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engines/ultima/nuvie/views/portrait_view.cpp
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245
engines/ultima/nuvie/views/portrait_view.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "ultima/shared/std/string.h"
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#include "ultima/nuvie/core/nuvie_defs.h"
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#include "ultima/nuvie/conf/configuration.h"
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#include "ultima/nuvie/misc/u6_misc.h"
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#include "ultima/nuvie/files/u6_lib_n.h"
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#include "ultima/nuvie/files/u6_shape.h"
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#include "ultima/nuvie/core/game.h"
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#include "ultima/nuvie/actors/actor.h"
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#include "ultima/nuvie/portraits/portrait.h"
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#include "ultima/nuvie/fonts/font.h"
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#include "ultima/nuvie/views/view_manager.h"
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#include "ultima/nuvie/gui/widgets/msg_scroll.h"
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#include "ultima/nuvie/gui/gui.h"
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#include "ultima/nuvie/views/doll_widget.h"
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#include "ultima/nuvie/views/portrait_view.h"
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#include "ultima/nuvie/views/sun_moon_strip_widget.h"
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namespace Ultima {
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namespace Nuvie {
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PortraitView::PortraitView(const Configuration *cfg) : View(cfg),
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portrait_data(nullptr), portrait(nullptr), bg_data(nullptr),
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name_string(new string), show_cursor(false), doll_widget(nullptr),
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waiting(false), display_doll(false), cur_actor_num(0) {
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gametype = get_game_type(cfg);
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//FIXME: Portraits in SE/MD are different size than in U6! 79x85 76x83
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switch (gametype) {
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case NUVIE_GAME_U6:
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portrait_width = 56;
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portrait_height = 64;
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break;
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case NUVIE_GAME_SE:
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portrait_width = 79;
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portrait_height = 85;
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break;
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case NUVIE_GAME_MD:
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portrait_width = 76;
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portrait_height = 83;
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break;
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default:
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error("Unsupported game type in PortraitView");
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}
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}
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PortraitView::~PortraitView() {
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if (portrait_data != nullptr)
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free(portrait_data);
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if (bg_data != nullptr)
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delete bg_data;
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delete name_string;
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}
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bool PortraitView::init(uint16 x, uint16 y, Font *f, Party *p, Player *player, TileManager *tm, ObjManager *om, Portrait *port) {
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View::init(x, y, f, p, tm, om);
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portrait = port;
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doll_widget = new DollWidget(config, this);
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doll_widget->init(nullptr, 0, 16, tile_manager, obj_manager, true);
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AddWidget(doll_widget);
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doll_widget->Hide();
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if (gametype == NUVIE_GAME_U6) {
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SunMoonStripWidget *sun_moon_widget = new SunMoonStripWidget(player, tile_manager);
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sun_moon_widget->init(-8, -2);
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AddWidget(sun_moon_widget);
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} else if (gametype == NUVIE_GAME_MD) {
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load_background("mdscreen.lzc", 1);
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} else if (gametype == NUVIE_GAME_SE) {
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load_background("bkgrnd.lzc", 0);
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}
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return true;
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}
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void PortraitView::load_background(const char *f, uint8 lib_offset) {
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U6Lib_n file;
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bg_data = new U6Shape();
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Common::Path path;
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config_get_path(config, f, path);
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file.open(path, 4, gametype);
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unsigned char *temp_buf = file.get_item(lib_offset);
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bg_data->load(temp_buf + 8);
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free(temp_buf);
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}
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void PortraitView::Display(bool full_redraw) {
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if (Game::get_game()->is_new_style() || Game::get_game()->is_original_plus_full_map())
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screen->fill(bg_color, area.left, area.top, area.width(), area.height());
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if (portrait_data != nullptr/* && (full_redraw || update_display)*/) {
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update_display = false;
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if (gametype == NUVIE_GAME_U6) {
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if (display_doll)
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screen->blit(area.left + 72, area.top + 16, portrait_data, 8, portrait_width, portrait_height, portrait_width, false);
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else
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screen->blit(area.left + (area.width() - portrait_width) / 2, area.top + (area.height() - portrait_height) / 2, portrait_data, 8, portrait_width, portrait_height, portrait_width, true);
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display_name(80);
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} else if (gametype == NUVIE_GAME_MD) {
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uint16 w, h;
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bg_data->get_size(&w, &h);
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screen->blit(area.left, area.top - 2, bg_data->get_data(), 8, w, h, w, true);
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screen->blit(area.left + (area.width() - portrait_width) / 2, area.top + 6, portrait_data, 8, portrait_width, portrait_height, portrait_width, true);
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display_name(100);
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} else if (gametype == NUVIE_GAME_SE) {
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uint16 w, h;
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bg_data->get_size(&w, &h);
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screen->blit(area.left, area.top, bg_data->get_data(), 8, w, h, w, true);
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screen->blit(area.left + (area.width() - portrait_width) / 2 + 1, area.top + 1, portrait_data, 8, portrait_width, portrait_height, portrait_width, true);
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display_name(98);
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}
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}
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if (show_cursor && gametype == NUVIE_GAME_U6) { // FIXME: should we be using scroll's drawCursor?
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screen->fill(bg_color, area.left, area.top + area.height() - 8, 8, 8);
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Game::get_game()->get_scroll()->drawCursor(area.left, area.top + area.height() - 8);
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}
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DisplayChildren(full_redraw);
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screen->update(area.left, area.top, area.width(), area.height());
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}
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bool PortraitView::set_portrait(Actor *actor, const char *name) {
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if (Game::get_game()->is_new_style())
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this->Show();
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cur_actor_num = actor->get_actor_num();
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int doll_x_offset = 0;
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if (portrait_data != nullptr)
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free(portrait_data);
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portrait_data = portrait->get_portrait_data(actor);
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if (gametype == NUVIE_GAME_U6 && actor->has_readied_objects()) {
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if (portrait_data == nullptr)
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doll_x_offset = 34;
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doll_widget->MoveRelativeToParent(doll_x_offset, 16);
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display_doll = true;
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doll_widget->Show();
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doll_widget->set_actor(actor);
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} else {
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display_doll = false;
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doll_widget->Hide();
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doll_widget->set_actor(nullptr);
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if (portrait_data == nullptr)
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return false;
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}
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if (name == nullptr)
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name = actor->get_name();
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if (name == nullptr)
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name_string->assign(""); // just in case
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else
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name_string->assign(name);
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if (screen)
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screen->fill(bg_color, area.left, area.top, area.width(), area.height());
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Redraw();
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return true;
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}
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void PortraitView::display_name(uint16 y_offset) {
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const char *name;
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name = name_string->c_str();
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font->drawString(screen, name, area.left + (area.width() - strlen(name) * 8) / 2, area.top + y_offset);
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return;
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}
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/* On any input return to previous status view if waiting.
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* Returns true if event was used.
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*/
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GUI_status PortraitView::HandleEvent(const Common::Event *event) {
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if (waiting && (
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event->type == Common::EVENT_LBUTTONDOWN
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|| event->type == Common::EVENT_RBUTTONDOWN
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|| event->type == Common::EVENT_MBUTTONDOWN
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|| event->type == Common::EVENT_KEYDOWN)
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) {
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if (Game::get_game()->is_new_style())
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this->Hide();
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else // FIXME revert to previous status view
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Game::get_game()->get_view_manager()->set_inventory_mode();
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// Game::get_game()->get_scroll()->set_input_mode(false);
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Game::get_game()->get_scroll()->message("\n");
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set_waiting(false);
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return GUI_YUM;
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}
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return GUI_PASS;
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}
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/* Start/stop waiting for input to continue, and (for now) steal cursor from
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* MsgScroll.
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*/
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void PortraitView::set_waiting(bool state) {
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if (state == true && display_doll == false && portrait_data == nullptr) { // don't wait for nothing
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if (Game::get_game()->is_new_style())
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this->Hide();
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return;
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}
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waiting = state;
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set_show_cursor(waiting);
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Game::get_game()->get_scroll()->set_show_cursor(!waiting);
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Game::get_game()->get_gui()->lock_input(waiting ? this : nullptr);
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}
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} // End of namespace Nuvie
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} // End of namespace Ultima
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