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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/tattoo/tattoo_user_interface.h"
#include "sherlock/tattoo/tattoo_scene.h"
#include "sherlock/tattoo/tattoo.h"
namespace Sherlock {
namespace Tattoo {
TattooUserInterface::TattooUserInterface(SherlockEngine *vm): UserInterface(vm) {
_menuBuffer = nullptr;
_invMenuBuffer = nullptr;
_tagBuffer = nullptr;
_invGraphic = nullptr;
_scrollSize = _scrollSpeed = 0;
_drawMenu = false;
}
void TattooUserInterface::initScrollVars() {
_scrollSize = 0;
_currentScroll.x = _currentScroll.y = 0;
_targetScroll.x = _targetScroll.y = 0;
}
void TattooUserInterface::handleInput() {
// TODO
_vm->_events->pollEventsAndWait();
}
void TattooUserInterface::drawInterface(int bufferNum) {
TattooScene &scene = *(TattooScene *)_vm->_scene;
Screen &screen = *_vm->_screen;
TattooEngine &vm = *(TattooEngine *)_vm;
if (_invMenuBuffer != nullptr) {
Common::Rect r = _invMenuBounds;
r.grow(-3);
r.translate(-_currentScroll.x, 0);
_grayAreas.clear();
_grayAreas.push_back(r);
drawGrayAreas();
screen._backBuffer1.transBlitFrom(*_invMenuBuffer, Common::Point(_invMenuBounds.left, _invMenuBounds.top));
}
if (_menuBuffer != nullptr) {
Common::Rect r = _menuBounds;
r.grow(-3);
r.translate(-_currentScroll.x, 0);
_grayAreas.clear();
_grayAreas.push_back(r);
drawGrayAreas();
screen._backBuffer1.transBlitFrom(*_menuBuffer, Common::Point(_invMenuBounds.left, _invMenuBounds.top));
}
// See if we need to draw a Text Tag floating with the cursor
if (_tagBuffer != nullptr)
screen._backBuffer1.transBlitFrom(*_tagBuffer, Common::Point(_tagBounds.left, _tagBounds.top));
// See if we need to draw an Inventory Item Graphic floating with the cursor
if (_invGraphic != nullptr)
screen._backBuffer1.transBlitFrom(*_invGraphic, Common::Point(_invGraphicBounds.left, _invGraphicBounds.top));
if (vm._creditsActive)
vm.drawCredits();
// Bring the widgets to the screen
if (scene._mask != nullptr)
screen._flushScreen = true;
if (screen._flushScreen)
screen.blockMove(_currentScroll);
// If there are UI widgets open, slam the areas they were drawn on to the physical screen
if (_menuBuffer != nullptr)
screen.slamArea(_menuBounds.left - _currentScroll.x, _menuBounds.top, _menuBounds.width(), _menuBounds.height());
if (_invMenuBuffer != nullptr)
screen.slamArea(_invMenuBounds.left - _currentScroll.x, _invMenuBounds.top, _invMenuBounds.width(), _invMenuBounds.height());
// If therea re widgets being cleared, then restore that area of the screen
if (_oldMenuBounds.right) {
screen.slamArea(_oldMenuBounds.left - _currentScroll.x, _oldMenuBounds.top, _oldMenuBounds.width(), _oldMenuBounds.height());
_oldMenuBounds.left = _oldMenuBounds.top = _oldMenuBounds.right = _oldMenuBounds.bottom = 0;
}
if (_oldInvMenuBounds.left) {
screen.slamArea(_oldInvMenuBounds.left - _currentScroll.x, _oldInvMenuBounds.top, _oldInvMenuBounds.width(), _oldInvMenuBounds.height());
_oldInvMenuBounds.left = _oldInvMenuBounds.top = _oldInvMenuBounds.right = _oldInvMenuBounds.bottom = 0;
}
// See if need to clear any tags
if (_oldTagBounds.right) {
screen.slamArea(_oldTagBounds.left - _currentScroll.x, _oldTagBounds.top, _oldTagBounds.width(), _oldTagBounds.height());
// If there's no tag actually being displayed, then reset bounds so we don't keep restoring the area
if (_tagBuffer == nullptr) {
_tagBounds.left = _tagBounds.top = _tagBounds.right = _tagBounds.bottom = 0;
_oldTagBounds.left = _oldTagBounds.top = _oldTagBounds.right = _oldTagBounds.bottom = 0;
}
}
if (_tagBuffer != nullptr)
screen.slamArea(_tagBounds.left - _currentScroll.x, _tagBounds.top, _tagBounds.width(), _tagBounds.height());
// See if we need to flush areas assocaited with the inventory graphic
if (_oldInvGraphicBounds.right) {
screen.slamArea(_oldInvGraphicBounds.left - _currentScroll.x, _oldInvGraphicBounds.top,
_oldInvGraphicBounds.width(), _oldInvGraphicBounds.height());
// If there's no graphic actually being displayed, then reset bounds so we don't keep restoring the area
if (_invGraphic == nullptr) {
_invGraphicBounds.left = _invGraphicBounds.top = _invGraphicBounds.right = _invGraphicBounds.bottom = 0;
_oldInvGraphicBounds.left = _oldInvGraphicBounds.top = _oldInvGraphicBounds.right = _oldInvGraphicBounds.bottom = 0;
}
}
if (_invGraphic != nullptr)
screen.slamArea(_invGraphicBounds.left - _currentScroll.x, _invGraphicBounds.top, _invGraphicBounds.width(), _invGraphicBounds.height());
}
void TattooUserInterface::doBgAnimRestoreUI() {
TattooScene &scene = *((TattooScene *)_vm->_scene);
Screen &screen = *_vm->_screen;
// If _oldMenuBounds was set, then either a new menu has been opened or the current menu has been closed.
// Either way, we need to restore the area where the menu was displayed
if (_oldMenuBounds.width() > 0)
screen._backBuffer1.blitFrom(screen._backBuffer2, Common::Point(_oldMenuBounds.left, _oldMenuBounds.top),
_oldMenuBounds);
if (_oldInvMenuBounds.width() > 0)
screen._backBuffer1.blitFrom(screen._backBuffer2, Common::Point(_oldInvMenuBounds.left, _oldInvMenuBounds.top),
_oldInvMenuBounds);
if (_menuBuffer != nullptr)
screen._backBuffer1.blitFrom(screen._backBuffer2, Common::Point(_menuBounds.left, _menuBounds.top), _menuBounds);
if (_invMenuBuffer != nullptr)
screen._backBuffer1.blitFrom(screen._backBuffer2, Common::Point(_invMenuBounds.left, _invMenuBounds.top), _invMenuBounds);
// If there is a Text Tag being display, restore the area underneath it
if (_oldTagBounds.width() > 0)
screen._backBuffer1.blitFrom(screen._backBuffer2, Common::Point(_oldTagBounds.left, _oldTagBounds.top),
_oldTagBounds);
// If there is an Inventory being shown, restore the graphics underneath it
if (_oldInvGraphicBounds.width() > 0)
screen._backBuffer1.blitFrom(screen._backBuffer2, Common::Point(_oldInvGraphicBounds.left, _oldInvGraphicBounds.top),
_oldInvGraphicBounds);
// If a canimation is active, restore the graphics underneath it
if (scene._activeCAnim._images != nullptr)
screen.restoreBackground(scene._activeCAnim._oldBounds);
// If a canimation just ended, remove it's graphics from the backbuffer
if (scene._activeCAnim._removeBounds.width() > 0)
screen.restoreBackground(scene._activeCAnim._removeBounds);
}
void TattooUserInterface::doScroll() {
Screen &screen = *_vm->_screen;
int oldScroll = _currentScroll.x;
// If we're already at the target scroll position, nothing needs to be done
if (_targetScroll.x == _currentScroll.x)
return;
screen._flushScreen = true;
if (_targetScroll.x > _currentScroll.x) {
_currentScroll.x += _scrollSpeed;
if (_currentScroll.x > _targetScroll.x)
_currentScroll.x = _targetScroll.x;
} else if (_targetScroll.x < _currentScroll.x) {
_currentScroll.x -= _scrollSpeed;
if (_currentScroll.x < _targetScroll.x)
_currentScroll.x = _targetScroll.x;
}
if (_menuBuffer != nullptr)
_menuBounds.translate(_currentScroll.x - oldScroll, 0);
if (_invMenuBuffer != nullptr)
_invMenuBounds.translate(_currentScroll.x - oldScroll, 0);
}
void TattooUserInterface::drawGrayAreas() {
// TODO
}
} // End of namespace Tattoo
} // End of namespace Sherlock
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