Files
scummvm-cursorfix/engines/nancy/action/puzzle/setplayerclock.cpp
2026-02-02 04:50:13 +01:00

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