/* 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, 29 }, { 52, 99, 77 }, { 101, 140, 123 }, { 142, 187, 166 }, { 189, 219, 198 }, { 221, 251, 234 }, { 253, 283, 266 }, { 285, 315, 294 } }; const char COMMANDS[13] = "LMTPOCIUGJFS"; const char INVENTORY_COMMANDS[9] = { "ELUG-+,." }; 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) { _controls = new ImageFile("menu.all"); _controlPanel = new ImageFile("controls.vgs"); _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; _pause = false; _cNum = 0; _selector = _oldSelector = -1; _windowBounds = Common::Rect(0, CONTROLS_Y1, SHERLOCK_SCREEN_WIDTH - 1, SHERLOCK_SCREEN_HEIGHT - 1); _windowStyle = 1; // Sliding windows _find = 0; _oldUse = 0; _endKeyActive = true; } UserInterface::~UserInterface() { delete _controls; delete _controlPanel; } void UserInterface::reset() { _oldKey = -1; _help = _oldHelp = -1; _oldTemp = _temp = -1; } /** * Draw the user interface onto the screen's back buffers */ void UserInterface::drawInterface(int bufferNum) { Screen &screen = *_vm->_screen; if (bufferNum & 1) screen._backBuffer1.transBlitFrom((*_controlPanel)[0], Common::Point(0, CONTROLS_Y)); if (bufferNum & 2) screen._backBuffer2.transBlitFrom((*_controlPanel)[0], Common::Point(0, CONTROLS_Y)); if (bufferNum == 3) screen._backBuffer2.fillRect(0, INFO_LINE, SHERLOCK_SCREEN_WIDTH, INFO_LINE + 10, INFO_BLACK); } /** * Main input handler for the user interface */ void UserInterface::handleInput() { Events &events = *_vm->_events; Inventory &inv = *_vm->_inventory; People &people = *_vm->_people; Scene &scene = *_vm->_scene; Screen &screen = *_vm->_screen; Scripts &scripts = *_vm->_scripts; 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 (!scripts._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.empty())) { // 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.empty())) { // 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 = _bgFound != -1 && scene._bgShapes[_bgFound]._aType == PERSON; } 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 (inv._invMode == 1 || inv._invMode == 2 || inv._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._backBuffer1.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._backBuffer1.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._backBuffer1.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->vgaBar(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; } } /** * Print the name of an object in the scene */ void UserInterface::lookScreen(const Common::Point &pt) { Events &events = *_vm->_events; Inventory &inv = *_vm->_inventory; Scene &scene = *_vm->_scene; Screen &screen = *_vm->_screen; Common::Point mousePos = events.mousePos(); int temp; Common::String tempStr; int x, width, width1, width2 = 0; // Don't display anything for right button command if ((events._rightPressed || events._rightPressed) && !events._pressed) return; if (mousePos.y < CONTROLS_Y && (temp = _bgFound) != -1) { if (temp != _oldLook) { _infoFlag = true; clearInfo(); if (temp < 1000) tempStr = scene._bgShapes[temp]._description; else tempStr = scene._bgShapes[temp - 1000]._description; _infoFlag = true; clearInfo(); // Only print description if there is one if (!tempStr.empty() && tempStr[0] != ' ') { // If inventory is active and an item is selected for a Use or Give action if ((_menuMode == INV_MODE || _menuMode == USE_MODE || _menuMode == GIVE_MODE) && (inv._invMode == 2 || inv._invMode == 3)) { width1 = screen.stringWidth(inv[_selector]._name); if (inv._invMode == 2) { // Using an object x = width = screen.stringWidth("Use "); if (temp < 1000 && scene._bgShapes[temp]._aType != PERSON) // It's not a person, so make it lowercase tempStr.setChar(tolower(tempStr[0]), 0); x += screen.stringWidth(tempStr); // If we're using an inventory object, add in the width // of the object name and the " on " if (_selector != -1) { x += width1; width2 = screen.stringWidth(" on "); x += width2; } // If the line will be too long, keep cutting off characters // until the string will fit while (x > 280) { x -= screen.charWidth(tempStr.lastChar()); tempStr.deleteLastChar(); } int xStart = (SHERLOCK_SCREEN_HEIGHT - x) / 2; screen.print(Common::Point(xStart, INFO_LINE + 1), INFO_FOREGROUND, "Use "); if (_selector != -1) { screen.print(Common::Point(xStart + width, INFO_LINE + 1), TALK_FOREGROUND, inv[_selector]._name.c_str()); screen.print(Common::Point(xStart + width + width1, INFO_LINE + 1), INFO_FOREGROUND, " on "); screen.print(Common::Point(xStart + width + width1 + width2, INFO_LINE + 1), INFO_FOREGROUND, tempStr.c_str()); } else { screen.print(Common::Point(xStart + width, INFO_LINE + 1), INFO_FOREGROUND, tempStr.c_str()); } } else if (temp >= 0 && temp < 1000 && _selector != -1 && scene._bgShapes[temp]._aType == PERSON) { // Giving an object to a person x = width = screen.stringWidth("Give "); x += width1; width2 = screen.stringWidth(" to "); x += width2; x += screen.stringWidth(tempStr); // Ensure string will fit on-screen while (x > 280) { x -= screen.charWidth(tempStr.lastChar()); tempStr.deleteLastChar(); } int xStart = (SHERLOCK_SCREEN_WIDTH - x) / 2; screen.print(Common::Point(xStart, INFO_LINE + 1), INFO_FOREGROUND, "Give "); screen.print(Common::Point(xStart + width, INFO_LINE + 1), TALK_FOREGROUND, inv[_selector]._name.c_str()); screen.print(Common::Point(xStart + width + width1, INFO_LINE + 1), INFO_FOREGROUND, " to "); screen.print(Common::Point(xStart + width + width1 + width2, INFO_LINE + 1), INFO_FOREGROUND, tempStr.c_str()); } } else { screen.print(Common::Point(0, INFO_LINE + 1), INFO_FOREGROUND, tempStr.c_str()); } _infoFlag = true; _oldLook = temp; } } } else { clearInfo(); } } /** * Gets the item in the inventory the mouse is on and display's it's description */ void UserInterface::lookInv() { Events &events = *_vm->_events; Inventory &inv = *_vm->_inventory; Screen &screen = *_vm->_screen; Common::Point mousePos = events.mousePos(); if (mousePos.x > 15 && mousePos.x < 314 && mousePos.y > (CONTROLS_Y1 + 11) && mousePos.y < (SHERLOCK_SCREEN_HEIGHT - 2)) { int temp = (mousePos.x - 6) / 52 + inv._invIndex; if (temp < inv._holdings) { if (temp < inv._holdings) { clearInfo(); screen.print(Common::Point(0, INFO_LINE + 1), INFO_FOREGROUND, inv[temp]._description.c_str()); _infoFlag = true; _oldLook = temp; } } else { clearInfo(); } } else { clearInfo(); } } void UserInterface::doEnvControl() { // TODO } /** * Handle input whilst the inventory is active */ void UserInterface::doInvControl() { Events &events = *_vm->_events; Inventory &inv = *_vm->_inventory; Scene &scene = *_vm->_scene; Screen &screen = *_vm->_screen; Talk &talk = *_vm->_talk; int colors[8]; Common::Point mousePos = events.mousePos(); _key = _oldKey = -1; _keyboardInput = false; // Check whether any inventory slot is highlighted int found = -1; Common::fill(&colors[0], &colors[8], (int)COMMAND_FOREGROUND); for (int idx = 0; idx < 8; ++idx) { Common::Rect r(INVENTORY_POINTS[idx][0], CONTROLS_Y1, INVENTORY_POINTS[idx][1], CONTROLS_Y1 + 10); if (r.contains(mousePos)) { found = idx; break; } } if (events._pressed || events._released) { events.clearKeyboard(); if (found != -1) // If a slot highlighted, set it's color colors[found] = COMMAND_HIGHLIGHTED; screen.buttonPrint(Common::Point(INVENTORY_POINTS[0][2], CONTROLS_Y1), colors[0], true, "Exit"); if (found >= 0 && found <= 3) { screen.buttonPrint(Common::Point(INVENTORY_POINTS[1][2], CONTROLS_Y1), colors[1], true, "Look"); screen.buttonPrint(Common::Point(INVENTORY_POINTS[2][2], CONTROLS_Y1), colors[1], true, "Use"); screen.buttonPrint(Common::Point(INVENTORY_POINTS[3][2], CONTROLS_Y1), colors[1], true, "Give"); inv._invMode = (InvMode)found; _selector = -1; } if (inv._invIndex) { screen.print(Common::Point(INVENTORY_POINTS[4][2], CONTROLS_Y1 + 1), colors[4], "^^"); screen.print(Common::Point(INVENTORY_POINTS[5][2], CONTROLS_Y1 + 1), colors[5], "^"); } if ((inv._holdings - inv._invIndex) > 6) { screen.print(Common::Point(INVENTORY_POINTS[6][2], CONTROLS_Y1 + 1), colors[6], "^^"); screen.print(Common::Point(INVENTORY_POINTS[7][2], CONTROLS_Y1 + 1), colors[7], "^"); } bool flag = false; if (inv._invMode == 1 || inv._invMode == 2 || inv._invMode == 3) { Common::Rect r(15, CONTROLS_Y1 + 11, 314, SHERLOCK_SCREEN_HEIGHT - 2); if (r.contains(mousePos)) { _selector = (mousePos.x - 6) / 52 + inv._invIndex; if (_selector < inv._holdings) flag = true; } } if (!flag && mousePos.y >(CONTROLS_Y1 + 11)) _selector = -1; } if (_keycode != Common::KEYCODE_INVALID) { _key = toupper(_keycode); if (_key == Common::KEYCODE_ESCAPE) // Escape will also 'E'xit out of inventory display _key = Common::KEYCODE_e; if (_key == 'E' || _key == 'L' || _key == 'U' || _key == 'G' || _key == '-' || _key == '+') { int temp = inv._invMode; const char *chP = strchr(INVENTORY_COMMANDS, _key); inv._invMode = !chP ? INVMODE_INVALID : (InvMode)(chP - INVENTORY_COMMANDS); inv.invCommands(true); inv._invMode = (InvMode)temp; _keyboardInput = true; if (_key == 'E') inv._invMode = INVMODE_EXIT; _selector = -1; } else { _selector = -1; } } if (_selector != _oldSelector) { if (_oldSelector != -1) { // Un-highlight if (_oldSelector >= inv._invIndex && _oldSelector < (inv._invIndex + 6)) inv.doInvLite(_oldSelector, BUTTON_MIDDLE); } if (_selector != -1) inv.doInvLite(_selector, 235); _oldSelector = _selector; } if (events._released || _keyboardInput) { if ((!found && events._released) && _key == 'E') { inv.freeInv(); _infoFlag = true; clearInfo(); banishWindow(false); _key = -1; events.clearEvents(); events.setCursor(ARROW); } else if ((found == 1 && events._released) || (_key == 'L')) { inv._invMode = INVMODE_LOOK; } else if ((found == 2 && events._released) || (_key == 'U')) { inv._invMode = INVMODE_USE; } else if ((found == 3 && events._released) || (_key == 'G')) { inv._invMode = INVMODE_GIVE; } else if (((found == 4 && events._released) || _key == ',') && inv._invIndex) { if (inv._invIndex >= 6) inv._invIndex -= 6; else inv._invIndex = 0; screen.print(Common::Point(INVENTORY_POINTS[4][2], CONTROLS_Y1 + 1), COMMAND_HIGHLIGHTED, "^^"); inv.freeGraphics(); inv.loadGraphics(); inv.putInv(1); inv.invCommands(true); } else if (((found == 5 && events._released) || _key == '-') && inv._invIndex) { --inv._invIndex; screen.print(Common::Point(INVENTORY_POINTS[4][2], CONTROLS_Y1 + 1), COMMAND_HIGHLIGHTED, "^"); inv.freeGraphics(); inv.loadGraphics(); inv.putInv(1); inv.invCommands(true); } else if (((found == 6 && events._released) || _key == '+') && (inv._holdings - inv._invIndex) > 6) { ++inv._invIndex; screen.print(Common::Point(INVENTORY_POINTS[6][2], CONTROLS_Y1 + 1), COMMAND_HIGHLIGHTED, "_"); inv.freeGraphics(); inv.loadGraphics(); inv.putInv(1); inv.invCommands(true); } else if (((found == 7 && events._released) || _key == '.') && (inv._holdings - inv._invIndex) > 6) { inv._invIndex += 6; if ((inv._holdings - 6) < inv._invIndex) inv._invIndex = inv._holdings - 6; screen.print(Common::Point(INVENTORY_POINTS[7][2], CONTROLS_Y1 + 1), COMMAND_HIGHLIGHTED, "_"); inv.freeGraphics(); inv.loadGraphics(); inv.putInv(1); inv.invCommands(true); } else { // If something is being given, make sure it's to a person if (inv._invMode == 3) { if (_bgFound != -1 && scene._bgShapes[_bgFound]._aType == PERSON) _find = _bgFound; else _find = -1; } else { _find = _bgFound; } if ((mousePos.y < CONTROLS_Y1) && (inv._invMode == 1) && (_find >= 0) && (_find < 1000)) { if (!scene._bgShapes[_find]._examine.empty() && scene._bgShapes[_find]._examine[0] >= ' ') inv.doInvJF(); } else if (_selector != -1 || _find >= 0) { // Selector is the inventory object that was clicked on, or selected. // If it's -1, then no inventory item is highlighted yet. Otherwise, // an object in the scene has been clicked. if (_selector != -1 && inv._invMode == INVMODE_LOOK && mousePos.y >(CONTROLS_Y1 + 11)) inv.doInvJF(); if (talk._talkToAbort) return; // Now check for the Use and Give actions. If inv_mode is 3, // that means GIVE is in effect, _selector is the object being // given, and _find is the target. // The same applies to USE, except if _selector is -1, then USE // is being tried on an object in the scene without an inventory // object being highlighted first. if ((inv._invMode == 2 || (_selector != -1 && inv._invMode == 3)) && _find >= 0) { events._pressed = events._released = false; _infoFlag = true; clearInfo(); int temp = _selector; // Save the selector _selector = -1; inv.putInv(1); _selector = temp; // Restore it temp = inv._invMode; inv._invMode = INVMODE_USE55; inv.invCommands(true); _infoFlag = true; clearInfo(); banishWindow(false); _key = -1; inv.freeInv(); if (_selector >= 0) // Use/Give inv object with scene object checkUseAction(scene._bgShapes[_find]._use[0], inv[_selector]._name, _muse, _find, temp - 2); else // Now inv object has been highlighted checkUseAction(scene._bgShapes[_find]._use[0], "*SELF", _muse, _find, temp - 2); _selector = _oldSelector = -1; } } } } } /** * Handles waiting whilst an object's description window is open. */ void UserInterface::doLookControl() { Events &events = *_vm->_events; Inventory &inv = *_vm->_inventory; Screen &screen = *_vm->_screen; _key = _oldKey = -1; _keyboardInput = _keycode != Common::KEYCODE_INVALID; if (events._released || events._rightReleased || _keyboardInput) { // Is an inventory object being looked at? if (!_invLookFlag) { // Is there any remaining text to display? if (!_descStr.empty()) { printObjectDesc(_descStr, false); } else if (!_lookHelp) { // Need to close the window and depress the Look button Common::Point pt(MENU_POINTS[0][0], MENU_POINTS[0][1]); screen._backBuffer2.blitFrom((*_controls)[0]._frame, pt); banishWindow(true); _windowBounds.top = CONTROLS_Y1; _key = _oldKey = COMMANDS[LOOK_MODE - 1]; _temp = _oldTemp = 0; _menuMode = LOOK_MODE; events.clearEvents(); // Restore UI drawInterface(); } else { events.setCursor(ARROW); banishWindow(true); _windowBounds.top = CONTROLS_Y1; _key = _oldKey = -1; _temp = _oldTemp = 0; _menuMode = STD_MODE; events.clearEvents(); } } else { // Looking at an inventory object // Backup the user interface Surface tempSurface(SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT - CONTROLS_Y1); tempSurface.blitFrom(screen._backBuffer2, Common::Point(0, 0), Common::Rect(0, CONTROLS_Y1, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT)); inv.drawInventory(128); banishWindow(true); // Restore the ui screen._backBuffer2.blitFrom(tempSurface, Common::Point(0, CONTROLS_Y1)); _windowBounds.top = CONTROLS_Y1; _key = _oldKey = COMMANDS[LOOK_MODE - 1]; _temp = _oldTemp = 0; events.clearEvents(); _invLookFlag = false; _menuMode = INV_MODE; _windowOpen = true; } } } /** * Handles input until one of the user interface buttons/commands is selected */ void UserInterface::doMainControl() { Events &events = *_vm->_events; Inventory &inv = *_vm->_inventory; Common::Point pt = events.mousePos(); if ((events._pressed || events._released) && pt.y > CONTROLS_Y) { events.clearKeyboard(); _key = -1; // Check whether the mouse is in any of the command areas for (_temp = 0; (_temp < 12) && (_key == -1); ++_temp) { Common::Rect r(MENU_POINTS[_temp][0], MENU_POINTS[_temp][1], MENU_POINTS[_temp][2], MENU_POINTS[_temp][3]); if (r.contains(pt)) _key = COMMANDS[_temp]; } --_temp; } else if (_keycode != Common::KEYCODE_INVALID) { // Keyboard control _keyboardInput = true; if (_keycode >= Common::KEYCODE_a && _keycode <= Common::KEYCODE_z) { const char *c = strchr(COMMANDS, _keycode); _temp = !c ? 12 : c - COMMANDS; } else { _temp = 12; } if (_temp == 12) _key = -1; if (events._rightPressed) { _temp = 12; _key = -1; } } else if (!events._released) { _key = -1; } // Check if the button being pointed to has changed if (_oldKey != _key && !_windowOpen) { // Clear the info line _infoFlag++; clearInfo(); // If there was an old button selected, restore it if (_oldKey != -1) { _menuMode = STD_MODE; restoreButton(_oldTemp); } // If a new button is being pointed to, highlight it if (_key != -1 && _temp < 12 && !_keyboardInput) depressButton(_temp); // Save the new button selection _oldKey = _key; _oldTemp = _temp; } if (!events._pressed && !_windowOpen) { switch (_key) { case 'L': toggleButton(0); break; case 'M': toggleButton(1); break; case 'T': toggleButton(2); break; case 'P': toggleButton(3); break; case 'O': toggleButton(4); break; case 'C': toggleButton(5); break; case 'I': pushButton(6); _selector = _oldSelector = -1; _menuMode = INV_MODE; inv.drawInventory(1); break; case 'U': pushButton(7); _selector = _oldSelector = -1; _menuMode = USE_MODE; inv.drawInventory(2); break; case 'G': pushButton(8); _selector = _oldSelector = -1; _menuMode = GIVE_MODE; inv.drawInventory(3); break; case 'J': pushButton(9); _menuMode = JOURNAL_MODE; journalControl(); break; case 'F': pushButton(10); _menuMode = FILES_MODE; environment(); break; case 'S': pushButton(11); _menuMode = SETUP_MODE; doControls(); break; default: break; } _help = _oldHelp = _oldBgFound = -1; } } void UserInterface::doMiscControl(int allowed) { // TODO } void UserInterface::doPickControl() { // TODO } void UserInterface::doTalkControl() { // TODO } void UserInterface::journalControl() { // TODO } void UserInterface::environment() { // TODO } void UserInterface::doControls() { // 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; } Surface &bb = *screen._backBuffer; if (firstTime) { // Only draw the border on the first call _infoFlag = true; clearInfo(); bb.fillRect(Common::Rect(0, CONTROLS_Y, SHERLOCK_SCREEN_WIDTH, CONTROLS_Y1 + 10), BORDER_COLOR); bb.fillRect(Common::Rect(0, CONTROLS_Y + 10, 1, SHERLOCK_SCREEN_HEIGHT - 1), BORDER_COLOR); bb.fillRect(Common::Rect(SHERLOCK_SCREEN_WIDTH - 2, CONTROLS_Y + 10, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT), BORDER_COLOR); bb.fillRect(Common::Rect(0, SHERLOCK_SCREEN_HEIGHT - 1, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT), BORDER_COLOR); } // Clear background bb.fillRect(Common::Rect(2, CONTROLS_Y + 10, SHERLOCK_SCREEN_WIDTH - 2, SHERLOCK_SCREEN_HEIGHT - 2), INV_BACKGROUND); _windowBounds.top = CONTROLS_Y; events.clearEvents(); // Loop through displaying up to five lines 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()); if (!endOfStr) // Start next line at start of the nxet word after space ++msgP; } // Handle display depending on whether all the message was shown if (!endOfStr) { screen.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), COMMAND_FOREGROUND, "P"); _descStr = msgP; } else { screen.makeButton(Common::Rect(46, CONTROLS_Y, 272, CONTROLS_Y + 10), (SHERLOCK_SCREEN_WIDTH - screen.stringWidth(PRESS_KEY_TO_CONTINUE)) / 2, PRESS_KEY_TO_CONTINUE); screen.gPrint(Common::Point((SHERLOCK_SCREEN_WIDTH - screen.stringWidth(PRESS_KEY_TO_CONTINUE)) / 2, CONTROLS_Y), COMMAND_FOREGROUND, "P"); _descStr = ""; } if (firstTime) { if (!_windowStyle) { screen.slamRect(Common::Rect(0, CONTROLS_Y, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT)); } else { // Display the window 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); } /** * Displays a passed window by gradually scrolling it vertically on-screen */ void UserInterface::summonWindow(const Surface &bgSurface, bool slideUp) { Events &events = *_vm->_events; Screen &screen = *_vm->_screen; if (_windowOpen) // A window is already open, so can't open another one return; if (slideUp) { // Gradually slide up the display of the window for (int idx = 1; idx <= bgSurface.h; idx += 2) { screen._backBuffer->blitFrom(bgSurface, Common::Point(0, SHERLOCK_SCREEN_HEIGHT - idx), Common::Rect(0, 0, bgSurface.w, idx)); screen.slamRect(Common::Rect(0, SHERLOCK_SCREEN_HEIGHT - idx, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT)); events.delay(10); } } else { // Gradually slide down the display of the window for (int idx = 1; idx <= bgSurface.h; idx += 2) { screen._backBuffer->blitFrom(bgSurface, Common::Point(0, SHERLOCK_SCREEN_HEIGHT - bgSurface.h), Common::Rect(0, bgSurface.h - idx, bgSurface.w, bgSurface.h)); screen.slamRect(Common::Rect(0, SHERLOCK_SCREEN_HEIGHT - bgSurface.h, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT - bgSurface.h + idx)); events.delay(10); } } // Final display of the entire window screen._backBuffer->blitFrom(bgSurface, Common::Point(0, SHERLOCK_SCREEN_HEIGHT - bgSurface.h), Common::Rect(0, 0, bgSurface.w, bgSurface.h)); screen.slamArea(0, SHERLOCK_SCREEN_HEIGHT - bgSurface.h, bgSurface.w, bgSurface.h); _windowOpen = true; } /** * Slide the window stored in the back buffer onto the screen */ void UserInterface::summonWindow(bool slideUp, int height) { Screen &screen = *_vm->_screen; // Extract the window that's been drawn on the back buffer Surface tempSurface(SHERLOCK_SCREEN_WIDTH, (SHERLOCK_SCREEN_HEIGHT - height)); Common::Rect r(0, height, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT); tempSurface.blitFrom(screen._backBuffer1, Common::Point(0, 0), r); // Remove drawn window with original user interface screen._backBuffer1.blitFrom(screen._backBuffer2, Common::Point(0, height), r); // Display the window gradually on-screen summonWindow(tempSurface, slideUp); } /** * Close a currently open window * @param flag 0 = slide old window down, 1 = slide prior UI back up */ void UserInterface::banishWindow(bool slideUp) { Events &events = *_vm->_events; Screen &screen = *_vm->_screen; if (_windowOpen) { if (slideUp || !_windowStyle) { // Slide window down // Only slide the window if the window style allows it if (_windowStyle) { for (int idx = 2; idx < (SHERLOCK_SCREEN_HEIGHT - CONTROLS_Y); idx += 2) { // Shift the window down by 2 lines byte *pSrc = (byte *)screen._backBuffer1.getBasePtr(0, CONTROLS_Y + idx - 2); byte *pSrcEnd = (byte *)screen._backBuffer1.getBasePtr(0, SHERLOCK_SCREEN_HEIGHT - 2); byte *pDest = (byte *)screen._backBuffer1.getBasePtr(0, SHERLOCK_SCREEN_HEIGHT); Common::copy_backward(pSrc, pSrcEnd, pDest); // Restore lines from the ui in the secondary back buffer screen._backBuffer1.blitFrom(screen._backBuffer2, Common::Point(0, CONTROLS_Y), Common::Rect(0, CONTROLS_Y, SHERLOCK_SCREEN_WIDTH, CONTROLS_Y + idx)); screen.slamArea(0, CONTROLS_Y + idx - 2, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT - CONTROLS_Y - idx + 2); events.delay(10); } // Restore final two old lines screen._backBuffer1.blitFrom(screen._backBuffer2, Common::Point(0, SHERLOCK_SCREEN_HEIGHT - 2), Common::Rect(0, SHERLOCK_SCREEN_HEIGHT - 2, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT)); screen.slamArea(0, SHERLOCK_SCREEN_HEIGHT - 2, SHERLOCK_SCREEN_WIDTH, 2); } else { // Restore old area to completely erase window screen._backBuffer1.blitFrom(screen._backBuffer2, Common::Point(0, CONTROLS_Y), Common::Rect(0, CONTROLS_Y, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT)); screen.slamRect(Common::Rect(0, CONTROLS_Y, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT)); } } else { // Slide the original user interface up to cover the dialog for (int idx = 1; idx < (SHERLOCK_SCREEN_HEIGHT - CONTROLS_Y1); idx += 2) { byte *pSrc = (byte *)screen._backBuffer2.getBasePtr(0, CONTROLS_Y1); byte *pSrcEnd = (byte *)screen._backBuffer2.getBasePtr(0, CONTROLS_Y1 + idx); byte *pDest = (byte *)screen._backBuffer1.getBasePtr(0, SHERLOCK_SCREEN_HEIGHT - idx); Common::copy(pSrc, pSrcEnd, pDest); screen.slamArea(0, SHERLOCK_SCREEN_HEIGHT - idx, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT); events.delay(10); } } _infoFlag = false; _windowOpen = false; } _menuMode = STD_MODE; } void UserInterface::checkUseAction(UseType &use, const Common::String &invName, const Common::String &msg, int objNum, int giveMode) { // TODO } } // End of namespace Sherlock