/* 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 "engines/nancy/cursor.h" #include "engines/nancy/input.h" #include "engines/nancy/nancy.h" #include "engines/nancy/graphics.h" #include "engines/nancy/sound.h" #include "engines/nancy/util.h" #include "engines/nancy/state/scene.h" #include "engines/nancy/ui/animatedbutton.h" namespace Nancy { namespace UI { AnimatedButton::AnimatedButton(uint zOrder) : RenderObject(zOrder), _frameTime(0), _currentFrame(-1), _nextFrameTime(0), _isOpen(false), _alwaysHighlightCursor(false) {} void AnimatedButton::init() { setTransparent(true); } void AnimatedButton::updateGraphics() { uint32 currentTime = g_nancy->getTotalPlayTime(); if (currentTime > _nextFrameTime) { if (_isOpen && _currentFrame < (int)_srcRects.size()) { setFrame(++_currentFrame); _nextFrameTime = currentTime + _frameTime; setVisible(true); if (_currentFrame == (int)_srcRects.size()) { onTrigger(); } } else if (!_isOpen && _currentFrame > -1) { setFrame(--_currentFrame); _nextFrameTime = currentTime + _frameTime; if (_currentFrame == -1) { onTrigger(); setVisible(false); } } } } void AnimatedButton::handleInput(NancyInput &input) { if (_hotspot.contains(input.mousePos)) { if (_alwaysHighlightCursor || _currentFrame == -1 || _currentFrame == (int)_srcRects.size()) { g_nancy->_cursor->setCursorType(g_nancy->getGameType() == kGameTypeVampire ? CursorManager::kHotspot : CursorManager::kHotspotArrow); } if (isPlaying()) { return; } if (!_highlightSrcRect.isEmpty() && !isVisible()) { _drawSurface.create(g_nancy->_graphics->_object0, _highlightSrcRect); moveTo(_highlightDestRect); setVisible(true); } if (input.input & NancyInput::kLeftMouseButtonUp) { if (_currentFrame == -1) { onClick(); setOpen(true); } else if (_currentFrame == (int)_srcRects.size()) { onClick(); setOpen(false); } } // This breaks TowerPuzzle in nancy2, so we only enable it for TVD if (g_nancy->getGameType() == kGameTypeVampire) { input.eatMouseInput(); } } else if (!_highlightSrcRect.isEmpty() && isVisible() && !(isPlaying() || _isOpen)) { setVisible(false); } } void AnimatedButton::setFrame(int frame) { if (frame > -1 && frame < (int)_srcRects.size()) { _drawSurface.create(g_nancy->_graphics->_object0, _srcRects[frame]); setTransparent(true); if (_destRects.size()) { moveTo(_destRects[frame]); } _needsRedraw = true; } } bool AnimatedButton::isPlaying() const { return _isOpen ? _currentFrame < (int)_srcRects.size() : _currentFrame > -1; } } // End of namespace UI } // End of namespace Nancy