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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.
*
*/
#include "common/config-manager.h"
#include "common/events.h"
#include "common/memstream.h"
#include "common/system.h"
#include "common/util.h"
#include "graphics/cursorman.h"
#include "graphics/maccursor.h"
#include "sci/sci.h"
#include "sci/event.h"
#include "sci/engine/state.h"
#include "sci/graphics/palette.h"
#include "sci/graphics/screen.h"
#include "sci/graphics/coordadjuster.h"
#include "sci/graphics/view.h"
#include "sci/graphics/cursor.h"
#include "sci/graphics/maciconbar.h"
namespace Sci {
GfxCursor::GfxCursor(ResourceManager *resMan, GfxPalette *palette, GfxScreen *screen)
: _resMan(resMan), _palette(palette), _screen(screen) {
_upscaledHires = _screen->getUpscaledHires();
_isVisible = true;
// center mouse cursor
setPosition(Common::Point(_screen->getWidth() / 2, _screen->getHeight() / 2));
_moveZoneActive = false;
_zoomZoneActive = false;
_zoomZone = Common::Rect();
_zoomCursorView = 0;
_zoomCursorLoop = 0;
_zoomCursorCel = 0;
_zoomPicView = 0;
_zoomColor = 0;
_zoomMultiplier = 0;
_cursorSurface = 0;
if (g_sci && g_sci->getGameId() == GID_KQ6 && g_sci->getPlatform() == Common::kPlatformWindows)
_useOriginalKQ6WinCursors = ConfMan.getBool("windows_cursors");
else
_useOriginalKQ6WinCursors = false;
}
GfxCursor::~GfxCursor() {
purgeCache();
kernelClearZoomZone();
}
void GfxCursor::init(GfxCoordAdjuster *coordAdjuster, EventManager *event) {
_coordAdjuster = coordAdjuster;
_event = event;
}
void GfxCursor::kernelShow() {
CursorMan.showMouse(true);
_isVisible = true;
}
void GfxCursor::kernelHide() {
CursorMan.showMouse(false);
_isVisible = false;
}
bool GfxCursor::isVisible() {
return _isVisible;
}
void GfxCursor::purgeCache() {
for (CursorCache::iterator iter = _cachedCursors.begin(); iter != _cachedCursors.end(); ++iter) {
delete iter->_value;
iter->_value = 0;
}
_cachedCursors.clear();
}
void GfxCursor::kernelSetShape(GuiResourceId resourceId) {
Resource *resource;
byte *resourceData;
Common::Point hotspot = Common::Point(0, 0);
byte colorMapping[4];
int16 x, y;
byte color;
int16 maskA, maskB;
byte *pOut;
byte *rawBitmap = new byte[SCI_CURSOR_SCI0_HEIGHTWIDTH * SCI_CURSOR_SCI0_HEIGHTWIDTH];
int16 heightWidth;
if (resourceId == -1) {
// no resourceId given, so we actually hide the cursor
kernelHide();
delete[] rawBitmap;
return;
}
// Load cursor resource...
resource = _resMan->findResource(ResourceId(kResourceTypeCursor, resourceId), false);
if (!resource)
error("cursor resource %d not found", resourceId);
if (resource->size != SCI_CURSOR_SCI0_RESOURCESIZE)
error("cursor resource %d has invalid size", resourceId);
resourceData = resource->data;
// hotspot is specified for SCI1 cursors
hotspot.x = READ_LE_UINT16(resourceData);
hotspot.y = READ_LE_UINT16(resourceData + 2);
// bit 0 of resourceData[3] is set on <SCI1 games, which means center hotspot
if ((hotspot.x == 0) && (hotspot.y == 256))
hotspot.x = hotspot.y = SCI_CURSOR_SCI0_HEIGHTWIDTH / 2;
// Now find out what colors we are supposed to use
colorMapping[0] = 0; // Black is hardcoded
colorMapping[1] = _screen->getColorWhite(); // White is also hardcoded
colorMapping[2] = SCI_CURSOR_SCI0_TRANSPARENCYCOLOR;
colorMapping[3] = _palette->matchColor(170, 170, 170); // Grey
// Seek to actual data
resourceData += 4;
pOut = rawBitmap;
for (y = 0; y < SCI_CURSOR_SCI0_HEIGHTWIDTH; y++) {
maskA = READ_LE_UINT16(resourceData + (y << 1));
maskB = READ_LE_UINT16(resourceData + 32 + (y << 1));
for (x = 0; x < SCI_CURSOR_SCI0_HEIGHTWIDTH; x++) {
color = (((maskA << x) & 0x8000) | (((maskB << x) >> 1) & 0x4000)) >> 14;
*pOut++ = colorMapping[color];
}
}
heightWidth = SCI_CURSOR_SCI0_HEIGHTWIDTH;
if (_upscaledHires) {
// Scale cursor by 2x - note: sierra didn't do this, but it looks much better
heightWidth *= 2;
hotspot.x *= 2;
hotspot.y *= 2;
byte *upscaledBitmap = new byte[heightWidth * heightWidth];
_screen->scale2x(rawBitmap, upscaledBitmap, SCI_CURSOR_SCI0_HEIGHTWIDTH, SCI_CURSOR_SCI0_HEIGHTWIDTH);
delete[] rawBitmap;
rawBitmap = upscaledBitmap;
}
CursorMan.replaceCursor(rawBitmap, heightWidth, heightWidth, hotspot.x, hotspot.y, SCI_CURSOR_SCI0_TRANSPARENCYCOLOR);
kernelShow();
delete[] rawBitmap;
}
void GfxCursor::kernelSetView(GuiResourceId viewNum, int loopNum, int celNum, Common::Point *hotspot) {
if (_cachedCursors.size() >= MAX_CACHED_CURSORS)
purgeCache();
// Use the original Windows cursors in KQ6, if requested
if (_useOriginalKQ6WinCursors)
viewNum += 2000; // Windows cursors
if (!_cachedCursors.contains(viewNum))
_cachedCursors[viewNum] = new GfxView(_resMan, _screen, _palette, viewNum);
GfxView *cursorView = _cachedCursors[viewNum];
const CelInfo *celInfo = cursorView->getCelInfo(loopNum, celNum);
int16 width = celInfo->width;
int16 height = celInfo->height;
byte clearKey = celInfo->clearKey;
Common::Point *cursorHotspot = hotspot;
if (!cursorHotspot)
// Compute hotspot from xoffset/yoffset
cursorHotspot = new Common::Point((celInfo->width >> 1) - celInfo->displaceX, celInfo->height - celInfo->displaceY - 1);
// Eco Quest 1 uses a 1x1 transparent cursor to hide the cursor from the
// user. Some scalers don't seem to support this
if (width < 2 || height < 2) {
kernelHide();
delete cursorHotspot;
return;
}
const byte *rawBitmap = cursorView->getBitmap(loopNum, celNum);
if (_upscaledHires && !_useOriginalKQ6WinCursors) {
// Scale cursor by 2x - note: sierra didn't do this, but it looks much better
width *= 2;
height *= 2;
cursorHotspot->x *= 2;
cursorHotspot->y *= 2;
byte *cursorBitmap = new byte[width * height];
_screen->scale2x(rawBitmap, cursorBitmap, celInfo->width, celInfo->height);
CursorMan.replaceCursor(cursorBitmap, width, height, cursorHotspot->x, cursorHotspot->y, clearKey);
delete[] cursorBitmap;
} else {
CursorMan.replaceCursor(rawBitmap, width, height, cursorHotspot->x, cursorHotspot->y, clearKey);
}
kernelShow();
delete cursorHotspot;
}
// this list contains all mandatory set cursor changes, that need special handling
// ffs. GfxCursor::setPosition (below)
// Game, newPosition, validRect
static const SciCursorSetPositionWorkarounds setPositionWorkarounds[] = {
{ GID_ISLANDBRAIN, 84, 109, 46, 76, 174, 243 }, // island of dr. brain / game menu
{ GID_LSL5, 23, 171, 0, 0, 26, 320 }, // larry 5 / skip forward helper
{ GID_QFG1VGA, 64, 174, 40, 37, 74, 284 }, // Quest For Glory 1 VGA / run/walk/sleep sub-menu
{ (SciGameId)0, -1, -1, -1, -1, -1, -1 }
};
void GfxCursor::setPosition(Common::Point pos) {
// Don't set position, when cursor is not visible.
// This fixes eco quest 1 (floppy) right at the start, which is setting
// mouse cursor to (0,0) all the time during the intro. It's escapeable
// (now) by moving to the left or top, but it's getting on your nerves. This
// could theoretically break some things, although sierra normally sets
// position only when showing the cursor.
if (!_isVisible)
return;
if (!_upscaledHires) {
g_system->warpMouse(pos.x, pos.y);
} else {
_screen->adjustToUpscaledCoordinates(pos.y, pos.x);
g_system->warpMouse(pos.x, pos.y);
}
// Some games display a new menu, set mouse position somewhere within and
// expect it to be in there. This is fine for a real mouse, but on wii using
// wii-mote or touch interfaces this won't work. In fact on those platforms
// the menus will close immediately because of that behavior.
// We identify those cases and set a reaction-rect. If the mouse it outside
// of that rect, we won't report the position back to the scripts.
// As soon as the mouse was inside once, we will revert to normal behavior
// Currently this code is enabled for all platforms, especially because we can't
// differentiate between e.g. Windows used via mouse and Windows used via touchscreen
// The workaround won't hurt real-mouse platforms
const SciGameId gameId = g_sci->getGameId();
const SciCursorSetPositionWorkarounds *workaround;
workaround = setPositionWorkarounds;
while (workaround->newPositionX != -1) {
if (workaround->gameId == gameId
&& ((workaround->newPositionX == pos.x) && (workaround->newPositionY == pos.y))) {
EngineState *s = g_sci->getEngineState();
s->_cursorWorkaroundActive = true;
s->_cursorWorkaroundPoint = pos;
s->_cursorWorkaroundRect = Common::Rect(workaround->rectLeft, workaround->rectTop, workaround->rectRight, workaround->rectBottom);
return;
}
workaround++;
}
}
Common::Point GfxCursor::getPosition() {
Common::Point mousePos = g_system->getEventManager()->getMousePos();
if (_upscaledHires)
_screen->adjustBackUpscaledCoordinates(mousePos.y, mousePos.x);
return mousePos;
}
void GfxCursor::refreshPosition() {
Common::Point mousePoint = getPosition();
if (_moveZoneActive) {
bool clipped = false;
if (mousePoint.x < _moveZone.left) {
mousePoint.x = _moveZone.left;
clipped = true;
} else if (mousePoint.x >= _moveZone.right) {
mousePoint.x = _moveZone.right - 1;
clipped = true;
}
if (mousePoint.y < _moveZone.top) {
mousePoint.y = _moveZone.top;
clipped = true;
} else if (mousePoint.y >= _moveZone.bottom) {
mousePoint.y = _moveZone.bottom - 1;
clipped = true;
}
// FIXME: Do this only when mouse is grabbed?
if (clipped)
setPosition(mousePoint);
}
if (_zoomZoneActive) {
// Cursor
const CelInfo *cursorCelInfo = _zoomCursorView->getCelInfo(_zoomCursorLoop, _zoomCursorCel);
const byte *cursorBitmap = _zoomCursorView->getBitmap(_zoomCursorLoop, _zoomCursorCel);
// Pic
const CelInfo *picCelInfo = _zoomPicView->getCelInfo(0, 0);
const byte *rawPicBitmap = _zoomPicView->getBitmap(0, 0);
// Compute hotspot of cursor
Common::Point cursorHotspot = Common::Point((cursorCelInfo->width >> 1) - cursorCelInfo->displaceX, cursorCelInfo->height - cursorCelInfo->displaceY - 1);
int16 targetX = ((mousePoint.x - _moveZone.left) * _zoomMultiplier);
int16 targetY = ((mousePoint.y - _moveZone.top) * _zoomMultiplier);
if (targetX < 0)
targetX = 0;
if (targetY < 0)
targetY = 0;
targetX -= cursorHotspot.x;
targetY -= cursorHotspot.y;
// Sierra SCI actually drew only within zoom area, thus removing the need to fill any other pixels with upmost/left
// color of the picture cel. This also made the cursor not appear on top of everything. They actually drew the
// cursor manually within kAnimate processing and used a hidden cursor for moving.
// TODO: we should also do this
// Replace the special magnifier color with the associated magnified pixels
for (int x = 0; x < cursorCelInfo->width; x++) {
for (int y = 0; y < cursorCelInfo->height; y++) {
int curPos = cursorCelInfo->width * y + x;
if (cursorBitmap[curPos] == _zoomColor) {
int16 rawY = targetY + y;
int16 rawX = targetX + x;
if ((rawY >= 0) && (rawY < picCelInfo->height) && (rawX >= 0) && (rawX < picCelInfo->width)) {
int rawPos = picCelInfo->width * rawY + rawX;
_cursorSurface[curPos] = rawPicBitmap[rawPos];
} else {
_cursorSurface[curPos] = rawPicBitmap[0]; // use left and upmost pixel color
}
}
}
}
CursorMan.replaceCursor((const byte *)_cursorSurface, cursorCelInfo->width, cursorCelInfo->height, cursorHotspot.x, cursorHotspot.y, cursorCelInfo->clearKey);
}
}
void GfxCursor::kernelResetMoveZone() {
_moveZoneActive = false;
}
void GfxCursor::kernelSetMoveZone(Common::Rect zone) {
_moveZone = zone;
_moveZoneActive = true;
}
void GfxCursor::kernelClearZoomZone() {
kernelResetMoveZone();
_zoomZone = Common::Rect();
_zoomColor = 0;
_zoomMultiplier = 0;
_zoomZoneActive = false;
delete _zoomCursorView;
_zoomCursorView = 0;
delete _zoomPicView;
_zoomPicView = 0;
delete[] _cursorSurface;
_cursorSurface = 0;
}
void GfxCursor::kernelSetZoomZone(byte multiplier, Common::Rect zone, GuiResourceId viewNum, int loopNum, int celNum, GuiResourceId picNum, byte zoomColor) {
kernelClearZoomZone();
_zoomMultiplier = multiplier;
if (_zoomMultiplier != 1 && _zoomMultiplier != 2 && _zoomMultiplier != 4)
error("Unexpected zoom multiplier (expected 1, 2 or 4)");
_zoomCursorView = new GfxView(_resMan, _screen, _palette, viewNum);
_zoomCursorLoop = (byte)loopNum;
_zoomCursorCel = (byte)celNum;
_zoomPicView = new GfxView(_resMan, _screen, _palette, picNum);
const CelInfo *cursorCelInfo = _zoomCursorView->getCelInfo(_zoomCursorLoop, _zoomCursorCel);
const byte *cursorBitmap = _zoomCursorView->getBitmap(_zoomCursorLoop, _zoomCursorCel);
_cursorSurface = new byte[cursorCelInfo->width * cursorCelInfo->height];
memcpy(_cursorSurface, cursorBitmap, cursorCelInfo->width * cursorCelInfo->height);
_zoomZone = zone;
kernelSetMoveZone(_zoomZone);
_zoomColor = zoomColor;
_zoomZoneActive = true;
}
void GfxCursor::kernelSetPos(Common::Point pos) {
_coordAdjuster->setCursorPos(pos);
kernelMoveCursor(pos);
}
void GfxCursor::kernelMoveCursor(Common::Point pos) {
_coordAdjuster->moveCursor(pos);
if (pos.x > _screen->getWidth() || pos.y > _screen->getHeight()) {
warning("attempt to place cursor at invalid coordinates (%d, %d)", pos.y, pos.x);
return;
}
setPosition(pos);
// Trigger event reading to make sure the mouse coordinates will
// actually have changed the next time we read them.
_event->getSciEvent(SCI_EVENT_PEEK);
}
void GfxCursor::kernelSetMacCursor(GuiResourceId viewNum, int loopNum, int celNum, Common::Point *hotspot) {
// Here we try to map the view number onto the cursor. What they did was keep the
// kSetCursor calls the same, but perform remapping on the cursors. They also took
// it a step further and added a new kPlatform sub-subop that handles remapping
// automatically. The view resources may exist, but none of the games actually
// use them.
if (_macCursorRemap.empty()) {
// QFG1/Freddy/Hoyle4 use a straight viewNum->cursor ID mapping
// KQ6 uses this mapping for its cursors
if (g_sci->getGameId() == GID_KQ6) {
if (viewNum == 990) // Inventory Cursors
viewNum = loopNum * 16 + celNum + 2000;
else if (viewNum == 998) // Regular Cursors
viewNum = celNum + 1000;
else // Unknown cursor, ignored
return;
}
if (g_sci->hasMacIconBar())
g_sci->_gfxMacIconBar->setInventoryIcon(viewNum);
} else {
// If we do have the list, we'll be using a remap based on what the
// scripts have given us.
for (uint32 i = 0; i < _macCursorRemap.size(); i++) {
if (viewNum == _macCursorRemap[i]) {
viewNum = (i + 1) * 0x100 + loopNum * 0x10 + celNum;
break;
}
if (i == _macCursorRemap.size())
error("Unmatched Mac cursor %d", viewNum);
}
}
Resource *resource = _resMan->findResource(ResourceId(kResourceTypeCursor, viewNum), false);
if (!resource) {
// The cursor resources often don't exist, this is normal behavior
debug(0, "Mac cursor %d not found", viewNum);
return;
}
CursorMan.disableCursorPalette(false);
assert(resource);
Common::MemoryReadStream resStream(resource->data, resource->size);
Graphics::MacCursor *macCursor = new Graphics::MacCursor();
if (!macCursor->readFromStream(resStream)) {
warning("Failed to load Mac cursor %d", viewNum);
return;
}
CursorMan.replaceCursor(macCursor->getSurface(), macCursor->getWidth(), macCursor->getHeight(),
macCursor->getHotspotX(), macCursor->getHotspotY(), macCursor->getKeyColor());
CursorMan.replaceCursorPalette(macCursor->getPalette(), 0, 256);
delete macCursor;
kernelShow();
}
void GfxCursor::setMacCursorRemapList(int cursorCount, reg_t *cursors) {
for (int i = 0; i < cursorCount; i++)
_macCursorRemap.push_back(cursors[i].toUint16());
}
} // End of namespace Sci
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