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/* Copyright (C) 1994-2003 Revolution Software Ltd
*
* 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 "common/rect.h"
#include "bs2/driver/driver96.h"
#include "bs2/driver/menu.h"
#include "bs2/driver/d_draw.h"
#include "bs2/driver/render.h"
namespace Sword2 {
#define MENUDEEP 40
#define MAXMENUANIMS 8
static uint8 menuStatus[2] = {
RDMENU_HIDDEN, RDMENU_HIDDEN
};
static byte *icons[2][RDMENU_MAXPOCKETS] = {
{ NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL },
{ NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL }
};
static uint8 pocketStatus[2][RDMENU_MAXPOCKETS] = {
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
};
static uint8 iconCount = 0;
void ClearIconArea(int menu, int pocket, Common::Rect *r) {
byte *dst;
int i;
r->top = menu * (RENDERDEEP + MENUDEEP) + (MENUDEEP - RDMENU_ICONDEEP) / 2;
r->bottom = r->top + RDMENU_ICONDEEP;
r->left = RDMENU_ICONSTART + pocket * (RDMENU_ICONWIDE + RDMENU_ICONSPACING);
r->right = r->left + RDMENU_ICONWIDE;
dst = lpBackBuffer + r->top * screenWide + r->left;
for (i = 0; i < RDMENU_ICONDEEP; i++) {
memset(dst, 0, RDMENU_ICONWIDE);
dst += screenWide;
}
}
/**
* This function should be called regularly to process the menubar system. The
* rate at which this function is called will dictate how smooth the menu
* system is.
*/
int32 ProcessMenu(void) {
byte *src, *dst;
uint8 menu;
uint8 i, j;
uint8 complete;
uint8 frameCount;
int32 curx, xoff;
int32 cury, yoff;
Common::Rect r1, r2;
int32 delta;
static int32 lastTime = 0;
if (lastTime == 0) {
lastTime = SVM_timeGetTime();
frameCount = 1;
} else {
delta = SVM_timeGetTime() - lastTime;
if (delta > 250) {
lastTime += delta;
delta = 250;
frameCount = 1;
} else {
frameCount = (uint8) ((iconCount + 8) * delta / 750);
lastTime += frameCount * 750 / (iconCount + 8);
}
}
while (frameCount-- > 0) {
for (menu = RDMENU_TOP; menu <= RDMENU_BOTTOM; menu++) {
if (menuStatus[menu] == RDMENU_OPENING) {
// The menu is opening, so process it here
complete = 1;
// Propagate the animation from the first icon.
for (i = RDMENU_MAXPOCKETS - 1; i > 0; i--) {
pocketStatus[menu][i] = pocketStatus[menu][i - 1];
if (pocketStatus[menu][i] != MAXMENUANIMS)
complete = 0;
}
if (pocketStatus[menu][i] != MAXMENUANIMS)
complete = 0;
// ... and animate the first icon
if (pocketStatus[menu][0] != MAXMENUANIMS)
pocketStatus[menu][0]++;
// Check to see if the menu is fully open
if (complete)
menuStatus[menu] = RDMENU_SHOWN;
} else if (menuStatus[menu] == RDMENU_CLOSING) {
// The menu is closing, so process it here
complete = 1;
// Propagate the animation from the first icon.
for (i = RDMENU_MAXPOCKETS - 1; i > 0; i--) {
if (icons[menu][i] && pocketStatus[menu][i] != 0 && pocketStatus[menu][i - 1] == 0) {
ClearIconArea(menu, i, &r1);
UploadRect(&r1);
}
pocketStatus[menu][i] = pocketStatus[menu][i - 1];
if (pocketStatus[menu][i] != 0)
complete = 0;
}
if (pocketStatus[menu][i] != 0)
complete = 0;
// ... and animate the first icon
if (pocketStatus[menu][0] != 0) {
pocketStatus[menu][0]--;
if (pocketStatus[menu][0] == 0) {
ClearIconArea(menu, 0, &r1);
UploadRect(&r1);
}
}
// Check to see if the menu is fully closed
if (complete)
menuStatus[menu] = RDMENU_HIDDEN;
}
}
}
// Does the menu need to be drawn?
for (menu = RDMENU_TOP; menu <= RDMENU_BOTTOM; menu++) {
if (menuStatus[menu] != RDMENU_HIDDEN) {
// Draw the menu here.
curx = RDMENU_ICONSTART + RDMENU_ICONWIDE / 2;
cury = (MENUDEEP / 2) + (RENDERDEEP + MENUDEEP) * menu;
for (i = 0; i < RDMENU_MAXPOCKETS; i++) {
if (icons[menu][i]) {
// Since we no longer clear the screen
// after each frame we need to clear
// the icon area.
ClearIconArea(menu, i, &r1);
if (pocketStatus[menu][i] == MAXMENUANIMS) {
xoff = (RDMENU_ICONWIDE / 2);
r2.left = curx - xoff;
r2.right = r2.left + RDMENU_ICONWIDE;
yoff = (RDMENU_ICONDEEP / 2);
r2.top = cury - yoff;
r2.bottom = r2.top + RDMENU_ICONDEEP;
} else {
xoff = (RDMENU_ICONWIDE / 2) * pocketStatus[menu][i] / MAXMENUANIMS;
r2.left = curx - xoff;
r2.right = curx + xoff;
yoff = (RDMENU_ICONDEEP / 2) * pocketStatus[menu][i] / MAXMENUANIMS;
r2.top = cury - yoff;
r2.bottom = cury + yoff;
}
if (xoff != 0 && yoff != 0) {
dst = lpBackBuffer + r2.top * screenWide + r2.left;
src = icons[menu][i];
if (pocketStatus[menu][i] != MAXMENUANIMS) {
SquashImage(
dst, screenWide, r2.right - r2.left, r2.bottom - r2.top,
src, RDMENU_ICONWIDE, RDMENU_ICONWIDE, RDMENU_ICONDEEP, NULL);
} else {
for (j = 0; j < RDMENU_ICONDEEP; j++) {
memcpy(dst, src, RDMENU_ICONWIDE);
src += RDMENU_ICONWIDE;
dst += screenWide;
}
}
UploadRect(&r1);
}
}
curx += (RDMENU_ICONSPACING + RDMENU_ICONWIDE);
r1.left += (RDMENU_ICONSPACING + RDMENU_ICONWIDE);
r1.right += (RDMENU_ICONSPACING + RDMENU_ICONWIDE);
}
}
}
return RD_OK;
}
/**
* This function brings a specified menu into view.
* @param menu RDMENU_TOP or RDMENU_BOTTOM, depending on which menu to show
* @return RD_OK, or an error code
*/
int32 ShowMenu(uint8 menu) {
// Check for invalid menu parameter
if (menu > RDMENU_BOTTOM)
return RDERR_INVALIDMENU;
// Check that the menu is not currently shown, or in the process of
// being shown.
if (menuStatus[menu] == RDMENU_SHOWN || menuStatus[menu] == RDMENU_OPENING)
return RDERR_INVALIDCOMMAND;
menuStatus[menu] = RDMENU_OPENING;
return RD_OK;
}
/**
* This function hides a specified menu.
* @param menu RDMENU_TOP or RDMENU_BOTTOM depending on which menu to hide
* @return RD_OK, or an error code
*/
int32 HideMenu(uint8 menu) {
// Check for invalid menu parameter
if (menu > RDMENU_BOTTOM)
return RDERR_INVALIDMENU;
// Check that the menu is not currently hidden, or in the process of
// being hidden.
if (menuStatus[menu] == RDMENU_HIDDEN || menuStatus[menu] == RDMENU_CLOSING)
return RDERR_INVALIDCOMMAND;
menuStatus[menu] = RDMENU_CLOSING;
return RD_OK;
}
/**
* This function hides both menus immediately.
*/
int32 CloseMenuImmediately(void) {
Common::Rect r;
int i;
menuStatus[0] = RDMENU_HIDDEN;
menuStatus[1] = RDMENU_HIDDEN;
for (i = 0; i < RDMENU_MAXPOCKETS; i++) {
if (icons[0][i]) {
ClearIconArea(0, i, &r);
UploadRect(&r);
}
if (icons[1][i]) {
ClearIconArea(1, i, &r);
UploadRect(&r);
}
}
memset(pocketStatus, 0, sizeof(uint8) * 2 * RDMENU_MAXPOCKETS);
return RD_OK;
}
/**
* This function sets a menubar icon.
* @param menu RDMENU_TOP or RDMENU_BOTTOM, depending on which menu to change
* @param pocket the menu pocket to change
* @param icon icon data, or NULL to clear the icon
* @return RD_OK, or an error code
*/
int32 SetMenuIcon(uint8 menu, uint8 pocket, uint8 *icon) {
Common::Rect r;
debug(5, "stub SetMenuIcon( %d, %d )", menu, pocket);
// Check for invalid menu parameter.
if (menu > RDMENU_BOTTOM)
return RDERR_INVALIDMENU;
// Check for invalid pocket parameter
if (pocket >= RDMENU_MAXPOCKETS)
return RDERR_INVALIDPOCKET;
// If there is an icon in the requested menu/pocket, clear it out.
if (icons[menu][pocket]) {
iconCount--;
free(icons[menu][pocket]);
icons[menu][pocket] = NULL;
ClearIconArea(menu, pocket, &r);
UploadRect(&r);
}
// Only put the icon in the pocket if it is not NULL
if (icon != NULL) {
iconCount++;
icons[menu][pocket] = (uint8 *) malloc(RDMENU_ICONWIDE * RDMENU_ICONDEEP);
if (icons[menu][pocket] == NULL)
return RDERR_OUTOFMEMORY;
memcpy(icons[menu][pocket], icon, RDMENU_ICONWIDE * RDMENU_ICONDEEP);
}
return RD_OK;
}
/**
* @return The status of the menu
*/
uint8 GetMenuStatus(uint8 menu) {
if (menu > RDMENU_BOTTOM)
return RDMENU_HIDDEN;
return menuStatus[menu];
}
} // End of namespace Sword2
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