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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/game_version.h"
#include "ags/shared/gui/gui_inv.h"
#include "ags/shared/gui/gui_main.h"
#include "ags/shared/util/stream.h"
namespace AGS3 {
namespace AGS {
namespace Shared {
GUIInvWindow::GUIInvWindow() {
IsMouseOver = false;
CharId = -1;
ItemWidth = 40;
ItemHeight = 22;
ColCount = 0;
RowCount = 0;
TopItem = 0;
CalculateNumCells();
_scEventCount = 0;
}
void GUIInvWindow::OnMouseEnter() {
IsMouseOver = true;
}
void GUIInvWindow::OnMouseLeave() {
IsMouseOver = false;
}
void GUIInvWindow::OnMouseUp() {
if (IsMouseOver)
IsActivated = true;
}
void GUIInvWindow::OnResized() {
CalculateNumCells();
MarkChanged();
}
void GUIInvWindow::WriteToFile(Stream *out) const {
GUIObject::WriteToFile(out);
out->WriteInt32(CharId);
out->WriteInt32(ItemWidth);
out->WriteInt32(ItemHeight);
}
void GUIInvWindow::ReadFromFile(Stream *in, GuiVersion gui_version) {
GUIObject::ReadFromFile(in, gui_version);
if (gui_version >= kGuiVersion_unkn_109) {
CharId = in->ReadInt32();
ItemWidth = in->ReadInt32();
ItemHeight = in->ReadInt32();
if (gui_version < kGuiVersion_350) { // NOTE: reading into actual variables only for old savegame support
TopItem = in->ReadInt32();
}
} else {
CharId = -1;
ItemWidth = 40;
ItemHeight = 22;
TopItem = 0;
}
if (_G(loaded_game_file_version) >= kGameVersion_270) {
// ensure that some items are visible
if (ItemWidth > _width)
ItemWidth = _width;
if (ItemHeight > _height)
ItemHeight = _height;
}
CalculateNumCells();
}
void GUIInvWindow::ReadFromSavegame(Stream *in, GuiSvgVersion svg_ver) {
GUIObject::ReadFromSavegame(in, svg_ver);
ItemWidth = in->ReadInt32();
ItemHeight = in->ReadInt32();
CharId = in->ReadInt32();
TopItem = in->ReadInt32();
CalculateNumCells();
}
void GUIInvWindow::WriteToSavegame(Stream *out) const {
GUIObject::WriteToSavegame(out);
out->WriteInt32(ItemWidth);
out->WriteInt32(ItemHeight);
out->WriteInt32(CharId);
out->WriteInt32(TopItem);
}
void GUIInvWindow::CalculateNumCells() {
if (ItemWidth <= 0 || ItemHeight <= 0) {
ColCount = 0;
RowCount = 0;
} else if (_G(loaded_game_file_version) >= kGameVersion_270) {
ColCount = _width / data_to_game_coord(ItemWidth);
RowCount = _height / data_to_game_coord(ItemHeight);
} else {
ColCount = floor((float)_width / (float)data_to_game_coord(ItemWidth) + 0.5f);
RowCount = floor((float)_height / (float)data_to_game_coord(ItemHeight) + 0.5f);
}
}
} // namespace Shared
} // namespace AGS
} // namespace AGS3
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