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/* 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.
*
*/
#ifndef MADS_SCREEN_H
#define MADS_SCREEN_H
#include "common/scummsys.h"
#include "common/array.h"
#include "mads/msurface.h"
#include "mads/action.h"
namespace MADS {
#define MADS_SCREEN_WIDTH 320
#define MADS_SCREEN_HEIGHT 200
enum Layer {
LAYER_GUI = 19
};
enum ScreenTransition {
kTransitionNone = 0,
kTransitionFadeIn, kTransitionFadeOutIn,
kTransitionBoxInBottomLeft, kTransitionBoxInBottomRight,
kTransitionBoxInTopLeft, kTransitionBoxInTopRight,
kTransitionPanLeftToRight, kTransitionPanRightToLeft,
kTransitionCircleIn1, kTransitionCircleIn2,
kTransitionCircleIn3, kTransitionCircleIn4,
kVertTransition1, kVertTransition2, kVertTransition3,
kVertTransition4, kVertTransition5, kVertTransition6,
kVertTransition7, kCenterVertTransition
};
enum InputMode {
kInputBuildingSentences = 0, // Normal sentence building
kInputConversation = 1, // Conversation mode
kInputLimitedSentences = 2 // Use only scene hotspots
};
class SpriteSlot;
class TextDisplay;
class UISlot;
class DirtyArea {
private:
static MADSEngine *_vm;
friend class DirtyAreas;
public:
Common::Rect _bounds;
bool _textActive;
bool _active;
DirtyArea *_mergedArea;
DirtyArea();
void setArea(int width, int height, int maxWidth, int maxHeight);
/**
* Set up a dirty area for a sprite slot
*/
void setSpriteSlot(const SpriteSlot *spriteSlot);
/**
* Set up a dirty area for a text display
*/
void setTextDisplay(const TextDisplay *textDisplay);
/**
* Set up a dirty area for a UI slot
*/
void setUISlot(const UISlot *slot);
};
class DirtyAreas : public Common::Array<DirtyArea> {
private:
MADSEngine *_vm;
public:
DirtyAreas(MADSEngine *vm);
/**
* Merge together any designated dirty areas that overlap
* @param startIndex 1-based starting dirty area starting index
* @param count Number of entries to process
*/
void merge(int startIndex, int count);
bool intersects(int idx1, int idx2);
void mergeAreas(int idx1, int idx2);
/**
* Copy the data specified by the dirty rect list between surfaces
* @param srcSurface Source surface
* @param destSurface Dest surface
* @param posAdjust Position adjustment
*/
void copy(MSurface *srcSurface, MSurface *destSurface, const Common::Point &posAdjust);
/**
* Use the lsit of dirty areas to copy areas of the screen surface to
* the physical screen
* @param posAdjust Position adjustment */
void copyToScreen(const Common::Point &posAdjust);
void reset();
};
class ScreenObject {
public:
bool _active;
Common::Rect _bounds;
ScrCategory _category;
int _descId;
int _layer;
ScreenObject();
};
class ScreenObjects : public Common::Array<ScreenObject> {
private:
MADSEngine *_vm;
int _objectY;
int scanBackwards(const Common::Point &pt, int layer);
public:
InputMode _inputMode;
int _v7FED6;
int _v8332A;
int _forceRescan;
int _selectedObject;
ScrCategory _category;
bool _released;
int _uiCount;
bool _eventFlag;
uint32 _baseTime;
int _spotId;
/*
* Constructor
*/
ScreenObjects(MADSEngine *vm);
/**
* Add a new item to the list
*/
void add(const Common::Rect &bounds, Layer layer, ScrCategory category, int descId);
/**
*/
void check(bool scanFlag);
/**
* Handle an element being highlighted on the screen, and make it active.
*/
void elementHighlighted();
/**
* Retrieve a ScreenObject from the list
* @remarks This array is 1-based indexed by the game
*/
ScreenObject &operator[](int idx) {
assert(idx > 0);
return Common::Array<ScreenObject>::operator[](idx - 1);
}
/**
* Sets an item identified by category and Desc Id as active or not
* @param category Screen category
* @param descId Description for item
* @param active Whether to set item as active or not
*/
void setActive(ScrCategory category, int descId, bool active);
};
class ScreenSurface : public MSurface {
private:
/**
* Handles screen fade out
*/
void fadeOut();
/**
* Handles screen fade in
*/
void fadeIn();
public:
Common::Point _offset;
public:
/**
* Constructor
*/
ScreenSurface();
/**
* Initialise the surface
*/
void init();
/**
* Copys an area of the screen surface to a given destination position on
* the ScummVM physical screen buffer
* @param destPos Destination position
* @param bounds Area of screen surface to copy
*/
void copyRectToScreen(const Common::Point &destPos, const Common::Rect &bounds);
/**
* Copys an area of the screen surface to the ScmmVM physical screen buffer
* @param bounds Area of screen surface to copy
*/
void copyRectToScreen(const Common::Rect &bounds);
/**
* Updates the screen with the contents of the surface
*/
void updateScreen();
void transition(ScreenTransition transitionType, bool surfaceFlag);
};
} // End of namespace MADS
#endif /* MADS_SCREEN_H */
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