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engines/wintermute/base/base_access_mgr.cpp
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engines/wintermute/base/base_access_mgr.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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/*
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* This file is based on WME.
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* http://dead-code.org/redir.php?target=wme
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* Copyright (c) 2003-2013 Jan Nedoma and contributors
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*/
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#include "engines/wintermute/base/base.h"
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#include "engines/wintermute/base/base_access_mgr.h"
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#include "engines/wintermute/base/base_game.h"
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#include "engines/wintermute/base/gfx/base_renderer.h"
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#include "engines/wintermute/utils/string_util.h"
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#include "engines/wintermute/platform_osystem.h"
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#include "engines/wintermute/dcgf.h"
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#include "common/text-to-speech.h"
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namespace Wintermute {
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//////////////////////////////////////////////////////////////////////////
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BaseAccessMgr::BaseAccessMgr(BaseGame *inGame) : BaseClass(inGame) {
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_voice = nullptr;
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_ttsAvailable = false;
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_activeObject = nullptr;
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_prevActiveObject = nullptr;
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BasePlatform::setRectEmpty(&_hintRect);
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_hintAfterGUI = false;
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_playingType = TTS_CAPTION;
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_ctrlPressed = false;
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}
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//////////////////////////////////////////////////////////////////////////
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BaseAccessMgr::~BaseAccessMgr() {
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_activeObject = nullptr; // ref only
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_ttsAvailable = false;
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}
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//////////////////////////////////////////////////////////////////////////
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bool BaseAccessMgr::initialize() {
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_ttsAvailable = false;
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if (!_game->_accessTTSEnabled)
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return true;
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_voice = g_system->getTextToSpeechManager();
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if (_voice) {
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_ttsAvailable = true;
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}
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return true;
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}
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//////////////////////////////////////////////////////////////////////////
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bool BaseAccessMgr::initLoop() {
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BasePlatform::setRectEmpty(&_hintRect);
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return true;
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}
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//////////////////////////////////////////////////////////////////////////
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bool BaseAccessMgr::displayBeforeGUI() {
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if (!_game->_accessKeyboardEnabled)
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return true;
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if (!_hintAfterGUI) {
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return displayInternal();
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} else {
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return true;
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}
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}
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//////////////////////////////////////////////////////////////////////////
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bool BaseAccessMgr::displayAfterGUI() {
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if (!_game->_accessKeyboardEnabled)
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return true;
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if (_hintAfterGUI) {
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return displayInternal();
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} else {
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return true;
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}
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}
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//////////////////////////////////////////////////////////////////////////
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bool BaseAccessMgr::displayInternal() {
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if (!_ctrlPressed) {
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return true;
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}
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if (!BasePlatform::isRectEmpty(&_hintRect)) {
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_game->_renderer->drawRect(_hintRect.left, _hintRect.top, _hintRect.right, _hintRect.bottom, 0xFFFF0000, 4);
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// reposition mouse pointer
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if (_game->_accessKeyboardCursorSkip && _activeObject != _prevActiveObject) {
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_prevActiveObject = _activeObject;
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Common::Point32 p;
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p.x = _hintRect.left + (_hintRect.right - _hintRect.left) / 2;
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p.y = _hintRect.top + (_hintRect.bottom - _hintRect.top) / 2;
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p.x += _game->_renderer->_drawOffsetX;
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p.y += _game->_renderer->_drawOffsetY;
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p.x = MAX<int32>(0, p.x);
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p.y = MAX<int32>(0, p.y);
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p.x = MIN<int32>(_game->_renderer->_width - 1, p.x);
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p.y = MIN<int32>(_game->_renderer->_height - 1, p.y);
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//ClientToScreen(Game->m_Renderer->m_Window, &p);
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BasePlatform::setCursorPos(p.x, p.y);
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}
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}
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return true;
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}
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//////////////////////////////////////////////////////////////////////////
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bool BaseAccessMgr::setHintRect(Common::Rect32 *hintRect, bool afterGUI) {
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if (!hintRect) {
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BasePlatform::setRectEmpty(&_hintRect);
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} else {
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_hintRect = *hintRect;
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}
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_hintAfterGUI = afterGUI;
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return true;
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}
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//////////////////////////////////////////////////////////////////////////
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bool BaseAccessMgr::setActiveObject(BaseObject *activeObj) {
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if (!_game->_accessKeyboardEnabled) {
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return true;
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}
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_activeObject = activeObj;
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if (!activeObj) {
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_prevActiveObject = nullptr;
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}
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return true;
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}
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//////////////////////////////////////////////////////////////////////////
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BaseObject *BaseAccessMgr::getActiveObject() {
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return _activeObject;
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}
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//////////////////////////////////////////////////////////////////////////
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bool BaseAccessMgr::speak(const char *str, TTTSType type) {
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if (!_ttsAvailable) {
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return true;
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}
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if (type == TTS_CAPTION && !_game->_accessTTSCaptions) {
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return true;
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}
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if (type == TTS_TALK && !_game->_accessTTSTalk) {
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return true;
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}
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if (type == TTS_KEYPRESS && !_game->_accessTTSKeypress) {
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return true;
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}
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if (!str || !str[0]) {
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return true;
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}
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WideString textStr;
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if (_game->_textEncoding == TEXT_UTF8) {
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textStr = StringUtil::utf8ToWide(str);
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} else {
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textStr = StringUtil::ansiToWide(str, CHARSET_DEFAULT);
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}
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if (!textStr.empty()) {
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_playingType = type;
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return _voice->say(str);
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} else {
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return false;
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}
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}
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//////////////////////////////////////////////////////////////////////////
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bool BaseAccessMgr::stop() {
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if (!_ttsAvailable) {
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return true;
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}
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_playingType = TTS_CAPTION;
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return _voice->stop();
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}
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//////////////////////////////////////////////////////////////////////////
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BaseObject *BaseAccessMgr::getNextObject() {
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_activeObject = _game->getNextAccessObject(_activeObject);
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return _activeObject;
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}
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//////////////////////////////////////////////////////////////////////////
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BaseObject *BaseAccessMgr::getPrevObject() {
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_activeObject = _game->getPrevAccessObject(_activeObject);
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return _activeObject;
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}
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} // End of namespace Wintermute
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