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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 "ags/shared/ac/common.h"
#include "ags/engine/ac/display.h"
#include "ags/engine/ac/draw.h"
#include "ags/shared/ac/game_setup_struct.h"
#include "ags/engine/ac/game_state.h"
#include "ags/engine/ac/global_game.h"
#include "ags/engine/ac/global_gui.h"
#include "ags/engine/ac/gui.h"
#include "ags/engine/ac/gui_control.h"
#include "ags/engine/ac/mouse.h"
#include "ags/engine/ac/string.h"
#include "ags/engine/debugging/debug_log.h"
#include "ags/shared/font/fonts.h"
#include "ags/shared/gui/gui_main.h"
#include "ags/engine/script/runtime_script_value.h"
#include "ags/shared/util/string_compat.h"
namespace AGS3 {
using namespace AGS::Shared;
int IsGUIOn(int guinum) {
if ((guinum < 0) || (guinum >= _GP(game).numgui))
quit("!IsGUIOn: invalid GUI number specified");
return (_GP(guis)[guinum].IsDisplayed()) ? 1 : 0;
}
// This is an internal script function, and is undocumented.
// It is used by the editor's automatic macro generation.
int FindGUIID(const char *GUIName) {
for (int ii = 0; ii < _GP(game).numgui; ii++) {
if (_GP(guis)[ii].Name.IsEmpty())
continue;
if (_GP(guis)[ii].Name == GUIName)
return ii;
if ((_GP(guis)[ii].Name[0u] == 'g') && (ags_stricmp(_GP(guis)[ii].Name.GetCStr() + 1, GUIName) == 0))
return ii;
}
quit("FindGUIID: No matching GUI found: GUI may have been deleted");
return -1;
}
void InterfaceOn(int ifn) {
if ((ifn < 0) | (ifn >= _GP(game).numgui))
quit("!GUIOn: invalid GUI specified");
EndSkippingUntilCharStops();
if (_GP(guis)[ifn].IsVisible()) {
return;
}
_GP(guis)[ifn].SetVisible(true);
debug_script_log("GUI %d turned on", ifn);
// modal interface
if (_GP(guis)[ifn].PopupStyle == kGUIPopupModal) PauseGame();
_GP(guis)[ifn].Poll(_G(mousex), _G(mousey));
}
void InterfaceOff(int ifn) {
if ((ifn < 0) | (ifn >= _GP(game).numgui)) quit("!GUIOff: invalid GUI specified");
if (!_GP(guis)[ifn].IsVisible()) {
return;
}
debug_script_log("GUI %d turned off", ifn);
_GP(guis)[ifn].SetVisible(false);
// modal interface
if (_GP(guis)[ifn].PopupStyle == kGUIPopupModal) UnPauseGame();
}
void SetGUIObjectEnabled(int guin, int objn, int enabled) {
if ((guin < 0) || (guin >= _GP(game).numgui))
quit("!SetGUIObjectEnabled: invalid GUI number");
if ((objn < 0) || (objn >= _GP(guis)[guin].GetControlCount()))
quit("!SetGUIObjectEnabled: invalid object number");
GUIControl_SetEnabled(_GP(guis)[guin].GetControl(objn), enabled);
}
void SetGUIObjectPosition(int guin, int objn, int xx, int yy) {
if ((guin < 0) || (guin >= _GP(game).numgui))
quit("!SetGUIObjectPosition: invalid GUI number");
if ((objn < 0) || (objn >= _GP(guis)[guin].GetControlCount()))
quit("!SetGUIObjectPosition: invalid object number");
GUIControl_SetPosition(_GP(guis)[guin].GetControl(objn), xx, yy);
}
void SetGUIPosition(int ifn, int xx, int yy) {
if ((ifn < 0) || (ifn >= _GP(game).numgui))
quit("!SetGUIPosition: invalid GUI number");
GUI_SetPosition(&_GP(scrGui)[ifn], xx, yy);
}
void SetGUIObjectSize(int ifn, int objn, int newwid, int newhit) {
if ((ifn < 0) || (ifn >= _GP(game).numgui))
quit("!SetGUIObjectSize: invalid GUI number");
if ((objn < 0) || (objn >= _GP(guis)[ifn].GetControlCount()))
quit("!SetGUIObjectSize: invalid object number");
GUIControl_SetSize(_GP(guis)[ifn].GetControl(objn), newwid, newhit);
}
void SetGUISize(int ifn, int widd, int hitt) {
if ((ifn < 0) || (ifn >= _GP(game).numgui))
quit("!SetGUISize: invalid GUI number");
GUI_SetSize(&_GP(scrGui)[ifn], widd, hitt);
}
void SetGUIZOrder(int guin, int z) {
if ((guin < 0) || (guin >= _GP(game).numgui))
quit("!SetGUIZOrder: invalid GUI number");
GUI_SetZOrder(&_GP(scrGui)[guin], z);
}
void SetGUIClickable(int guin, int clickable) {
if ((guin < 0) || (guin >= _GP(game).numgui))
quit("!SetGUIClickable: invalid GUI number");
GUI_SetClickable(&_GP(scrGui)[guin], clickable);
}
// pass trans=0 for fully solid, trans=100 for fully transparent
void SetGUITransparency(int ifn, int trans) {
if ((ifn < 0) | (ifn >= _GP(game).numgui))
quit("!SetGUITransparency: invalid GUI number");
GUI_SetTransparency(&_GP(scrGui)[ifn], trans);
}
void CentreGUI(int ifn) {
if ((ifn < 0) | (ifn >= _GP(game).numgui))
quit("!CentreGUI: invalid GUI number");
GUI_Centre(&_GP(scrGui)[ifn]);
}
int GetTextWidth(const char *text, int fontnum) {
VALIDATE_STRING(text);
if ((fontnum < 0) || (fontnum >= _GP(game).numfonts))
quit("!GetTextWidth: invalid font number.");
return game_to_data_coord(get_text_width_outlined(text, fontnum));
}
int GetTextHeight(const char *text, int fontnum, int width) {
VALIDATE_STRING(text);
if ((fontnum < 0) || (fontnum >= _GP(game).numfonts))
quit("!GetTextHeight: invalid font number.");
if (break_up_text_into_lines(text, _GP(Lines), data_to_game_coord(width), fontnum) == 0)
return 0;
return game_to_data_coord(get_text_lines_height(fontnum, _GP(Lines).Count()));
}
int GetFontHeight(int fontnum) {
if ((fontnum < 0) || (fontnum >= _GP(game).numfonts))
quit("!GetFontHeight: invalid font number.");
return game_to_data_coord(get_font_height_outlined(fontnum));
}
int GetFontLineSpacing(int fontnum) {
if ((fontnum < 0) || (fontnum >= _GP(game).numfonts))
quit("!GetFontLineSpacing: invalid font number.");
return game_to_data_coord(get_font_linespacing(fontnum));
}
void SetGUIBackgroundPic(int guin, int slotn) {
if ((guin < 0) | (guin >= _GP(game).numgui))
quit("!SetGUIBackgroundPic: invalid GUI number");
GUI_SetBackgroundGraphic(&_GP(scrGui)[guin], slotn);
}
void DisableInterface() {
// If GUI looks change when disabled, then mark all of them for redraw
bool redraw_gui = (_GP(play).disabled_user_interface == 0) && // only if was enabled before
(GUI::Options.DisabledStyle != kGuiDis_Unchanged);
GUI::MarkAllGUIForUpdate(redraw_gui, true);
_GP(play).disabled_user_interface++;
set_mouse_cursor(CURS_WAIT);
}
void EnableInterface() {
_GP(play).disabled_user_interface--;
if (_GP(play).disabled_user_interface < 1) {
_GP(play).disabled_user_interface = 0;
set_default_cursor();
// If GUI looks change when disabled, then mark all of them for redraw
GUI::MarkAllGUIForUpdate(GUI::Options.DisabledStyle != kGuiDis_Unchanged, true);
}
}
// Returns 1 if user interface is enabled, 0 if disabled
int IsInterfaceEnabled() {
return (_GP(play).disabled_user_interface > 0) ? 0 : 1;
}
int GetGUIObjectAt(int xx, int yy) {
GUIObject *toret = GetGUIControlAtLocation(xx, yy);
if (toret == nullptr)
return -1;
return toret->Id;
}
int GetGUIAt(int xx, int yy) {
data_to_game_coords(&xx, &yy);
// Test in the opposite order (from closer to further)
for (auto g = _GP(play).gui_draw_order.crbegin();
g < _GP(play).gui_draw_order.crend(); ++g) {
if (_GP(guis)[*g].IsInteractableAt(xx, yy))
return *g;
}
return -1;
}
void SetTextWindowGUI(int guinum) {
if ((guinum < -1) | (guinum >= _GP(game).numgui))
quit("!SetTextWindowGUI: invalid GUI number");
if (guinum < 0); // disable it
else if (!_GP(guis)[guinum].IsTextWindow())
quit("!SetTextWindowGUI: specified GUI is not a text window");
if (_GP(play).speech_textwindow_gui == _GP(game).options[OPT_TWCUSTOM])
_GP(play).speech_textwindow_gui = guinum;
_GP(game).options[OPT_TWCUSTOM] = guinum;
}
} // namespace AGS3
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