/* 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/translation.h" #include "gui/dialog.h" #include "gui/widget.h" #include "tsage/tsage.h" #include "tsage/core.h" #include "tsage/dialogs.h" #include "tsage/staticres.h" #include "tsage/globals.h" #include "tsage/blue_force/blueforce_dialogs.h" #include "tsage/ringworld/ringworld_logic.h" namespace TsAGE { namespace BlueForce { /** * This dialog implements the right-click dialog */ RightClickDialog::RightClickDialog() : GfxDialog() { // Setup button areas _rectList1[0] = Rect(7, 50, 41, 67); _rectList1[1] = Rect(13, 27, 50, 50); _rectList1[2] = Rect(49, 27, 84, 50); _rectList1[3] = Rect(56, 50, 90, 67); _rectList1[4] = Rect(26, 68, 69, 99); _rectList3[0] = Rect(12, 49, 27, 64); _rectList3[1] = Rect(27, 31, 42, 46); _rectList3[2] = Rect(56, 31, 71, 46); _rectList3[3] = Rect(72, 50, 87, 65); _rectList3[4] = Rect(41, 81, 56, 96); // Set the palette and change the cursor GfxSurface cursor = surfaceFromRes(1, 5, 9); BF_GLOBALS._events.setCursor(cursor); setPalette(); // Get the dialog image _surface = surfaceFromRes(1, 1, 1); // Set the dialog position Rect dialogRect; dialogRect.resize(_surface, 0, 0, 100); dialogRect.center(_globals->_events._mousePos.x, _globals->_events._mousePos.y); // Ensure the dialog will be entirely on-screen Rect screenRect = _globals->gfxManager()._bounds; screenRect.collapse(4, 4); dialogRect.contain(screenRect); // Load selected button images _btnImages.setVisage(1, 2); _bounds = dialogRect; _gfxManager._bounds = _bounds; _highlightedAction = -1; _selectedAction = -1; } RightClickDialog::~RightClickDialog() { } void RightClickDialog::draw() { // Save the covered background area _savedArea = Surface_getArea(_globals->_gfxManagerInstance.getSurface(), _bounds); // Draw the dialog image _globals->gfxManager().copyFrom(_surface, _bounds.left, _bounds.top); // Pre-process rect lists for (int idx = 0; idx < 5; ++idx) { _rectList2[idx] = _rectList1[idx]; _rectList4[idx] = _rectList3[idx]; _rectList2[idx].translate(_bounds.left, _bounds.top); _rectList4[idx].translate(_bounds.left, _bounds.top); } } bool RightClickDialog::process(Event &event) { switch (event.eventType) { case EVENT_MOUSE_MOVE: { // Check whether a button is highlighted int buttonIndex = 0; while ((buttonIndex < 5) && !_rectList1[buttonIndex].contains(event.mousePos)) ++buttonIndex; if (buttonIndex == 5) buttonIndex = -1; // If selection has changed, handle it if (buttonIndex != _highlightedAction) { if (_highlightedAction != -1) { // Another button was previously selected, so restore dialog _gfxManager.copyFrom(_surface, 0, 0); } if (buttonIndex != -1) { // Draw newly selected button GfxSurface btn = _btnImages.getFrame(buttonIndex + 1); _gfxManager.copyFrom(btn, _rectList3[buttonIndex].left, _rectList3[buttonIndex].top); } _highlightedAction = buttonIndex; } event.handled = true; return true; } case EVENT_BUTTON_DOWN: // Specify the selected action _selectedAction = (_highlightedAction == -1) ? 5 : _highlightedAction; event.handled = true; return true; default: break; } return false; } void RightClickDialog::execute() { // Draw the dialog draw(); // Dialog event handler loop _gfxManager.activate(); while (!_vm->shouldQuit() && (_selectedAction == -1)) { Event evt; while (_globals->_events.getEvent(evt, EVENT_MOUSE_MOVE | EVENT_BUTTON_DOWN)) { evt.mousePos.x -= _bounds.left; evt.mousePos.y -= _bounds.top; process(evt); } g_system->delayMillis(10); g_system->updateScreen(); } // Execute the specified action CursorType cursorNum = CURSOR_NONE; switch (_selectedAction) { case 0: // Walk action cursorNum = BF_GLOBALS._player._canWalk ? CURSOR_WALK : CURSOR_USE; break; case 1: // Use action cursorNum = CURSOR_USE; break; case 2: // Look action cursorNum = CURSOR_LOOK; break; case 3: // Talk action cursorNum = CURSOR_TALK; break; case 4: // Options dialog break; } if (cursorNum != CURSOR_NONE) BF_GLOBALS._events.setCursor(cursorNum); _gfxManager.deactivate(); } /*--------------------------------------------------------------------------*/ AmmoBeltDialog::AmmoBeltDialog() : GfxDialog() { _cursorNum = BF_GLOBALS._events.getCursor(); _inDialog = -1; _closeFlag = false; // Get the dialog image _surface = surfaceFromRes(9, 5, 2); // Set the dialog position _dialogRect.resize(_surface, 0, 0, 100); _dialogRect.center(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2); _bounds = _dialogRect; _gfxManager._bounds = _bounds; _savedArea = NULL; // Set up area rects _gunRect.set(0, 0, 82, 48); _clip1Rect.set(90, 6, _bounds.width(), 39); _clip2Rect.set(90, 40, _bounds.width(), _bounds.height()); _loadedRect.set(50, 40, 60, 50); } AmmoBeltDialog::~AmmoBeltDialog() { BF_GLOBALS._events.setCursor(_cursorNum); } void AmmoBeltDialog::execute() { // Draw the dialog draw(); // Dialog event handler loop _gfxManager.activate(); while (!_vm->shouldQuit() && !_closeFlag) { Event evt; while (_globals->_events.getEvent(evt, EVENT_MOUSE_MOVE | EVENT_BUTTON_DOWN)) { evt.mousePos.x -= _bounds.left; evt.mousePos.y -= _bounds.top; process(evt); } g_system->delayMillis(10); g_system->updateScreen(); } _gfxManager.deactivate(); } bool AmmoBeltDialog::process(Event &event) { switch (event.eventType) { case EVENT_MOUSE_MOVE: { // Handle updating cursor depending on whether cursor is in dialog or not int inDialog = Rect(0, 0, _bounds.width(), _bounds.height()).contains(event.mousePos); if (inDialog != _inDialog) { // Update cursor BF_GLOBALS._events.setCursor(inDialog ? CURSOR_USE : CURSOR_EXIT); _inDialog = inDialog; } return true; } case EVENT_BUTTON_DOWN: if (!_inDialog) // Clicked outside dialog, so flag to close it _closeFlag = true; else { int v = (BF_GLOBALS.getFlag(fGunLoaded) ? 1 : 0) * (BF_GLOBALS.getFlag(fLoadedSpare) ? 2 : 1); // Handle first clip if ((v != 1) && _clip1Rect.contains(event.mousePos)) { if (BF_GLOBALS.getFlag(fGunLoaded)) { event.mousePos.x = event.mousePos.y = 0; } BF_GLOBALS.setFlag(fGunLoaded); BF_GLOBALS.clearFlag(fLoadedSpare); } // Handle second clip if ((v != 2) && _clip2Rect.contains(event.mousePos)) { if (BF_GLOBALS.getFlag(fGunLoaded)) { event.mousePos.x = event.mousePos.y = 0; } BF_GLOBALS.setFlag(fGunLoaded); BF_GLOBALS.setFlag(fLoadedSpare); } if (_gunRect.contains(event.mousePos) && BF_GLOBALS.getFlag(fGunLoaded)) { BF_GLOBALS.clearFlag(fGunLoaded); v = (BF_GLOBALS.getFlag(fGunLoaded) ? 1 : 0) * (BF_GLOBALS.getFlag(fLoadedSpare) ? 2 : 1); if (v != 2) BF_GLOBALS.clearFlag(fLoadedSpare); } draw(); } return true; case EVENT_KEYPRESS: if ((event.kbd.keycode == Common::KEYCODE_ESCAPE) || (event.kbd.keycode == Common::KEYCODE_RETURN)) { // Escape pressed, so flag to close dialog _closeFlag = true; return true; } break; default: break; } return false; } void AmmoBeltDialog::draw() { Rect bounds = _bounds; if (!_savedArea) { // Save the covered background area _savedArea = Surface_getArea(_globals->_gfxManagerInstance.getSurface(), _bounds); } else { bounds.moveTo(0, 0); } // Draw the dialog image _globals->gfxManager().copyFrom(_surface, bounds.left, bounds.top); // Setup clip flags bool clip1 = true, clip2 = true; bool gunLoaded = BF_GLOBALS.getFlag(fGunLoaded); if (gunLoaded) { // A clip is currently loaded. Hide the appropriate clip if (BF_GLOBALS.getFlag(fLoadedSpare)) clip2 = false; else clip1 = false; } // Draw the first clip if necessary if (clip1) { GfxSurface clipSurface = surfaceFromRes(9, 6, BF_GLOBALS._clip1Bullets); _clip1Rect.resize(clipSurface, _clip1Rect.left, _clip1Rect.top, 100); _globals->gfxManager().copyFrom(clipSurface, bounds.left + _clip1Rect.left, bounds.top + _clip1Rect.top); } // Draw the second clip if necessary if (clip2) { GfxSurface clipSurface = surfaceFromRes(9, 6, BF_GLOBALS._clip2Bullets); _clip2Rect.resize(clipSurface, _clip2Rect.left, _clip2Rect.top, 100); _globals->gfxManager().copyFrom(clipSurface, bounds.left + _clip2Rect.left, bounds.top + _clip2Rect.top); } // If a clip is loaded, draw the 'loaded' portion of the gun if (gunLoaded) { GfxSurface loadedSurface = surfaceFromRes(9, 7, 1); _loadedRect.resize(loadedSurface, _loadedRect.left, _loadedRect.top, 100); _globals->gfxManager().copyFrom(loadedSurface, bounds.left + _loadedRect.left, bounds.top + _loadedRect.top); } } } // End of namespace BlueForce } // End of namespace TsAGE