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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 "sherlock/scalpel/scalpel_screen.h"
#include "sherlock/scalpel/scalpel.h"
namespace Sherlock {
namespace Scalpel {
ScalpelScreen::ScalpelScreen(SherlockEngine *vm) : Screen(vm) {
_backBuffer1.create(320, 200);
_backBuffer2.create(320, 200);
activateBackBuffer1();
}
void ScalpelScreen::makeButton(const Common::Rect &bounds, int textX,
const Common::String &buttonText, bool textContainsHotkey) {
Surface &bb = _backBuffer;
bb.fillRect(Common::Rect(bounds.left, bounds.top, bounds.right, bounds.top + 1), BUTTON_TOP);
bb.fillRect(Common::Rect(bounds.left, bounds.top, bounds.left + 1, bounds.bottom), BUTTON_TOP);
bb.fillRect(Common::Rect(bounds.right - 1, bounds.top, bounds.right, bounds.bottom), BUTTON_BOTTOM);
bb.fillRect(Common::Rect(bounds.left + 1, bounds.bottom - 1, bounds.right, bounds.bottom), BUTTON_BOTTOM);
bb.fillRect(Common::Rect(bounds.left + 1, bounds.top + 1, bounds.right - 1, bounds.bottom - 1), BUTTON_MIDDLE);
buttonPrint(Common::Point(textX, bounds.top), COMMAND_FOREGROUND, false, buttonText, textContainsHotkey);
}
// ButtonText is supposed to have its hotkey as a prefix. The hotkey will get highlighted.
void ScalpelScreen::buttonPrint(const Common::Point &pt, uint color, bool slamIt,
const Common::String &buttonText, bool textContainsHotkey) {
int xStart = pt.x;
int skipTextOffset = textContainsHotkey ? +1 : 0; // skip first char in case text contains hotkey
// Center text around given x-coordinate
if (textContainsHotkey) {
xStart -= (stringWidth(Common::String(buttonText.c_str() + 1)) / 2);
} else {
xStart -= (stringWidth(buttonText) / 2);
}
if (color == COMMAND_FOREGROUND) {
uint16 prefixOffsetX = 0;
byte hotkey = buttonText[0];
// Hotkey needs to be highlighted
if (textContainsHotkey) {
Common::String prefixText = Common::String(buttonText.c_str() + 1);
uint16 prefixTextLen = prefixText.size();
uint16 prefixTextPos = 0;
// Hotkey was passed additionally, we search for the hotkey inside the button text and
// remove it from there. We then draw the whole text as highlighted and afterward
// the processed text again as regular text (without the hotkey)
while (prefixTextPos < prefixTextLen) {
if (prefixText[prefixTextPos] == hotkey) {
// Hotkey found, remove remaining text
while (prefixTextPos < prefixText.size()) {
prefixText.deleteLastChar();
}
break;
}
prefixTextPos++;
}
if (prefixTextPos < prefixTextLen) {
// only adjust in case hotkey character was actually found
prefixOffsetX = stringWidth(prefixText);
}
}
if (slamIt) {
print(Common::Point(xStart, pt.y + 1),
COMMAND_FOREGROUND, "%s", buttonText.c_str() + skipTextOffset);
print(Common::Point(xStart + prefixOffsetX, pt.y + 1), COMMAND_HIGHLIGHTED, "%c", hotkey);
} else {
gPrint(Common::Point(xStart, pt.y),
COMMAND_FOREGROUND, "%s", buttonText.c_str() + skipTextOffset);
gPrint(Common::Point(xStart + prefixOffsetX, pt.y), COMMAND_HIGHLIGHTED, "%c", hotkey);
}
} else if (slamIt) {
print(Common::Point(xStart, pt.y + 1), color, "%s", buttonText.c_str() + skipTextOffset);
} else {
gPrint(Common::Point(xStart, pt.y), color, "%s", buttonText.c_str() + skipTextOffset);
}
}
void ScalpelScreen::makePanel(const Common::Rect &r) {
_backBuffer.fillRect(r, BUTTON_MIDDLE);
_backBuffer.hLine(r.left, r.top, r.right - 2, BUTTON_TOP);
_backBuffer.hLine(r.left + 1, r.top + 1, r.right - 3, BUTTON_TOP);
_backBuffer.vLine(r.left, r.top, r.bottom - 1, BUTTON_TOP);
_backBuffer.vLine(r.left + 1, r.top + 1, r.bottom - 2, BUTTON_TOP);
_backBuffer.vLine(r.right - 1, r.top, r.bottom - 1, BUTTON_BOTTOM);
_backBuffer.vLine(r.right - 2, r.top + 1, r.bottom - 2, BUTTON_BOTTOM);
_backBuffer.hLine(r.left, r.bottom - 1, r.right - 1, BUTTON_BOTTOM);
_backBuffer.hLine(r.left + 1, r.bottom - 2, r.right - 1, BUTTON_BOTTOM);
}
void ScalpelScreen::makeField(const Common::Rect &r) {
_backBuffer.fillRect(r, BUTTON_MIDDLE);
_backBuffer.hLine(r.left, r.top, r.right - 1, BUTTON_BOTTOM);
_backBuffer.hLine(r.left + 1, r.bottom - 1, r.right - 1, BUTTON_TOP);
_backBuffer.vLine(r.left, r.top + 1, r.bottom - 1, BUTTON_BOTTOM);
_backBuffer.vLine(r.right - 1, r.top + 1, r.bottom - 2, BUTTON_TOP);
}
} // End of namespace Scalpel
} // End of namespace Sherlock
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