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/* ScummVM - Scumm Interpreter
* Copyright (C) 2003 The ScummVM project
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#include "stdafx.h"
#include "menu.h"
#include "resman.h"
#include "scummsys.h"
#include "common/util.h"
#include "system.h"
#include "mouse.h"
#include "screen.h"
#include "logic.h"
SwordMenuIcon::SwordMenuIcon(uint8 menuType, uint8 menuPos, uint32 resId, uint32 frame, SwordScreen *screen) {
_menuType = menuType;
_menuPos = menuPos;
_resId = resId;
_frame = frame;
_screen = screen;
_selected = false;
}
bool SwordMenuIcon::wasClicked(uint16 mouseX, uint16 mouseY) {
if (((_menuType == MENU_TOP) && (mouseY >= 40)) || ((_menuType == MENU_BOT) && (mouseY < 440)))
return false;
if ((mouseX >= _menuPos * 40) && (mouseX < (_menuPos + 1) * 40))
return true;
else
return false;
}
void SwordMenuIcon::setSelect(bool pSel) {
_selected = pSel;
}
void SwordMenuIcon::draw(void) {
uint16 x = _menuPos * 40;
uint16 y = (_menuType == MENU_TOP)?(0):(440);
_screen->showFrame(x, y, _resId, _frame + (_selected ? 1 : 0));
}
SwordMenu::SwordMenu(SwordScreen *pScreen, SwordMouse *pMouse) {
_screen = pScreen;
_mouse = pMouse;
_subjectBarShown = false;
_objectBarShown = false;
for (uint8 cnt = 0; cnt < TOTAL_subjects; cnt++)
_subjects[cnt] = NULL;
for (uint8 cnt = 0; cnt < TOTAL_pockets; cnt++)
_objects[cnt] = NULL;
_inMenu = 0;
}
uint8 SwordMenu::checkMenuClick(uint8 menuType) {
uint16 mouseEvent = _mouse->testEvent();
if (!mouseEvent)
return 0;
uint16 x, y;
_mouse->giveCoords(&x, &y);
if (menuType == MENU_BOT) {
for (uint8 cnt = 0; cnt < SwordLogic::_scriptVars[IN_SUBJECT]; cnt++)
if (_subjects[cnt]->wasClicked(x, y))
if (mouseEvent & BS1L_BUTTON_DOWN) {
SwordLogic::_scriptVars[OBJECT_HELD] = _subjectBar[cnt];
buildSubjects();
} else if (mouseEvent & BS1L_BUTTON_UP) {
if (SwordLogic::_scriptVars[OBJECT_HELD] == _subjectBar[cnt])
return cnt + 1;
else {
SwordLogic::_scriptVars[OBJECT_HELD] = 0;
buildSubjects();
}
}
} else {
for (uint8 cnt = 0; cnt < _inMenu; cnt++) {
if (_objects[cnt]->wasClicked(x, y))
if (mouseEvent & BS1L_BUTTON_DOWN) {
if (SwordLogic::_scriptVars[OBJECT_HELD]) {
if (SwordLogic::_scriptVars[OBJECT_HELD] == _menuList[cnt])
SwordLogic::_scriptVars[OBJECT_HELD] = 0; // reselected => deselect it
else { // the player is clicking another item on this one.
// run its use-script, if there is one
SwordLogic::_scriptVars[SECOND_ITEM] = _menuList[cnt];
}
} else
SwordLogic::_scriptVars[OBJECT_HELD] = _menuList[cnt];
buildMenu();
} else if (mouseEvent & BS1L_BUTTON_UP) {
if (SwordLogic::_scriptVars[OBJECT_HELD] == _menuList[cnt]) {
return cnt + 1;
} else {
SwordLogic::_scriptVars[OBJECT_HELD] = 0;
buildMenu();
}
}
}
}
return 0;
}
void SwordMenu::buildSubjects(void) {
_screen->clearMenu(MENU_BOT);
for (uint8 cnt = 0; cnt < 16; cnt++)
if (_subjects[cnt]) {
delete _subjects[cnt];
_subjects[cnt] = NULL;
}
for (uint8 cnt = 0; cnt < SwordLogic::_scriptVars[IN_SUBJECT]; cnt++) {
uint32 res = _subjectList[(_subjectBar[cnt] & 65535) - BASE_SUBJECT].subjectRes;
uint32 frame = _subjectList[(_subjectBar[cnt] & 65535) - BASE_SUBJECT].frameNo;
_subjects[cnt] = new SwordMenuIcon(MENU_BOT, cnt, res, frame, _screen);
_subjects[cnt]->setSelect(SwordLogic::_scriptVars[OBJECT_HELD] == _subjectBar[cnt]);
_subjects[cnt]->draw();
}
}
void SwordMenu::refresh(uint8 menuType) {
//warning("stub: SwordMenu::refresh())");
}
void SwordMenu::buildMenu(void) {
uint32 *pockets = SwordLogic::_scriptVars + POCKET_1;
_inMenu = 0;
for (uint32 pocketNo = 0; pocketNo < TOTAL_pockets; pocketNo++)
if (pockets[pocketNo]) {
_menuList[_inMenu] = pocketNo + 1;
_inMenu++;
}
for (uint32 menuSlot = 0; menuSlot < _inMenu; menuSlot++) {
_objects[menuSlot] = new SwordMenuIcon(MENU_TOP, menuSlot, _objectDefs[_menuList[menuSlot]].bigIconRes, _objectDefs[_menuList[menuSlot]].bigIconFrame, _screen);
uint32 objHeld = SwordLogic::_scriptVars[OBJECT_HELD];
// check highlighting
if (SwordLogic::_scriptVars[MENU_LOOKING] || _subjectBarShown) { // either we're in the chooser or we're doing a 'LOOK AT'
if ((!objHeld) || (objHeld == _menuList[menuSlot]))
_objects[menuSlot]->setSelect(true);
} else if (SwordLogic::_scriptVars[SECOND_ITEM]) { // clicked luggage onto 2nd icon - we need to colour-highlight the 2 relevant icons & grey out the rest
if ((_menuList[menuSlot] == objHeld) || (_menuList[menuSlot] == SwordLogic::_scriptVars[SECOND_ITEM]))
_objects[menuSlot]->setSelect(true);
} else { // this object is selected - ie. GREYED OUT
if (objHeld != _menuList[menuSlot])
_objects[menuSlot]->setSelect(true);
}
}
}
void SwordMenu::showMenu(uint8 menuType) {
if (menuType == MENU_TOP) {
for (uint8 cnt = 0; cnt < _inMenu; cnt++)
_objects[cnt]->draw();
}
}
void SwordMenu::fnStartMenu(void) {
SwordLogic::_scriptVars[OBJECT_HELD] = 0; // icon no longer selected
SwordLogic::_scriptVars[SECOND_ITEM] = 0; // second icon no longer selected (after using one on another)
SwordLogic::_scriptVars[MENU_LOOKING] = 0; // no longer 'looking at' an icon
buildMenu();
if (_inMenu > 0) { // if there's something in the object menu
_objectBarShown = true;
showMenu(MENU_TOP);
} else {
_objectBarShown = false;
_inMenu = 0;
}
}
void SwordMenu::fnEndMenu(void) {
if (_objectBarShown) {
for (uint32 cnt = 0; cnt < _inMenu; cnt++)
delete _objects[cnt];
_screen->clearMenu(MENU_TOP);
_screen->clearMenu(MENU_BOT);
_objectBarShown = false;
}
}
void SwordMenu::fnChooser(BsObject *compact) {
SwordLogic::_scriptVars[OBJECT_HELD] = 0;
buildSubjects();
compact->o_logic = LOGIC_choose;
_mouse->controlPanel(true); // so the mouse cursor will be shown.
_subjectBarShown = true;
}
void SwordMenu::fnEndChooser(void) {
SwordLogic::_scriptVars[OBJECT_HELD] = 0;
_screen->clearMenu(MENU_BOT);
_screen->clearMenu(MENU_TOP);
for (uint8 cnt = 0; cnt < 16; cnt++)
if (_subjects[cnt]) {
delete _subjects[cnt];
_subjects[cnt] = NULL;
}
_mouse->controlPanel(false);
_subjectBarShown = false;
}
void SwordMenu::checkTopMenu(void) {
if (_objectBarShown)
checkMenuClick(MENU_TOP);
}
int SwordMenu::logicChooser(BsObject *compact) {
uint8 objSelected = 0;
if (_objectBarShown)
objSelected = checkMenuClick(MENU_TOP);
if (!objSelected)
objSelected = checkMenuClick(MENU_BOT);
if (objSelected) {
compact->o_logic = LOGIC_script;
return 1;
}
return 0;
}
void SwordMenu::fnAddSubject(int32 sub) {
_subjectBar[SwordLogic::_scriptVars[IN_SUBJECT]] = sub;
SwordLogic::_scriptVars[IN_SUBJECT]++;
}
void SwordMenu::cfnReleaseMenu(void) {
_screen->clearMenu(MENU_TOP);
}
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