Files
scummvm/engines/nancy/ui/clock.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

237 lines
7.1 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/time.h"
#include "engines/nancy/util.h"
#include "engines/nancy/state/scene.h"
#include "engines/nancy/ui/clock.h"
namespace Nancy {
namespace UI {
Clock::Clock() : RenderObject(g_nancy->getGameType() == kGameTypeVampire ? 11 : 10),
_animation(g_nancy->getGameType() == kGameTypeVampire ? 10 : 11, this),
_staticImage(9),
_clockData(nullptr),
_locked(false) {}
void Clock::init() {
Graphics::ManagedSurface &object0 = g_nancy->_graphics->_object0;
_clockData = (const CLOK *)g_nancy->getEngineData("CLOK");
assert(_clockData);
// Calculate the size and location of the surface we'll need to draw the clock hands,
// since their dest rects are in absolute screen space
Common::Rect clockSurfaceScreenBounds;
for (const Common::Rect &r : _clockData->hoursHandDests) {
clockSurfaceScreenBounds.extend(r);
}
for (const Common::Rect &r : _clockData->minutesHandDests) {
clockSurfaceScreenBounds.extend(r);
}
_drawSurface.create(clockSurfaceScreenBounds.width(), clockSurfaceScreenBounds.height(), g_nancy->_graphics->getInputPixelFormat());
moveTo(clockSurfaceScreenBounds);
_staticImage._drawSurface.create(object0, _clockData->staticImageSrc);
_staticImage.moveTo(_clockData->staticImageDest);
_staticImage.setVisible(false);
_staticImage.setTransparent(g_nancy->getGameType() == kGameTypeVampire);
_animation.setTransparent(true);
_animation.setVisible(false);
if (g_nancy->getGameType() == kGameTypeVampire) {
GraphicsManager::loadSurfacePalette(_drawSurface, "OBJECT0");
}
setTransparent(true);
_animation.init();
}
void Clock::registerGraphics() {
_staticImage.registerGraphics();
_animation.registerGraphics();
RenderObject::registerGraphics();
}
void Clock::updateGraphics() {
setVisible(_animation.getCurrentFrame() >= (g_nancy->getGameType() == kGameTypeVampire ? 5 : 1));
if (_isVisible) {
Time newPlayerTime = NancySceneState.getPlayerTime();
if (newPlayerTime == _playerTime ||
newPlayerTime.getMinutes() / 15 != _playerTime.getMinutes() / 15 ||
newPlayerTime.getHours() != _playerTime.getHours()) {
_playerTime = newPlayerTime;
drawClockHands();
}
}
}
void Clock::handleInput(NancyInput &input) {
if (!_locked) {
_animation.handleInput(input);
}
}
void Clock::drawClockHands() {
Graphics::ManagedSurface &object0 = g_nancy->_graphics->_object0;
uint hours = _playerTime.getHours();
if (hours >= 12) {
hours -= 12;
}
uint minutesHand = _playerTime.getMinutes() / 15;
Common::Rect hoursDest = _clockData->hoursHandDests[hours];
Common::Rect minutesDest = _clockData->minutesHandDests[minutesHand];
hoursDest.translate(-_screenPosition.left, -_screenPosition.top);
minutesDest.translate(-_screenPosition.left, -_screenPosition.top);
_drawSurface.clear(g_nancy->_graphics->getTransColor());
_drawSurface.blitFrom(object0, _clockData->hoursHandSrcs[hours], hoursDest);
_drawSurface.blitFrom(object0, _clockData->minutesHandSrcs[minutesHand], minutesDest);
}
void Clock::ClockAnim::init() {
auto *bootSummary = GetEngineData(BSUM);
assert(bootSummary);
_srcRects = _owner->_clockData->animSrcs;
_destRects = _owner->_clockData->animDests;
_highlightSrcRect = bootSummary->clockHighlightSrc;
_highlightDestRect = bootSummary->extraButtonHighlightDest;
if (_destRects.size()) {
moveTo(bootSummary->extraButtonHotspot);
} else {
moveTo(_owner->_clockData->screenPosition);
}
_timeToKeepOpen = _owner->_clockData->timeToKeepOpen;
_frameTime = _owner->_clockData->frameTime;
_alwaysHighlightCursor = true;
_hotspot = _screenPosition;
}
void Clock::ClockAnim::updateGraphics() {
AnimatedButton::updateGraphics();
if (_isOpen && !isPlaying() && (g_nancy->getTotalPlayTime() > _closeTime || _owner->_locked) && _isVisible) {
setOpen(false);
if (g_nancy->getGameType() == kGameTypeVampire) {
_owner->_staticImage.setVisible(false);
}
g_nancy->_sound->playSound("GLOB");
}
}
void Clock::ClockAnim::onClick() {
if (!isPlaying()) {
setOpen(!_isOpen);
if (!_isOpen) {
if (g_nancy->getGameType() == kGameTypeVampire) {
_owner->_staticImage.setVisible(false);
}
} else if (g_nancy->getGameType() != kGameTypeVampire) {
_owner->_staticImage.setVisible(true);
}
_owner->_playerTime = NancySceneState.getPlayerTime();
g_nancy->_sound->playSound("GLOB");
}
}
void Clock::ClockAnim::onTrigger() {
if (_isOpen) {
_closeTime = g_nancy->getTotalPlayTime() + _timeToKeepOpen;
if (g_nancy->getGameType() == kGameTypeVampire) {
_owner->_staticImage.setVisible(true);
}
} else {
_owner->setVisible(false);
_owner->_staticImage.setVisible(false);
}
}
void Nancy5Clock::init() {
_clockData = GetEngineData(CLOK);
assert(_clockData);
setVisible(true);
}
void Nancy5Clock::updateGraphics() {
// Show current day
if (_currentDay < 3) {
if (NancySceneState.getEventFlag(59, true) && _currentDay == 1) {
_currentDay = 2;
_drawSurface.create(g_nancy->_graphics->_object0, _clockData->daySrcs[2]);
moveTo(_clockData->staticImageDest);
setVisible(true);
setTransparent(true);
} else if (NancySceneState.getEventFlag(58, true) && _currentDay == 0) {
_currentDay = 1;
_drawSurface.create(g_nancy->_graphics->_object0, _clockData->daySrcs[1]);
moveTo(_clockData->staticImageDest);
setVisible(true);
setTransparent(true);
} else if (NancySceneState.getEventFlag(57, true) && _currentDay == -1) {
_currentDay = 0;
_drawSurface.create(g_nancy->_graphics->_object0, _clockData->daySrcs[0]);
moveTo(_clockData->staticImageDest);
setVisible(true);
setTransparent(true);
}
}
// Show demolition countdown
if (NancySceneState.getEventFlag(320, true)) {
_currentDay = 3;
Time timerTime = NancySceneState.getTimerTime();
int32 countdownFrameID = MIN<int32>((uint32)timerTime / (_clockData->countdownTime / 12), 13);
if (countdownFrameID != _countdownProgress) {
_countdownProgress = countdownFrameID;
_drawSurface.create(g_nancy->_graphics->_object0, _clockData->countdownSrcs[_countdownProgress]);
moveTo(_clockData->staticImageDest);
setVisible(true);
}
}
}
} // End of namespace UI
} // End of namespace Nancy