Files
scummvm/engines/nancy/ui/animatedbutton.cpp
T
Kaloyan Chehlarski 4d5c4fcfcc NANCY: Rename graphics and cursor managers
Changed the names of the pointers to GraphicsManager
and CursorManager to be shorter, since they were
inconsistent with the rest of the managers, and typing
them out is a chore.
2024-02-11 00:41:29 +01:00

123 lines
3.4 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/>.
*
*/
#include "engines/nancy/cursor.h"
#include "engines/nancy/input.h"
#include "engines/nancy/nancy.h"
#include "engines/nancy/graphics.h"
#include "engines/nancy/sound.h"
#include "engines/nancy/util.h"
#include "engines/nancy/state/scene.h"
#include "engines/nancy/ui/animatedbutton.h"
namespace Nancy {
namespace UI {
AnimatedButton::AnimatedButton(uint zOrder) :
RenderObject(zOrder),
_frameTime(0),
_currentFrame(-1),
_nextFrameTime(0),
_isOpen(false),
_alwaysHighlightCursor(false) {}
void AnimatedButton::init() {
setTransparent(true);
}
void AnimatedButton::updateGraphics() {
uint32 currentTime = g_nancy->getTotalPlayTime();
if (currentTime > _nextFrameTime) {
if (_isOpen && _currentFrame < (int)_srcRects.size()) {
setFrame(++_currentFrame);
_nextFrameTime = currentTime + _frameTime;
setVisible(true);
if (_currentFrame == (int)_srcRects.size()) {
onTrigger();
}
} else if (!_isOpen && _currentFrame > -1) {
setFrame(--_currentFrame);
_nextFrameTime = currentTime + _frameTime;
if (_currentFrame == -1) {
onTrigger();
setVisible(false);
}
}
}
}
void AnimatedButton::handleInput(NancyInput &input) {
if (_hotspot.contains(input.mousePos)) {
if (_alwaysHighlightCursor || _currentFrame == -1 || _currentFrame == (int)_srcRects.size()) {
g_nancy->_cursor->setCursorType(g_nancy->getGameType() == kGameTypeVampire ? CursorManager::kHotspot : CursorManager::kHotspotArrow);
}
if (isPlaying()) {
return;
}
if (!_highlightSrcRect.isEmpty() && !isVisible()) {
_drawSurface.create(g_nancy->_graphics->_object0, _highlightSrcRect);
moveTo(_highlightDestRect);
setVisible(true);
}
if (input.input & NancyInput::kLeftMouseButtonUp) {
if (_currentFrame == -1) {
onClick();
setOpen(true);
} else if (_currentFrame == (int)_srcRects.size()) {
onClick();
setOpen(false);
}
}
// This breaks TowerPuzzle in nancy2, so we only enable it for TVD
if (g_nancy->getGameType() == kGameTypeVampire) {
input.eatMouseInput();
}
} else if (!_highlightSrcRect.isEmpty() && isVisible() && !(isPlaying() || _isOpen)) {
setVisible(false);
}
}
void AnimatedButton::setFrame(int frame) {
if (frame > -1 && frame < (int)_srcRects.size()) {
_drawSurface.create(g_nancy->_graphics->_object0, _srcRects[frame]);
setTransparent(true);
if (_destRects.size()) {
moveTo(_destRects[frame]);
}
_needsRedraw = true;
}
}
bool AnimatedButton::isPlaying() const {
return _isOpen ? _currentFrame < (int)_srcRects.size() : _currentFrame > -1;
}
} // End of namespace UI
} // End of namespace Nancy