Files
scummvm-cursorfix/engines/wintermute/base/base_access_mgr.cpp
2026-02-02 04:50:13 +01:00

222 lines
5.9 KiB
C++

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