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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;
_bgFound = _oldBgFound = -1;
_bgShape = nullptr;
_personFound = false;
_lockoutTimer = 0;
_fileMode = SAVEMODE_NONE;
_exitZone = -1;
_scriptZone = -1;
_arrowZone = _oldArrowZone = -1;
_activeObj = -1;
}
void TattooUserInterface::initScrollVars() {
_scrollSize = 0;
_currentScroll.x = _currentScroll.y = 0;
_targetScroll.x = _targetScroll.y = 0;
}
void TattooUserInterface::handleInput() {
TattooEngine &vm = *(TattooEngine *)_vm;
Events &events = *_vm->_events;
TattooScene &scene = *(TattooScene *)_vm->_scene;
Common::Point mousePos = events.mousePos();
events.pollEventsAndWait();
_keyState.keycode = Common::KEYCODE_INVALID;
// Check the mouse positioning
if (events.isCursorVisible())
_bgFound = scene.findBgShape(mousePos);
_personFound = _bgFound >= 1000;
_bgShape = (_bgFound != -1 && _bgFound < 1000) ? &scene._bgShapes[_bgFound] : nullptr;
if (_lockoutTimer)
--_lockoutTimer;
// Key handling
if (events.kbHit()) {
_keyState = events.getKey();
if (_keyState.keycode == Common::KEYCODE_s && vm._allowFastMode)
vm._fastMode = !vm._fastMode;
else if (_keyState.keycode == Common::KEYCODE_ESCAPE && vm._runningProlog && !_lockoutTimer) {
vm.setFlags(-76);
vm.setFlags(396);
scene._goToScene = STARTING_GAME_SCENE;
}
}
if (!events.isCursorVisible())
_keyState.keycode = Common::KEYCODE_INVALID;
// Handle input depending on what mode we're in
switch (_menuMode) {
case STD_MODE:
doStandardControl();
break;
case LOOK_MODE:
doLookControl();
break;
case FILES_MODE:
doFileControl();
break;
case INV_MODE:
doInventoryControl();
break;
case VERB_MODE:
doVerbControl();
break;
case TALK_MODE:
doTalkControl();
break;
case MESSAGE_MODE:
doMessageControl();
break;
case LAB_MODE:
doLabControl();
break;
default:
break;
}
}
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._imageFrame != 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
}
void TattooUserInterface::doStandardControl() {
TattooEngine &vm = *(TattooEngine *)_vm;
Events &events = *_vm->_events;
People &people = *_vm->_people;
TattooScene &scene = *(TattooScene *)_vm->_scene;
Talk &talk = *_vm->_talk;
Common::Point mousePos = events.mousePos();
bool noDesc = false;
// Don't do any input processing whilst the prolog is running
if (vm._runningProlog)
return;
// Display the names of any Objects the cursor is pointing at
displayObjectNames();
switch (_keyState.keycode) {
case Common::KEYCODE_F5:
// Save game
turnTextOff();
_fileMode = SAVEMODE_SAVE;
_menuBounds = Common::Rect(0, 0, 0, 0);
initFileMenu();
return;
case Common::KEYCODE_F7:
// Load game
turnTextOff();
_fileMode = SAVEMODE_LOAD;
_menuBounds = Common::Rect(0, 0, 0, 0);
initFileMenu();
return;
case Common::KEYCODE_F1:
// Display journal
if (vm.readFlags(76)) {
turnTextOff();
doJournal();
// See if we're in a Lab Table Room
_menuMode = (scene._labTableScene) ? LAB_MODE : STD_MODE;
return;
}
break;
case Common::KEYCODE_TAB:
case Common::KEYCODE_F3:
// Display inventory
turnTextOff();
doInventory(2);
return;
case Common::KEYCODE_F4:
// Display options
turnTextOff();
doControls();
return;
case Common::KEYCODE_F10:
// Quit menu
turnTextOff();
_menuBounds = Common::Rect(-1, -1, -1, -1);
doQuitMenu();
return;
default:
break;
}
// See if a mouse button was released
if (events._released || events._rightReleased) {
// See if the mouse was released in an exit (Arrow) zone. Unless it's also pointing at an object
// within the zone, in which case the object gets precedence
_exitZone = -1;
if (_arrowZone != -1 && events._released)
_exitZone = _arrowZone;
// Turn any Text display off
if (_arrowZone == -1 || events._rightReleased)
turnTextOff();
if (_personFound) {
if (people[_bgFound - 1000]._description.empty() || people[_bgFound - 1000]._description.hasPrefix(" "))
noDesc = true;
} else if (_bgFound != -1) {
if (people[_bgFound - 1000]._description.empty() || people[_bgFound - 1000]._description.hasPrefix(" "))
noDesc = true;
} else {
noDesc = true;
}
if (events._rightReleased) {
// Show the verbs menu for the highlighted object
activateVerbMenu(!noDesc);
} else if (_personFound || (_bgFound != -1 && _bgFound < 1000 && _bgShape->_aType == PERSON)) {
// The object found is a person (the default for people is TALK)
talk.talk(_bgFound);
_activeObj = -1;
} else if (!noDesc) {
// Either call the code to Look at it's Examine Field or call the Exit animation
// if the object is an exit, specified by the first four characters of the name being "EXIT"
Common::String name = _personFound ? people[_bgFound - 1000]._name : _bgShape->_name;
if (name.hasPrefix("EXIT")) {
lookAtObject();
} else {
// Run the Exit animation and set which scene to go to next
for (int idx = 0; idx < 6; ++idx) {
if (!_bgShape->_use[idx]._verb.compareToIgnoreCase("Open")) {
checkAction(_bgShape->_use[idx], _bgFound);
_activeObj = -1;
}
}
}
} else {
// See if there are any Script Zones where they clicked
if (scene.checkForZones(mousePos, _scriptZone) != 0) {
// Mouse click in a script zone
events._pressed = events._released = false;
} else if (scene.checkForZones(mousePos, NOWALK_ZONE) != 0) {
events._pressed = events._released = false;
} else {
// Walk to where the mouse was clicked
people[HOLMES]._walkDest = Common::Point(mousePos.x + _currentScroll.x, mousePos.y);
people[HOLMES].goAllTheWay();
}
}
}
}
void TattooUserInterface::doLookControl() {
warning("TODO: ui control (look)");
}
void TattooUserInterface::doFileControl() {
warning("TODO: ui control (file)");
}
void TattooUserInterface::doInventoryControl() {
warning("TODO: ui control (inventory)");
}
void TattooUserInterface::doVerbControl() {
warning("TODO: ui control (verb)");
}
void TattooUserInterface::doTalkControl() {
warning("TODO: ui control (talk)");
}
void TattooUserInterface::doMessageControl() {
warning("TODO: ui control (message)");
}
void TattooUserInterface::doLabControl() {
warning("TODO: ui control (lab)");
}
void TattooUserInterface::displayObjectNames() {
// TODO
}
void TattooUserInterface::initFileMenu() {
// TODO
}
void TattooUserInterface::turnTextOff() {
// TODO
}
void TattooUserInterface::doJournal() {
// TODO
}
void TattooUserInterface::doInventory(int mode) {
// TODO
}
void TattooUserInterface::doControls() {
// TODO
}
void TattooUserInterface::doQuitMenu() {
// TODO
}
void TattooUserInterface::activateVerbMenu(bool objectsOn) {
// TODO
}
void TattooUserInterface::lookAtObject() {
// TODO
}
} // End of namespace Tattoo
} // End of namespace Sherlock
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