/* 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/user_interface.h" #include "sherlock/sherlock.h" namespace Sherlock { // Main user interface menu control locations const int MENU_POINTS[12][4] = { { 13, 153, 72, 165 }, { 13, 169, 72, 181 }, { 13, 185, 72, 197 }, { 88, 153, 152, 165 }, { 88, 169, 152, 181 }, { 88, 185, 152, 197 }, { 165, 153, 232, 165 }, { 165, 169, 232, 181 }, { 165, 185, 233, 197 }, { 249, 153, 305, 165 }, { 249, 169, 305, 181 }, { 249, 185, 305, 197 } }; // Inventory control locations */ const int INVENTORY_POINTS[8][3] = { { 4, 50, 28 }, { 52, 99, 76 }, { 101, 140, 122 }, { 142, 187, 165 }, { 189, 219, 197 }, { 221, 251, 233 }, { 253, 283, 265 }, { 285, 315, 293 } }; const char COMMANDS[13] = "LMTPOCIUGJFS"; const char *const PRESS_KEY_FOR_MORE = "Press any Key for More."; const char *const PRESS_KEY_TO_CONTINUE = "Press any Key to Continue."; /*----------------------------------------------------------------*/ UserInterface::UserInterface(SherlockEngine *vm) : _vm(vm) { _bgFound = 0; _oldBgFound = -1; _keycode = Common::KEYCODE_INVALID; _helpStyle = 0; _menuCounter = 0; _menuMode = STD_MODE; _help = _oldHelp = 0; _lookHelp = 0; _key = _oldKey = 0; _temp = _oldTemp = 0; _invLookFlag = 0; _windowOpen = false; _oldLook = false; _keyboardInput = false; _invMode = 0; _pause = false; _cNum = 0; _selector = _oldSelector = -1; _windowBounds = Common::Rect(0, CONTROLS_Y1, SHERLOCK_SCREEN_WIDTH - 1, SHERLOCK_SCREEN_HEIGHT - 1); _windowStyle = 0; _controls = new ImageFile("menu.all"); } UserInterface::~UserInterface() { delete _controls; } void UserInterface::reset() { _oldKey = -1; _help = _oldHelp = -1; _oldTemp = _temp = -1; } /** * Main input handler for the user interface */ void UserInterface::handleInput() { Events &events = *_vm->_events; People &people = *_vm->_people; Scene &scene = *_vm->_scene; Screen &screen = *_vm->_screen; Talk &talk = *_vm->_talk; if (_menuCounter) whileMenuCounter(); Common::Point pt = events.mousePos(); _bgFound = scene.findBgShape(Common::Rect(pt.x, pt.y, pt.x + 1, pt.y + 1)); _keycode = Common::KEYCODE_INVALID; // Check kbd and set the mouse released flag if Enter or space is pressed. // Otherwise, the pressed key is stored for later use if (events.kbHit()) { Common::KeyState keyState = events.getKey(); if (keyState.keycode == Common::KEYCODE_x && keyState.flags & Common::KBD_ALT) { _vm->quitGame(); return; } else if (keyState.keycode == Common::KEYCODE_SPACE || keyState.keycode == Common::KEYCODE_RETURN) { events._pressed = events._oldButtons = 0; _keycode = Common::KEYCODE_INVALID; } } // Do button highlighting check if (!_vm->_scriptMoreFlag) { // Don't if scripts are running if (((events._rightPressed || events._rightReleased) && _helpStyle) || (!_helpStyle && !_menuCounter)) { // Handle any default commands if we're in STD_MODE if (_menuMode == STD_MODE) { if (pt.y < CONTROLS_Y && (events._rightPressed || (!_helpStyle && !events._released)) && (_bgFound != -1) && (_bgFound < 1000) && (scene._bgShapes[_bgFound]._defaultCommand || scene._bgShapes[_bgFound]._description[0])) { // If there is no default command, so set it to Look if (scene._bgShapes[_bgFound]._defaultCommand) _help = scene._bgShapes[_bgFound]._defaultCommand - 1; else _help = 0; // Reset 'help' if it is an invalid command if (_help > 5) _help = -1; } else if (pt.y < CONTROLS_Y && ((events._rightReleased && _helpStyle) || (events._released && !_helpStyle)) && (_bgFound != -1 && _bgFound < 1000) && (scene._bgShapes[_bgFound]._defaultCommand || scene._bgShapes[_bgFound]._description[0])) { // If there is no default command, set it to Look if (scene._bgShapes[_bgFound]._defaultCommand) _menuMode = (MenuMode)scene._bgShapes[_bgFound]._defaultCommand; else _menuMode = LOOK_MODE; events._released = true; events._pressed = events._oldButtons = false; _help = _oldHelp = -1; if (_menuMode == LOOK_MODE) { // Set the flag to tell the game that this was a right-click // call to look and should exit without the look button being pressed _lookHelp = true; } } else { _help = -1; } // Check if highlighting a different button than last time if (_help != _oldHelp) { // If another button was highlighted previously, restore it if (_oldHelp != -1) restoreButton(_oldHelp); // If we're highlighting a new button, then draw it pressed if (_help != -1) depressButton(_help); _oldHelp = _help; } if (_bgFound != _oldBgFound || _oldBgFound == -1) { _infoFlag = true; clearInfo(); if (_help != -1 && (scene._bgShapes[_bgFound]._description[0] != 32 && scene._bgShapes[_bgFound]._description[0])) screen.print(Common::Point(0, INFO_LINE + 1), INFO_FOREGROUND, scene._bgShapes[_bgFound]._description.c_str()); _oldBgFound = _bgFound; } } else { // We're not in STD_MODE // If there isn't a window open, then revert back to STD_MODE if (!_windowOpen && events._rightReleased) { // Restore all buttons for (int idx = 0; idx < 12; ++idx) restoreButton(idx); _menuMode = STD_MODE; _key = _oldKey = -1; _temp = _oldTemp = _lookHelp = _invLookFlag = 0; events.clearEvents(); } } } } // Reset the old bgshape number if the mouse button is released, so that // it can e re-highlighted when we come back here if ((events._rightReleased && _helpStyle) || (events._released && !_helpStyle)) _oldBgFound = -1; // Do routines that should be done before input processing switch (_menuMode) { case LOOK_MODE: if (!_windowOpen) { if (events._released && _bgFound >= 0 && _bgFound < 1000) { if (!scene._bgShapes[_bgFound]._examine.empty()) examine(); } else { lookScreen(pt); } } break; case MOVE_MODE: case OPEN_MODE: case CLOSE_MODE: case PICKUP_MODE: lookScreen(pt); break; case TALK_MODE: if (!_windowOpen) { bool personFound; if (_bgFound >= 1000) { personFound = false; if (!events._released) lookScreen(pt); } else { personFound = scene._bgShapes[_bgFound]._aType == PERSON && _bgFound != -1; } if (events._released && personFound) talk.talk(_bgFound); else if (personFound) lookScreen(pt); else if (_bgFound < 1000) clearInfo(); } break; case USE_MODE: case GIVE_MODE: case INV_MODE: if (_invMode == 1 || _invMode == 2 || _invMode == 3) { if (pt.y < CONTROLS_Y) lookInv(); else lookScreen(pt); } break; default: break; } // // Do input processing // if (events._pressed || events._released || events._rightPressed || _keycode != Common::KEYCODE_INVALID || _pause) { if (((events._released && (_helpStyle || _help == -1)) || (events._rightReleased && !_helpStyle)) && (pt.y <= CONTROLS_Y) && (_menuMode == STD_MODE)) { // The mouse was clicked in the playing area with no action buttons down. // Check if the mouse was clicked in a script zone. If it was, // then execute the script. Otherwise, walk to the given position if (scene.checkForZones(pt, SCRIPT_ZONE) != 0 || scene.checkForZones(pt, NOWALK_ZONE) != 0) { // Mouse clicked in script zone events._pressed = events._released = false; } else { people._walkDest = pt; people._allowWalkAbort = false; people.goAllTheWay(); } if (_oldKey != -1) { restoreButton(_oldTemp); _oldKey = -1; } } // Handle action depending on selected mode switch (_menuMode) { case LOOK_MODE: if (_windowOpen) doLookControl(); break; case MOVE_MODE: doMiscControl(ALLOW_MOVEMENT); break; case TALK_MODE: if (_windowOpen) doTalkControl(); break; case OPEN_MODE: doMiscControl(ALLOW_OPEN); break; case CLOSE_MODE: doMiscControl(ALLOW_CLOSE); break; case PICKUP_MODE: doPickControl(); break; case USE_MODE: case GIVE_MODE: case INV_MODE: doInvControl(); break; case FILES_MODE: doEnvControl(); break; default: break; } // As long as there isn't an open window, do main input processing. // Windows are opened when in TALK, USE, INV, and GIVE modes if ((!_windowOpen && !_menuCounter && pt.y > CONTROLS_Y) || _keycode != Common::KEYCODE_INVALID) { if (events._pressed || events._released || _pause || _keycode != Common::KEYCODE_INVALID) doMainControl(); } if (pt.y < CONTROLS_Y && events._pressed && _oldTemp != (_menuMode - 1) && _oldKey != -1) restoreButton(_oldTemp); } } /** * Draws the image for a user interface button in the down/pressed state. */ void UserInterface::depressButton(int num) { Screen &screen = *_vm->_screen; Common::Point pt(MENU_POINTS[num][0], MENU_POINTS[num][1]); Graphics::Surface &s = (*_controls)[num]._frame; screen._backBuffer.transBlitFrom(s, pt); screen.slamArea(pt.x, pt.y, pt.x + s.w, pt.y + s.h); } /** * Draws the image for the given user interface button in the up * (not selected) position */ void UserInterface::restoreButton(int num) { Screen &screen = *_vm->_screen; Common::Point pt(MENU_POINTS[num][0], MENU_POINTS[num][1]); Graphics::Surface &frame = (*_controls)[num]._frame; screen._backBuffer.blitFrom(screen._backBuffer2, pt, Common::Rect(pt.x, pt.y, pt.x + 90, pt.y + 19)); screen.slamArea(pt.x, pt.y, pt.x + frame.w, pt.y + frame.h); if (!_menuCounter) { _infoFlag++; clearInfo(); } } /** * If he mouse button is pressed, then calls depressButton to draw the button * as pressed; if not, it will show it as released with a call to "restoreButton". */ void UserInterface::pushButton(int num) { Events &events = *_vm->_events; _oldKey = -1; if (!events._released) { if (_oldHelp != -1) restoreButton(_oldHelp); if (_help != -1) restoreButton(_help); depressButton(num); events.wait(6); } restoreButton(num); } /** * By the time this method has been called, the graphics for the button change * have already been drawn. This simply takes care of switching the mode around * accordingly */ void UserInterface::toggleButton(int num) { Screen &screen = *_vm->_screen; if (_menuMode != (num + 1)) { _menuMode = (MenuMode)(num + 1); _oldKey = COMMANDS[num]; _oldTemp = num; if (_keyboardInput) { if (_oldHelp != -1 && _oldHelp != num) restoreButton(_oldHelp); if (_help != -1 && _help != num) restoreButton(_help); _keyboardInput = false; Graphics::Surface &s = (*_controls)[num]._frame; Common::Point pt(MENU_POINTS[num][0], MENU_POINTS[num][1]); screen._backBuffer.transBlitFrom(s, pt); screen.slamArea(pt.x, pt.y, pt.x + s.w, pt.y + s.h); } } else { _menuMode = STD_MODE; _oldKey = -1; restoreButton(num); } } /** * Clears the info line of the screen */ void UserInterface::clearInfo() { if (_infoFlag) { _vm->_screen->bar(Common::Rect(16, INFO_LINE, SHERLOCK_SCREEN_WIDTH - 19, INFO_LINE + 10), INFO_BLACK); _infoFlag = false; _oldLook = -1; } } /** * Handles counting down whilst checking for input, then clears the info line. */ void UserInterface::whileMenuCounter() { if (!(--_menuCounter) || _vm->_events->checkInput()) { _menuCounter = 0; ++_infoFlag; clearInfo(); } } /** * Creates a text window and uses it to display the in-depth description * of the highlighted object */ void UserInterface::examine() { Events &events = *_vm->_events; Inventory &inv = *_vm->_inventory; People &people = *_vm->_people; Scene &scene = *_vm->_scene; Talk &talk = *_vm->_talk; Common::Point pt = events.mousePos(); int canimSpeed; if (pt.y < (CONTROLS_Y + 9)) { Object &obj = scene._bgShapes[_bgFound]; if (obj._lookcAnim != 0) { canimSpeed = ((obj._lookcAnim & 0xe0) >> 5) + 1; scene._cAnimFramePause = obj._lookFrames; _cAnimStr = obj._examine; _cNum = (obj._lookcAnim & 0x1f) - 1; scene.startCAnim(_cNum, canimSpeed); } else if (obj._lookPosition.y != 0) { // Need to walk to the object to be examined people.walkToCoords(obj._lookPosition, obj._lookFacing); } if (talk._talkToAbort) { _cAnimStr = obj._examine; if (obj._lookFlag) _vm->setFlags(obj._lookFlag); } } else { // Looking at an inventory item _cAnimStr = inv[_selector]._examine; if (inv[_selector]._lookFlag) _vm->setFlags(inv[_selector]._lookFlag); } if (!talk._talkToAbort) { if (!scene._cAnimFramePause) printObjectDesc(_cAnimStr, true); else // description was already printed in startCAnimation scene._cAnimFramePause = 0; } } void UserInterface::lookScreen(const Common::Point &pt) { // TODO } void UserInterface::lookInv() { // TODO } void UserInterface::doEnvControl() { // TODO } void UserInterface::doInvControl() { // TODO } void UserInterface::doLookControl() { // TODO } void UserInterface::doMainControl() { // TODO } void UserInterface::doMiscControl(int allowed) { // TODO } void UserInterface::doPickControl() { // TODO } void UserInterface::doTalkControl() { // TODO } /** * Print the description of an object */ void UserInterface::printObjectDesc(const Common::String &str, bool firstTime) { Events &events = *_vm->_events; Inventory &inv = *_vm->_inventory; Screen &screen = *_vm->_screen; Talk &talk = *_vm->_talk; int savedSelector; if (str.hasPrefix("_")) { _lookScriptFlag = true; events.setCursor(MAGNIFY); savedSelector = _selector; talk.talkTo(str.c_str() + 1); _lookScriptFlag = false; if (talk._talkToAbort) { events.setCursor(ARROW); return; } // Check if looking at an inventory object if (!_invLookFlag) { // See if this look was called by a right button click or not if (!_lookHelp) { // If it wasn't a right button click, then we need depress // the look button before we close the window. So save a copy of the // menu area, and draw the controls onto it Surface tempSurface((*_controls)[0]._frame.w, (*_controls)[0]._frame.h); Common::Point pt(MENU_POINTS[0][0], MENU_POINTS[0][1]); tempSurface.blitFrom(screen._backBuffer2, Common::Point(0, 0), Common::Rect(pt.x, pt.y, pt.x + tempSurface.w, pt.y + tempSurface.h)); screen._backBuffer2.transBlitFrom((*_controls)[0]._frame, pt); banishWindow(1); events.setCursor(MAGNIFY); _windowBounds.top = CONTROLS_Y1; _key = _oldKey = COMMANDS[LOOK_MODE - 1]; _temp = _oldTemp = 0; _menuMode = LOOK_MODE; events.clearEvents(); screen._backBuffer2.blitFrom(tempSurface, pt); } else { events.setCursor(ARROW); banishWindow(true); _windowBounds.top = CONTROLS_Y1; _key = _oldKey = -1; _temp = _oldTemp = 0; _menuMode = STD_MODE; _lookHelp = 0; events.clearEvents(); } } else { // Looking at an inventory object _selector = _oldSelector = savedSelector; // Reload the inventory graphics and draw the inventory inv.loadInv(); inv.putInv(2); inv.freeInv(); banishWindow(1); _windowBounds.top = CONTROLS_Y1; _key = _oldKey = COMMANDS[INV_MODE - 1]; _temp = _oldTemp = 0; events.clearEvents(); _invLookFlag = 0; _menuMode = INV_MODE; _windowOpen = true; } return; } if (firstTime) { // Only draw the border on the first call _infoFlag = true; clearInfo(); screen.bar(Common::Rect(0, CONTROLS_Y, SHERLOCK_SCREEN_WIDTH, CONTROLS_Y1 + 10), BORDER_COLOR); screen.bar(Common::Rect(0, CONTROLS_Y + 10, 1, SHERLOCK_SCREEN_HEIGHT - 1), BORDER_COLOR); screen.bar(Common::Rect(SHERLOCK_SCREEN_WIDTH - 2, CONTROLS_Y + 10, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT), BORDER_COLOR); screen.bar(Common::Rect(0, SHERLOCK_SCREEN_HEIGHT - 1, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT), BORDER_COLOR); } // Clear background screen.bar(Common::Rect(2, CONTROLS_Y + 10, SHERLOCK_SCREEN_WIDTH - 2, SHERLOCK_SCREEN_HEIGHT - 2), INV_BACKGROUND); _windowBounds.top = CONTROLS_Y; events.clearEvents(); bool endOfStr = false; const char *msgP = str.c_str(); for (int lineNum = 0; lineNum < 5 && !endOfStr; ++lineNum) { int width = 0; const char *lineStartP = msgP; // Determine how much can be displayed on the line do { width += screen.charWidth(*msgP++); } while (width < 300 && *msgP); if (*msgP) --msgP; else endOfStr = true; // If the line needs to be wrapped, scan backwards to find // the end of the previous word as a splitting point if (width >= 300) { while (*msgP != ' ') --msgP; endOfStr = false; } // Print out the line Common::String line(lineStartP, msgP); screen.gPrint(Common::Point(16, CONTROLS_Y + 12 + lineNum * 9), INV_FOREGROUND, line.c_str()); } // Handle display depending on whether all the message was shown if (!endOfStr) { makeButton(Common::Rect(46, CONTROLS_Y, 272, CONTROLS_Y + 10), (SHERLOCK_SCREEN_WIDTH - screen.stringWidth(PRESS_KEY_FOR_MORE)) / 2, PRESS_KEY_FOR_MORE); screen.gPrint(Common::Point((SHERLOCK_SCREEN_WIDTH - screen.stringWidth(PRESS_KEY_FOR_MORE)) / 2, CONTROLS_Y), COM_FOREGROUND, "P"); _descStr = msgP; } else { makeButton(Common::Rect(46, CONTROLS_Y, 272, CONTROLS_Y + 10), (SHERLOCK_SCREEN_WIDTH - screen.stringWidth(PRESS_KEY_TO_CONTINUE)) / 2, PRESS_KEY_FOR_MORE); screen.gPrint(Common::Point((SHERLOCK_SCREEN_WIDTH - screen.stringWidth(PRESS_KEY_TO_CONTINUE)) / 2, CONTROLS_Y), COM_FOREGROUND, "P"); _descStr = ""; } if (firstTime) { if (!_windowStyle) { screen.slamRect(Common::Rect(0, CONTROLS_Y, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT)); } else { Surface tempSurface(SHERLOCK_SCREEN_WIDTH, (SHERLOCK_SCREEN_HEIGHT - CONTROLS_Y) + 10); Common::Rect r(0, CONTROLS_Y, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT); tempSurface.blitFrom(screen._backBuffer, Common::Point(0, CONTROLS_Y), r); screen._backBuffer.blitFrom(screen._backBuffer2, Common::Point(0, CONTROLS_Y), r); summonWindow(); } _selector = _oldSelector = -1; _windowOpen = true; } else { screen.slamRect(Common::Rect(0, CONTROLS_Y, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT)); } } /** * Print the previously selected object's decription */ void UserInterface::printObjectDesc() { printObjectDesc(_cAnimStr, true); } void UserInterface::banishWindow(bool flag) { // TODO } void UserInterface::makeButton(const Common::Rect &bounds, int textX, const Common::String &str) { // TODO } void UserInterface::summonWindow() { // TODO } } // End of namespace Sherlock