/* 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 . * */ #include "ags/shared/ac/common.h" #include "ags/engine/ac/display.h" #include "ags/engine/ac/draw.h" #include "ags/shared/ac/game_setup_struct.h" #include "ags/engine/ac/game_state.h" #include "ags/engine/ac/global_game.h" #include "ags/engine/ac/global_gui.h" #include "ags/engine/ac/gui.h" #include "ags/engine/ac/gui_control.h" #include "ags/engine/ac/mouse.h" #include "ags/engine/ac/string.h" #include "ags/engine/debugging/debug_log.h" #include "ags/shared/font/fonts.h" #include "ags/shared/gui/gui_main.h" #include "ags/engine/script/runtime_script_value.h" #include "ags/shared/util/string_compat.h" namespace AGS3 { using namespace AGS::Shared; int IsGUIOn(int guinum) { if ((guinum < 0) || (guinum >= _GP(game).numgui)) quit("!IsGUIOn: invalid GUI number specified"); return (_GP(guis)[guinum].IsDisplayed()) ? 1 : 0; } // This is an internal script function, and is undocumented. // It is used by the editor's automatic macro generation. int FindGUIID(const char *GUIName) { for (int ii = 0; ii < _GP(game).numgui; ii++) { if (_GP(guis)[ii].Name.IsEmpty()) continue; if (_GP(guis)[ii].Name == GUIName) return ii; if ((_GP(guis)[ii].Name[0u] == 'g') && (ags_stricmp(_GP(guis)[ii].Name.GetCStr() + 1, GUIName) == 0)) return ii; } quit("FindGUIID: No matching GUI found: GUI may have been deleted"); return -1; } void InterfaceOn(int ifn) { if ((ifn < 0) || (ifn >= _GP(game).numgui)) quit("!GUIOn: invalid GUI specified"); EndSkippingUntilCharStops(); if (_GP(guis)[ifn].IsVisible()) { return; } _GP(guis)[ifn].SetVisible(true); debug_script_log("GUI %d turned on", ifn); // modal interface if (_GP(guis)[ifn].PopupStyle == kGUIPopupModal) PauseGame(); _GP(guis)[ifn].Poll(_G(mousex), _G(mousey)); } void InterfaceOff(int ifn) { if ((ifn < 0) || (ifn >= _GP(game).numgui)) quit("!GUIOff: invalid GUI specified"); if (!_GP(guis)[ifn].IsVisible()) { return; } debug_script_log("GUI %d turned off", ifn); _GP(guis)[ifn].SetVisible(false); // modal interface if (_GP(guis)[ifn].PopupStyle == kGUIPopupModal) UnPauseGame(); } void SetGUIObjectEnabled(int guin, int objn, int enabled) { if ((guin < 0) || (guin >= _GP(game).numgui)) quit("!SetGUIObjectEnabled: invalid GUI number"); if ((objn < 0) || (objn >= _GP(guis)[guin].GetControlCount())) quit("!SetGUIObjectEnabled: invalid object number"); GUIControl_SetEnabled(_GP(guis)[guin].GetControl(objn), enabled); } void SetGUIObjectPosition(int guin, int objn, int xx, int yy) { if ((guin < 0) || (guin >= _GP(game).numgui)) quit("!SetGUIObjectPosition: invalid GUI number"); if ((objn < 0) || (objn >= _GP(guis)[guin].GetControlCount())) quit("!SetGUIObjectPosition: invalid object number"); GUIControl_SetPosition(_GP(guis)[guin].GetControl(objn), xx, yy); } void SetGUIPosition(int ifn, int xx, int yy) { if ((ifn < 0) || (ifn >= _GP(game).numgui)) quit("!SetGUIPosition: invalid GUI number"); GUI_SetPosition(&_GP(scrGui)[ifn], xx, yy); } void SetGUIObjectSize(int ifn, int objn, int newwid, int newhit) { if ((ifn < 0) || (ifn >= _GP(game).numgui)) quit("!SetGUIObjectSize: invalid GUI number"); if ((objn < 0) || (objn >= _GP(guis)[ifn].GetControlCount())) quit("!SetGUIObjectSize: invalid object number"); GUIControl_SetSize(_GP(guis)[ifn].GetControl(objn), newwid, newhit); } void SetGUISize(int ifn, int widd, int hitt) { if ((ifn < 0) || (ifn >= _GP(game).numgui)) quit("!SetGUISize: invalid GUI number"); GUI_SetSize(&_GP(scrGui)[ifn], widd, hitt); } void SetGUIZOrder(int guin, int z) { if ((guin < 0) || (guin >= _GP(game).numgui)) quit("!SetGUIZOrder: invalid GUI number"); GUI_SetZOrder(&_GP(scrGui)[guin], z); } void SetGUIClickable(int guin, int clickable) { if ((guin < 0) || (guin >= _GP(game).numgui)) quit("!SetGUIClickable: invalid GUI number"); GUI_SetClickable(&_GP(scrGui)[guin], clickable); } // pass trans=0 for fully solid, trans=100 for fully transparent void SetGUITransparency(int ifn, int trans) { if ((ifn < 0) || (ifn >= _GP(game).numgui)) quit("!SetGUITransparency: invalid GUI number"); GUI_SetTransparency(&_GP(scrGui)[ifn], trans); } void CentreGUI(int ifn) { if ((ifn < 0) || (ifn >= _GP(game).numgui)) quit("!CentreGUI: invalid GUI number"); GUI_Centre(&_GP(scrGui)[ifn]); } int GetTextWidth(const char *text, int fontnum) { VALIDATE_STRING(text); if ((fontnum < 0) || (fontnum >= _GP(game).numfonts)) quit("!GetTextWidth: invalid font number."); return game_to_data_coord(get_text_width_outlined(text, fontnum)); } int GetTextHeight(const char *text, int fontnum, int width) { VALIDATE_STRING(text); if ((fontnum < 0) || (fontnum >= _GP(game).numfonts)) quit("!GetTextHeight: invalid font number."); if (break_up_text_into_lines(text, _GP(Lines), data_to_game_coord(width), fontnum) == 0) return 0; return game_to_data_coord(get_text_lines_height(fontnum, _GP(Lines).Count())); } int GetFontHeight(int fontnum) { if ((fontnum < 0) || (fontnum >= _GP(game).numfonts)) quit("!GetFontHeight: invalid font number."); return game_to_data_coord(get_font_height_outlined(fontnum)); } int GetFontLineSpacing(int fontnum) { if ((fontnum < 0) || (fontnum >= _GP(game).numfonts)) quit("!GetFontLineSpacing: invalid font number."); return game_to_data_coord(get_font_linespacing(fontnum)); } void SetGUIBackgroundPic(int guin, int slotn) { if ((guin < 0) || (guin >= _GP(game).numgui)) quit("!SetGUIBackgroundPic: invalid GUI number"); GUI_SetBackgroundGraphic(&_GP(scrGui)[guin], slotn); } void DisableInterface() { // If GUI looks change when disabled, then mark all of them for redraw bool redraw_gui = (_GP(play).disabled_user_interface == 0) && // only if was enabled before (GUI::Options.DisabledStyle != kGuiDis_Unchanged); GUI::MarkAllGUIForUpdate(redraw_gui, true); _GP(play).disabled_user_interface++; set_mouse_cursor(CURS_WAIT); } void EnableInterface() { _GP(play).disabled_user_interface--; if (_GP(play).disabled_user_interface < 1) { _GP(play).disabled_user_interface = 0; set_default_cursor(); // If GUI looks change when disabled, then mark all of them for redraw GUI::MarkAllGUIForUpdate(GUI::Options.DisabledStyle != kGuiDis_Unchanged, true); } } // Returns 1 if user interface is enabled, 0 if disabled int IsInterfaceEnabled() { return (_GP(play).disabled_user_interface > 0) ? 0 : 1; } int GetGUIObjectAt(int xx, int yy) { GUIObject *toret = GetGUIControlAtLocation(xx, yy); if (toret == nullptr) return -1; return toret->Id; } int GetGUIAt(int xx, int yy) { data_to_game_coords(&xx, &yy); // Test in the opposite order (from closer to further) for (auto g = _GP(play).gui_draw_order.crbegin(); g < _GP(play).gui_draw_order.crend(); ++g) { if (_GP(guis)[*g].IsInteractableAt(xx, yy)) return *g; } return -1; } void SetTextWindowGUI(int guinum) { if ((guinum < -1) || (guinum >= _GP(game).numgui)) quit("!SetTextWindowGUI: invalid GUI number"); if (guinum < 0); // disable it else if (!_GP(guis)[guinum].IsTextWindow()) quit("!SetTextWindowGUI: specified GUI is not a text window"); if (_GP(play).speech_textwindow_gui == _GP(game).options[OPT_TWCUSTOM]) _GP(play).speech_textwindow_gui = guinum; _GP(game).options[OPT_TWCUSTOM] = guinum; } } // namespace AGS3