/* 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 . * */ //============================================================================= // // Implementation from acgui.h and acgui.cpp specific to Engine runtime // //============================================================================= #include "ags/shared/ac/game_version.h" #include "ags/engine/ac/system.h" #include "ags/shared/font/fonts.h" #include "ags/shared/gui/gui_main.h" #include "ags/shared/gui/gui_button.h" #include "ags/shared/gui/gui_inv.h" #include "ags/shared/gui/gui_label.h" #include "ags/shared/gui/gui_listbox.h" #include "ags/shared/gui/gui_textbox.h" #include "ags/shared/ac/game_setup_struct.h" #include "ags/engine/ac/global_translation.h" #include "ags/engine/ac/string.h" #include "ags/shared/ac/sprite_cache.h" #include "ags/shared/gfx/bitmap.h" #include "ags/engine/gfx/blender.h" #include "ags/globals.h" namespace AGS3 { extern void wouttext_outline(Shared::Bitmap *ds, int xxp, int yyp, int usingfont, color_t text_color, const char *texx); using namespace AGS::Shared; // For engine these are defined in ac.cpp extern void replace_macro_tokens(const char *, String &); bool GUIMain::HasAlphaChannel() const { if (this->BgImage > 0) { // alpha state depends on background image return is_sprite_alpha(this->BgImage); } if (this->BgColor > 0) { // not alpha transparent if there is a background color return false; } // transparent background, enable alpha blending return _GP(game).GetColorDepth() >= 24 && // transparent background have alpha channel only since 3.2.0; // "classic" gui rendering mode historically had non-alpha transparent backgrounds // (3.2.0 broke the compatibility, now we restore it) _G(loaded_game_file_version) >= kGameVersion_320 && _GP(game).options[OPT_NEWGUIALPHA] != kGuiAlphaRender_Legacy; } //============================================================================= // Engine-specific implementation split out of acgui.cpp //============================================================================= int get_adjusted_spritewidth(int spr) { return _GP(game).SpriteInfos[spr].Width; } int get_adjusted_spriteheight(int spr) { return _GP(game).SpriteInfos[spr].Height; } bool is_sprite_alpha(int spr) { return ((_GP(game).SpriteInfos[spr].Flags & SPF_ALPHACHANNEL) != 0); } void set_eip_guiobj(int eip) { _G(eip_guiobj) = eip; } int get_eip_guiobj() { return _G(eip_guiobj); } namespace AGS { namespace Shared { String GUI::ApplyTextDirection(const String &text) { if (_GP(game).options[OPT_RIGHTLEFTWRITE] == 0) return text; String res_text = text; (get_uformat() == U_UTF8) ? res_text.ReverseUTF8() : res_text.Reverse(); return res_text; } String GUI::TransformTextForDrawing(const String &text, bool translate, bool apply_direction) { String res_text = translate ? String(get_translation(text.GetCStr())) : text; if (translate && apply_direction) res_text = ApplyTextDirection(res_text); return res_text; } size_t GUI::SplitLinesForDrawing(const char *text, bool is_translated, SplitLines &lines, int font, int width, size_t max_lines) { // Use the engine's word wrap tool, to have RTL writing and other features return break_up_text_into_lines(text, is_translated, lines, width, font); } void GUIObject::MarkChanged() { _hasChanged = true; _GP(guis)[ParentId].MarkControlChanged(); } void GUIObject::MarkParentChanged() { _GP(guis)[ParentId].MarkControlChanged(); } void GUIObject::MarkPositionChanged(bool self_changed) { _hasChanged |= self_changed; _GP(guis)[ParentId].NotifyControlPosition(); } void GUIObject::MarkStateChanged(bool self_changed, bool parent_changed) { _hasChanged |= self_changed; _GP(guis)[ParentId].NotifyControlState(Id, self_changed | parent_changed); } void GUIObject::ClearChanged() { _hasChanged = false; } int GUILabel::PrepareTextToDraw() { const bool is_translated = (Flags & kGUICtrl_Translated) != 0; replace_macro_tokens(is_translated ? get_translation(Text.GetCStr()) : Text.GetCStr(), _textToDraw); return GUI::SplitLinesForDrawing(_textToDraw.GetCStr(), is_translated, _GP(Lines), Font, _width); } void GUITextBox::DrawTextBoxContents(Bitmap *ds, int x, int y, color_t text_color) { _textToDraw = Text; bool reverse = false; // Text boxes input is never "translated" in regular sense, // but they use this flag to apply text direction if ((_G(loaded_game_file_version) >= kGameVersion_361) && ((Flags & kGUICtrl_Translated) != 0)) { _textToDraw = GUI::ApplyTextDirection(Text); reverse = _GP(game).options[OPT_RIGHTLEFTWRITE] != 0; } Line tpos = GUI::CalcTextPositionHor(_textToDraw.GetCStr(), Font, x + 1 + get_fixed_pixel_size(1), x + _width - 1, y + 1 + get_fixed_pixel_size(1), reverse ? kAlignTopRight : kAlignTopLeft); wouttext_outline(ds, tpos.X1, tpos.Y1, Font, text_color, _textToDraw.GetCStr()); if (IsGUIEnabled(this)) { // draw a cursor const int cursor_width = get_fixed_pixel_size(5); int draw_at_x = reverse ? tpos.X1 - 3 - cursor_width : tpos.X2 + 3; int draw_at_y = y + 1 + get_font_height(Font); ds->DrawRect(Rect(draw_at_x, draw_at_y, draw_at_x + cursor_width, draw_at_y + (get_fixed_pixel_size(1) - 1)), text_color); } } void GUIListBox::PrepareTextToDraw(const String &text) { _textToDraw = GUI::TransformTextForDrawing(text, (Flags & kGUICtrl_Translated) != 0, (_G(loaded_game_file_version) >= kGameVersion_361)); } void GUIButton::PrepareTextToDraw() { _textToDraw = GUI::TransformTextForDrawing(_text, (Flags & kGUICtrl_Translated) != 0, (_G(loaded_game_file_version) >= kGameVersion_361)); } } // namespace Shared } // namespace AGS } // namespace AGS3