/* 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. * */ /* * This file is based on WME Lite. * http://dead-code.org/redir.php?target=wmelite * Copyright (c) 2011 Jan Nedoma */ #include "engines/wintermute/base/base_game.h" #include "engines/wintermute/base/base_parser.h" #include "engines/wintermute/base/base_active_rect.h" #include "engines/wintermute/base/base_dynamic_buffer.h" #include "engines/wintermute/base/base_keyboard_state.h" #include "engines/wintermute/base/scriptables/script_value.h" #include "engines/wintermute/ui/ui_button.h" #include "engines/wintermute/ui/ui_edit.h" #include "engines/wintermute/ui/ui_text.h" #include "engines/wintermute/ui/ui_tiled_image.h" #include "engines/wintermute/ui/ui_window.h" #include "engines/wintermute/base/base_viewport.h" #include "engines/wintermute/base/font/base_font_storage.h" #include "engines/wintermute/base/font/base_font.h" #include "engines/wintermute/base/base_string_table.h" #include "engines/wintermute/base/scriptables/script.h" #include "engines/wintermute/base/scriptables/script_stack.h" #include "engines/wintermute/base/base_sprite.h" #include "engines/wintermute/base/base_file_manager.h" #include "engines/wintermute/platform_osystem.h" namespace Wintermute { IMPLEMENT_PERSISTENT(UIWindow, false) ////////////////////////////////////////////////////////////////////////// UIWindow::UIWindow(BaseGame *inGame) : UIObject(inGame) { BasePlatform::setRectEmpty(&_titleRect); BasePlatform::setRectEmpty(&_dragRect); _titleAlign = TAL_LEFT; _transparent = false; _backInactive = NULL; _fontInactive = NULL; _imageInactive = NULL; _type = UI_WINDOW; _canFocus = true; _dragging = false; _dragFrom.x = _dragFrom.y = 0; _mode = WINDOW_NORMAL; _shieldWindow = NULL; _shieldButton = NULL; _fadeColor = 0x00000000; _fadeBackground = false; _ready = true; _isMenu = false; _inGame = false; _clipContents = false; _viewport = NULL; _pauseMusic = true; } ////////////////////////////////////////////////////////////////////////// UIWindow::~UIWindow() { close(); cleanup(); } ////////////////////////////////////////////////////////////////////////// void UIWindow::cleanup() { delete _shieldWindow; delete _shieldButton; delete _viewport; _shieldWindow = NULL; _shieldButton = NULL; _viewport = NULL; delete _backInactive; if (!_sharedFonts && _fontInactive) { _gameRef->_fontStorage->removeFont(_fontInactive); } if (!_sharedImages && _imageInactive) { delete _imageInactive; } for (uint32 i = 0; i < _widgets.size(); i++) { delete _widgets[i]; } _widgets.clear(); } ////////////////////////////////////////////////////////////////////////// bool UIWindow::display(int offsetX, int offsetY) { // go exclusive if (_mode == WINDOW_EXCLUSIVE || _mode == WINDOW_SYSTEM_EXCLUSIVE) { if (!_shieldWindow) { _shieldWindow = new UIWindow(_gameRef); } if (_shieldWindow) { _shieldWindow->_posX = _shieldWindow->_posY = 0; _shieldWindow->_width = _gameRef->_renderer->_width; _shieldWindow->_height = _gameRef->_renderer->_height; _shieldWindow->display(); } } else if (_isMenu) { if (!_shieldButton) { _shieldButton = new UIButton(_gameRef); _shieldButton->setName("close"); _shieldButton->setListener(this, _shieldButton, 0); _shieldButton->_parent = this; } if (_shieldButton) { _shieldButton->_posX = _shieldButton->_posY = 0; _shieldButton->_width = _gameRef->_renderer->_width; _shieldButton->_height = _gameRef->_renderer->_height; _shieldButton->display(); } } if (!_visible) { return STATUS_OK; } if (_fadeBackground) { Graphics::PixelFormat format = _gameRef->_renderer->getPixelFormat(); byte fadeR, fadeG, fadeB, fadeA; // First convert from the internal format to the screen-format uint32 fadeColor = format.ARGBToColor(RGBCOLGetA(_fadeColor), RGBCOLGetR(_fadeColor), RGBCOLGetG(_fadeColor), RGBCOLGetB(_fadeColor)); // Then get components format.colorToARGB(fadeColor, fadeA, fadeR, fadeG, fadeB); _gameRef->_renderer->fadeToColor(fadeR, fadeG, fadeB, fadeA); } if (_dragging) { _posX += (_gameRef->_mousePos.x - _dragFrom.x); _posY += (_gameRef->_mousePos.y - _dragFrom.y); _dragFrom.x = _gameRef->_mousePos.x; _dragFrom.y = _gameRef->_mousePos.y; } if (!_focusedWidget || (!_focusedWidget->_canFocus || _focusedWidget->_disable || !_focusedWidget->_visible)) { moveFocus(); } bool popViewport = false; if (_clipContents) { if (!_viewport) { _viewport = new BaseViewport(_gameRef); } if (_viewport) { _viewport->setRect(_posX + offsetX, _posY + offsetY, _posX + _width + offsetX, _posY + _height + offsetY); _gameRef->pushViewport(_viewport); popViewport = true; } } UITiledImage *back = _back; BaseSprite *image = _image; BaseFont *font = _font; if (!isFocused()) { if (_backInactive) { back = _backInactive; } if (_imageInactive) { image = _imageInactive; } if (_fontInactive) { font = _fontInactive; } } if (_alphaColor != 0) { _gameRef->_renderer->_forceAlphaColor = _alphaColor; } if (back) { back->display(_posX + offsetX, _posY + offsetY, _width, _height); } if (image) { image->draw(_posX + offsetX, _posY + offsetY, _transparent ? NULL : this); } if (!BasePlatform::isRectEmpty(&_titleRect) && font && _text) { font->drawText((byte *)_text, _posX + offsetX + _titleRect.left, _posY + offsetY + _titleRect.top, _titleRect.right - _titleRect.left, _titleAlign, _titleRect.bottom - _titleRect.top); } if (!_transparent && !image) { _gameRef->_renderer->addRectToList(new BaseActiveRect(_gameRef, this, NULL, _posX + offsetX, _posY + offsetY, _width, _height, 100, 100, false)); } for (uint32 i = 0; i < _widgets.size(); i++) { _widgets[i]->display(_posX + offsetX, _posY + offsetY); } if (_alphaColor != 0) { _gameRef->_renderer->_forceAlphaColor = 0; } if (popViewport) { _gameRef->popViewport(); } return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// bool UIWindow::loadFile(const char *filename) { byte *buffer = BaseFileManager::getEngineInstance()->readWholeFile(filename); if (buffer == NULL) { _gameRef->LOG(0, "UIWindow::LoadFile failed for file '%s'", filename); return STATUS_FAILED; } bool ret; setFilename(filename); if (DID_FAIL(ret = loadBuffer(buffer, true))) { _gameRef->LOG(0, "Error parsing WINDOW file '%s'", filename); } delete[] buffer; return ret; } TOKEN_DEF_START TOKEN_DEF(WINDOW) TOKEN_DEF(ALPHA_COLOR) TOKEN_DEF(ALPHA) TOKEN_DEF(TEMPLATE) TOKEN_DEF(DISABLED) TOKEN_DEF(VISIBLE) TOKEN_DEF(BACK_INACTIVE) TOKEN_DEF(BACK) TOKEN_DEF(IMAGE_INACTIVE) TOKEN_DEF(IMAGE) TOKEN_DEF(FONT_INACTIVE) TOKEN_DEF(FONT) TOKEN_DEF(TITLE_ALIGN) TOKEN_DEF(TITLE_RECT) TOKEN_DEF(TITLE) TOKEN_DEF(DRAG_RECT) TOKEN_DEF(X) TOKEN_DEF(Y) TOKEN_DEF(WIDTH) TOKEN_DEF(HEIGHT) TOKEN_DEF(FADE_ALPHA) TOKEN_DEF(FADE_COLOR) TOKEN_DEF(CURSOR) TOKEN_DEF(NAME) TOKEN_DEF(BUTTON) TOKEN_DEF(STATIC) TOKEN_DEF(TRANSPARENT) TOKEN_DEF(SCRIPT) TOKEN_DEF(CAPTION) TOKEN_DEF(PARENT_NOTIFY) TOKEN_DEF(MENU) TOKEN_DEF(IN_GAME) TOKEN_DEF(CLIP_CONTENTS) TOKEN_DEF(PAUSE_MUSIC) TOKEN_DEF(EDITOR_PROPERTY) TOKEN_DEF(EDIT) TOKEN_DEF_END ////////////////////////////////////////////////////////////////////////// bool UIWindow::loadBuffer(byte *buffer, bool complete) { TOKEN_TABLE_START(commands) TOKEN_TABLE(WINDOW) TOKEN_TABLE(ALPHA_COLOR) TOKEN_TABLE(ALPHA) TOKEN_TABLE(TEMPLATE) TOKEN_TABLE(DISABLED) TOKEN_TABLE(VISIBLE) TOKEN_TABLE(BACK_INACTIVE) TOKEN_TABLE(BACK) TOKEN_TABLE(IMAGE_INACTIVE) TOKEN_TABLE(IMAGE) TOKEN_TABLE(FONT_INACTIVE) TOKEN_TABLE(FONT) TOKEN_TABLE(TITLE_ALIGN) TOKEN_TABLE(TITLE_RECT) TOKEN_TABLE(TITLE) TOKEN_TABLE(DRAG_RECT) TOKEN_TABLE(X) TOKEN_TABLE(Y) TOKEN_TABLE(WIDTH) TOKEN_TABLE(HEIGHT) TOKEN_TABLE(FADE_ALPHA) TOKEN_TABLE(FADE_COLOR) TOKEN_TABLE(CURSOR) TOKEN_TABLE(NAME) TOKEN_TABLE(BUTTON) TOKEN_TABLE(STATIC) TOKEN_TABLE(TRANSPARENT) TOKEN_TABLE(SCRIPT) TOKEN_TABLE(CAPTION) TOKEN_TABLE(PARENT_NOTIFY) TOKEN_TABLE(MENU) TOKEN_TABLE(IN_GAME) TOKEN_TABLE(CLIP_CONTENTS) TOKEN_TABLE(PAUSE_MUSIC) TOKEN_TABLE(EDITOR_PROPERTY) TOKEN_TABLE(EDIT) TOKEN_TABLE_END byte *params; int cmd = 2; BaseParser parser; int fadeR = 0, fadeG = 0, fadeB = 0, fadeA = 0; int ar = 0, ag = 0, ab = 0, alpha = 0; if (complete) { if (parser.getCommand((char **)&buffer, commands, (char **)¶ms) != TOKEN_WINDOW) { _gameRef->LOG(0, "'WINDOW' keyword expected."); return STATUS_FAILED; } buffer = params; } while (cmd >= PARSERR_TOKENNOTFOUND && (cmd = parser.getCommand((char **)&buffer, commands, (char **)¶ms)) >= PARSERR_TOKENNOTFOUND) { switch (cmd) { case TOKEN_TEMPLATE: if (DID_FAIL(loadFile((char *)params))) { cmd = PARSERR_GENERIC; } break; case TOKEN_NAME: setName((char *)params); break; case TOKEN_CAPTION: setCaption((char *)params); break; case TOKEN_BACK: delete _back; _back = new UITiledImage(_gameRef); if (!_back || DID_FAIL(_back->loadFile((char *)params))) { delete _back; _back = NULL; cmd = PARSERR_GENERIC; } break; case TOKEN_BACK_INACTIVE: delete _backInactive; _backInactive = new UITiledImage(_gameRef); if (!_backInactive || DID_FAIL(_backInactive->loadFile((char *)params))) { delete _backInactive; _backInactive = NULL; cmd = PARSERR_GENERIC; } break; case TOKEN_IMAGE: delete _image; _image = new BaseSprite(_gameRef); if (!_image || DID_FAIL(_image->loadFile((char *)params))) { delete _image; _image = NULL; cmd = PARSERR_GENERIC; } break; case TOKEN_IMAGE_INACTIVE: delete _imageInactive, _imageInactive = new BaseSprite(_gameRef); if (!_imageInactive || DID_FAIL(_imageInactive->loadFile((char *)params))) { delete _imageInactive; _imageInactive = NULL; cmd = PARSERR_GENERIC; } break; case TOKEN_FONT: if (_font) { _gameRef->_fontStorage->removeFont(_font); } _font = _gameRef->_fontStorage->addFont((char *)params); if (!_font) { cmd = PARSERR_GENERIC; } break; case TOKEN_FONT_INACTIVE: if (_fontInactive) { _gameRef->_fontStorage->removeFont(_fontInactive); } _fontInactive = _gameRef->_fontStorage->addFont((char *)params); if (!_fontInactive) { cmd = PARSERR_GENERIC; } break; case TOKEN_TITLE: setText((char *)params); _gameRef->_stringTable->expand(&_text); break; case TOKEN_TITLE_ALIGN: if (scumm_stricmp((char *)params, "left") == 0) { _titleAlign = TAL_LEFT; } else if (scumm_stricmp((char *)params, "right") == 0) { _titleAlign = TAL_RIGHT; } else { _titleAlign = TAL_CENTER; } break; case TOKEN_TITLE_RECT: parser.scanStr((char *)params, "%d,%d,%d,%d", &_titleRect.left, &_titleRect.top, &_titleRect.right, &_titleRect.bottom); break; case TOKEN_DRAG_RECT: parser.scanStr((char *)params, "%d,%d,%d,%d", &_dragRect.left, &_dragRect.top, &_dragRect.right, &_dragRect.bottom); break; case TOKEN_X: parser.scanStr((char *)params, "%d", &_posX); break; case TOKEN_Y: parser.scanStr((char *)params, "%d", &_posY); break; case TOKEN_WIDTH: parser.scanStr((char *)params, "%d", &_width); break; case TOKEN_HEIGHT: parser.scanStr((char *)params, "%d", &_height); break; case TOKEN_CURSOR: delete _cursor; _cursor = new BaseSprite(_gameRef); if (!_cursor || DID_FAIL(_cursor->loadFile((char *)params))) { delete _cursor; _cursor = NULL; cmd = PARSERR_GENERIC; } break; case TOKEN_BUTTON: { UIButton *btn = new UIButton(_gameRef); if (!btn || DID_FAIL(btn->loadBuffer(params, false))) { delete btn; btn = NULL; cmd = PARSERR_GENERIC; } else { btn->_parent = this; _widgets.add(btn); } } break; case TOKEN_STATIC: { UIText *text = new UIText(_gameRef); if (!text || DID_FAIL(text->loadBuffer(params, false))) { delete text; text = NULL; cmd = PARSERR_GENERIC; } else { text->_parent = this; _widgets.add(text); } } break; case TOKEN_EDIT: { UIEdit *edit = new UIEdit(_gameRef); if (!edit || DID_FAIL(edit->loadBuffer(params, false))) { delete edit; edit = NULL; cmd = PARSERR_GENERIC; } else { edit->_parent = this; _widgets.add(edit); } } break; case TOKEN_WINDOW: { UIWindow *win = new UIWindow(_gameRef); if (!win || DID_FAIL(win->loadBuffer(params, false))) { delete win; win = NULL; cmd = PARSERR_GENERIC; } else { win->_parent = this; _widgets.add(win); } } break; case TOKEN_TRANSPARENT: parser.scanStr((char *)params, "%b", &_transparent); break; case TOKEN_SCRIPT: addScript((char *)params); break; case TOKEN_PARENT_NOTIFY: parser.scanStr((char *)params, "%b", &_parentNotify); break; case TOKEN_PAUSE_MUSIC: parser.scanStr((char *)params, "%b", &_pauseMusic); break; case TOKEN_DISABLED: parser.scanStr((char *)params, "%b", &_disable); break; case TOKEN_VISIBLE: parser.scanStr((char *)params, "%b", &_visible); break; case TOKEN_MENU: parser.scanStr((char *)params, "%b", &_isMenu); break; case TOKEN_IN_GAME: parser.scanStr((char *)params, "%b", &_inGame); break; case TOKEN_CLIP_CONTENTS: parser.scanStr((char *)params, "%b", &_clipContents); break; case TOKEN_FADE_COLOR: parser.scanStr((char *)params, "%d,%d,%d", &fadeR, &fadeG, &fadeB); _fadeBackground = true; break; case TOKEN_FADE_ALPHA: parser.scanStr((char *)params, "%d", &fadeA); _fadeBackground = true; break; case TOKEN_EDITOR_PROPERTY: parseEditorProperty(params, false); break; case TOKEN_ALPHA_COLOR: parser.scanStr((char *)params, "%d,%d,%d", &ar, &ag, &ab); break; case TOKEN_ALPHA: parser.scanStr((char *)params, "%d", &alpha); break; default: if (DID_FAIL(_gameRef->windowLoadHook(this, (char **)&buffer, (char **)params))) { cmd = PARSERR_GENERIC; } } } if (cmd == PARSERR_TOKENNOTFOUND) { _gameRef->LOG(0, "Syntax error in WINDOW definition"); return STATUS_FAILED; } if (cmd == PARSERR_GENERIC) { _gameRef->LOG(0, "Error loading WINDOW definition"); return STATUS_FAILED; } correctSize(); if (alpha != 0 && ar == 0 && ag == 0 && ab == 0) { ar = ag = ab = 255; } _alphaColor = BYTETORGBA(ar, ag, ab, alpha); if (_fadeBackground) { _fadeColor = BYTETORGBA(fadeR, fadeG, fadeB, fadeA); } _focusedWidget = NULL; return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// bool UIWindow::saveAsText(BaseDynamicBuffer *buffer, int indent) { buffer->putTextIndent(indent, "WINDOW\n"); buffer->putTextIndent(indent, "{\n"); buffer->putTextIndent(indent + 2, "NAME=\"%s\"\n", getName()); buffer->putTextIndent(indent + 2, "CAPTION=\"%s\"\n", getCaption()); buffer->putTextIndent(indent + 2, "\n"); if (_back && _back->getFilename()) { buffer->putTextIndent(indent + 2, "BACK=\"%s\"\n", _back->getFilename()); } if (_backInactive && _backInactive->getFilename()) { buffer->putTextIndent(indent + 2, "BACK_INACTIVE=\"%s\"\n", _backInactive->getFilename()); } if (_image && _image->getFilename()) { buffer->putTextIndent(indent + 2, "IMAGE=\"%s\"\n", _image->getFilename()); } if (_imageInactive && _imageInactive->getFilename()) { buffer->putTextIndent(indent + 2, "IMAGE_INACTIVE=\"%s\"\n", _imageInactive->getFilename()); } if (_font && _font->getFilename()) { buffer->putTextIndent(indent + 2, "FONT=\"%s\"\n", _font->getFilename()); } if (_fontInactive && _fontInactive->getFilename()) { buffer->putTextIndent(indent + 2, "FONT_INACTIVE=\"%s\"\n", _fontInactive->getFilename()); } if (_cursor && _cursor->getFilename()) { buffer->putTextIndent(indent + 2, "CURSOR=\"%s\"\n", _cursor->getFilename()); } buffer->putTextIndent(indent + 2, "\n"); if (_text) { buffer->putTextIndent(indent + 2, "TITLE=\"%s\"\n", _text); } switch (_titleAlign) { case TAL_LEFT: buffer->putTextIndent(indent + 2, "TITLE_ALIGN=\"%s\"\n", "left"); break; case TAL_RIGHT: buffer->putTextIndent(indent + 2, "TITLE_ALIGN=\"%s\"\n", "right"); break; case TAL_CENTER: buffer->putTextIndent(indent + 2, "TITLE_ALIGN=\"%s\"\n", "center"); break; default: error("UIWindow::SaveAsText - Unhandled enum-value NUM_TEXT_ALIGN"); } if (!BasePlatform::isRectEmpty(&_titleRect)) { buffer->putTextIndent(indent + 2, "TITLE_RECT { %d, %d, %d, %d }\n", _titleRect.left, _titleRect.top, _titleRect.right, _titleRect.bottom); } if (!BasePlatform::isRectEmpty(&_dragRect)) { buffer->putTextIndent(indent + 2, "DRAG_RECT { %d, %d, %d, %d }\n", _dragRect.left, _dragRect.top, _dragRect.right, _dragRect.bottom); } buffer->putTextIndent(indent + 2, "\n"); buffer->putTextIndent(indent + 2, "X=%d\n", _posX); buffer->putTextIndent(indent + 2, "Y=%d\n", _posY); buffer->putTextIndent(indent + 2, "WIDTH=%d\n", _width); buffer->putTextIndent(indent + 2, "HEIGHT=%d\n", _height); buffer->putTextIndent(indent + 2, "DISABLED=%s\n", _disable ? "TRUE" : "FALSE"); buffer->putTextIndent(indent + 2, "VISIBLE=%s\n", _visible ? "TRUE" : "FALSE"); buffer->putTextIndent(indent + 2, "PARENT_NOTIFY=%s\n", _parentNotify ? "TRUE" : "FALSE"); buffer->putTextIndent(indent + 2, "TRANSPARENT=%s\n", _transparent ? "TRUE" : "FALSE"); buffer->putTextIndent(indent + 2, "PAUSE_MUSIC=%s\n", _pauseMusic ? "TRUE" : "FALSE"); buffer->putTextIndent(indent + 2, "MENU=%s\n", _isMenu ? "TRUE" : "FALSE"); buffer->putTextIndent(indent + 2, "IN_GAME=%s\n", _inGame ? "TRUE" : "FALSE"); buffer->putTextIndent(indent + 2, "CLIP_CONTENTS=%s\n", _clipContents ? "TRUE" : "FALSE"); buffer->putTextIndent(indent + 2, "\n"); if (_fadeBackground) { buffer->putTextIndent(indent + 2, "FADE_COLOR { %d, %d, %d }\n", RGBCOLGetR(_fadeColor), RGBCOLGetG(_fadeColor), RGBCOLGetB(_fadeColor)); buffer->putTextIndent(indent + 2, "FADE_ALPHA=%d\n", RGBCOLGetA(_fadeColor)); } buffer->putTextIndent(indent + 2, "ALPHA_COLOR { %d, %d, %d }\n", RGBCOLGetR(_alphaColor), RGBCOLGetG(_alphaColor), RGBCOLGetB(_alphaColor)); buffer->putTextIndent(indent + 2, "ALPHA=%d\n", RGBCOLGetA(_alphaColor)); buffer->putTextIndent(indent + 2, "\n"); // scripts for (uint32 i = 0; i < _scripts.size(); i++) { buffer->putTextIndent(indent + 2, "SCRIPT=\"%s\"\n", _scripts[i]->_filename); } buffer->putTextIndent(indent + 2, "\n"); // editor properties BaseClass::saveAsText(buffer, indent + 2); // controls for (uint32 i = 0; i < _widgets.size(); i++) { _widgets[i]->saveAsText(buffer, indent + 2); } buffer->putTextIndent(indent, "}\n"); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// bool UIWindow::enableWidget(const char *name, bool enable) { for (uint32 i = 0; i < _widgets.size(); i++) { if (scumm_stricmp(_widgets[i]->getName(), name) == 0) { _widgets[i]->_disable = !enable; } } return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// bool UIWindow::showWidget(const char *name, bool visible) { for (uint32 i = 0; i < _widgets.size(); i++) { if (scumm_stricmp(_widgets[i]->getName(), name) == 0) { _widgets[i]->_visible = visible; } } return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // high level scripting interface ////////////////////////////////////////////////////////////////////////// bool UIWindow::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name) { ////////////////////////////////////////////////////////////////////////// // GetWidget / GetControl ////////////////////////////////////////////////////////////////////////// if (strcmp(name, "GetWidget") == 0 || strcmp(name, "GetControl") == 0) { stack->correctParams(1); ScValue *val = stack->pop(); if (val->getType() == VAL_INT) { int widget = val->getInt(); if (widget < 0 || widget >= (int32)_widgets.size()) { stack->pushNULL(); } else { stack->pushNative(_widgets[widget], true); } } else { for (uint32 i = 0; i < _widgets.size(); i++) { if (scumm_stricmp(_widgets[i]->getName(), val->getString()) == 0) { stack->pushNative(_widgets[i], true); return STATUS_OK; } } stack->pushNULL(); } return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // SetInactiveFont ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "SetInactiveFont") == 0) { stack->correctParams(1); if (_fontInactive) { _gameRef->_fontStorage->removeFont(_fontInactive); } _fontInactive = _gameRef->_fontStorage->addFont(stack->pop()->getString()); stack->pushBool(_fontInactive != NULL); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // SetInactiveImage ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "SetInactiveImage") == 0) { stack->correctParams(1); delete _imageInactive; _imageInactive = new BaseSprite(_gameRef); const char *filename = stack->pop()->getString(); if (!_imageInactive || DID_FAIL(_imageInactive->loadFile(filename))) { delete _imageInactive; _imageInactive = NULL; stack->pushBool(false); } else { stack->pushBool(true); } return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // GetInactiveImage ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "GetInactiveImage") == 0) { stack->correctParams(0); if (!_imageInactive || !_imageInactive->getFilename()) { stack->pushNULL(); } else { stack->pushString(_imageInactive->getFilename()); } return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // GetInactiveImageObject ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "GetInactiveImageObject") == 0) { stack->correctParams(0); if (!_imageInactive) { stack->pushNULL(); } else { stack->pushNative(_imageInactive, true); } return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // Close ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "Close") == 0) { stack->correctParams(0); stack->pushBool(DID_SUCCEED(close())); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // GoExclusive ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "GoExclusive") == 0) { stack->correctParams(0); goExclusive(); script->waitFor(this); stack->pushNULL(); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // GoSystemExclusive ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "GoSystemExclusive") == 0) { stack->correctParams(0); goSystemExclusive(); script->waitFor(this); stack->pushNULL(); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // Center ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "Center") == 0) { stack->correctParams(0); _posX = (_gameRef->_renderer->_width - _width) / 2; _posY = (_gameRef->_renderer->_height - _height) / 2; stack->pushNULL(); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // LoadFromFile ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "LoadFromFile") == 0) { stack->correctParams(1); ScValue *val = stack->pop(); cleanup(); if (!val->isNULL()) { stack->pushBool(DID_SUCCEED(loadFile(val->getString()))); } else { stack->pushBool(true); } return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // CreateButton ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "CreateButton") == 0) { stack->correctParams(1); ScValue *val = stack->pop(); UIButton *btn = new UIButton(_gameRef); if (!val->isNULL()) { btn->setName(val->getString()); } stack->pushNative(btn, true); btn->_parent = this; _widgets.add(btn); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // CreateStatic ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "CreateStatic") == 0) { stack->correctParams(1); ScValue *val = stack->pop(); UIText *sta = new UIText(_gameRef); if (!val->isNULL()) { sta->setName(val->getString()); } stack->pushNative(sta, true); sta->_parent = this; _widgets.add(sta); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // CreateEditor ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "CreateEditor") == 0) { stack->correctParams(1); ScValue *val = stack->pop(); UIEdit *edi = new UIEdit(_gameRef); if (!val->isNULL()) { edi->setName(val->getString()); } stack->pushNative(edi, true); edi->_parent = this; _widgets.add(edi); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // CreateWindow ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "CreateWindow") == 0) { stack->correctParams(1); ScValue *val = stack->pop(); UIWindow *win = new UIWindow(_gameRef); if (!val->isNULL()) { win->setName(val->getString()); } stack->pushNative(win, true); win->_parent = this; _widgets.add(win); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // DeleteControl / DeleteButton / DeleteStatic / DeleteEditor / DeleteWindow ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "DeleteControl") == 0 || strcmp(name, "DeleteButton") == 0 || strcmp(name, "DeleteStatic") == 0 || strcmp(name, "DeleteEditor") == 0 || strcmp(name, "DeleteWindow") == 0) { stack->correctParams(1); ScValue *val = stack->pop(); UIObject *obj = (UIObject *)val->getNative(); for (uint32 i = 0; i < _widgets.size(); i++) { if (_widgets[i] == obj) { delete _widgets[i]; _widgets.remove_at(i); if (val->getType() == VAL_VARIABLE_REF) { val->setNULL(); } } } stack->pushNULL(); return STATUS_OK; } else if DID_SUCCEED(_gameRef->windowScriptMethodHook(this, script, stack, name)) { return STATUS_OK; } else { return UIObject::scCallMethod(script, stack, thisStack, name); } } ////////////////////////////////////////////////////////////////////////// ScValue *UIWindow::scGetProperty(const char *name) { _scValue->setNULL(); ////////////////////////////////////////////////////////////////////////// // Type ////////////////////////////////////////////////////////////////////////// if (strcmp(name, "Type") == 0) { _scValue->setString("window"); return _scValue; } ////////////////////////////////////////////////////////////////////////// // NumWidgets / NumControls (RO) ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "NumWidgets") == 0 || strcmp(name, "NumControls") == 0) { _scValue->setInt(_widgets.size()); return _scValue; } ////////////////////////////////////////////////////////////////////////// // Exclusive ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "Exclusive") == 0) { _scValue->setBool(_mode == WINDOW_EXCLUSIVE); return _scValue; } ////////////////////////////////////////////////////////////////////////// // SystemExclusive ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "SystemExclusive") == 0) { _scValue->setBool(_mode == WINDOW_SYSTEM_EXCLUSIVE); return _scValue; } ////////////////////////////////////////////////////////////////////////// // Menu ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "Menu") == 0) { _scValue->setBool(_isMenu); return _scValue; } ////////////////////////////////////////////////////////////////////////// // InGame ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "InGame") == 0) { _scValue->setBool(_inGame); return _scValue; } ////////////////////////////////////////////////////////////////////////// // PauseMusic ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "PauseMusic") == 0) { _scValue->setBool(_pauseMusic); return _scValue; } ////////////////////////////////////////////////////////////////////////// // ClipContents ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "ClipContents") == 0) { _scValue->setBool(_clipContents); return _scValue; } ////////////////////////////////////////////////////////////////////////// // Transparent ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "Transparent") == 0) { _scValue->setBool(_transparent); return _scValue; } ////////////////////////////////////////////////////////////////////////// // FadeColor ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "FadeColor") == 0) { _scValue->setInt((int)_fadeColor); return _scValue; } else { return UIObject::scGetProperty(name); } } ////////////////////////////////////////////////////////////////////////// bool UIWindow::scSetProperty(const char *name, ScValue *value) { ////////////////////////////////////////////////////////////////////////// // Name ////////////////////////////////////////////////////////////////////////// if (strcmp(name, "Name") == 0) { setName(value->getString()); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // Menu ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "Menu") == 0) { _isMenu = value->getBool(); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // InGame ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "InGame") == 0) { _inGame = value->getBool(); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // PauseMusic ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "PauseMusic") == 0) { _pauseMusic = value->getBool(); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // ClipContents ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "ClipContents") == 0) { _clipContents = value->getBool(); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // Transparent ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "Transparent") == 0) { _transparent = value->getBool(); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // FadeColor ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "FadeColor") == 0) { _fadeColor = (uint32)value->getInt(); _fadeBackground = (_fadeColor != 0); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // Exclusive ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "Exclusive") == 0) { if (value->getBool()) { goExclusive(); } else { close(); _visible = true; } return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // SystemExclusive ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "SystemExclusive") == 0) { if (value->getBool()) { goSystemExclusive(); } else { close(); _visible = true; } return STATUS_OK; } else { return UIObject::scSetProperty(name, value); } } ////////////////////////////////////////////////////////////////////////// const char *UIWindow::scToString() { return "[window]"; } ////////////////////////////////////////////////////////////////////////// bool UIWindow::handleKeypress(Common::Event *event, bool printable) { //TODO if (event->type == Common::EVENT_KEYDOWN && event->kbd.keycode == Common::KEYCODE_TAB) { return DID_SUCCEED(moveFocus(!BaseKeyboardState::isShiftDown())); } else { if (_focusedWidget) { return _focusedWidget->handleKeypress(event, printable); } else { return false; } } return false; } ////////////////////////////////////////////////////////////////////////// bool UIWindow::handleMouseWheel(int Delta) { if (_focusedWidget) { return _focusedWidget->handleMouseWheel(Delta); } else { return false; } } ////////////////////////////////////////////////////////////////////////// bool UIWindow::handleMouse(TMouseEvent event, TMouseButton button) { bool res = UIObject::handleMouse(event, button); // handle window dragging if (!BasePlatform::isRectEmpty(&_dragRect)) { // start drag if (event == MOUSE_CLICK && button == MOUSE_BUTTON_LEFT) { Rect32 dragRect = _dragRect; int offsetX, offsetY; getTotalOffset(&offsetX, &offsetY); dragRect.offsetRect(_posX + offsetX, _posY + offsetY); if (BasePlatform::ptInRect(&dragRect, _gameRef->_mousePos)) { _dragFrom.x = _gameRef->_mousePos.x; _dragFrom.y = _gameRef->_mousePos.y; _dragging = true; } } // end drag else if (_dragging && event == MOUSE_RELEASE && button == MOUSE_BUTTON_LEFT) { _dragging = false; } } return res; } ////////////////////////////////////////////////////////////////////////// bool UIWindow::persist(BasePersistenceManager *persistMgr) { UIObject::persist(persistMgr); persistMgr->transfer(TMEMBER(_backInactive)); persistMgr->transfer(TMEMBER(_clipContents)); persistMgr->transfer(TMEMBER(_dragFrom)); persistMgr->transfer(TMEMBER(_dragging)); persistMgr->transfer(TMEMBER(_dragRect)); persistMgr->transfer(TMEMBER(_fadeBackground)); persistMgr->transfer(TMEMBER(_fadeColor)); persistMgr->transfer(TMEMBER(_fontInactive)); persistMgr->transfer(TMEMBER(_imageInactive)); persistMgr->transfer(TMEMBER(_inGame)); persistMgr->transfer(TMEMBER(_isMenu)); persistMgr->transfer(TMEMBER_INT(_mode)); persistMgr->transfer(TMEMBER(_shieldButton)); persistMgr->transfer(TMEMBER(_shieldWindow)); persistMgr->transfer(TMEMBER_INT(_titleAlign)); persistMgr->transfer(TMEMBER(_titleRect)); persistMgr->transfer(TMEMBER(_transparent)); persistMgr->transfer(TMEMBER(_viewport)); persistMgr->transfer(TMEMBER(_pauseMusic)); _widgets.persist(persistMgr); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// bool UIWindow::moveFocus(bool forward) { int i; bool found = false; for (i = 0; i < (int32)_widgets.size(); i++) { if (_widgets[i] == _focusedWidget) { found = true; break; } } if (!found) { _focusedWidget = NULL; } if (!_focusedWidget) { if (_widgets.size() > 0) { i = 0; } else { return STATUS_OK; } } int numTries = 0; bool done = false; while (numTries <= (int32)_widgets.size()) { if (_widgets[i] != _focusedWidget && _widgets[i]->_canFocus && _widgets[i]->_visible && !_widgets[i]->_disable) { _focusedWidget = _widgets[i]; done = true; break; } if (forward) { i++; if (i >= (int32)_widgets.size()) { i = 0; } } else { i--; if (i < 0) { i = _widgets.size() - 1; } } numTries++; } return done ? STATUS_OK : STATUS_FAILED; } ////////////////////////////////////////////////////////////////////////// bool UIWindow::goExclusive() { if (_mode == WINDOW_EXCLUSIVE) { return STATUS_OK; } if (_mode == WINDOW_NORMAL) { _ready = false; _mode = WINDOW_EXCLUSIVE; _visible = true; _disable = false; _gameRef->focusWindow(this); return STATUS_OK; } else { return STATUS_FAILED; } } ////////////////////////////////////////////////////////////////////////// bool UIWindow::goSystemExclusive() { if (_mode == WINDOW_SYSTEM_EXCLUSIVE) { return STATUS_OK; } makeFreezable(false); _mode = WINDOW_SYSTEM_EXCLUSIVE; _ready = false; _visible = true; _disable = false; _gameRef->focusWindow(this); _gameRef->freeze(_pauseMusic); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// bool UIWindow::close() { if (_mode == WINDOW_SYSTEM_EXCLUSIVE) { _gameRef->unfreeze(); } _mode = WINDOW_NORMAL; _visible = false; _ready = true; return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// bool UIWindow::listen(BaseScriptHolder *param1, uint32 param2) { UIObject *obj = (UIObject *)param1; switch (obj->_type) { case UI_BUTTON: if (scumm_stricmp(obj->getName(), "close") == 0) { close(); } else { return BaseObject::listen(param1, param2); } break; default: return BaseObject::listen(param1, param2); } return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// void UIWindow::makeFreezable(bool freezable) { for (uint32 i = 0; i < _widgets.size(); i++) { _widgets[i]->makeFreezable(freezable); } BaseObject::makeFreezable(freezable); } ////////////////////////////////////////////////////////////////////////// bool UIWindow::getWindowObjects(BaseArray &objects, bool interactiveOnly) { for (uint32 i = 0; i < _widgets.size(); i++) { UIObject *control = _widgets[i]; if (control->_disable && interactiveOnly) { continue; } switch (control->_type) { case UI_WINDOW: ((UIWindow *)control)->getWindowObjects(objects, interactiveOnly); break; case UI_BUTTON: case UI_EDIT: objects.add(control); break; default: if (!interactiveOnly) { objects.add(control); } } } return STATUS_OK; } } // end of namespace Wintermute