Files
scummvm/engines/ags/engine/gui/gui_engine.cpp
T
Paul Gilbert da1178d905 AGS: Implemented proper HasAlphaChannel for all gui controls
From upstream 83306ee321e127368a41068f32bd4899ae00223e
2022-05-05 22:41:06 -07:00

158 lines
4.9 KiB
C++

/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
//=============================================================================
//
// Implementation from acgui.h and acgui.cpp specific to Engine runtime
//
//=============================================================================
#include "ags/shared/ac/game_version.h"
#include "ags/engine/ac/system.h"
#include "ags/shared/font/fonts.h"
#include "ags/shared/gui/gui_main.h"
#include "ags/shared/gui/gui_button.h"
#include "ags/shared/gui/gui_inv.h"
#include "ags/shared/gui/gui_label.h"
#include "ags/shared/gui/gui_listbox.h"
#include "ags/shared/gui/gui_textbox.h"
#include "ags/shared/ac/game_setup_struct.h"
#include "ags/engine/ac/global_translation.h"
#include "ags/engine/ac/string.h"
#include "ags/shared/ac/sprite_cache.h"
#include "ags/shared/gfx/bitmap.h"
#include "ags/engine/gfx/blender.h"
#include "ags/globals.h"
namespace AGS3 {
extern void wouttext_outline(Shared::Bitmap *ds, int xxp, int yyp, int usingfont, color_t text_color, const char *texx);
using namespace AGS::Shared;
// For engine these are defined in ac.cpp
extern void replace_macro_tokens(const char *, String &);
// in ac_runningame
bool GUIMain::HasAlphaChannel() const {
if (this->BgImage > 0) {
// alpha state depends on background image
return is_sprite_alpha(this->BgImage);
}
if (this->BgColor > 0) {
// not alpha transparent if there is a background color
return false;
}
// transparent background, enable alpha blending
return _GP(game).GetColorDepth() >= 24 &&
// transparent background have alpha channel only since 3.2.0;
// "classic" gui rendering mode historically had non-alpha transparent backgrounds
// (3.2.0 broke the compatibility, now we restore it)
_G(loaded_game_file_version) >= kGameVersion_320 && _GP(game).options[OPT_NEWGUIALPHA] != kGuiAlphaRender_Legacy;
}
//=============================================================================
// Engine-specific implementation split out of acgui.cpp
//=============================================================================
int get_adjusted_spritewidth(int spr) {
return _GP(spriteset)[spr]->GetWidth();
}
int get_adjusted_spriteheight(int spr) {
return _GP(spriteset)[spr]->GetHeight();
}
bool is_sprite_alpha(int spr) {
return ((_GP(game).SpriteInfos[spr].Flags & SPF_ALPHACHANNEL) != 0);
}
void set_eip_guiobj(int eip) {
_G(eip_guiobj) = eip;
}
int get_eip_guiobj() {
return _G(eip_guiobj);
}
namespace AGS {
namespace Shared {
bool GUIObject::IsClickable() const {
return (Flags & kGUICtrl_Clickable) != 0;
}
void GUIObject::MarkChanged() {
_hasChanged = true;
_GP(guis)[ParentId].MarkControlsChanged();
}
void GUIObject::NotifyParentChanged() {
_GP(guis)[ParentId].MarkControlsChanged();
}
bool GUIObject::HasChanged() const {
return _hasChanged;
}
void GUIObject::ClearChanged() {
_hasChanged = false;
}
void GUILabel::PrepareTextToDraw() {
replace_macro_tokens((Flags & kGUICtrl_Translated) ? get_translation(Text.GetCStr()) : Text.GetCStr(), _textToDraw);
}
size_t GUILabel::SplitLinesForDrawing(SplitLines &lines) {
// Use the engine's word wrap tool, to have hebrew-style writing and other features
return break_up_text_into_lines(_textToDraw.GetCStr(), lines, Width, Font);
}
void GUITextBox::DrawTextBoxContents(Bitmap *ds, int x, int y, color_t text_color) {
wouttext_outline(ds, x + 1 + get_fixed_pixel_size(1), y + 1 + get_fixed_pixel_size(1), Font, text_color, Text.GetCStr());
if (IsGUIEnabled(this)) {
// draw a cursor
int draw_at_x = get_text_width(Text.GetCStr(), Font) + x + 3;
int draw_at_y = y + 1 + get_font_height(Font);
ds->DrawRect(Rect(draw_at_x, draw_at_y, draw_at_x + get_fixed_pixel_size(5), draw_at_y + (get_fixed_pixel_size(1) - 1)), text_color);
}
}
void GUIListBox::PrepareTextToDraw(const String &text) {
if (Flags & kGUICtrl_Translated)
_textToDraw = get_translation(text.GetCStr());
else
_textToDraw = text;
}
void GUIButton::PrepareTextToDraw() {
if (Flags & kGUICtrl_Translated)
_textToDraw = get_translation(_text.GetCStr());
else
_textToDraw = _text;
}
} // namespace Shared
} // namespace AGS
} // namespace AGS3