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Since this is before the Mac font manager is created, load fonts when requested rather than pre-loading them all.
1545 lines
43 KiB
C++
1545 lines
43 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "common/system.h"
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#include "graphics/macega.h"
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#include "graphics/fonts/macfont.h"
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#include "graphics/macgui/macfontmanager.h"
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#include "scumm/actor.h"
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#include "scumm/charset.h"
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#include "scumm/gfx_mac.h"
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#include "scumm/usage_bits.h"
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#include "scumm/verbs.h"
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namespace Scumm {
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void ScummEngine::mac_markScreenAsDirty(int x, int y, int w, int h) {
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// Mark the virtual screen as dirty. The top and left coordinates are
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// rounded down, while the bottom and right ones are rounded up.
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VirtScreen *vs = &_virtscr[kMainVirtScreen];
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int vsTop = y / 2 - vs->topline;
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int vsBottom = (y + h) / 2 - vs->topline;
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int vsLeft = x / 2;
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int vsRight = (x + w) / 2;
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if ((y + h) & 1)
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vsBottom++;
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if ((x + w) & 1)
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vsRight++;
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markRectAsDirty(kMainVirtScreen, vsLeft, vsRight, vsTop, vsBottom);
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}
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void ScummEngine::mac_drawStripToScreen(VirtScreen *vs, int top, int x, int y, int width, int height) {
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// The verb screen is completely replaced with a custom GUI. While
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// it is active, all other drawing to that area is suspended.
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if (_macIndy3Gui && vs->number == kVerbVirtScreen && _macIndy3Gui->isVerbGuiActive())
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return;
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const byte *pixels = vs->getPixels(x, top);
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const byte *ts = (byte *)_textSurface.getBasePtr(x * 2, y * 2);
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byte *mac = (byte *)_macScreen->getBasePtr(x * 2, y * 2);
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int pixelsPitch = vs->pitch;
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int tsPitch = _textSurface.pitch;
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int macPitch = _macScreen->pitch;
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// In b/w Mac rendering mode, the shadow palette is implemented here,
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// and not as a palette manipulation. See special cases in o5_roomOps()
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// and updatePalette().
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//
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// This is used at the very least for the lightning flashes at Castle
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// Brunwald in Indy 3, as well as the scene where the dragon finds
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// Rusty in Loom.
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//
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// Interestingly, the original Mac interpreter does not seem to do
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// this, and instead just renders the scene as if the palette was
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// unmodified. At least, that's what Mini vMac did when I tried it.
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if (_renderMode == Common::kRenderMacintoshBW) {
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for (int h = 0; h < height; h++) {
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for (int w = 0; w < width; w++) {
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int color = _enableEnhancements ? _shadowPalette[pixels[w]] : pixels[w];
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if (ts[2 * w] == CHARSET_MASK_TRANSPARENCY)
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mac[2 * w] = Graphics::macEGADither[color][0];
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if (ts[2 * w + 1] == CHARSET_MASK_TRANSPARENCY)
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mac[2 * w + 1] = Graphics::macEGADither[color][1];
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if (ts[2 * w + tsPitch] == CHARSET_MASK_TRANSPARENCY)
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mac[2 * w + macPitch] = Graphics::macEGADither[color][2];
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if (ts[2 * w + tsPitch + 1] == CHARSET_MASK_TRANSPARENCY)
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mac[2 * w + macPitch + 1] = Graphics::macEGADither[color][3];
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}
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pixels += pixelsPitch;
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ts += tsPitch * 2;
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mac += macPitch * 2;
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}
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} else {
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for (int h = 0; h < height; h++) {
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for (int w = 0; w < width; w++) {
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if (ts[2 * w] == CHARSET_MASK_TRANSPARENCY)
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mac[2 * w] = pixels[w];
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if (ts[2 * w + 1] == CHARSET_MASK_TRANSPARENCY)
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mac[2 * w + 1] = pixels[w];
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if (ts[2 * w + tsPitch] == CHARSET_MASK_TRANSPARENCY)
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mac[2 * w + macPitch] = pixels[w];
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if (ts[2 * w + tsPitch + 1] == CHARSET_MASK_TRANSPARENCY)
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mac[2 * w + macPitch + 1] = pixels[w];
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}
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pixels += pixelsPitch;
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ts += tsPitch * 2;
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mac += macPitch * 2;
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}
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}
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_system->copyRectToScreen(_macScreen->getBasePtr(x * 2, y * 2), _macScreen->pitch, x * 2, y * 2, width * 2, height * 2);
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}
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void ScummEngine::mac_drawLoomPracticeMode() {
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// In practice mode, the game shows the notes as they are being played.
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// In the DOS version, this is drawn by script 27 but the Mac version
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// just sets variables 50 and 54. The box is actually a verb, and it
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// seems that setting variable 50 is pretty much equal to turning verb
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// 53 on or off. I'm not sure what the purpose of variable 54 is.
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int x = 216;
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int y = 377;
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int width = 62;
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int height = 22;
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int var = 50;
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byte *ptr = (byte *)_macScreen->getBasePtr(x, y);
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int pitch = _macScreen->pitch;
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int slot = getVerbSlot(53, 0);
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VerbSlot *vs = &_verbs[slot];
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vs->curmode = (VAR(var) != 0);
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vs->curRect.left = x / 2;
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vs->curRect.right = (x + width) / 2;
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vs->curRect.top = y / 22;
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vs->curRect.bottom = (y + height) / 2;
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_macScreen->fillRect(Common::Rect(x, y, x + width, y + height), 0);
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if (VAR(var)) {
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for (int w = 1; w < width - 1; w++) {
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ptr[w] = 7;
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ptr[w + pitch * (height - 1)] = 7;
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}
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for (int h = 1; h < height - 1; h++) {
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ptr[h * pitch] = 7;
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ptr[h * pitch + width - 1] = 7;
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}
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// Draw the notes
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int colors[] = { 4, 12, 14, 10, 11, 3, 9, 15 };
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for (int i = 0; i < 4; i++) {
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int note = (VAR(var) >> (4 * i)) & 0x0F;
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if (note >= 2 && note <= 9) {
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_charset->setColor(colors[note - 2]);
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_charset->drawChar(14 + note, *_macScreen, i * 13 + x + 8, y + 4);
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}
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}
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}
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_system->copyRectToScreen(ptr, pitch, x, y, width, height);
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}
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void ScummEngine::mac_createIndy3TextBox(Actor *a) {
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int width = _macIndy3TextBox->w;
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int height = _macIndy3TextBox->h;
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_macIndy3TextBox->fillRect(Common::Rect(width, height), 0);
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int nameWidth = 0;
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if (a) {
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int oldID = _charset->getCurID();
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_charset->setCurID(2 | 0x80);
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const char *name = (const char *)a->getActorName();
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int charX = 25;
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for (int i = 0; name[i] && nameWidth < width - 50; i++) {
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_charset->drawChar(name[i], *_macIndy3TextBox, charX, 0);
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nameWidth += _charset->getCharWidth(name[i]);
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charX += _charset->getCharWidth(name[i]);
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}
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_charset->drawChar(':', *_macIndy3TextBox, charX, 0);
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_charset->setCurID(oldID);
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}
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if (nameWidth) {
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_macIndy3TextBox->hLine(2, 3, 20, 15);
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_macIndy3TextBox->hLine(32 + nameWidth, 3, width - 3, 15);
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} else
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_macIndy3TextBox->hLine(2, 3, width - 3, 15);
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_macIndy3TextBox->vLine(1, 4, height - 3, 15);
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_macIndy3TextBox->vLine(width - 2, 4, height - 3, 15);
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_macIndy3TextBox->hLine(2, height - 2, width - 3, 15);
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}
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void ScummEngine::mac_drawIndy3TextBox() {
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// The first two rows of the text box are padding for font rendering.
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// They are not drawn to the screen.
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int x = 96;
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int y = 32;
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int w = _macIndy3TextBox->w;
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int h = _macIndy3TextBox->h - 2;
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// The text box is drawn to the Mac screen and text surface, as if it
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// had been one giant glyph. Note that it will be drawn on the main
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// virtual screen, but we still pretend it's on the text one.
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byte *ptr = (byte *)_macIndy3TextBox->getBasePtr(0, 2);
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int pitch = _macIndy3TextBox->pitch;
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_macScreen->copyRectToSurface(ptr, pitch, x, y, w, h);
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_textSurface.fillRect(Common::Rect(x, y, x + w, y + h), 0);
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mac_markScreenAsDirty(x, y, w, h);
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}
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void ScummEngine::mac_undrawIndy3TextBox() {
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int x = 96;
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int y = 32;
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int w = _macIndy3TextBox->w;
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int h = _macIndy3TextBox->h - 2;
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_macScreen->fillRect(Common::Rect(x, y, x + w, y + h), 0);
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_textSurface.fillRect(Common::Rect(x, y, x + w, y + h), CHARSET_MASK_TRANSPARENCY);
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mac_markScreenAsDirty(x, y, w, h);
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}
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void ScummEngine::mac_undrawIndy3CreditsText() {
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// Set _masMask to make the text clear, and _textScreenID to ensure
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// that it's the main area that's cleared.
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_charset->_hasMask = true;
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_charset->_textScreenID = kMainVirtScreen;
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restoreCharsetBg();
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}
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void ScummEngine::mac_drawBorder(int x, int y, int w, int h, byte color) {
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_macScreen->hLine(x + 2, y, x + w - 2, 0);
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_macScreen->hLine(x + 2, y + h - 1, x + w - 2, 0);
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_macScreen->vLine(x, y + 2, y + h - 3, 0);
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_macScreen->vLine(x + w, y + 2, y + h - 3, 0);
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_macScreen->setPixel(x + 1, y + 1, 0);
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_macScreen->setPixel(x + w - 1, y + 1, 0);
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_macScreen->setPixel(x + 1, y + h - 2, 0);
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_macScreen->setPixel(x + w - 1, y + h - 2, 0);
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}
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Common::KeyState ScummEngine::mac_showOldStyleBannerAndPause(const char *msg, int32 waitTime) {
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char bannerMsg[512];
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_messageBannerActive = true;
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// Fetch the translated string for the message...
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convertMessageToString((const byte *)msg, (byte *)bannerMsg, sizeof(bannerMsg));
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// Backup the surfaces...
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int x = 70;
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int y = 189;
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int w = 499;
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int h = 22;
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Graphics::Surface backupTextSurface;
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Graphics::Surface backupMacScreen;
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backupTextSurface.create(w + 1, h, Graphics::PixelFormat::createFormatCLUT8());
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backupMacScreen.create(w + 1, h, Graphics::PixelFormat::createFormatCLUT8());
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backupTextSurface.copyRectToSurface(_textSurface, 0, 0, Common::Rect(x, y, x + w + 1, y + h));
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backupMacScreen.copyRectToSurface(*_macScreen, 0, 0, Common::Rect(x, y, x + w + 1, y + h));
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// Pause shake effect
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_shakeTempSavedState = _shakeEnabled;
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setShake(0);
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// Pause the engine
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PauseToken pt = pauseEngine();
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// Backup the current charsetId...
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int oldId = _charset->getCurID();
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_charset->setCurID(1 | 0x80);
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_charset->setColor(0);
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_textSurface.fillRect(Common::Rect(x, y, x + w + 1, y + h), 0);
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_macScreen->fillRect(Common::Rect(x + 1, y + 1, x + w, y + h - 1), 15);
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mac_drawBorder(x, y, w, h, 0);
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mac_drawBorder(x + 2, y + 2, w - 4, h - 4, 0);
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int stringWidth = 0;
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for (int i = 0; msg[i]; i++)
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stringWidth += _charset->getCharWidth(msg[i]);
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int stringX = 1 + x + (w - stringWidth) / 2;
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for (int i = 0; msg[i]; i++) {
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_charset->drawChar(msg[i], *_macScreen, stringX, y + 4);
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stringX += _charset->getCharWidth(msg[i]);
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}
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mac_markScreenAsDirty(x, y, w, h);
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ScummEngine::drawDirtyScreenParts();
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Common::KeyState ks = Common::KEYCODE_INVALID;
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bool leftBtnPressed = false, rightBtnPressed = false;
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if (waitTime) {
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waitForBannerInput(waitTime, ks, leftBtnPressed, rightBtnPressed);
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}
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// Restore the surfaces...
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_textSurface.copyRectToSurface(backupTextSurface, x, y, Common::Rect(0, 0, w + 1, h));
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_macScreen->copyRectToSurface(backupMacScreen, x, y, Common::Rect(0, 0, w + 1, h));
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backupTextSurface.free();
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backupMacScreen.free();
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// Notify the gfx system that we restored the surfaces...
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mac_markScreenAsDirty(x, y, w + 1, h);
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ScummEngine::drawDirtyScreenParts();
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// Finally, resume the engine, clear the input state, and restore the charset.
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pt.clear();
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clearClickedStatus();
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_charset->setCurID(oldId);
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_messageBannerActive = false;
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return ks;
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}
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// ===========================================================================
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// The infamous verb GUI for the Macintosh version of Indiana Jones and the
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// Last Crusade.
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//
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// It's likely that the original interpreter used more hooks from the engine
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// into the GUI. In particular, the inventory script uses a variable that I
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// haven't been able to find in any of the early scripts of the game.
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//
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// But the design goal here is to keep things as simple as possible, even if
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// that means using brute force. So the GUI figures out which verbs are active
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// by scanning all the verbs, and which objects are in the inventory by
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// scanning all objects.
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//
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// We used to coerce the Mac verb GUI into something that looked like the
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// GUI from all other versions. This used a number of variables and hard-coded
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// verbs. The only thing still used of all this is variable 67, to keep track
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// of the inventory scroll position. The fake verbs are removed when loading
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// old savegames, but the variables are assumed to be harmless.
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// ===========================================================================
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#define WIDGET_TIMER_JIFFIES 12
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#define REPEAT_TIMER_JIFFIES 18
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// ---------------------------------------------------------------------------
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// The basic building block of the GUI is the Widget. It has a bounding box, a
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// timer, a couple of drawing primitives, etc.
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// ---------------------------------------------------------------------------
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ScummEngine *MacIndy3Gui::Widget::_vm = nullptr;
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Graphics::Surface *MacIndy3Gui::Widget::_surface = nullptr;
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MacIndy3Gui *MacIndy3Gui::Widget::_gui = nullptr;
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MacIndy3Gui::Widget::Widget(int x, int y, int width, int height) {
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_bounds.left = x;
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_bounds.top = y;
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_bounds.right = x + width;
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_bounds.bottom = y + height;
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}
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void MacIndy3Gui::Widget::reset() {
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clearTimer();
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_enabled = false;
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setRedraw(false);
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}
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void MacIndy3Gui::Widget::updateTimer(int delta) {
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if (hasTimer()) {
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if (delta > _timer)
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delta = _timer;
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_timer -= delta;
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if (_timer == 0)
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timeOut();
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}
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}
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void MacIndy3Gui::Widget::draw() {
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markScreenAsDirty(_bounds);
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_redraw = false;
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}
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void MacIndy3Gui::Widget::undraw() {
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fill(_bounds);
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markScreenAsDirty(_bounds);
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_redraw = false;
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}
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void MacIndy3Gui::Widget::markScreenAsDirty(Common::Rect r) const {
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_gui->markScreenAsDirty(r);
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}
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byte MacIndy3Gui::Widget::translateChar(byte c) const {
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if (c == '^')
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return 0xC9;
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return c;
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}
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void MacIndy3Gui::Widget::fill(Common::Rect r) const {
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_gui->fill(r);
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}
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void MacIndy3Gui::Widget::drawBitmap(Common::Rect r, const uint16 *bitmap, Color color) const {
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_gui->drawBitmap(r, bitmap, color);
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}
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// The shadow box is the basic outline of the verb buttons and the inventory
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// widget. A slightly rounded rectangle with a shadow and a highlight.
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void MacIndy3Gui::Widget::drawShadowBox(Common::Rect r) const {
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_surface->hLine(r.left + 1, r.top, r.right - 3, kBlack);
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_surface->hLine(r.left + 1, r.bottom - 2, r.right - 3, kBlack);
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_surface->vLine(r.left, r.top + 1, r.bottom - 3, kBlack);
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_surface->vLine(r.right - 2, r.top + 1, r.bottom - 3, kBlack);
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_surface->hLine(r.left + 2, r.bottom - 1, r.right - 1, kBlack);
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_surface->vLine(r.right - 1, r.top + 2, r.bottom - 2, kBlack);
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_surface->hLine(r.left + 1, r.top + 1, r.right - 3, kWhite);
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_surface->vLine(r.left + 1, r.top + 2, r.bottom - 3, kWhite);
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}
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// The shadow frame is a rectangle with a highlight. It can be filled or
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// unfilled.
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void MacIndy3Gui::Widget::drawShadowFrame(Common::Rect r, Color shadowColor, Color fillColor) const {
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_surface->hLine(r.left, r.top, r.right - 1, kBlack);
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_surface->hLine(r.left, r.bottom - 1, r.right - 1, kBlack);
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_surface->vLine(r.left, r.top + 1, r.bottom - 2, kBlack);
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_surface->vLine(r.right - 1, r.top + 1, r.bottom - 2, kBlack);
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_surface->hLine(r.left + 1, r.top + 1, r.right - 2, shadowColor);
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|
_surface->vLine(r.left + 1, r.top + 2, r.bottom - 2, shadowColor);
|
|
|
|
if (fillColor != kTransparency) {
|
|
Common::Rect fillRect(r.left + 2, r.top + 2, r.right - 1, r.bottom - 1);
|
|
|
|
if (fillColor == kBackground)
|
|
fill(fillRect);
|
|
else
|
|
_surface->fillRect(fillRect, fillColor);
|
|
}
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------
|
|
// The VerbWidget is what the user interacts with. Each one is connected to a
|
|
// verb id and slot. A VerbWidget can consist of several Widgets.
|
|
// ---------------------------------------------------------------------------
|
|
|
|
void MacIndy3Gui::VerbWidget::reset() {
|
|
MacIndy3Gui::Widget::reset();
|
|
_verbslot = -1;
|
|
_visible = false;
|
|
_kill = false;
|
|
}
|
|
|
|
void MacIndy3Gui::VerbWidget::updateVerb(int verbslot) {
|
|
VerbSlot *vs = &_vm->_verbs[verbslot];
|
|
bool enabled = (vs->curmode == 1);
|
|
|
|
if (!_visible || _enabled != enabled)
|
|
setRedraw(true);
|
|
|
|
_verbslot = verbslot;
|
|
_verbid = vs->verbid;
|
|
_enabled = enabled;
|
|
_kill = false;
|
|
}
|
|
|
|
void MacIndy3Gui::VerbWidget::draw() {
|
|
Widget::draw();
|
|
_visible = true;
|
|
}
|
|
|
|
void MacIndy3Gui::VerbWidget::undraw() {
|
|
debug(1, "VerbWidget: Undrawing [%d]", _verbid);
|
|
|
|
Widget::undraw();
|
|
_visible = false;
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------
|
|
// The most common type of VerbWidget is the button, which is used for verbs
|
|
// and conversation options.
|
|
// ---------------------------------------------------------------------------
|
|
|
|
void MacIndy3Gui::Button::reset() {
|
|
MacIndy3Gui::VerbWidget::reset();
|
|
_text.clear();
|
|
}
|
|
|
|
bool MacIndy3Gui::Button::handleEvent(Common::Event &event) {
|
|
if (!_enabled || !_verbid)
|
|
return false;
|
|
|
|
VerbSlot *vs = &_vm->_verbs[_verbslot];
|
|
|
|
if (vs->saveid)
|
|
return false;
|
|
|
|
bool caughtEvent = false;
|
|
|
|
if (event.type == Common::EVENT_KEYDOWN) {
|
|
if (!event.kbd.hasFlags(Common::KBD_NON_STICKY) && event.kbd.keycode == vs->key)
|
|
caughtEvent = true;
|
|
} else if (event.type == Common::EVENT_LBUTTONDOWN) {
|
|
if (_bounds.contains(event.mouse))
|
|
caughtEvent = true;
|
|
}
|
|
|
|
// Events are handled at the end of the animation. This blatant attack
|
|
// on speedrunners all over the world was done because that's what the
|
|
// original seems to do, and it looks better. Based on tests in Mac
|
|
// emulators, the speed of the animation depended on the speed of your
|
|
// computer, so we just set something that looks good here.
|
|
|
|
if (caughtEvent) {
|
|
setRedraw(true);
|
|
setTimer(WIDGET_TIMER_JIFFIES);
|
|
}
|
|
|
|
return caughtEvent;
|
|
}
|
|
|
|
void MacIndy3Gui::Button::timeOut() {
|
|
if (_visible) {
|
|
_vm->runInputScript(kVerbClickArea, _verbid, 1);
|
|
setRedraw(true);
|
|
}
|
|
}
|
|
|
|
void MacIndy3Gui::Button::updateVerb(int verbslot) {
|
|
MacIndy3Gui::VerbWidget::updateVerb(verbslot);
|
|
|
|
const byte *ptr = _vm->getResourceAddress(rtVerb, verbslot);
|
|
byte buf[270];
|
|
|
|
_vm->convertMessageToString(ptr, buf, sizeof(buf));
|
|
if (_text != (char *)buf) {
|
|
_text = (char *)buf;
|
|
clearTimer();
|
|
setRedraw(true);
|
|
}
|
|
}
|
|
|
|
void MacIndy3Gui::Button::draw() {
|
|
if (!getRedraw())
|
|
return;
|
|
|
|
debug(1, "Button: Drawing [%d] %s", _verbid, _text.c_str());
|
|
|
|
MacIndy3Gui::VerbWidget::draw();
|
|
fill(_bounds);
|
|
|
|
if (!hasTimer()) {
|
|
drawShadowBox(_bounds);
|
|
} else {
|
|
// I have only been able to capture a screenshot of the pressed
|
|
// button in black and white, where the checkerboard background
|
|
// makes it hard to see exactly which pixels should be drawn.
|
|
// Basilisk II runs it too fast, and I haven't gotten Mini vMac
|
|
// to run it in 16-color mode.
|
|
//
|
|
// All I can say for certain is that the upper left corner is
|
|
// rounded while the lower right is not. I'm going to assume
|
|
// that the shadow is always drawn, and the rest of the button
|
|
// is just shifted down to the right. That would make the other
|
|
// two corners rounded, so only the lower right one isn't.
|
|
|
|
int x0 = _bounds.left + 1;
|
|
int x1 = _bounds.right - 1;
|
|
int y0 = _bounds.top + 1;
|
|
int y1 = _bounds.bottom - 1;
|
|
|
|
_surface->hLine(x0 + 1, y0, x1 - 1, kBlack);
|
|
_surface->hLine(x0 + 1, y1, x1, kBlack);
|
|
_surface->vLine(x0, y0 + 1, y1 - 1, kBlack);
|
|
_surface->vLine(x1, y0 + 1, y1 - 1, kBlack);
|
|
|
|
_surface->hLine(x0 + 1, y0 + 1, x1 - 1, kWhite);
|
|
_surface->vLine(x0 + 1, y0 + 2, y1 - 1, kWhite);
|
|
}
|
|
|
|
// The text is drawn centered. Based on experimentation, I think the
|
|
// width is always based on the outlined font, and the button shadow is
|
|
// not counted as part of the button width.
|
|
//
|
|
// This gives us pixel perfect rendering for the English verbs.
|
|
|
|
if (!_text.empty()) {
|
|
const Graphics::Font *boldFont = _gui->getFont(kBold);
|
|
const Graphics::Font *outlineFont = _gui->getFont(kOutline);
|
|
|
|
int stringWidth = 0;
|
|
for (uint i = 0; i < _text.size(); i++)
|
|
stringWidth += outlineFont->getCharWidth(_text[i]);
|
|
|
|
int x = (_bounds.left + (_bounds.width() - 1 - stringWidth) / 2) - 1;
|
|
int y = _bounds.top + 2;
|
|
Color color = _enabled ? kWhite : kBlack;
|
|
|
|
if (hasTimer()) {
|
|
x++;
|
|
y++;
|
|
}
|
|
|
|
for (uint i = 0; i < _text.size() && x < _bounds.right; i++) {
|
|
byte c = translateChar(_text[i]);
|
|
if (x >= _bounds.left) {
|
|
if (_enabled)
|
|
outlineFont->drawChar(_surface, c, x, y, kBlack);
|
|
boldFont->drawChar(_surface, c, x + 1, y, color);
|
|
}
|
|
x += boldFont->getCharWidth(c);
|
|
}
|
|
}
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------
|
|
// Unlike in the DOS version, where each inventory object shown on screen is
|
|
// its own verb, in the Macintosh version the entire Inventory widget is one
|
|
// single verb. It consists of the widget itself, the inventory slots, and
|
|
// the scrollbar.
|
|
// ---------------------------------------------------------------------------
|
|
|
|
MacIndy3Gui::Inventory::Inventory(int x, int y, int width, int height) : MacIndy3Gui::VerbWidget(x, y, width, height) {
|
|
x = _bounds.left + 6;
|
|
y = _bounds.top + 6;
|
|
|
|
// There are always six slots, no matter how many objects you are
|
|
// carrying.
|
|
//
|
|
// Each slot is 12 pixels tall (as seen when they are highlighted),
|
|
// which means they have to overlap slightly to fit. It is assumed
|
|
// that this will never interfere with the text drawing.
|
|
|
|
for (int i = 0; i < ARRAYSIZE(_slots); i++) {
|
|
_slots[i] = new Slot(i, x, y, 128, 12);
|
|
y += 11;
|
|
}
|
|
|
|
x = _bounds.right - 20;
|
|
|
|
_scrollBar = new ScrollBar(x, _bounds.top + 19, 16, 40);
|
|
|
|
_scrollButtons[0] = new ScrollButton(x, _bounds.top + 4, 16, 16, kScrollUp);
|
|
_scrollButtons[1] = new ScrollButton(x, _bounds.bottom - 20, 16, 16, kScrollDown);
|
|
}
|
|
|
|
MacIndy3Gui::Inventory::~Inventory() {
|
|
for (int i = 0; i < ARRAYSIZE(_slots); i++)
|
|
delete _slots[i];
|
|
|
|
delete _scrollBar;
|
|
|
|
for (int i = 0; i < ARRAYSIZE(_scrollButtons); i++)
|
|
delete _scrollButtons[i];
|
|
}
|
|
|
|
void MacIndy3Gui::Inventory::reset() {
|
|
MacIndy3Gui::VerbWidget::reset();
|
|
|
|
for (int i = 0; i < ARRAYSIZE(_slots); i++)
|
|
_slots[i]->reset();
|
|
|
|
_scrollBar->reset();
|
|
|
|
for (int i = 0; i < ARRAYSIZE(_scrollButtons); i++)
|
|
_scrollButtons[i]->reset();
|
|
}
|
|
|
|
void MacIndy3Gui::Inventory::setRedraw(bool redraw) {
|
|
MacIndy3Gui::Widget::setRedraw(redraw);
|
|
|
|
for (int i = 0; i < ARRAYSIZE(_slots); i++)
|
|
_slots[i]->setRedraw(redraw);
|
|
|
|
_scrollBar->setRedraw(redraw);
|
|
|
|
for (int i = 0; i < ARRAYSIZE(_scrollButtons); i++)
|
|
_scrollButtons[i]->setRedraw(redraw);
|
|
}
|
|
|
|
bool MacIndy3Gui::Inventory::handleEvent(Common::Event &event) {
|
|
if (!_enabled || !_verbid || event.type != Common::EVENT_LBUTTONDOWN)
|
|
return false;
|
|
|
|
for (int i = 0; i < ARRAYSIZE(_slots); i++) {
|
|
if (_slots[i]->handleEvent(event))
|
|
return true;
|
|
}
|
|
|
|
for (int i = 0; i < ARRAYSIZE(_scrollButtons); i++) {
|
|
ScrollButton *b = _scrollButtons[i];
|
|
|
|
// Scrolling is done by one object at a time, though you can
|
|
// hold down the mouse button to repeat.
|
|
|
|
if (b->handleEvent(event)) {
|
|
_scrollBar->scroll(b->_direction);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
if (_scrollBar->handleEvent(event))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
bool MacIndy3Gui::Inventory::handleMouseHeld(Common::Point &pressed, Common::Point &held) {
|
|
if (!_enabled || !_verbid)
|
|
return false;
|
|
|
|
for (int i = 0; i < ARRAYSIZE(_slots); i++) {
|
|
if (_slots[i]->handleMouseHeld(pressed, held))
|
|
return true;
|
|
}
|
|
|
|
for (int i = 0; i < ARRAYSIZE(_scrollButtons); i++) {
|
|
ScrollButton *b = _scrollButtons[i];
|
|
|
|
if (b->handleMouseHeld(pressed, held)) {
|
|
_scrollBar->scroll(b->_direction);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// It would be possible to handle dragging the scrollbar handle, but
|
|
// the original didn't.
|
|
|
|
if (_scrollBar->handleMouseHeld(pressed, held))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
void MacIndy3Gui::Inventory::updateTimer(int delta) {
|
|
Widget::updateTimer(delta);
|
|
|
|
for (int i = 0; i < ARRAYSIZE(_slots); i++)
|
|
_slots[i]->updateTimer(delta);
|
|
|
|
_scrollBar->updateTimer(delta);
|
|
|
|
for (int i = 0; i < ARRAYSIZE(_scrollButtons); i++)
|
|
_scrollButtons[i]->updateTimer(delta);
|
|
}
|
|
|
|
void MacIndy3Gui::Inventory::updateVerb(int verbslot) {
|
|
MacIndy3Gui::VerbWidget::updateVerb(verbslot);
|
|
|
|
int owner = _vm->VAR(_vm->VAR_EGO);
|
|
|
|
int invCount = _vm->getInventoryCount(owner);
|
|
int invOffset = _gui->getInventoryScrollOffset();
|
|
int numSlots = ARRAYSIZE(_slots);
|
|
|
|
// The scroll offset must be non-negative and if there are numSlots or
|
|
// less objects in the inventory, the inventory is fixed in the top
|
|
// position.
|
|
|
|
if (invOffset < 0 || invCount <= numSlots)
|
|
invOffset = 0;
|
|
|
|
// If there are more than numSlots objects in the inventory, clamp the
|
|
// scroll offset so that the inventory does not go past the last
|
|
// numSlots objets.
|
|
|
|
if (invCount > numSlots && invOffset > invCount - numSlots)
|
|
invOffset = invCount - numSlots;
|
|
|
|
_scrollButtons[0]->setEnabled(invOffset > 0);
|
|
_scrollButtons[1]->setEnabled(invCount > numSlots && invOffset < invCount - numSlots);
|
|
|
|
_scrollBar->setEnabled(invCount > numSlots);
|
|
_scrollBar->setInventoryParameters(invCount, invOffset);
|
|
|
|
_gui->setInventoryScrollOffset(invOffset);
|
|
|
|
int invSlot = 0;
|
|
|
|
// Assign the objects to the inventory slots
|
|
|
|
for (int i = 0; i < _vm->_numInventory && invSlot < numSlots; i++) {
|
|
int obj = _vm->_inventory[i];
|
|
if (obj && _vm->getOwner(obj) == owner) {
|
|
if (--invOffset < 0) {
|
|
_slots[invSlot]->setObject(obj);
|
|
invSlot++;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Clear the remaining slots
|
|
|
|
for (int i = invSlot; i < numSlots; i++)
|
|
_slots[i]->clearObject();
|
|
}
|
|
|
|
void MacIndy3Gui::Inventory::draw() {
|
|
if (getRedraw()) {
|
|
debug(1, "Inventory: Drawing [%d]", _verbid);
|
|
|
|
MacIndy3Gui::VerbWidget::draw();
|
|
|
|
drawShadowBox(_bounds);
|
|
drawShadowFrame(Common::Rect(_bounds.left + 4, _bounds.top + 4, _bounds.right - 22, _bounds.bottom - 4), kBlack, kWhite);
|
|
|
|
const uint16 upArrow[] = {
|
|
0x0000, 0x0000, 0x0000, 0x0080,
|
|
0x0140, 0x0220, 0x0410, 0x0808,
|
|
0x1C1C, 0x0410, 0x0410, 0x0410,
|
|
0x07F0, 0x0000, 0x0000, 0x0000
|
|
};
|
|
|
|
const uint16 downArrow[] = {
|
|
0x0000, 0x0000, 0x0000, 0x0000,
|
|
0x07F0, 0x0410, 0x0410, 0x0410,
|
|
0x1C1C, 0x0808, 0x0410, 0x0220,
|
|
0x0140, 0x0080, 0x0000, 0x0000
|
|
};
|
|
|
|
for (int i = 0; i < ARRAYSIZE(_scrollButtons); i++) {
|
|
ScrollButton *s = _scrollButtons[i];
|
|
const uint16 *arrow = (s->_direction == kScrollUp) ? upArrow : downArrow;
|
|
|
|
drawShadowFrame(s->_bounds, kWhite, kTransparency);
|
|
drawBitmap(s->_bounds, arrow, kBlack);
|
|
s->draw();
|
|
}
|
|
}
|
|
|
|
// Since the inventory slots overlap, draw the highlighted ones (and
|
|
// there should really only be one at a time) last.
|
|
|
|
for (int i = 0; i < ARRAYSIZE(_slots); i++) {
|
|
if (!_slots[i]->hasTimer())
|
|
_slots[i]->draw();
|
|
}
|
|
|
|
for (int i = 0; i < ARRAYSIZE(_slots); i++) {
|
|
if (_slots[i]->hasTimer())
|
|
_slots[i]->draw();
|
|
}
|
|
|
|
_scrollBar->draw();
|
|
|
|
for (int i = 0; i < ARRAYSIZE(_scrollButtons); i++)
|
|
_scrollButtons[i]->draw();
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------
|
|
// Inventory::Slot is a widget for a single inventory object.
|
|
// ---------------------------------------------------------------------------
|
|
|
|
MacIndy3Gui::Inventory::Slot::Slot(int slot, int x, int y, int width, int height) : MacIndy3Gui::Widget(x, y, width, height) {
|
|
_slot = slot;
|
|
}
|
|
|
|
void MacIndy3Gui::Inventory::Slot::reset() {
|
|
Widget::reset();
|
|
clearName();
|
|
clearObject();
|
|
}
|
|
|
|
void MacIndy3Gui::Inventory::Slot::clearObject() {
|
|
_obj = -1;
|
|
setEnabled(false);
|
|
|
|
if (hasName()) {
|
|
clearName();
|
|
setRedraw(true);
|
|
}
|
|
}
|
|
|
|
void MacIndy3Gui::Inventory::Slot::setObject(int obj) {
|
|
_obj = obj;
|
|
|
|
const byte *ptr = _vm->getObjOrActorName(obj);
|
|
|
|
if (ptr) {
|
|
byte buf[270];
|
|
_vm->convertMessageToString(ptr, buf, sizeof(buf));
|
|
|
|
if (_name != (const char *)buf) {
|
|
setEnabled(true);
|
|
_name = (const char *)buf;
|
|
clearTimer();
|
|
setRedraw(true);
|
|
}
|
|
} else if (hasName()) {
|
|
setEnabled(false);
|
|
clearName();
|
|
clearTimer();
|
|
setRedraw(true);
|
|
}
|
|
}
|
|
|
|
bool MacIndy3Gui::Inventory::Slot::handleEvent(Common::Event &event) {
|
|
if (!_enabled || event.type != Common::EVENT_LBUTTONDOWN)
|
|
return false;
|
|
|
|
if (_bounds.contains(event.mouse)) {
|
|
setRedraw(true);
|
|
if (hasTimer())
|
|
timeOut();
|
|
setTimer(WIDGET_TIMER_JIFFIES);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void MacIndy3Gui::Inventory::Slot::timeOut() {
|
|
_vm->runInputScript(kInventoryClickArea, getObject(), 1);
|
|
setRedraw(true);
|
|
}
|
|
|
|
void MacIndy3Gui::Inventory::Slot::draw() {
|
|
if (!getRedraw())
|
|
return;
|
|
|
|
debug(1, "Inventory::Slot: Drawing [%d] %s", _slot, _name.c_str());
|
|
|
|
Widget::draw();
|
|
|
|
Color fg, bg;
|
|
|
|
if (hasTimer()) {
|
|
fg = kWhite;
|
|
bg = kBlack;
|
|
} else {
|
|
fg = kBlack;
|
|
bg = kWhite;
|
|
}
|
|
|
|
_surface->fillRect(_bounds, bg);
|
|
|
|
if (hasName()) {
|
|
const Graphics::Font *font = _gui->getFont(kRegular);
|
|
|
|
int y = _bounds.top - 1;
|
|
int x = _bounds.left + 4;
|
|
|
|
for (uint i = 0; i < _name.size() && x < _bounds.right; i++) {
|
|
byte c = translateChar(_name[i]);
|
|
|
|
font->drawChar(_surface, c, x, y, fg);
|
|
x += font->getCharWidth(c);
|
|
}
|
|
}
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------
|
|
// Inventory::ScrollBar is the slider which shows if the inventory contains
|
|
// more objects than are visible on screen.
|
|
// ---------------------------------------------------------------------------
|
|
|
|
// NB: This class makes several references to ARRAYSIZE(_slots), but accessing
|
|
// members of the enclosing class like that should be ok in C++11.
|
|
|
|
MacIndy3Gui::Inventory::ScrollBar::ScrollBar(int x, int y, int width, int height) : MacIndy3Gui::Widget(x, y, width, height) {
|
|
}
|
|
|
|
bool MacIndy3Gui::Inventory::ScrollBar::handleEvent(Common::Event &event) {
|
|
if (!_enabled || event.type != Common::EVENT_LBUTTONDOWN)
|
|
return false;
|
|
|
|
// Clicking on the scrollbar scrolls it to the top or the bottom, not
|
|
// one page as one might suspect. Though you're rarely carrying enough
|
|
// objects for this to make a difference.
|
|
//
|
|
// The direction depends on if you click above or below the handle.
|
|
// Clicking on the handle also works, though the behavior strikes me
|
|
// as a bit unintuitive. If you click on Y coordinate pos + 5, nothing
|
|
// happens at all.
|
|
|
|
if (_bounds.contains(event.mouse)) {
|
|
int pos = _bounds.top + getHandlePosition();
|
|
|
|
if (event.mouse.y <= pos + 4)
|
|
_invOffset = 0;
|
|
else if (event.mouse.y >= pos + 6)
|
|
_invOffset = _invCount - ARRAYSIZE(_slots);
|
|
|
|
_gui->setInventoryScrollOffset(_invOffset);
|
|
setRedraw(true);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void MacIndy3Gui::Inventory::ScrollBar::setInventoryParameters(int invCount, int invOffset) {
|
|
if (invOffset != _invOffset)
|
|
setRedraw(true);
|
|
|
|
if (invCount != _invCount && _invCount >= ARRAYSIZE(_slots))
|
|
setRedraw(true);
|
|
|
|
_invCount = invCount;
|
|
_invOffset = invOffset;
|
|
}
|
|
|
|
void MacIndy3Gui::Inventory::ScrollBar::scroll(ScrollDirection dir) {
|
|
int newOffset = _invOffset;
|
|
int maxOffset = _invCount - ARRAYSIZE(_slots);
|
|
|
|
if (dir == kScrollUp)
|
|
newOffset--;
|
|
else
|
|
newOffset++;
|
|
|
|
if (newOffset < 0)
|
|
newOffset = 0;
|
|
else if (newOffset > maxOffset)
|
|
newOffset = maxOffset;
|
|
|
|
if (newOffset != _invOffset) {
|
|
_invOffset = newOffset;
|
|
_gui->setInventoryScrollOffset(_invOffset);
|
|
setRedraw(true);
|
|
}
|
|
}
|
|
|
|
int MacIndy3Gui::Inventory::ScrollBar::getHandlePosition() {
|
|
if (_invOffset == 0)
|
|
return 0;
|
|
|
|
// Hopefully this matches the original scroll handle position.
|
|
|
|
int maxPos = _bounds.height() - 8;
|
|
int maxOffset = _invCount - ARRAYSIZE(_slots);
|
|
|
|
if (_invOffset >= maxOffset)
|
|
return maxPos;
|
|
|
|
return maxPos * _invOffset / maxOffset;
|
|
}
|
|
|
|
void MacIndy3Gui::Inventory::ScrollBar::reset() {
|
|
MacIndy3Gui::Widget::reset();
|
|
_invCount = 0;
|
|
_invOffset = 0;
|
|
}
|
|
|
|
void MacIndy3Gui::Inventory::ScrollBar::draw() {
|
|
if (!getRedraw())
|
|
return;
|
|
|
|
debug(1, "Inventory::Scrollbar: Drawing");
|
|
|
|
Widget::draw();
|
|
drawShadowFrame(_bounds, kBlack, kBackground);
|
|
|
|
// The scrollbar handle is only drawn when there are enough inventory
|
|
// objects to scroll.
|
|
|
|
if (_enabled) {
|
|
debug(1, "Inventory::Scrollbar: Drawing handle");
|
|
|
|
int y = _bounds.top + getHandlePosition();
|
|
|
|
// The height of the scrollbar handle never changes, regardless
|
|
// of how many items you are carrying.
|
|
drawShadowFrame(Common::Rect(_bounds.left, y, _bounds.right, y + 8), kWhite, kTransparency);
|
|
}
|
|
|
|
setRedraw(false);
|
|
markScreenAsDirty(_bounds);
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------
|
|
// Inventory::ScrollButton is the buttons used to scroll the inventory up and
|
|
// down. They're only responsible for drawing the filled part of the arrow,
|
|
// since the rest of the buttons are drawn by the Inventory widget itself.
|
|
// ---------------------------------------------------------------------------
|
|
|
|
MacIndy3Gui::Inventory::ScrollButton::ScrollButton(int x, int y, int width, int height, ScrollDirection direction) : MacIndy3Gui::Widget(x, y, width, height) {
|
|
_direction = direction;
|
|
}
|
|
|
|
bool MacIndy3Gui::Inventory::ScrollButton::handleEvent(Common::Event &event) {
|
|
if (!_enabled || event.type != Common::EVENT_LBUTTONDOWN)
|
|
return false;
|
|
|
|
if (_bounds.contains(event.mouse)) {
|
|
setRedraw(true);
|
|
setTimer(WIDGET_TIMER_JIFFIES);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool MacIndy3Gui::Inventory::ScrollButton::handleMouseHeld(Common::Point &pressed, Common::Point &held) {
|
|
if (!_enabled)
|
|
return false;
|
|
|
|
// The scroll button doesn't care if the mouse has moved outside while
|
|
// being held.
|
|
|
|
return _bounds.contains(pressed);
|
|
}
|
|
|
|
void MacIndy3Gui::Inventory::ScrollButton::timeOut() {
|
|
// Nothing happens, but the button changes state.
|
|
setRedraw(true);
|
|
}
|
|
|
|
void MacIndy3Gui::Inventory::ScrollButton::draw() {
|
|
if (!getRedraw())
|
|
return;
|
|
|
|
debug(1, "Inventory::ScrollButton: Drawing [%d]", _direction);
|
|
|
|
Widget::draw();
|
|
|
|
const uint16 upArrow[] = {
|
|
0x0000, 0x0000, 0x0000, 0x0000,
|
|
0x0080, 0x01C0, 0x03E0, 0x07F0,
|
|
0x03E0, 0x03E0, 0x03E0, 0x03E0,
|
|
0x0000, 0x0000, 0x0000, 0x0000
|
|
};
|
|
|
|
const uint16 downArrow[] = {
|
|
0x0000, 0x0000, 0x0000, 0x0000,
|
|
0x0000, 0x03E0, 0x03E0, 0x03E0,
|
|
0x03E0, 0x07F0, 0x03E0, 0x01C0,
|
|
0x0080, 0x0000, 0x0000, 0x0000
|
|
};
|
|
|
|
const uint16 *arrow = (_direction == kScrollUp) ? upArrow : downArrow;
|
|
Color color = hasTimer() ? kBlack : kWhite;
|
|
|
|
drawBitmap(_bounds, arrow, color);
|
|
|
|
setRedraw(false);
|
|
markScreenAsDirty(_bounds);
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------
|
|
// The MacIndy3Gui class ties the whole thing together, mostly by delegating
|
|
// the work to the individual widgets.
|
|
// ---------------------------------------------------------------------------
|
|
|
|
MacIndy3Gui::MacIndy3Gui(OSystem *system, ScummEngine *vm) :
|
|
_system(system), _vm(vm), _surface(vm->_macScreen), _visible(false) {
|
|
|
|
// There is one widget for every verb in the game. Verbs include the
|
|
// inventory widget and conversation options.
|
|
|
|
Widget::_vm = _vm;
|
|
Widget::_surface = _surface;
|
|
Widget::_gui = this;
|
|
|
|
for (int i = 0; i < ARRAYSIZE(_fonts); i++)
|
|
_fonts[i] = nullptr;
|
|
|
|
_widgets[ 1] = new Button(137, 312, 68, 18); // Open
|
|
_widgets[ 2] = new Button(137, 332, 68, 18); // Close
|
|
_widgets[ 3] = new Button( 67, 352, 68, 18); // Give
|
|
_widgets[ 4] = new Button(277, 332, 68, 18); // Turn on
|
|
_widgets[ 5] = new Button(277, 352, 68, 18); // Turn off
|
|
_widgets[ 6] = new Button( 67, 312, 68, 18); // Push
|
|
_widgets[ 7] = new Button( 67, 332, 68, 18); // Pull
|
|
_widgets[ 8] = new Button(277, 312, 68, 18); // Use
|
|
_widgets[ 9] = new Button(137, 352, 68, 18); // Look at
|
|
_widgets[ 10] = new Button(207, 312, 68, 18); // Walk to
|
|
_widgets[ 11] = new Button(207, 332, 68, 18); // Pick up
|
|
_widgets[ 12] = new Button(207, 352, 68, 18); // What is
|
|
_widgets[ 13] = new Button(347, 312, 68, 18); // Talk
|
|
_widgets[ 14] = new Button( 97, 312, 121, 18); // Never mind.
|
|
_widgets[ 32] = new Button(347, 332, 68, 18); // Travel
|
|
_widgets[ 33] = new Button(347, 352, 68, 18); // To Indy
|
|
_widgets[ 34] = new Button(347, 352, 68, 18); // To Henry
|
|
_widgets[ 90] = new Button( 67, 292, 507, 18); // Travel 1
|
|
_widgets[ 91] = new Button( 67, 312, 507, 18); // Travel 2
|
|
_widgets[ 92] = new Button( 67, 332, 507, 18); // Travel 3
|
|
_widgets[100] = new Button( 67, 292, 348, 18); // Sentence
|
|
_widgets[101] = new Inventory(417, 292, 157, 78);
|
|
_widgets[119] = new Button(324, 312, 91, 18); // Take this:
|
|
_widgets[120] = new Button( 67, 292, 507, 18); // Converse 1
|
|
_widgets[121] = new Button( 67, 312, 507, 18); // Converse 2
|
|
_widgets[122] = new Button( 67, 332, 507, 18); // Converse 3
|
|
_widgets[123] = new Button( 67, 352, 507, 18); // Converse 4
|
|
_widgets[124] = new Button( 67, 352, 151, 18); // Converse 5
|
|
_widgets[125] = new Button(423, 352, 151, 18); // Converse 6
|
|
|
|
for (auto &it: _widgets)
|
|
it._value->setVerbid(it._key);
|
|
|
|
_dirtyRects.clear();
|
|
}
|
|
|
|
MacIndy3Gui::~MacIndy3Gui() {
|
|
for (auto &it: _widgets)
|
|
delete it._value;
|
|
}
|
|
|
|
// Before the GUI rewrite, the scroll offset was saved in variable 67. Let's
|
|
// continue that tradition, just in case. If nothing else, it gives us an easy
|
|
// way to still store it in savegames.
|
|
|
|
int MacIndy3Gui::getInventoryScrollOffset() const {
|
|
return _vm->VAR(67);
|
|
}
|
|
|
|
void MacIndy3Gui::setInventoryScrollOffset(int n) const {
|
|
_vm->VAR(67) = n;
|
|
}
|
|
|
|
bool MacIndy3Gui::isVerbGuiAllowed() const {
|
|
// The GUI is only allowed if the verb area has the expected size. That
|
|
// really seems to be all that's needed.
|
|
|
|
VirtScreen *vs = &_vm->_virtscr[kVerbVirtScreen];
|
|
if (vs->topline != 144 || vs->h != 56)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
bool MacIndy3Gui::isVerbGuiActive() const {
|
|
// The visibility flag may not have been updated yet, so better check
|
|
// that the GUI is still allowed.
|
|
|
|
return _visible && isVerbGuiAllowed();
|
|
}
|
|
|
|
const Graphics::Font *MacIndy3Gui::getFont(FontId fontId) {
|
|
if (!_fonts[fontId]) {
|
|
int id = Graphics::kMacFontGeneva;
|
|
int size = 9;
|
|
int slant = Graphics::kMacFontRegular;
|
|
|
|
switch (fontId) {
|
|
case kRegular:
|
|
break;
|
|
|
|
case kBold:
|
|
slant = Graphics::kMacFontBold;
|
|
break;
|
|
|
|
case kOutline:
|
|
slant = Graphics::kMacFontBold | Graphics::kMacFontOutline | Graphics::kMacFontCondense;
|
|
break;
|
|
|
|
default:
|
|
error("MacIndy3Gui: getFont: Unknown font id %d", fontId);
|
|
}
|
|
|
|
_fonts[fontId] = _vm->_macFontManager->getFont(Graphics::MacFont(id, size, slant));
|
|
}
|
|
|
|
return _fonts[fontId];
|
|
}
|
|
|
|
void MacIndy3Gui::reset() {
|
|
_visible = false;
|
|
|
|
for (auto &it: _widgets)
|
|
it._value->reset();
|
|
}
|
|
|
|
void MacIndy3Gui::resetAfterLoad() {
|
|
reset();
|
|
|
|
// In the DOS version, verb ID 102-106 were used for the visible
|
|
// inventory items, and 107-108 for inventory arrow buttons. In the
|
|
// Macintosh version, the entire inventory widget is verb ID 101.
|
|
//
|
|
// In old savegames, the DOS verb IDs may still be present, and have
|
|
// to be removed.
|
|
|
|
for (int i = 0; i < _vm->_numVerbs; i++) {
|
|
if (_vm->_verbs[i].verbid >= 102 && _vm->_verbs[i].verbid <= 108)
|
|
_vm->killVerb(i);
|
|
}
|
|
}
|
|
|
|
void MacIndy3Gui::update(int delta) {
|
|
if (isVerbGuiAllowed() && updateVerbs(delta)) {
|
|
if (!_visible)
|
|
show();
|
|
|
|
updateMouseHeldTimer(delta);
|
|
drawVerbs();
|
|
} else {
|
|
if (_visible)
|
|
hide();
|
|
}
|
|
|
|
copyDirtyRectsToScreen();
|
|
}
|
|
|
|
bool MacIndy3Gui::updateVerbs(int delta) {
|
|
// Tentatively mark the verb widgets for removal. Any widget that wants
|
|
// to stay has to say so.
|
|
|
|
for (auto &it: _widgets) {
|
|
VerbWidget *w = it._value;
|
|
|
|
if (delta > 0)
|
|
w->updateTimer(delta);
|
|
|
|
w->threaten();
|
|
}
|
|
|
|
bool hasActiveVerbs = false;
|
|
|
|
// Collect all active verbs. Verb slot 0 is special, apparently, so we
|
|
// don't look at that one.
|
|
|
|
for (int i = 1; i < _vm->_numVerbs; i++) {
|
|
VerbSlot *vs = &_vm->_verbs[i];
|
|
|
|
if (!vs->saveid && vs->curmode && vs->verbid) {
|
|
VerbWidget *w = _widgets.getValOrDefault(vs->verbid);
|
|
|
|
if (w) {
|
|
w->updateVerb(i);
|
|
hasActiveVerbs = true;
|
|
} else {
|
|
const byte *ptr = _vm->getResourceAddress(rtVerb, i);
|
|
byte buf[270];
|
|
_vm->convertMessageToString(ptr, buf, sizeof(buf));
|
|
warning("MacIndy3Gui: Unknown verb: %d %s", vs->verbid, buf);
|
|
}
|
|
}
|
|
}
|
|
|
|
return hasActiveVerbs;
|
|
}
|
|
|
|
void MacIndy3Gui::updateMouseHeldTimer(int delta) {
|
|
if (delta > 0 && _leftButtonIsPressed) {
|
|
_timer -= delta;
|
|
|
|
if (_timer <= 0) {
|
|
debug(2, "MacIndy3Gui: Left button still down");
|
|
|
|
_timer = REPEAT_TIMER_JIFFIES;
|
|
|
|
for (auto &it: _widgets) {
|
|
if (it._value->handleMouseHeld(_leftButtonPressed, _leftButtonHeld))
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void MacIndy3Gui::drawVerbs() {
|
|
// The possible verbs overlap each other. Remove the dead ones first, then draw the live ones.
|
|
|
|
for (auto &it: _widgets) {
|
|
VerbWidget *w = it._value;
|
|
|
|
if (w->isDying() && w->isVisible()) {
|
|
w->undraw();
|
|
w->reset();
|
|
}
|
|
}
|
|
|
|
for (auto &it: _widgets) {
|
|
VerbWidget *w = it._value;
|
|
|
|
if (w->hasVerb())
|
|
w->draw();
|
|
}
|
|
}
|
|
|
|
void MacIndy3Gui::handleEvent(Common::Event &event) {
|
|
if (!isVerbGuiActive() || _vm->_userPut <= 0)
|
|
return;
|
|
|
|
if (event.type == Common::EVENT_LBUTTONDOWN) {
|
|
if (!_leftButtonIsPressed) {
|
|
debug(2, "MacIndy3Gui: Left button down");
|
|
|
|
_leftButtonIsPressed = true;
|
|
_leftButtonPressed = event.mouse;
|
|
_leftButtonHeld = event.mouse;
|
|
_timer = REPEAT_TIMER_JIFFIES;
|
|
}
|
|
} else if (event.type == Common::EVENT_LBUTTONUP) {
|
|
if (_leftButtonIsPressed) {
|
|
debug(2, "MacIndy3Gui: Left button up");
|
|
|
|
_leftButtonIsPressed = false;
|
|
_timer = 0;
|
|
}
|
|
} else if (event.type == Common::EVENT_MOUSEMOVE) {
|
|
if (_leftButtonIsPressed)
|
|
_leftButtonHeld = event.mouse;
|
|
}
|
|
|
|
// It probably doesn't make much of a difference, but if a widget
|
|
// responds to an event, and marks itself as wanting to be redraw,
|
|
// we do that redrawing immediately, not on the next update.
|
|
|
|
for (auto &it: _widgets) {
|
|
Widget *w = it._value;
|
|
|
|
if (w->handleEvent(event)) {
|
|
if (w->getRedraw()) {
|
|
w->draw();
|
|
copyDirtyRectsToScreen();
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void MacIndy3Gui::show() {
|
|
if (_visible)
|
|
return;
|
|
|
|
debug(1, "MacIndy3Gui: Showing");
|
|
|
|
_visible = true;
|
|
|
|
_surface->fillRect(Common::Rect(0, 288, 640, 289), kBlack);
|
|
_surface->fillRect(Common::Rect(0, 373, 640, 400), kBlack);
|
|
|
|
fill(Common::Rect(0, 290, 640, 373));
|
|
|
|
const uint16 ulCorner[] = { 0xF000, 0xC000, 0x8000, 0x8000 };
|
|
const uint16 urCorner[] = { 0xF000, 0x3000, 0x1000, 0x1000 };
|
|
const uint16 llCorner[] = { 0x8000, 0x8000, 0xC000, 0xF000 };
|
|
const uint16 lrCorner[] = { 0x1000, 0x1000, 0x3000, 0xF000 };
|
|
|
|
drawBitmap(Common::Rect( 0, 290, 4, 294), ulCorner, kBlack);
|
|
drawBitmap(Common::Rect(636, 290, 640, 294), urCorner, kBlack);
|
|
drawBitmap(Common::Rect( 0, 369, 4, 373), llCorner, kBlack);
|
|
drawBitmap(Common::Rect(636, 369, 640, 373), lrCorner, kBlack);
|
|
|
|
markScreenAsDirty(Common::Rect(0, 288, 640, 400));
|
|
}
|
|
|
|
void MacIndy3Gui::hide() {
|
|
if (!_visible)
|
|
return;
|
|
|
|
debug(1, "MacIndy3Gui: Hiding");
|
|
|
|
_leftButtonIsPressed = false;
|
|
_timer = 0;
|
|
|
|
reset();
|
|
|
|
if (isVerbGuiAllowed()) {
|
|
_surface->fillRect(Common::Rect(0, 288, 640, 400), kBlack);
|
|
markScreenAsDirty(Common::Rect(0, 288, 640, 400));
|
|
}
|
|
}
|
|
|
|
void MacIndy3Gui::markScreenAsDirty(Common::Rect r) {
|
|
// As long as we always call this with the most encompassing rect
|
|
// first, it is trivial to filter out unnecessary calls.
|
|
|
|
for (uint i = 0; i < _dirtyRects.size(); i++) {
|
|
if (_dirtyRects[i].contains(r))
|
|
return;
|
|
}
|
|
|
|
_dirtyRects.push_back(r);
|
|
}
|
|
|
|
void MacIndy3Gui::copyDirtyRectsToScreen() {
|
|
for (uint i = 0; i < _dirtyRects.size(); i++) {
|
|
_system->copyRectToScreen(
|
|
_surface->getBasePtr(_dirtyRects[i].left, _dirtyRects[i].top),
|
|
_surface->pitch,
|
|
_dirtyRects[i].left, _dirtyRects[i].top,
|
|
_dirtyRects[i].width(), _dirtyRects[i].height());
|
|
}
|
|
|
|
_dirtyRects.clear();
|
|
}
|
|
|
|
void MacIndy3Gui::fill(Common::Rect r) const {
|
|
int pitch = _surface->pitch;
|
|
|
|
// Fill the screen with either gray of a checkerboard pattern.
|
|
|
|
if (_vm->_renderMode == Common::kRenderMacintoshBW) {
|
|
byte *row = (byte *)_surface->getBasePtr(r.left, r.top);
|
|
|
|
for (int y = r.top; y < r.bottom; y++) {
|
|
byte *ptr = row;
|
|
for (int x = r.left; x < r.right; x++)
|
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*ptr++ = ((x + y) & 1) ? kWhite : kBlack;
|
|
row += pitch;
|
|
}
|
|
} else
|
|
_surface->fillRect(r, kLightGray);
|
|
}
|
|
|
|
void MacIndy3Gui::drawBitmap(Common::Rect r, const uint16 *bitmap, Color color) const {
|
|
byte *ptr = (byte *)_surface->getBasePtr(r.left, r.top);
|
|
int pitch = _surface->pitch;
|
|
|
|
assert(r.width() <= 16);
|
|
|
|
for (int y = 0; y < r.height(); y++) {
|
|
uint16 bit = 0x8000;
|
|
for (int x = 0; x < r.width(); x++) {
|
|
if (bitmap[y] & bit)
|
|
ptr[x] = color;
|
|
bit >>= 1;
|
|
}
|
|
ptr += pitch;
|
|
}
|
|
}
|
|
|
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} // End of namespace Scumm
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