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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.
*
* Additional copyright for this file:
* Copyright (C) 1995-1997 Presto Studios, Inc.
*
* 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 PEGASUS_ELEMENTS_H
#define PEGASUS_ELEMENTS_H
#include "common/rect.h"
#include "common/str.h"
#include "common/system.h"
#include "graphics/pict.h"
#include "graphics/surface.h"
#include "pegasus/timers.h"
#include "pegasus/util.h"
namespace Common {
class MacResManager;
}
namespace Pegasus {
class DisplayElement : public IDObject {
friend class GraphicsManager;
public:
DisplayElement(const tDisplayElementID);
virtual ~DisplayElement();
void setDisplayOrder(const tDisplayOrder);
tDisplayOrder getDisplayOrder() const { return _elementOrder; }
bool validToDraw(tDisplayOrder, tDisplayOrder);
virtual void draw(const Common::Rect&) {}
bool isDisplaying() { return _elementIsDisplaying; }
virtual void startDisplaying();
virtual void stopDisplaying();
virtual void show();
virtual void hide();
bool isVisible() { return _elementIsVisible; }
// triggerRedraw only triggers a draw if the element is displaying and visible.
void triggerRedraw();
void setTriggeredElement(DisplayElement *);
virtual void setBounds(const tCoordType, const tCoordType, const tCoordType, const tCoordType);
virtual void setBounds(const Common::Rect&);
virtual void getBounds(Common::Rect&) const;
virtual void sizeElement(const tCoordType, const tCoordType);
virtual void moveElementTo(const tCoordType, const tCoordType);
virtual void moveElement(const tCoordType, const tCoordType);
virtual void getLocation(tCoordType&, tCoordType&) const;
virtual void getCenter(tCoordType&, tCoordType&) const;
virtual void centerElementAt(const tCoordType, const tCoordType);
protected:
Common::Rect _bounds;
bool _elementIsVisible;
DisplayElement *_triggeredElement;
// Used only by PegasusEngine
bool _elementIsDisplaying;
tDisplayOrder _elementOrder;
DisplayElement *_nextElement;
};
// I'm using the proper "highlight" instead of the evil
// QuickDraw "hilite" :P (deal with it!)
class DropHighlight : public DisplayElement {
public:
DropHighlight(const tDisplayElementID);
virtual ~DropHighlight() {}
void setHighlightColor(const uint32 &highlight) { _highlightColor = highlight; }
void getHighlightColor(uint32 &highlight) const { highlight = _highlightColor; }
void setHighlightThickness(const uint16 thickness) { _thickness = thickness; }
uint16 getHighlightThickness() const { return _thickness; }
void setHighlightCornerDiameter(const uint16 diameter) { _cornerDiameter = diameter; }
uint16 getHighlightCornerDiameter() const { return _cornerDiameter; }
virtual void draw(const Common::Rect&);
protected:
uint32 _highlightColor;
uint16 _thickness;
uint16 _cornerDiameter;
};
class Animation : public DisplayElement, public DynamicElement {
public:
Animation(const tDisplayElementID id) : DisplayElement(id) {}
};
class IdlerAnimation : public Animation, public Idler {
public:
IdlerAnimation(const tDisplayElementID);
virtual void startDisplaying();
virtual void stopDisplaying();
TimeValue getLastTime() const { return _lastTime; }
protected:
virtual void useIdleTime();
virtual void timeChanged(const TimeValue);
TimeValue _lastTime;
};
// This class reads PICT resources and plays them like a movie.
// Assumes there is a resource of type 'PFrm' describing the time values for each
// PICT frame, as well as the total time in the movie.
// Assumes that PICT frames begin at PICT 128
class FrameSequence : public IdlerAnimation {
public:
FrameSequence(const tDisplayElementID);
virtual ~FrameSequence();
void useFileName(const Common::String &fileName);
virtual void openFrameSequence();
virtual void closeFrameSequence();
bool isSequenceOpen() const;
uint16 getNumFrames() const { return _numFrames; }
virtual uint16 getFrameNum() const { return _currentFrameNum; }
virtual void setFrameNum(const int16);
protected:
virtual void timeChanged(const TimeValue);
virtual void newFrame(const uint16) {}
Common::MacResManager *_resFork;
TimeValue _duration;
uint16 _numFrames;
Common::Array<TimeValue> _frameTimes;
uint16 _currentFrameNum;
};
class SpriteFrame;
class Sprite : public DisplayElement {
friend class SpriteFrame;
public:
Sprite(const tDisplayElementID);
virtual ~Sprite();
virtual void addPICTResourceFrame(const tResIDType, const bool, const tCoordType, const tCoordType);
virtual uint32 addFrame(SpriteFrame *, const tCoordType, const tCoordType);
virtual void removeFrame(const uint32);
virtual void discardFrames();
// Setting the current frame.
// If the index is negative, sets the current frame to NULL and hides the sprite.
// If the index is larger than the number of frames in the sprite, the number
// is treated modulo the number of frames.
virtual void setCurrentFrameIndex(const int32);
virtual uint32 getCurrentFrameIndex() const { return _currentFrameNum; }
virtual SpriteFrame *getFrame(const int32);
virtual void draw(const Common::Rect &);
uint32 getNumFrames() const { return _numFrames; }
protected:
struct SpriteFrameRec {
SpriteFrame *frame;
tCoordType frameLeft;
tCoordType frameTop;
};
uint32 _numFrames;
uint32 _currentFrameNum;
SpriteFrameRec *_currentFrame;
Common::Array<SpriteFrameRec> _frameArray;
};
class SpriteSequence : public FrameSequence {
public:
SpriteSequence(const tDisplayElementID id, const tDisplayElementID spriteID);
virtual ~SpriteSequence() {}
void useTransparent(bool transparent) { _transparent = transparent; }
virtual void openFrameSequence();
virtual void closeFrameSequence();
virtual void draw(const Common::Rect &);
virtual void setBounds(const Common::Rect &);
protected:
virtual void newFrame(const uint16);
bool _transparent;
Sprite _sprite;
};
} // End of namespace Pegasus
#endif
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