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scummvm/engines/ags/shared/gui/guibutton.cpp
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/* 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 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "ags/shared/ac/spritecache.h"
#include "ags/shared/gui/guibutton.h"
#include "ags/shared/gui/guimain.h" // TODO: extract helper functions
#include "ags/shared/util/stream.h"
#include "ags/shared/util/string_utils.h"
#include "ags/globals.h"
namespace AGS3 {
std::vector<AGS::Shared::GUIButton> guibuts;
int numguibuts = 0;
namespace AGS {
namespace Shared {
FrameAlignment ConvertLegacyButtonAlignment(LegacyButtonAlignment align) {
switch (align) {
case kLegacyButtonAlign_TopCenter:
return kAlignTopCenter;
case kLegacyButtonAlign_TopLeft:
return kAlignTopLeft;
case kLegacyButtonAlign_TopRight:
return kAlignTopRight;
case kLegacyButtonAlign_CenterLeft:
return kAlignMiddleLeft;
case kLegacyButtonAlign_Centered:
return kAlignMiddleCenter;
case kLegacyButtonAlign_CenterRight:
return kAlignMiddleRight;
case kLegacyButtonAlign_BottomLeft:
return kAlignBottomLeft;
case kLegacyButtonAlign_BottomCenter:
return kAlignBottomCenter;
case kLegacyButtonAlign_BottomRight:
return kAlignBottomRight;
}
return kAlignNone;
}
GUIButton::GUIButton() {
Image = -1;
MouseOverImage = -1;
PushedImage = -1;
CurrentImage = -1;
Font = 0;
TextColor = 0;
TextAlignment = kAlignTopCenter;
ClickAction[kMouseLeft] = kGUIAction_RunScript;
ClickAction[kMouseRight] = kGUIAction_RunScript;
ClickData[kMouseLeft] = 0;
ClickData[kMouseRight] = 0;
IsPushed = false;
IsMouseOver = false;
_placeholder = kButtonPlace_None;
_unnamed = false;
_scEventCount = 1;
_scEventNames[0] = "Click";
_scEventArgs[0] = "GUIControl *control, MouseButton button";
}
const String &GUIButton::GetText() const {
return _text;
}
bool GUIButton::IsClippingImage() const {
return (Flags & kGUICtrl_Clip) != 0;
}
void GUIButton::Draw(Bitmap *ds) {
bool draw_disabled = !IsGUIEnabled(this);
check_font(&Font);
// if it's "Unchanged when disabled" or "GUI Off", don't grey out
if (gui_disabled_style == GUIDIS_UNCHANGED ||
gui_disabled_style == GUIDIS_GUIOFF) {
draw_disabled = false;
}
// TODO: should only change properties in reaction to particular events
if (CurrentImage <= 0 || draw_disabled)
CurrentImage = Image;
if (draw_disabled && gui_disabled_style == GUIDIS_BLACKOUT)
// buttons off when disabled - no point carrying on
return;
// CHECKME: why testing both CurrentImage and Image?
if (CurrentImage > 0 && Image > 0)
DrawImageButton(ds, draw_disabled);
// CHECKME: why don't draw frame if no Text? this will make button completely invisible!
else if (!_text.IsEmpty())
DrawTextButton(ds, draw_disabled);
}
void GUIButton::SetClipImage(bool on) {
if (on)
Flags |= kGUICtrl_Clip;
else
Flags &= ~kGUICtrl_Clip;
}
void GUIButton::SetText(const String &text) {
_text = text;
// Active inventory item placeholders
if (_text.CompareNoCase("(INV)") == 0)
// Stretch to fit button
_placeholder = kButtonPlace_InvItemStretch;
else if (_text.CompareNoCase("(INVNS)") == 0)
// Draw at actual size
_placeholder = kButtonPlace_InvItemCenter;
else if (_text.CompareNoCase("(INVSHR)") == 0)
// Stretch if too big, actual size if not
_placeholder = kButtonPlace_InvItemAuto;
else
_placeholder = kButtonPlace_None;
// TODO: find a way to remove this bogus limitation ("New Button" is a valid Text too)
_unnamed = _text.Compare("New Button") == 0;
}
bool GUIButton::OnMouseDown() {
if (PushedImage > 0)
CurrentImage = PushedImage;
IsPushed = true;
return false;
}
void GUIButton::OnMouseEnter() {
CurrentImage = IsPushed ? PushedImage : MouseOverImage;
IsMouseOver = true;
}
void GUIButton::OnMouseLeave() {
CurrentImage = Image;
IsMouseOver = false;
}
void GUIButton::OnMouseUp() {
if (IsMouseOver) {
CurrentImage = MouseOverImage;
if (IsGUIEnabled(this) && IsClickable())
IsActivated = true;
} else {
CurrentImage = Image;
}
IsPushed = false;
}
// TODO: replace string serialization with StrUtil::ReadString and WriteString
// methods in the future, to keep this organized.
void GUIButton::WriteToFile(Stream *out) const {
GUIObject::WriteToFile(out);
out->WriteInt32(Image);
out->WriteInt32(MouseOverImage);
out->WriteInt32(PushedImage);
out->WriteInt32(Font);
out->WriteInt32(TextColor);
out->WriteInt32(ClickAction[kMouseLeft]);
out->WriteInt32(ClickAction[kMouseRight]);
out->WriteInt32(ClickData[kMouseLeft]);
out->WriteInt32(ClickData[kMouseRight]);
StrUtil::WriteString(_text, out);
out->WriteInt32(TextAlignment);
}
void GUIButton::ReadFromFile(Stream *in, GuiVersion gui_version) {
GUIObject::ReadFromFile(in, gui_version);
Image = in->ReadInt32();
MouseOverImage = in->ReadInt32();
PushedImage = in->ReadInt32();
if (gui_version < kGuiVersion_350) {
// NOTE: reading into actual variables only for old savegame support
CurrentImage = in->ReadInt32();
IsPushed = in->ReadInt32() != 0;
IsMouseOver = in->ReadInt32() != 0;
}
Font = in->ReadInt32();
TextColor = in->ReadInt32();
ClickAction[kMouseLeft] = (GUIClickAction)in->ReadInt32();
ClickAction[kMouseRight] = (GUIClickAction)in->ReadInt32();
ClickData[kMouseLeft] = in->ReadInt32();
ClickData[kMouseRight] = in->ReadInt32();
if (gui_version < kGuiVersion_350)
SetText(String::FromStreamCount(in, GUIBUTTON_LEGACY_TEXTLENGTH));
else
SetText(StrUtil::ReadString(in));
if (gui_version >= kGuiVersion_272a) {
if (gui_version < kGuiVersion_350) {
TextAlignment = ConvertLegacyButtonAlignment((LegacyButtonAlignment)in->ReadInt32());
in->ReadInt32(); // reserved1
} else {
TextAlignment = (FrameAlignment)in->ReadInt32();
}
} else {
TextAlignment = kAlignTopCenter;
}
if (TextColor == 0)
TextColor = 16;
CurrentImage = Image;
// All buttons are translated at the moment
Flags |= kGUICtrl_Translated;
}
void GUIButton::ReadFromSavegame(Stream *in, GuiSvgVersion svg_ver) {
GUIObject::ReadFromSavegame(in, svg_ver);
// Properties
Image = in->ReadInt32();
MouseOverImage = in->ReadInt32();
PushedImage = in->ReadInt32();
Font = in->ReadInt32();
TextColor = in->ReadInt32();
SetText(StrUtil::ReadString(in));
if (svg_ver >= kGuiSvgVersion_350)
TextAlignment = (FrameAlignment)in->ReadInt32();
// Dynamic state
Image = in->ReadInt32();
}
void GUIButton::WriteToSavegame(Stream *out) const {
// Properties
GUIObject::WriteToSavegame(out);
out->WriteInt32(Image);
out->WriteInt32(MouseOverImage);
out->WriteInt32(PushedImage);
out->WriteInt32(Font);
out->WriteInt32(TextColor);
StrUtil::WriteString(GetText(), out);
out->WriteInt32(TextAlignment);
// Dynamic state
out->WriteInt32(Image);
}
void GUIButton::DrawImageButton(Bitmap *ds, bool draw_disabled) {
// NOTE: the CLIP flag only clips the image, not the text
if (IsClippingImage())
ds->SetClip(Rect(X, Y, X + Width - 1, Y + Height - 1));
if (_GP(spriteset)[CurrentImage] != nullptr)
draw_gui_sprite(ds, CurrentImage, X, Y, true);
// Draw active inventory item
if (_placeholder != kButtonPlace_None && gui_inv_pic >= 0) {
GUIButtonPlaceholder place = _placeholder;
if (place == kButtonPlace_InvItemAuto) {
if ((get_adjusted_spritewidth(gui_inv_pic) > Width - 6) ||
(get_adjusted_spriteheight(gui_inv_pic) > Height - 6)) {
place = kButtonPlace_InvItemStretch;
} else {
place = kButtonPlace_InvItemCenter;
}
}
if (place == kButtonPlace_InvItemStretch) {
ds->StretchBlt(_GP(spriteset)[gui_inv_pic], RectWH(X + 3, Y + 3, Width - 6, Height - 6), Shared::kBitmap_Transparency);
} else if (place == kButtonPlace_InvItemCenter) {
draw_gui_sprite(ds, gui_inv_pic,
X + Width / 2 - get_adjusted_spritewidth(gui_inv_pic) / 2,
Y + Height / 2 - get_adjusted_spriteheight(gui_inv_pic) / 2,
true);
}
}
if ((draw_disabled) && (gui_disabled_style == GUIDIS_GREYOUT)) {
// darken the button when disabled
GUI::DrawDisabledEffect(ds, RectWH(X, Y,
_GP(spriteset)[CurrentImage]->GetWidth(),
_GP(spriteset)[CurrentImage]->GetHeight()));
}
ds->SetClip(Rect(0, 0, ds->GetWidth() - 1, ds->GetHeight() - 1));
// Don't print Text of (INV) (INVSHR) (INVNS)
if (_placeholder == kButtonPlace_None && !_unnamed)
DrawText(ds, draw_disabled);
}
void GUIButton::DrawText(Bitmap *ds, bool draw_disabled) {
if (_text.IsEmpty())
return;
// TODO: need to find a way to cache Text prior to drawing;
// but that will require to update all gui controls when translation is changed in game
PrepareTextToDraw();
Rect frame = RectWH(X + 2, Y + 2, Width - 4, Height - 4);
if (IsPushed && IsMouseOver) {
// move the Text a bit while pushed
frame.Left++;
frame.Top++;
}
color_t text_color = ds->GetCompatibleColor(TextColor);
if (draw_disabled)
text_color = ds->GetCompatibleColor(8);
GUI::DrawTextAligned(ds, _textToDraw, Font, text_color, frame, TextAlignment);
}
void GUIButton::DrawTextButton(Bitmap *ds, bool draw_disabled) {
color_t draw_color = ds->GetCompatibleColor(7);
ds->FillRect(Rect(X, Y, X + Width - 1, Y + Height - 1), draw_color);
if (Flags & kGUICtrl_Default) {
draw_color = ds->GetCompatibleColor(16);
ds->DrawRect(Rect(X - 1, Y - 1, X + Width, Y + Height), draw_color);
}
// TODO: use color constants instead of literal numbers
if (!draw_disabled && IsMouseOver && IsPushed)
draw_color = ds->GetCompatibleColor(15);
else
draw_color = ds->GetCompatibleColor(8);
ds->DrawLine(Line(X, Y + Height - 1, X + Width - 1, Y + Height - 1), draw_color);
ds->DrawLine(Line(X + Width - 1, Y, X + Width - 1, Y + Height - 1), draw_color);
if (draw_disabled || (IsMouseOver && IsPushed))
draw_color = ds->GetCompatibleColor(8);
else
draw_color = ds->GetCompatibleColor(15);
ds->DrawLine(Line(X, Y, X + Width - 1, Y), draw_color);
ds->DrawLine(Line(X, Y, X, Y + Height - 1), draw_color);
DrawText(ds, draw_disabled);
}
} // namespace Shared
} // namespace AGS
} // namespace AGS3