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scummvm-cursorfix/engines/got/views/view.cpp
2026-02-02 04:50:13 +01:00

173 lines
4.5 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/>.
*
*/
#include "common/config-manager.h"
#include "got/views/view.h"
#include "got/gfx/palette.h"
#include "got/vars.h"
namespace Got {
namespace Views {
void View::checkFocusedControl(const Common::Point &mousePos) {
if (_focusedElement) {
if (!_focusedElement->getBounds().contains(mousePos)) {
_focusedElement->send(MouseLeaveMessage());
_focusedElement = nullptr;
}
} else {
for (UIElement *child : _children) {
if (child->getBounds().contains(mousePos)) {
_focusedElement = child;
child->send(MouseEnterMessage());
break;
}
}
}
}
UIElement *View::getElementAtPos(const Common::Point &pos) const {
for (UIElement *child : _children) {
if (child->getBounds().contains(pos))
return child;
}
return nullptr;
}
bool View::msgFocus(const FocusMessage &msg) {
_focusedElement = nullptr;
return UIElement::msgFocus(msg);
}
bool View::msgUnfocus(const UnfocusMessage &msg) {
if (_focusedElement)
_focusedElement->send(MouseLeaveMessage());
return UIElement::msgUnfocus(msg);
}
bool View::msgMouseMove(const MouseMoveMessage &msg) {
checkFocusedControl(msg._pos);
return true;
}
bool View::msgMouseDown(const MouseDownMessage &msg) {
UIElement *child = getElementAtPos(msg._pos);
return child ? child->send(msg) : false;
}
bool View::msgMouseUp(const MouseUpMessage &msg) {
UIElement *child = getElementAtPos(msg._pos);
return child ? child->send(msg) : false;
}
void View::playSound(int index, bool priority_override) {
_G(sound).playSound(index, priority_override);
}
void View::playSound(const Gfx::GraphicChunk &src) {
_G(sound).playSound(src);
}
void View::musicPlay(int num, bool override) {
_G(sound).musicPlay(num, override);
}
void View::musicPlay(const char *name, bool override) {
_G(sound).musicPlay(name, override);
}
void View::musicPause() {
_G(sound).musicPause();
}
void View::musicResume() {
_G(sound).musicResume();
}
void View::musicStop() {
_G(sound).musicStop();
}
bool View::musicIsOn() const {
return _G(sound).musicIsOn();
}
void View::fadeOut() {
Gfx::fadeOut();
}
void View::fadeIn(const byte *pal) {
Gfx::fadeIn(pal);
}
#ifdef USE_TTS
void View::sayText(const Common::String &text, Common::TextToSpeechManager::Action action) {
Common::TextToSpeechManager *ttsMan = g_system->getTextToSpeechManager();
// _previousSaid is used to prevent the TTS from looping when sayText is called inside a loop,
// for example when options in selection menus are voiced. Without it when the text ends it would speak
// the same text again.
// _previousSaid is cleared when appropriate to allow for repeat requests
if (ttsMan && ConfMan.getBool("tts_enabled") && _previousSaid != text) {
Common::String ttsMessage;
for (uint i = 0; i < text.size(); ++i) {
// Some text is enclosed in < and >, which causes the text to not be voiced by TTS if they aren't replaced
if (text[i] == '<' || text[i] == '>') {
ttsMessage += ", ";
continue;
}
// Ignore color changing characters
if (text[i] == '~' && i < text.size() - 1 && Common::isXDigit(text[i + 1])) {
i++;
continue;
}
// Replace single newlines with spaces to make voicing of dialog smoother. If there are two or more newlines in a row,
// then the pieces of text are most likely supposed to be voiced as separate sentences, so keep the newlines in
// that case
if (text[i] == '\n') {
if (i < text.size() - 1 && text[i + 1] == '\n') {
i++;
} else {
ttsMessage += ' ';
continue;
}
}
ttsMessage += text[i];
}
ttsMan->say(ttsMessage, action, Common::CodePage::kDos850);
_previousSaid = text;
}
}
#endif
} // namespace Views
} // namespace Got