll.x) { _currentScroll.x += _scrollSpeed; if (_currentScroll.x > _targetScroll.x) _currentScroll.x = _targetScroll.x; } else if (_targetScroll.x < _currentScroll.x) { _currentScroll.x -= _scrollSpeed; if (_currentScroll.x < _targetScroll.x) _currentScroll.x = _targetScroll.x; } if (_menuBuffer != nullptr) _menuBounds.translate(_currentScroll.x - oldScroll, 0); if (_invMenuBuffer != nullptr) _invMenuBounds.translate(_currentScroll.x - oldScroll, 0); } void TattooUserInterface::drawGrayAreas() { // TODO } void TattooUserInterface::doStandardControl() { TattooEngine &vm = *(TattooEngine *)_vm; Events &events = *_vm->_events; People &people = *_vm->_people; TattooScene &scene = *(TattooScene *)_vm->_scene; Talk &talk = *_vm->_talk; Common::Point mousePos = events.mousePos(); bool noDesc = false; // Don't do any input processing whilst the prolog is running if (vm._runningProlog) return; // Display the names of any Objects the cursor is pointing at displayObjectNames(); switch (_keyState.keycode) { case Common::KEYCODE_F5: // Save game turnTextOff(); _fileMode = SAVEMODE_SAVE; _menuBounds = Common::Rect(0, 0, 0, 0); initFileMenu(); return; case Common::KEYCODE_F7: // Load game turnTextOff(); _fileMode = SAVEMODE_LOAD; _menuBounds = Common::Rect(0, 0, 0, 0); initFileMenu(); return; case Common::KEYCODE_F1: // Display journal if (vm.readFlags(76)) { turnTextOff(); doJournal(); // See if we're in a Lab Table Room _menuMode = (scene._labTableScene) ? LAB_MODE : STD_MODE; return; } break; case Common::KEYCODE_TAB: case Common::KEYCODE_F3: // Display inventory turnTextOff(); doInventory(2); return; case Common::KEYCODE_F4: // Display options turnTextOff(); doControls(); return; case Common::KEYCODE_F10: // Quit menu turnTextOff(); _menuBounds = Common::Rect(-1, -1, -1, -1); doQuitMenu(); return; default: break; } // See if a mouse button was released if (events._released || events._rightReleased) { // See if the mouse was released in an exit (Arrow) zone. Unless it's also pointing at an object // within the zone, in which case the object gets precedence _exitZone = -1; if (_arrowZone != -1 && events._released) _exitZone = _arrowZone; // Turn any Text display off if (_arrowZone == -1 || events._rightReleased) turnTextOff(); if (_personFound) { if (people[_bgFound - 1000]._description.empty() || people[_bgFound - 1000]._description.hasPrefix(" ")) noDesc = true; } else if (_bgFound != -1) { if (people[_bgFound - 1000]._description.empty() || people[_bgFound - 1000]._description.hasPrefix(" ")) noDesc = true; } else { noDesc = true; } if (events._rightReleased) { // Show the verbs menu for the highlighted object activateVerbMenu(!noDesc); } else if (_personFound || (_bgFound != -1 && _bgFound < 1000 && _bgShape->_aType == PERSON)) { // The object found is a person (the default for people is TALK) talk.talk(_bgFound); _activeObj = -1; } else if (!noDesc) { // Either call the code to Look at it's Examine Field or call the Exit animation // if the object is an exit, specified by the first four characters of the name being "EXIT" Common::String name = _personFound ? people[_bgFound - 1000]._name : _bgShape->_name; if (name.hasPrefix("EXIT")) { lookAtObject(); } else { // Run the Exit animation and set which scene to go to next for (int idx = 0; idx < 6; ++idx) { if (!_bgShape->_use[idx]._verb.compareToIgnoreCase("Open")) { checkAction(_bgShape->_use[idx], _bgFound); _activeObj = -1; } } } } else { // See if there are any Script Zones where they clicked if (scene.checkForZones(mousePos, _scriptZone) != 0) { // Mouse click in a script zone events._pressed = events._released = false; } else if (scene.checkForZones(mousePos, NOWALK_ZONE) != 0) { events._pressed = events._released = false; } else { // Walk to where the mouse was clicked people._walkDest = Common::Point(mousePos.x + _currentScroll.x, mousePos.y); people[HOLMES].goAllTheWay(); } } } } void TattooUserInterface::doLookControl() { warning("TODO: ui control (look)"); } void TattooUserInterface::doFileControl() { warning("TODO: ui control (file)"); } void TattooUserInterface::doInventoryControl() { warning("TODO: ui control (inventory)"); } void TattooUserInterface::doVerbControl() { warning("TODO: ui control (verb)"); } void TattooUserInterface::doTalkControl() { warning("TODO: ui control (talk)"); } void TattooUserInterface::doMessageControl() { warning("TODO: ui control (message)"); } void TattooUserInterface::doLabControl() { warning("TODO: ui control (lab)"); } void TattooUserInterface::displayObjectNames() { // TODO } void TattooUserInterface::initFileMenu() { // TODO } void TattooUserInterface::turnTextOff() { // TODO } void TattooUserInterface::doJournal() { // TODO } void TattooUserInterface::doInventory(int mode) { // TODO } void TattooUserInterface::doControls() { // TODO } void TattooUserInterface::doQuitMenu() { // TODO } void TattooUserInterface::activateVerbMenu(bool objectsOn) { // TODO } void TattooUserInterface::lookAtObject() { // TODO } } // End of namespace Tattoo } // End of namespace Sherlock