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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 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
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