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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/stark/ui/world/inventorywindow.h"
#include "engines/stark/ui/cursor.h"
#include "engines/stark/ui/world/actionmenu.h"
#include "engines/stark/gfx/driver.h"
#include "engines/stark/resources/knowledgeset.h"
#include "engines/stark/resources/item.h"
#include "engines/stark/resources/pattable.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/visual/image.h"
namespace Stark {
static const int kAutoCloseSuspended = -1;
static const int kAutoCloseDisabled = -2;
static const int kAutoCloseDelay = 200;
InventoryWindow::InventoryWindow(Gfx::Driver *gfx, Cursor *cursor, ActionMenu *actionMenu) :
Window(gfx, cursor),
_actionMenu(actionMenu),
_firstVisibleSlot(0),
_selectedInventoryItem(-1),
_autoCloseTimeRemaining(kAutoCloseDisabled) {
// The window has the same size as the game window
_position = Common::Rect(Gfx::Driver::kGameViewportWidth, Gfx::Driver::kGameViewportHeight);
_position.translate(0, Gfx::Driver::kTopBorderHeight);
_backgroundImage = StarkStaticProvider->getUIImage(StaticProvider::kInventoryBg);
// Center the background in the window
_backgroundRect = Common::Rect(_backgroundImage->getWidth(), _backgroundImage->getHeight());
_backgroundRect.translate((_position.width() - _backgroundRect.width()) / 2,
(_position.height() - _backgroundRect.height()) / 2);
_scrollUpArrowImage = StarkStaticProvider->getUIElement(StaticProvider::kInventoryScrollUpArrow);
_scrollDownArrowImage = StarkStaticProvider->getUIElement(StaticProvider::kInventoryScrollDownArrow);
_scrollUpArrowRect = Common::Rect(_scrollUpArrowImage->getWidth(), _scrollUpArrowImage->getHeight());
_scrollUpArrowRect.translate(_backgroundRect.right - _scrollUpArrowRect.width(),
_backgroundRect.top + 2);
_scrollDownArrowRect = Common::Rect(_scrollDownArrowImage->getWidth(), _scrollDownArrowImage->getHeight());
_scrollDownArrowRect.translate(_backgroundRect.right - _scrollDownArrowRect.width(),
_backgroundRect.bottom - _scrollDownArrowRect.height() - 2);
}
void InventoryWindow::open() {
if (!_visible) {
_actionMenu->close();
}
_visible = true;
// The user needs to move the mouse over the background at least once
// before autoclose is enabled.
_autoCloseTimeRemaining = kAutoCloseDisabled;
}
void InventoryWindow::close() {
if (_visible) {
_actionMenu->close();
}
_visible = false;
}
void InventoryWindow::setSelectedInventoryItem(int16 selectedInventoryItem) {
// The first 4 elements are UI elements (Eye, Mouth, Hand, ...)
// Scripts pass 0 when they want to clear the selected inventory item
if (selectedInventoryItem < 4) {
_selectedInventoryItem = -1;
} else {
_selectedInventoryItem = selectedInventoryItem;
}
}
int16 InventoryWindow::getSelectedInventoryItem() const {
return _selectedInventoryItem;
}
Common::Rect InventoryWindow::getSlotRect(uint32 slot) const {
Common::Rect rect = Common::Rect(64, 64);
rect.translate(
96 * (slot % 5) + _backgroundRect.left + 24,
96 * (slot / 5) + _backgroundRect.left + 8); // The original uses left here as well
return rect;
}
Common::Rect InventoryWindow::getItemRect(uint32 slot, VisualImageXMG *image) const {
Common::Rect rect = getSlotRect(slot % _visibleSlotsCount);
// Center the image in the inventory slot
rect.translate((rect.width() - image->getWidth()) / 2,
(rect.height() - image->getHeight()) / 2);
return rect;
}
void InventoryWindow::onRender() {
_renderEntries = StarkGlobal->getInventory()->getInventoryRenderEntries();
_backgroundImage->render(Common::Point(_backgroundRect.left, _backgroundRect.top), false);
drawScrollArrows();
for (uint i = _firstVisibleSlot; i < _renderEntries.size() && isSlotVisible(i); i++) {
VisualImageXMG *image = _renderEntries[i]->getImage();
// Get the item rect
Common::Rect pos = getItemRect(i, image);
image->render(Common::Point(pos.left, pos.top), false);
}
}
void InventoryWindow::drawScrollArrows() const {
if (canScrollUp()) {
_scrollUpArrowImage->render(Common::Point(_scrollUpArrowRect.left, _scrollUpArrowRect.top), false);
}
if (canScrollDown()) {
_scrollDownArrowImage->render(Common::Point(_scrollDownArrowRect.left, _scrollDownArrowRect.top), false);
}
}
void InventoryWindow::checkObjectAtPos(Common::Point pos, Resources::ItemVisual **item, int16 selectedInventoryItem, int16 &singlePossibleAction) {
*item = nullptr;
singlePossibleAction = -1;
// Check for inventory mouse overs
for (uint i = _firstVisibleSlot; i < _renderEntries.size() && isSlotVisible(i); i++) {
VisualImageXMG *image = _renderEntries[i]->getImage();
Common::Rect itemRect = getItemRect(i, image);
if (itemRect.contains(pos)) {
*item = _renderEntries[i]->getOwner();
break;
}
}
if (!*item) {
// No item at specified position
return;
}
if (selectedInventoryItem == -1) {
Resources::ActionArray actionsPossible;
actionsPossible = StarkGameInterface->listStockActionsPossibleForObject(*item);
if (actionsPossible.empty()) {
// The item can still be taken
singlePossibleAction = Resources::PATTable::kActionUse;
}
} else {
if (StarkGameInterface->itemHasAction(*item, selectedInventoryItem)) {
singlePossibleAction = selectedInventoryItem;
}
}
}
void InventoryWindow::onMouseMove(const Common::Point &pos) {
Resources::ItemVisual *hoveredItem = nullptr;
int16 hoveredItemAction = -1;
checkObjectAtPos(pos, &hoveredItem, _selectedInventoryItem, hoveredItemAction);
if (_selectedInventoryItem == -1) {
if (hoveredItem) {
_cursor->setCursorType(Cursor::kActive);
} else if ((canScrollDown() && _scrollDownArrowRect.contains(pos))
|| (canScrollUp() && _scrollUpArrowRect.contains(pos))) {
_cursor->setCursorType(Cursor::kActive);
_cursor->setItemActive(false);
} else {
_cursor->setCursorType(Cursor::kDefault);
}
_cursor->setItemActive(false);
} else {
VisualImageXMG *cursorImage = StarkGameInterface->getCursorImage(_selectedInventoryItem);
_cursor->setCursorImage(cursorImage);
_cursor->setItemActive(hoveredItemAction == _selectedInventoryItem);
}
if (hoveredItem) {
Common::String hint = StarkGameInterface->getItemTitle(hoveredItem);
_cursor->setMouseHint(hint);
} else {
_cursor->setMouseHint("");
}
if (!_backgroundRect.contains(pos)) {
if (_autoCloseTimeRemaining == kAutoCloseSuspended) {
_autoCloseTimeRemaining = kAutoCloseDelay;
}
} else {
_autoCloseTimeRemaining = kAutoCloseSuspended;
}
}
void InventoryWindow::onClick(const Common::Point &pos) {
_actionMenu->close();
Resources::ItemVisual *clickedItem = nullptr;
int16 clickedItemAction = -1;
checkObjectAtPos(pos, &clickedItem, _selectedInventoryItem, clickedItemAction);
if (clickedItem) {
// An item was clicked
if (clickedItemAction != -1) {
// A single action is possible
if (clickedItemAction == Resources::PATTable::kActionUse) {
setSelectedInventoryItem(clickedItem->getIndex());
} else {
StarkGameInterface->itemDoAction(clickedItem, clickedItemAction);
}
} else {
// Multiple actions are possible
if (_selectedInventoryItem == -1) {
_actionMenu->open(clickedItem, Common::Point());
}
}
} else if (_scrollDownArrowRect.contains(pos)) {
if (canScrollDown()) {
scrollDown();
}
} else if (_scrollUpArrowRect.contains(pos)) {
if (canScrollUp()) {
scrollUp();
}
} else {
// Nothing was under the mouse cursor, close the inventory
close();
}
}
void InventoryWindow::onRightClick(const Common::Point &pos) {
if (_selectedInventoryItem == -1) {
close();
} else {
setSelectedInventoryItem(-1);
}
}
void InventoryWindow::reset() {
_renderEntries.clear();
}
bool InventoryWindow::isSlotVisible(uint32 slot) const {
return slot < _firstVisibleSlot + _visibleSlotsCount;
}
bool InventoryWindow::canScrollDown() const {
return _renderEntries.size() - _firstVisibleSlot > _visibleSlotsCount;
}
bool InventoryWindow::canScrollUp() const {
return _firstVisibleSlot > 0;
}
void InventoryWindow::scrollDown() {
if (canScrollDown()) {
_firstVisibleSlot += _visibleSlotsCount;
}
}
void InventoryWindow::scrollUp() {
if (canScrollUp()) {
_firstVisibleSlot -= _visibleSlotsCount;
}
}
void InventoryWindow::onGameLoop() {
if (_autoCloseTimeRemaining >= 0 && !_actionMenu->isVisible()) {
_autoCloseTimeRemaining -= StarkGlobal->getMillisecondsPerGameloop();
if (_autoCloseTimeRemaining <= 0) {
_autoCloseTimeRemaining = kAutoCloseSuspended;
close();
}
}
}
} // End of namespace Stark
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