/* 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/user_interface.h" #include "tsage/core.h" #include "tsage/tsage.h" #include "tsage/blue_force/blueforce_dialogs.h" #include "tsage/blue_force/blueforce_logic.h" #include "tsage/ringworld2/ringworld2_logic.h" namespace TsAGE { void StripProxy::process(Event &event) { if (_action) _action->process(event); } /*--------------------------------------------------------------------------*/ void UIElement::synchronize(Serializer &s) { BackgroundSceneObject::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) { CursorType currentCursor = GLOBALS._events.getCursor(); GLOBALS._events.hideCursor(); showDescription(currentCursor); event.handled = true; } } void UIQuestion::showDescription(CursorType cursor) { switch (g_vm->getGameID()) { case GType_BlueForce: if (cursor == INV_FOREST_RAP) { // Forest rap item has a graphical display showItem(5, 1, 1); } else { // Display object description SceneItem::display2(9001, (int)cursor); } break; case GType_Ringworld2: if ((cursor == R2_COM_SCANNER) || (cursor == R2_COM_SCANNER_2)) { // Show communicator Ringworld2::SceneExt *scene = static_cast (R2_GLOBALS._sceneManager._scene); if (!scene->_sceneAreas.contains(R2_GLOBALS._scannerDialog)) R2_GLOBALS._scannerDialog->proc12(4, 1, 1, 160, 125); } else { // Show object description SceneItem::display2(3, (int)cursor); } break; default: break; } } void UIQuestion::setEnabled(bool flag) { if (_enabled != flag) { UIElement::setEnabled(flag); T2_GLOBALS._uiElements.draw(); } } void UIQuestion::showItem(int resNum, int rlbNum, int frameNum) { GfxDialog::setPalette(); // Get the item to display GfxSurface objImage = surfaceFromRes(resNum, rlbNum, frameNum); Rect imgRect; imgRect.resize(objImage, 0, 0, 100); imgRect.center(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2); // Save the area behind where the image will be displayed GfxSurface *savedArea = surfaceGetArea(GLOBALS.gfxManager().getSurface(), imgRect); // Draw the image GLOBALS.gfxManager().copyFrom(objImage, imgRect); // Wait for a press GLOBALS._events.waitForPress(); // Restore the old area GLOBALS.gfxManager().copyFrom(*savedArea, imgRect); delete savedArea; } /*--------------------------------------------------------------------------*/ void UIScore::postInit(SceneObjectList *OwnerList) { int xp = 266; _digit3.setup(1, 6, 1, xp, 180, 255); _digit3.reposition(); xp += 7; _digit2.setup(1, 6, 1, xp, 180, 255); _digit2.reposition(); xp += 7; _digit1.setup(1, 6, 1, xp, 180, 255); _digit1.reposition(); xp += 7; _digit0.setup(1, 6, 1, xp, 180, 255); _digit0.reposition(); } void UIScore::draw() { _digit3.draw(); _digit2.draw(); _digit1.draw(); _digit0.draw(); } void UIScore::updateScore() { int score = T2_GLOBALS._uiElements._scoreValue; _digit3.setFrame(score / 1000 + 1); score %= 1000; _digit2.setFrame(score / 100 + 1); score %= 100; _digit1.setFrame(score / 10 + 1); score %= 10; _digit0.setFrame(score + 1); } /*--------------------------------------------------------------------------*/ UIInventorySlot::UIInventorySlot(): UIElement() { _objIndex = 0; _object = NULL; } void UIInventorySlot::synchronize(Serializer &s) { UIElement::synchronize(s); s.syncAsSint16LE(_objIndex); SYNC_POINTER(_object); } void UIInventorySlot::process(Event &event) { if (event.eventType == EVENT_BUTTON_DOWN) { event.handled = true; // Check if game has a select item handler, and if so, give it a chance to check // whether something special happens when the item is selected if (!T2_GLOBALS._onSelectItem || !T2_GLOBALS._onSelectItem((CursorType)_objIndex)) _object->setCursor(); } } /*--------------------------------------------------------------------------*/ UIInventoryScroll::UIInventoryScroll() { _isLeft = false; } void UIInventoryScroll::synchronize(Serializer &s) { UIElement::synchronize(s); s.syncAsSint16LE(_isLeft); } void UIInventoryScroll::process(Event &event) { switch (event.eventType) { case EVENT_BUTTON_DOWN: // Draw the button as selected toggle(true); // Wait for the mouse to be released BF_GLOBALS._events.waitForPress(EVENT_BUTTON_UP); // Restore unselected version toggle(false); // Scroll the inventory as necessary T2_GLOBALS._uiElements.scrollInventory(_isLeft); event.handled = true; break; default: break; } } void UIInventoryScroll::toggle(bool pressed) { if (_enabled) { setFrame(pressed ? (_frameNum + 1) : _frameNum); T2_GLOBALS._uiElements.draw(); } } /*--------------------------------------------------------------------------*/ UICollection::UICollection(): EventHandler() { _clearScreen = false; _visible = false; _cursorChanged = false; } 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, UI_INTERFACE_Y, SCREEN_WIDTH, SCREEN_HEIGHT); GLOBALS._screenSurface.fillRect(tempRect, 0); GLOBALS._sceneManager._scene->_backSurface.fillRect(tempRect, 0); _clearScreen = false; } } void UICollection::resetClear() { _clearScreen = false; } void UICollection::draw() { if (_visible) { // Temporarily reset the sceneBounds when drawing UI elements to force them on-screen Rect savedBounds = g_globals->_sceneManager._scene->_sceneBounds; g_globals->_sceneManager._scene->_sceneBounds = Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT); // Draw the elements onto the background for (uint idx = 0; idx < _objList.size(); ++idx) _objList[idx]->draw(); // Draw the resulting UI onto the screen GLOBALS._screenSurface.copyFrom(GLOBALS._sceneManager._scene->_backSurface, Rect(0, UI_INTERFACE_Y, SCREEN_WIDTH, SCREEN_HEIGHT), Rect(0, UI_INTERFACE_Y, SCREEN_WIDTH, SCREEN_HEIGHT)); _clearScreen = 1; g_globals->_sceneManager._scene->_sceneBounds = savedBounds; } } /*--------------------------------------------------------------------------*/ UIElements::UIElements(): UICollection() { if (g_vm->getGameID() == GType_Ringworld2) _cursorVisage.setVisage(5, 1); else _cursorVisage.setVisage(1, 5); g_saver->addLoadNotifier(&UIElements::loadNotifierProc); } void UIElements::synchronize(Serializer &s) { UICollection::synchronize(s); s.syncAsSint16LE(_slotStart); s.syncAsSint16LE(_scoreValue); s.syncAsByte(_active); int count = _itemList.size(); s.syncAsSint16LE(count); if (s.isLoading()) { // Load in item list _itemList.clear(); for (int idx = 0; idx < count; ++idx) { int itemId; s.syncAsSint16LE(itemId); _itemList.push_back(itemId); } } else { // Save item list for (int idx = 0; idx < count; ++idx) { int itemId = _itemList[idx]; s.syncAsSint16LE(itemId); } } } void UIElements::process(Event &event) { if (_clearScreen && GLOBALS._player._enabled && ((g_vm->getGameID() != GType_BlueForce) || (GLOBALS._sceneManager._sceneNumber != 50))) { if (_bounds.contains(event.mousePos)) { // Cursor inside UI area if (!_cursorChanged) { if (GLOBALS._events.isInventoryIcon()) { // Inventory icon being displayed, so leave alone } else { // Change to the inventory use cursor int cursorId = (g_vm->getGameID() == GType_Ringworld2) ? 11 : 6; GfxSurface surface = _cursorVisage.getFrame(cursorId); GLOBALS._events.setCursor(surface); } _cursorChanged = true; } // Pass event to any element that the cursor falls on for (int idx = (int)_objList.size() - 1; idx >= 0; --idx) { if (_objList[idx]->_bounds.contains(event.mousePos) && _objList[idx]->_enabled) { _objList[idx]->process(event); if (event.handled) break; } } if (event.eventType == EVENT_BUTTON_DOWN) event.handled = true; } else if (_cursorChanged) { // Cursor outside UI area, so reset as necessary GLOBALS._events.setCursor(GLOBALS._events.getCursor()); _cursorChanged = false; /* SceneExt *scene = (SceneExt *)GLOBALS._sceneManager._scene; if (scene->_focusObject) { GfxSurface surface = _cursorVisage.getFrame(7); GLOBALS._events.setCursor(surface); } */ } } } void UIElements::setup(const Common::Point &pt) { _slotStart = 0; _itemList.clear(); _scoreValue = 0; _active = true; UICollection::setup(pt); hide(); _background.setup(1, 3, 1, 0, 0, 255); add(&_background); // 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; if (g_vm->getGameID() == GType_BlueForce) { item->setup(9, 1, idx, xp, 4, 255); } else { item->setup(7, 1, idx, xp, 4, 255); } add(item); } // Setup bottom-right hand buttons xp = (g_vm->getGameID() == GType_Ringworld2) ? 255 : 253; int yp = (g_vm->getGameID() == GType_BlueForce) ? 16 : 17; _question.setup(1, 4, 7, xp, yp, 255); _question.setEnabled(false); add(&_question); xp += 21; _scrollLeft.setup(1, 4, 1, xp, yp, 255); add(&_scrollLeft); _scrollLeft._isLeft = true; xp += (g_vm->getGameID() == GType_Ringworld2) ? 21 : 22; _scrollRight.setup(1, 4, 4, xp, yp, 255); add(&_scrollRight); _scrollRight._isLeft = false; switch (g_vm->getGameID()) { case GType_BlueForce: // Set up the score _score.postInit(); add(&_score); break; case GType_Ringworld2: // Set up the character display _character.setup(1, 5, R2_GLOBALS._player._characterIndex, 285, 11, 255); add(&_character); break; default: break; } // Set interface area _bounds = Rect(0, UI_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)); obj->reposition(); GfxSurface s = obj->getFrame(); s.draw(obj->_position); } /** * Handles updating the visual inventory in the user interface */ void UIElements::updateInventory(int objectNumber) { switch (g_vm->getGameID()) { case GType_BlueForce: // Update the score _score.updateScore(); break; case GType_Ringworld2: _character.setFrame(R2_GLOBALS._player._characterIndex); break; } updateInvList(); // Enable scroll buttons if the player has more than four items if (_itemList.size() > 4) { _scrollLeft.setEnabled(true); _scrollRight.setEnabled(true); } else { _scrollLeft.setEnabled(false); _scrollRight.setEnabled(false); } // Handle cropping the slots start within inventory int lastPage = (_itemList.size() - 1) / 4 + 1; if (_slotStart < 0) _slotStart = lastPage - 1; else if (_slotStart > (lastPage - 1)) _slotStart = 0; // Handle changing the page, if necessary, to ensure an optionally supplied // object number will be on-screen if (objectNumber != 0) { for (int idx = 0; idx < _itemList.size(); ++idx) { if (_itemList[idx] == objectNumber) { _slotStart = idx / 4; break; } } } // Handle refreshing slot graphics UIInventorySlot *slotList[4] = { &_slot1, &_slot2, &_slot3, &_slot4 }; // Loop through the inventory objects SynchronizedList::iterator i; int objIndex = 0; for (i = GLOBALS._inventory->_itemList.begin(); i != GLOBALS._inventory->_itemList.end(); ++i, ++objIndex) { InvObject *obj = *i; // Check whether the object is in any of the four inventory slots for (int slotIndex = 0; slotIndex < 4; ++slotIndex) { int idx = _slotStart * 4 + slotIndex; int objectIdx = (idx < (int)_itemList.size()) ? _itemList[idx] : 0; if (objectIdx == objIndex) { UIInventorySlot *slot = slotList[slotIndex]; slot->_objIndex = objIndex; slot->_object = obj; slot->setVisage(obj->_visage); slot->setStrip(obj->_strip); slot->setFrame(obj->_frame); slot->reposition(); } } } // Refresh the display if necessary 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 = GLOBALS._inventory->_itemList.begin(); i != GLOBALS._inventory->_itemList.end(); ++i, ++itemIndex) { InvObject *invObject = *i; if (invObject->inInventory()) _itemList.push_back(itemIndex); } } /** * Set the game score */ void UIElements::addScore(int amount) { _scoreValue += amount; T2_GLOBALS._inventorySound.play(0); updateInventory(); } /* * Scroll the inventory slots */ void UIElements::scrollInventory(bool isLeft) { if (isLeft) --_slotStart; else ++_slotStart; updateInventory(); } void UIElements::loadNotifierProc(bool postFlag) { if (postFlag && T2_GLOBALS._uiElements._active) T2_GLOBALS._uiElements.show(); } } // End of namespace TsAGE