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/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* 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 "engines/stark/ui/gamewindow.h"
#include "engines/stark/scene.h"
#include "engines/stark/gfx/driver.h"
#include "engines/stark/resources/anim.h"
#include "engines/stark/resources/knowledgeset.h"
#include "engines/stark/resources/item.h"
#include "engines/stark/resources/location.h"
#include "engines/stark/services/global.h"
#include "engines/stark/services/services.h"
#include "engines/stark/services/staticprovider.h"
#include "engines/stark/services/gameinterface.h"
#include "engines/stark/services/userinterface.h"
#include "engines/stark/ui/actionmenu.h"
#include "engines/stark/ui/cursor.h"
#include "engines/stark/ui/inventorywindow.h"
namespace Stark {
GameWindow::GameWindow(Gfx::Driver *gfx, Cursor *cursor, ActionMenu *actionMenu, InventoryWindow *inventory) :
Window(gfx, cursor),
_actionMenu(actionMenu),
_inventory(inventory),
_objectUnderCursor(nullptr) {
_position = Common::Rect(Gfx::Driver::kGameViewportWidth, Gfx::Driver::kGameViewportHeight);
_position.translate(0, Gfx::Driver::kTopBorderHeight);
_visible = true;
_fadeRenderer = _gfx->createFadeRenderer();
}
GameWindow::~GameWindow() {
delete _fadeRenderer;
}
void GameWindow::onRender() {
// List the items to render
Resources::Location *location = StarkGlobal->getCurrent()->getLocation();
_renderEntries = location->listRenderEntries();
Gfx::LightEntryArray lightEntries = location->listLightEntries();
// Render all the scene items
Gfx::RenderEntryArray::iterator element = _renderEntries.begin();
while (element != _renderEntries.end()) {
// Draw the current element
(*element)->render(lightEntries);
// Go for the next one
element++;
}
float fadeLevel = StarkScene->getFadeLevel();
if ((1.0f - fadeLevel) > 0.00001f) {
_fadeRenderer->render(fadeLevel);
}
}
void GameWindow::onMouseMove(const Common::Point &pos) {
_renderEntries = StarkGlobal->getCurrent()->getLocation()->listRenderEntries();
_cursor->setFading(false);
if (!StarkUserInterface->isInteractive()) {
_objectUnderCursor = nullptr;
_cursor->setCursorType(Cursor::kPassive);
_cursor->setMouseHint("");
return;
}
int16 selectedInventoryItem = _inventory->getSelectedInventoryItem();
int16 singlePossibleAction = -1;
bool defaultAction = false;
checkObjectAtPos(pos, selectedInventoryItem, singlePossibleAction, defaultAction);
Common::String mouseHint;
if (selectedInventoryItem != -1 && !defaultAction) {
VisualImageXMG *cursorImage = StarkGameInterface->getCursorImage(selectedInventoryItem);
_cursor->setCursorImage(cursorImage);
_cursor->setFading(singlePossibleAction == selectedInventoryItem);
} else if (_objectUnderCursor) {
switch (singlePossibleAction) {
case -1:
_cursor->setCursorType(Cursor::kActive);
break;
case Resources::PATTable::kActionLook:
_cursor->setCursorType(Cursor::kEye);
break;
case Resources::PATTable::kActionTalk:
_cursor->setCursorType(Cursor::kMouth);
break;
case Resources::PATTable::kActionUse:
_cursor->setCursorType(Cursor::kHand);
break;
default:
VisualImageXMG *cursorImage = StarkGameInterface->getCursorImage(singlePossibleAction);
_cursor->setCursorImage(cursorImage);
break;
}
mouseHint = StarkGameInterface->getItemTitleAt(_objectUnderCursor, _objectRelativePosition);
} else {
// Not an object
_cursor->setCursorType(Cursor::kDefault);
}
_cursor->setMouseHint(mouseHint);
}
void GameWindow::onClick(const Common::Point &pos) {
if (!StarkUserInterface->isInteractive()) {
StarkUserInterface->markInteractionDenied();
return;
}
_actionMenu->close();
int16 selectedInventoryItem = _inventory->getSelectedInventoryItem();
int16 singlePossibleAction = -1;
bool defaultAction;
checkObjectAtPos(pos, selectedInventoryItem, singlePossibleAction, defaultAction);
if (_objectUnderCursor) {
if (singlePossibleAction != -1) {
StarkGameInterface->itemDoActionAt(_objectUnderCursor, singlePossibleAction, _objectRelativePosition);
} else if (selectedInventoryItem == -1) {
_actionMenu->open(_objectUnderCursor, _objectRelativePosition);
}
} else {
// The walk code expects unscaled absolute mouse coordinates
StarkGameInterface->walkTo(_cursor->getMousePosition(true));
}
}
void GameWindow::onRightClick(const Common::Point &pos) {
if (!StarkUserInterface->isInteractive()) {
return;
}
int16 selectedInventoryItem = _inventory->getSelectedInventoryItem();
if (selectedInventoryItem == -1) {
_inventory->open();
} else {
_inventory->setSelectedInventoryItem(-1);
}
}
void GameWindow::onDoubleClick(const Common::Point &pos) {
if (!StarkUserInterface->isInteractive()) {
StarkUserInterface->markInteractionDenied();
return;
}
if (StarkGameInterface->isAprilWalking()) {
StarkGameInterface->setAprilRunning();
}
}
void GameWindow::checkObjectAtPos(Common::Point pos, int16 selectedInventoryItem, int16 &singlePossibleAction, bool &isDefaultAction) {
_objectUnderCursor = nullptr;
singlePossibleAction = -1;
isDefaultAction = false;
Math::Ray ray = StarkScene->makeRayFromMouse(_cursor->getMousePosition(true));
// Render entries are sorted from the farthest to the camera to the nearest
// Loop in reverse order
for (int i = _renderEntries.size() - 1; i >= 0; i--) {
if (_renderEntries[i]->containsPoint(pos, _objectRelativePosition)
|| _renderEntries[i]->intersectRay(ray)) {
_objectUnderCursor = _renderEntries[i]->getOwner();
break;
}
}
if (!_objectUnderCursor || !StarkGameInterface->itemHasActionAt(_objectUnderCursor, _objectRelativePosition, -1)) {
// Only consider items with runnable scripts
_objectUnderCursor = nullptr;
return;
}
int32 defaultAction = StarkGameInterface->itemGetDefaultActionAt(_objectUnderCursor, _objectRelativePosition);
if (defaultAction != -1) {
// Use the default action if there is one
singlePossibleAction = defaultAction;
isDefaultAction = true;
} else if (selectedInventoryItem != -1) {
// Use the selected inventory item if there is one
if (StarkGameInterface->itemHasActionAt(_objectUnderCursor, _objectRelativePosition, selectedInventoryItem)) {
singlePossibleAction = selectedInventoryItem;
}
} else {
// Otherwise, use stock actions
Resources::ActionArray actionsPossible = StarkGameInterface->listStockActionsPossibleForObjectAt(
_objectUnderCursor, _objectRelativePosition);
if (actionsPossible.size() == 1) {
singlePossibleAction = actionsPossible[0];
}
}
}
void GameWindow::reset() {
_renderEntries.clear();
_objectUnderCursor = nullptr;
_objectRelativePosition.x = 0;
_objectRelativePosition.y = 0;
}
} // End of namespace Stark
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