/* 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 "tsage/blue_force/blueforce_ui.h" #include "tsage/blue_force/blueforce_logic.h" #include "tsage/tsage.h" #include "tsage/core.h" namespace TsAGE { namespace BlueForce { void UIElement::synchronize(Serializer &s) { AltSceneObject::synchronize(s); s.syncAsSint16LE(_field88); s.syncAsSint16LE(_enabled); s.syncAsSint16LE(_frameNum); } void UIElement::setup(int visage, int stripNum, int frameNum, int posX, int posY, int priority) { _field88 = 0; _frameNum = frameNum; _enabled = true; SceneObject::setup(visage, stripNum, frameNum, posX, posY, priority); } void UIElement::setEnabled(bool flag) { if (_enabled != flag) { _enabled = flag; setFrame(_enabled ? _frameNum : _frameNum + 2); } } /*--------------------------------------------------------------------------*/ void UIQuestion::process(Event &event) { if (event.eventType == EVENT_BUTTON_DOWN) { int currentCursor = GLOBALS._events.getCursor(); GLOBALS._events.hideCursor(); showDescription(currentCursor); event.handled = true; } } void UIQuestion::showDescription(int lineNum) { if (lineNum == 8) { // Unknown object description } else { // Display object description SceneItem::display2(9001, lineNum); } } void UIQuestion::setEnabled(bool flag) { if (_enabled != flag) { UIElement::setEnabled(flag); BF_GLOBALS._uiElements.draw(); } } /*--------------------------------------------------------------------------*/ void UIScore::postInit(SceneObjectList *OwnerList) { int xp = 266; _digit3.setup(1, 6, 1, xp, 180, 255); xp += 7; _digit2.setup(1, 6, 1, xp, 180, 255); xp += 7; _digit1.setup(1, 6, 1, xp, 180, 255); xp += 7; _digit0.setup(1, 6, 1, xp, 180, 255); } void UIScore::draw() { _digit3.draw(); _digit2.draw(); _digit1.draw(); _digit0.draw(); } void UIScore::updateScore() { int score = BF_GLOBALS._uiElements._scoreValue; _digit3.setFrame(score / 1000); score %= 1000; _digit2.setFrame(score / 100); score %= 100; _digit1.setFrame(score / 10); score %= 10; _digit0.setFrame(score); } /*--------------------------------------------------------------------------*/ UIInventorySlot::UIInventorySlot(): UIElement() { _objIndex = 0; } void UIInventorySlot::synchronize(Serializer &s) { UIElement::synchronize(s); s.syncAsSint16LE(_objIndex); } void UIInventorySlot::process(Event &event) { if (event.eventType == EVENT_BUTTON_DOWN) { event.handled = true; if (_objIndex == 66) { // Handle showing gun and ammo warning("TODO: show gun"); } else if (_objIndex != 0) { GLOBALS._events.setCursor((CursorType)_objIndex); } } } /*--------------------------------------------------------------------------*/ UIInventoryScroll::UIInventoryScroll() { _isLeft = false; } void UIInventoryScroll::synchronize(Serializer &s) { UIElement::synchronize(s); s.syncAsSint16LE(_isLeft); } void UIInventoryScroll::process(Event &event) { if (event.eventType == EVENT_BUTTON_DOWN) { warning("TODO: UIInventoryScroll::process"); event.handled = true; } } /*--------------------------------------------------------------------------*/ UICollection::UICollection(): EventHandler() { _clearScreen = false; _visible = false; _field4E = 0; } void UICollection::setup(const Common::Point &pt) { _position = pt; _bounds.left = _bounds.right = pt.x; _bounds.top = _bounds.bottom = pt.y; } void UICollection::hide() { erase(); _visible = false; } void UICollection::show() { _visible = true; draw(); } void UICollection::erase() { if (_clearScreen) { Rect tempRect(0, BF_INTERFACE_Y, SCREEN_WIDTH, SCREEN_HEIGHT); GLOBALS._screenSurface.fillRect(tempRect, 0); _clearScreen = false; } } void UICollection::resetClear() { _clearScreen = false; } void UICollection::draw() { if (_visible) { // Draw the elements for (uint idx = 0; idx < _objList.size(); ++idx) _objList[idx]->draw(); // Update the screen g_system->updateScreen(); _clearScreen = 1; } } /*--------------------------------------------------------------------------*/ void UIElements::process(Event &event) { if (_clearScreen && BF_GLOBALS._player._field8E && (BF_GLOBALS._sceneManager._sceneNumber != 50)) { if (_bounds.contains(event.mousePos)) { } else if (_field4E) { BF_GLOBALS._events.hideCursor(); BF_GLOBALS._events.setCursor((CursorType)1); _field4E = 0; SceneExt *scene = (SceneExt *)BF_GLOBALS._sceneManager._scene; if (scene->_eventHandler) { error("TODO: UIElements::process _eventHandler"); } } } } void UIElements::setup(const Common::Point &pt) { _slotStart = 0; _itemList.clear(); _scoreValue = 0; _active = true; UICollection::setup(pt); hide(); _object1.setup(1, 3, 1, 0, 0, 255); add(&_object1); // Set up the inventory slots int xp = 0; for (int idx = 0; idx < 4; ++idx) { UIElement *item = NULL; switch (idx) { case 0: item = &_slot1; break; case 1: item = &_slot2; break; case 2: item = &_slot3; break; case 3: item = &_slot4; break; } xp = idx * 63 + 2; item->setup(9, 1, idx, xp, 4, 255); add(item); } // Setup bottom-right hand buttons xp += 62; _question.setup(1, 4, 7, xp, 16, 255); _question.setEnabled(false); add(&_question); xp += 21; _scrollLeft.setup(1, 4, 1, xp, 16, 255); add(&_scrollLeft); _scrollLeft._isLeft = true; xp += 22; _scrollRight.setup(1, 4, 4, xp, 16, 255); add(&_scrollRight); _scrollRight._isLeft = false; // Set up the score _score.postInit(); add(&_score); // Set interface area _bounds = Rect(0, BF_INTERFACE_Y - 1, SCREEN_WIDTH, SCREEN_HEIGHT); updateInventory(); } void UIElements::add(UIElement *obj) { // Add object assert(_objList.size() < 12); _objList.push_back(obj); obj->setPosition(Common::Point(_bounds.left + obj->_position.x, _bounds.top + obj->_position.y)); GfxSurface s = obj->getFrame(); s.draw(obj->_position); } /** * Handles updating the visual inventory in the user interface */ void UIElements::updateInventory() { _score.updateScore(); updateInvList(); // Enable scroll buttons if the player has more than four items if (_itemCount > 4) { _scrollLeft.setEnabled(true); _scrollRight.setEnabled(true); } else { _scrollLeft.setEnabled(false); _scrollRight.setEnabled(false); } // Handle cropping the slots start within inventory int last = (_itemList.size() - 1) / 4 + 1; if (_slotStart < 0) _slotStart = last - 1; else if (_slotStart > (last - 1)) _slotStart = 0; // Handle refreshing slot graphics UIInventorySlot *slotList[4] = { &_slot1, &_slot2, &_slot3, &_slot4 }; SynchronizedList::iterator i; int objIndex = 0; for (i = BLUE_INVENTORY._itemList.begin(); i != BLUE_INVENTORY._itemList.end(); ++i, ++objIndex) { InvObject *obj = *i; for (int slotIndex = 0; slotIndex < 4; ++slotIndex) { int idx = _slotStart + slotIndex; int objectIdx = (idx < (int)_itemList.size()) ? _itemList[idx] : 0; if (objectIdx == objIndex) { UIInventorySlot *slot = slotList[slotIndex]; slot->_objIndex = objIndex; slot->setVisage(obj->_visage); slot->setStrip(obj->_strip); slot->setFrame(obj->_frame); } } } if (_active) draw(); } /** * Update the list of the indexes of items in the player's inventory */ void UIElements::updateInvList() { // Update the index list of items in the player's inventory _itemList.clear(); SynchronizedList::iterator i; int itemIndex = 0; for (i = BF_GLOBALS._inventory->_itemList.begin(); i != BF_GLOBALS._inventory->_itemList.end(); ++i, ++itemIndex) { InvObject *invObject = *i; if (invObject->inInventory()) _itemList.push_back(itemIndex); } } /** * Updates an inventory slot with the item to be displayed void UIElements::updateInvSlot(UIInventorySlot *slot, int objIndex) { slot->_objIndex = objIndex; int itemId = (objIndex < (int)_itemList.size()) ? _itemList[objIndex] : 0; InvObject *obj = BF_GLOBALS._inventory->_itemList[itemId + 2]; // TODO: Validate usage of fields slot->setVisage(obj._displayResNum); slot->setStrip(obj._rlbNum); slot->setFrame(obj._cursorNum); } */ } // End of namespace BlueForce } // End of namespace TsAGE