302 lines
9.5 KiB
C++
302 lines
9.5 KiB
C++
/* 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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* 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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* 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 "engines/nancy/action/puzzle/setplayerclock.h"
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#include "engines/nancy/state/scene.h"
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#include "engines/nancy/ui/clock.h"
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#include "engines/nancy/nancy.h"
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#include "engines/nancy/input.h"
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#include "engines/nancy/graphics.h"
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#include "engines/nancy/util.h"
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#include "engines/nancy/resource.h"
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#include "engines/nancy/sound.h"
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namespace Nancy {
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namespace Action {
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SetPlayerClock::~SetPlayerClock() {
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Nancy::UI::Clock *clock = NancySceneState.getClock();
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if (clock) {
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clock->lockClock(false);
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}
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}
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void SetPlayerClock::init() {
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Common::Rect screenBounds = NancySceneState.getViewport().getBounds();
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_drawSurface.create(screenBounds.width(), screenBounds.height(), g_nancy->_graphics->getInputPixelFormat());
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_drawSurface.clear(g_nancy->_graphics->getTransColor());
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setTransparent(true);
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setVisible(true);
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moveTo(screenBounds);
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g_nancy->_resource->loadImage(_imageName, _image);
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_image.setTransparentColor(_drawSurface.getTransparentColor());
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}
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void SetPlayerClock::readData(Common::SeekableReadStream &stream) {
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readFilename(stream, _imageName);
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readRect(stream, _minutesDest);
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readRect(stream, _hoursDest);
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readRect(stream, _AMPMDest);
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readRect(stream, _timeButtonDest);
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readRect(stream, _alarmButtonDest);
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readRect(stream, _setButtonDest);
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readRect(stream, _cancelButtonDest);
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readRect(stream, _upButtonDest);
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readRect(stream, _downButtonDest);
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readRect(stream, _modeLightDest);
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readRectArray(stream, _minutesSrc, 4);
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readRectArray(stream, _hoursSrc, 12);
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readRect(stream, _AMSrc);
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readRect(stream, _PMSrc);
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readRect(stream, _timeButtonSrc);
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readRect(stream, _alarmButtonSrc);
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readRect(stream, _setButtonSrc);
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readRect(stream, _cancelButtonSrc);
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readRect(stream, _upButtonSrc);
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readRect(stream, _downButtonSrc);
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readRect(stream, _timeLightSrc);
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readRect(stream, _alarmLightSrc);
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stream.skip(2);
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_buttonSound.readNormal(stream);
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_alarmSetScene.readData(stream);
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_alarmSoundDelay = stream.readUint16LE();
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_alarmSetSound.readNormal(stream);
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_exitScene.readData(stream);
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}
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void SetPlayerClock::execute() {
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switch (_state) {
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case kBegin: {
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init();
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registerGraphics();
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g_nancy->_sound->loadSound(_buttonSound);
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_alarmHours = NancySceneState.getPlayerTime().getHours();
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Nancy::UI::Clock *clock = NancySceneState.getClock();
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if (clock) {
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clock->lockClock(true);
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}
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_state = kRun;
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}
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// fall through
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case kRun:
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if (_alarmState == kTimeMode) {
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Time currentTime = NancySceneState.getPlayerTime();
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int8 hours = currentTime.getHours();
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int8 minutes = currentTime.getMinutes();
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if (_clearButton && !g_nancy->_sound->isSoundPlaying(_buttonSound)) {
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_drawSurface.fillRect(_timeButtonDest, _drawSurface.getTransparentColor());
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_drawSurface.fillRect(_modeLightDest, _drawSurface.getTransparentColor());
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_drawSurface.blitFrom(_image, _timeLightSrc, _modeLightDest);
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_clearButton = false;
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_needsRedraw = true;
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}
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if (_lastDrawnHours != hours || _lastDrawnMinutes / 15 != minutes / 15) {
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drawTime(currentTime.getHours(), currentTime.getMinutes());
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_lastDrawnHours = hours;
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_lastDrawnMinutes = minutes;
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}
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} else {
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if (_clearButton && !g_nancy->_sound->isSoundPlaying(_buttonSound)) {
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_drawSurface.fillRect(_alarmButtonDest, _drawSurface.getTransparentColor());
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_drawSurface.fillRect(_upButtonDest, _drawSurface.getTransparentColor());
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_drawSurface.fillRect(_downButtonDest, _drawSurface.getTransparentColor());
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_drawSurface.fillRect(_modeLightDest, _drawSurface.getTransparentColor());
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_drawSurface.blitFrom(_image, _alarmLightSrc, _modeLightDest);
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drawTime(_alarmHours, 0);
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_clearButton = false;
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_needsRedraw = true;
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}
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}
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break;
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case kActionTrigger:
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if (g_nancy->_sound->isSoundPlaying(_buttonSound)) {
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return;
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}
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if (_clearButton) {
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g_nancy->_sound->stopSound(_buttonSound);
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_drawSurface.fillRect(_setButtonDest, _drawSurface.getTransparentColor());
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_clearButton = false;
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}
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if (_alarmState == kWait) {
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if (_sceneChangeTime != 0) {
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// Alarm has been set, wait for timer
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if (g_system->getMillis() > _sceneChangeTime) {
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_sceneChangeTime = 0;
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g_nancy->_sound->loadSound(_alarmSetSound);
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g_nancy->_sound->playSound(_alarmSetSound);
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}
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}
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if (_sceneChangeTime == 0) {
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if (!g_nancy->_sound->isSoundPlaying(_alarmSetSound)) {
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g_nancy->_sound->stopSound(_buttonSound);
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g_nancy->_sound->stopSound(_alarmSetSound);
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NancySceneState.setPlayerTime(_alarmHours * 3600000, false);
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_alarmSetScene.execute();
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finishExecution();
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}
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}
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} else {
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// Cancel button pressed, go to exit scene
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g_nancy->_sound->stopSound(_buttonSound);
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_exitScene.execute();
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finishExecution();
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}
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}
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}
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void SetPlayerClock::handleInput(NancyInput &input) {
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if (_alarmState == kWait) {
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return;
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}
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// Cancel button is active in both time and alarm mode
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if (NancySceneState.getViewport().convertViewportToScreen(_cancelButtonDest).contains(input.mousePos)) {
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g_nancy->_cursor->setCursorType(CursorManager::kHotspot);
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if (!_clearButton && input.input & NancyInput::kLeftMouseButtonUp) {
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// Cancel button pressed
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_drawSurface.blitFrom(_image, _cancelButtonSrc, _cancelButtonDest);
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_needsRedraw = true;
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g_nancy->_sound->playSound(_buttonSound);
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_state = kActionTrigger;
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return;
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}
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}
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if (_alarmState == kTimeMode) {
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// Alarm button is active only in time mode
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if (NancySceneState.getViewport().convertViewportToScreen(_alarmButtonDest).contains(input.mousePos)) {
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g_nancy->_cursor->setCursorType(CursorManager::kHotspot);
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if (!_clearButton && input.input & NancyInput::kLeftMouseButtonUp) {
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// Alarm button pressed
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_drawSurface.blitFrom(_image, _alarmButtonSrc, _alarmButtonDest);
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_needsRedraw = true;
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g_nancy->_sound->playSound(_buttonSound);
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_lastDrawnHours = _lastDrawnMinutes = -1;
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_alarmState = kAlarmMode;
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_clearButton = true;
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return;
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}
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}
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} else {
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if (NancySceneState.getViewport().convertViewportToScreen(_timeButtonDest).contains(input.mousePos)) {
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// Time button is active only in alarm mode
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g_nancy->_cursor->setCursorType(CursorManager::kHotspot);
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if (!_clearButton && input.input & NancyInput::kLeftMouseButtonUp) {
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// Alarm button pressed
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_drawSurface.blitFrom(_image, _timeButtonSrc, _timeButtonDest);
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_needsRedraw = true;
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g_nancy->_sound->playSound(_buttonSound);
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_alarmState = kTimeMode;
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_clearButton = true;
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return;
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}
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} else if (NancySceneState.getViewport().convertViewportToScreen(_upButtonDest).contains(input.mousePos)) {
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// Up button is active only in alarm mode
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g_nancy->_cursor->setCursorType(CursorManager::kHotspot);
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if (!_clearButton && input.input & NancyInput::kLeftMouseButtonUp) {
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// Up button pressed
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_drawSurface.blitFrom(_image, _upButtonSrc, _upButtonDest);
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_needsRedraw = true;
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g_nancy->_sound->playSound(_buttonSound);
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_alarmHours = _alarmHours + 1 > 23 ? 0 : _alarmHours + 1;
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_clearButton = true;
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return;
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}
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} else if (NancySceneState.getViewport().convertViewportToScreen(_downButtonDest).contains(input.mousePos)) {
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// Down button is active only in alarm mode
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g_nancy->_cursor->setCursorType(CursorManager::kHotspot);
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if (!_clearButton && input.input & NancyInput::kLeftMouseButtonUp) {
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// Down button pressed
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_drawSurface.blitFrom(_image, _downButtonSrc, _downButtonDest);
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_needsRedraw = true;
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g_nancy->_sound->playSound(_buttonSound);
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_alarmHours = _alarmHours - 1 < 0 ? 23 : _alarmHours - 1;
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_clearButton = true;
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return;
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}
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} else if (NancySceneState.getViewport().convertViewportToScreen(_setButtonDest).contains(input.mousePos)) {
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// Set button is active only in alarm mode
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g_nancy->_cursor->setCursorType(CursorManager::kHotspot);
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if (!_clearButton && input.input & NancyInput::kLeftMouseButtonUp) {
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// Down button pressed
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_drawSurface.blitFrom(_image, _setButtonSrc, _setButtonDest);
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_needsRedraw = true;
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g_nancy->_sound->playSound(_buttonSound);
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_clearButton = true;
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_state = kActionTrigger;
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_alarmState = kWait;
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_sceneChangeTime = g_system->getMillis() + (_alarmSoundDelay * 1000);
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return;
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}
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}
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}
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}
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void SetPlayerClock::drawTime(uint16 hours, uint16 minutes) {
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_drawSurface.fillRect(_hoursDest, _drawSurface.getTransparentColor());
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_drawSurface.fillRect(_minutesDest, _drawSurface.getTransparentColor());
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_drawSurface.fillRect(_AMPMDest, _drawSurface.getTransparentColor());
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_drawSurface.blitFrom(_image, _hoursSrc[(hours - 1 < 0 ? 11 : hours - 1) % 12], _hoursDest);
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_drawSurface.blitFrom(_image, _minutesSrc[minutes / 15], _minutesDest);
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_drawSurface.blitFrom(_image, hours / 12 == 0 ? _AMSrc : _PMSrc, _AMPMDest);
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_needsRedraw = true;
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}
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} // End of namespace Action
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} // End of namespace Nancy
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