Files
scummvm-cursorfix/engines/ags/engine/ac/display.cpp
2026-02-02 04:50:13 +01:00

800 lines
29 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 "common/std/algorithm.h"
#include "ags/engine/ac/display.h"
#include "ags/shared/ac/common.h"
#include "ags/shared/font/ags_font_renderer.h"
#include "ags/shared/font/fonts.h"
#include "ags/engine/ac/character.h"
#include "ags/engine/ac/draw.h"
#include "ags/engine/ac/game.h"
#include "ags/shared/ac/game_setup_struct.h"
#include "ags/engine/ac/game_state.h"
#include "ags/engine/ac/global_audio.h"
#include "ags/engine/ac/global_game.h"
#include "ags/engine/ac/gui.h"
#include "ags/engine/ac/mouse.h"
#include "ags/engine/ac/overlay.h"
#include "ags/engine/ac/sys_events.h"
#include "ags/engine/ac/screen_overlay.h"
#include "ags/engine/ac/speech.h"
#include "ags/engine/ac/string.h"
#include "ags/engine/ac/system.h"
#include "ags/engine/ac/top_bar_settings.h"
#include "ags/engine/debugging/debug_log.h"
#include "ags/engine/gfx/blender.h"
#include "ags/shared/gui/gui_button.h"
#include "ags/shared/gui/gui_main.h"
#include "ags/engine/main/game_run.h"
#include "ags/engine/platform/base/ags_platform_driver.h"
#include "ags/shared/ac/sprite_cache.h"
#include "ags/engine/gfx/gfx_util.h"
#include "ags/shared/util/string_utils.h"
#include "ags/engine/ac/mouse.h"
#include "ags/engine/media/audio/audio_system.h"
#include "ags/engine/ac/timer.h"
#include "ags/ags.h"
#include "ags/globals.h"
namespace AGS3 {
using namespace AGS::Shared;
using namespace AGS::Shared::BitmapHelper;
struct DisplayVars {
int linespacing = 0; // font's line spacing
int fulltxtheight = 0; // total height of all the text
} disp;
// Generates a textual image and returns a disposable bitmap
Bitmap *create_textual_image(const char *text, int asspch, int isThought,
int &xx, int &yy, int &adjustedXX, int &adjustedYY, int wii, int usingfont, int allowShrink,
bool &alphaChannel) {
//
// Configure the textual image
//
const bool use_speech_textwindow = (asspch < 0) && (_GP(game).options[OPT_SPEECHTYPE] >= 2);
const bool use_thought_gui = (isThought) && (_GP(game).options[OPT_THOUGHTGUI] > 0);
alphaChannel = false;
int usingGui = -1;
if (use_speech_textwindow)
usingGui = _GP(play).speech_textwindow_gui;
else if (use_thought_gui)
usingGui = _GP(game).options[OPT_THOUGHTGUI];
const int padding = get_textwindow_padding(usingGui);
const int paddingScaled = get_fixed_pixel_size(padding);
// Just in case screen size is not neatly divisible by 320x200
const int paddingDoubledScaled = get_fixed_pixel_size(padding * 2);
// WORKAROUND: Guard Duty specifies a wii of 100,000, which is larger
// than can be supported by ScummVM's surface classes
wii = MIN(wii, 8000);
// Make message copy, because ensure_text_valid_for_font() may modify it
char todis[STD_BUFFER_SIZE];
snprintf(todis, STD_BUFFER_SIZE - 1, "%s", text);
ensure_text_valid_for_font(todis, usingfont);
break_up_text_into_lines(todis, _GP(Lines), wii - 2 * padding, usingfont);
disp.linespacing = get_font_linespacing(usingfont);
disp.fulltxtheight = get_text_lines_surf_height(usingfont, _GP(Lines).Count());
if (_GP(topBar).wantIt) {
// ensure that the window is wide enough to display any top bar text
int topBarWid = get_text_width_outlined(_GP(topBar).text, _GP(topBar).font);
topBarWid += data_to_game_coord(_GP(play).top_bar_borderwidth + 2) * 2;
if (_G(longestline) < topBarWid)
_G(longestline) = topBarWid;
}
const Rect &ui_view = _GP(play).GetUIViewport();
if (xx == OVR_AUTOPLACE);
// centre text in middle of screen
else if (yy < 0) yy = ui_view.GetHeight() / 2 - disp.fulltxtheight / 2 - padding;
// speech, so it wants to be above the character's head
else if (asspch > 0) {
yy -= disp.fulltxtheight;
if (yy < 5) yy = 5;
yy = adjust_y_for_guis(yy);
}
if (_G(longestline) < wii - paddingDoubledScaled) {
// shrink the width of the dialog box to fit the text
int oldWid = wii;
//if ((asspch >= 0) || (allowShrink > 0))
// If it's not speech, or a shrink is allowed, then shrink it
if ((asspch == 0) || (allowShrink > 0))
wii = _G(longestline) + paddingDoubledScaled;
// shift the dialog box right to align it, if necessary
if ((allowShrink == 2) && (xx >= 0))
xx += (oldWid - wii);
}
if (xx < -1) {
xx = (-xx) - wii / 2;
if (xx < 0)
xx = 0;
xx = adjust_x_for_guis(xx, yy);
if (xx + wii >= ui_view.GetWidth())
xx = (ui_view.GetWidth() - wii) - 5;
} else if (xx < 0) xx = ui_view.GetWidth() / 2 - wii / 2;
const int extraHeight = paddingDoubledScaled;
color_t text_color = MakeColor(15);
const int bmp_width = MAX(2, wii);
const int bmp_height = MAX(2, disp.fulltxtheight + extraHeight);
Bitmap *text_window_ds = BitmapHelper::CreateTransparentBitmap(
bmp_width, bmp_height, _GP(game).GetColorDepth());
// inform draw_text_window to free the old bitmap
const bool wantFreeScreenop = true;
//
// Create the textual image (may also adjust some params in the process)
//
// may later change if usingGUI, needed to avoid changing original coordinates
adjustedXX = xx;
adjustedYY = yy;
if ((strlen(todis) < 1) || (strcmp(todis, " ") == 0) || (wii == 0));
// if it's an empty speech line, don't draw anything
else if (asspch) { //text_color = ds->GetCompatibleColor(12);
int ttxleft = 0, ttxtop = paddingScaled, oriwid = wii - padding * 2;
int drawBackground = 0;
if (use_speech_textwindow) {
drawBackground = 1;
} else if (use_thought_gui) {
// make it treat it as drawing inside a window now
if (asspch > 0)
asspch = -asspch;
drawBackground = 1;
}
if (drawBackground) {
draw_text_window_and_bar(&text_window_ds, wantFreeScreenop, &ttxleft, &ttxtop, &adjustedXX, &adjustedYY, &wii, &text_color, 0, usingGui);
if (usingGui > 0) {
alphaChannel = _GP(guis)[usingGui].HasAlphaChannel();
}
} else if ((ShouldAntiAliasText()) && (_GP(game).GetColorDepth() >= 24))
alphaChannel = true;
for (size_t ee = 0; ee < _GP(Lines).Count(); ee++) {
//int ttxp=wii/2 - get_text_width_outlined(lines[ee], usingfont)/2;
int ttyp = ttxtop + ee * disp.linespacing;
// asspch < 0 means that it's inside a text box so don't
// centre the text
if (asspch < 0) {
if ((usingGui >= 0) &&
((_GP(game).options[OPT_SPEECHTYPE] >= 2) || (isThought)))
text_color = text_window_ds->GetCompatibleColor(_GP(guis)[usingGui].FgColor);
else
text_color = text_window_ds->GetCompatibleColor(-asspch);
wouttext_aligned(text_window_ds, ttxleft, ttyp, oriwid, usingfont, text_color, _GP(Lines)[ee].GetCStr(), _GP(play).text_align);
} else {
text_color = text_window_ds->GetCompatibleColor(asspch);
wouttext_aligned(text_window_ds, ttxleft, ttyp, wii, usingfont, text_color, _GP(Lines)[ee].GetCStr(), _GP(play).speech_text_align);
}
}
} else {
int xoffs, yoffs, oriwid = wii - padding * 2;
draw_text_window_and_bar(&text_window_ds, wantFreeScreenop, &xoffs, &yoffs, &adjustedXX, &adjustedYY, &wii, &text_color);
if (_GP(game).options[OPT_TWCUSTOM] > 0) {
alphaChannel = _GP(guis)[_GP(game).options[OPT_TWCUSTOM]].HasAlphaChannel();
}
adjust_y_coordinate_for_text(&yoffs, usingfont);
for (size_t ee = 0; ee < _GP(Lines).Count(); ee++)
wouttext_aligned(text_window_ds, xoffs, yoffs + ee * disp.linespacing, oriwid, usingfont, text_color, _GP(Lines)[ee].GetCStr(), _GP(play).text_align);
}
return text_window_ds;
}
// Pass yy = -1 to find Y co-ord automatically
// allowShrink = 0 for none, 1 for leftwards, 2 for rightwards
// pass blocking=2 to create permanent overlay
ScreenOverlay *display_main(int xx, int yy, int wii, const char *text, int disp_type, int usingfont,
int asspch, int isThought, int allowShrink, bool overlayPositionFixed, bool roomlayer) {
//
// Prepare for the message display
//
// AGS 2.x: If the screen is faded out, fade in again when displaying a message box.
if (!asspch && (_G(loaded_game_file_version) <= kGameVersion_272))
_GP(play).screen_is_faded_out = 0;
// if it's a normal message box and the game was being skipped,
// ensure that the screen is up to date before the message box
// is drawn on top of it
// TODO: is this really necessary anymore?
if ((_GP(play).skip_until_char_stops >= 0) && (disp_type == DISPLAYTEXT_MESSAGEBOX))
render_graphics();
// TODO: should this really be called regardless of message type?
// _display_main may be called even for custom textual overlays
EndSkippingUntilCharStops();
if (_GP(topBar).wantIt) {
// the top bar should behave like DisplaySpeech wrt blocking
disp_type = DISPLAYTEXT_SPEECH;
}
if ((asspch > 0) && (disp_type < DISPLAYTEXT_NORMALOVERLAY)) {
// update the all_buttons_disabled variable in advance
// of the adjust_x/y_for_guis calls
_GP(play).disabled_user_interface++;
update_gui_disabled_status();
_GP(play).disabled_user_interface--;
}
// remove any previous blocking texts if necessary
if (disp_type < DISPLAYTEXT_NORMALOVERLAY)
remove_screen_overlay(_GP(play).text_overlay_on);
// If fast-forwarding, then skip any blocking message immediately
if (_GP(play).fast_forward && (disp_type < DISPLAYTEXT_NORMALOVERLAY)) {
_GP(play).SetWaitSkipResult(SKIP_AUTOTIMER);
post_display_cleanup();
return nullptr;
}
//
// Configure and create an overlay object
//
int ovrtype;
switch (disp_type) {
case DISPLAYTEXT_SPEECH: ovrtype = OVER_TEXTSPEECH; break;
case DISPLAYTEXT_MESSAGEBOX: ovrtype = OVER_TEXTMSG; break;
case DISPLAYTEXT_NORMALOVERLAY: ovrtype = OVER_CUSTOM; break;
default: ovrtype = disp_type; break; // must be precreated overlay id
}
int adjustedXX, adjustedYY;
bool alphaChannel;
Bitmap *text_window_ds = create_textual_image(text, asspch, isThought, xx, yy, adjustedXX, adjustedYY, wii, usingfont, allowShrink, alphaChannel);
size_t nse = add_screen_overlay(roomlayer, xx, yy, ovrtype, text_window_ds, adjustedXX - xx, adjustedYY - yy, alphaChannel);
auto *over = get_overlay(nse); // FIXME: optimize return value
// we should not delete text_window_ds here, because it is now owned by Overlay
// If it's a non-blocking overlay type, then we're done here
if (disp_type >= DISPLAYTEXT_NORMALOVERLAY) {
return over;
}
//
// Wait for the blocking text to timeout or until skipped by another command
//
if (disp_type == DISPLAYTEXT_MESSAGEBOX) {
int countdown = GetTextDisplayTime(text);
int skip_setting = user_to_internal_skip_speech((SkipSpeechStyle)_GP(play).skip_display);
// Loop until skipped
while (true) {
if (SHOULD_QUIT)
return 0;
sys_evt_process_pending();
update_audio_system_on_game_loop();
UpdateCursorAndDrawables();
render_graphics();
eAGSMouseButton mbut;
int mwheelz;
if (run_service_mb_controls(mbut, mwheelz) && mbut > kMouseNone) {
check_skip_cutscene_mclick(mbut);
if (_GP(play).fast_forward)
break;
if (skip_setting & SKIP_MOUSECLICK && !_GP(play).IsIgnoringInput()) {
_GP(play).SetWaitSkipResult(SKIP_MOUSECLICK, mbut);
break;
}
}
bool do_break = false;
while (!_GP(play).fast_forward && !do_break && ags_keyevent_ready()) {
KeyInput ki;
if (run_service_key_controls(ki)) {
check_skip_cutscene_keypress(ki.Key);
if ((skip_setting & SKIP_KEYPRESS) && !_GP(play).IsIgnoringInput() && !IsAGSServiceKey(ki.Key)) {
_GP(play).SetWaitKeySkip(ki);
do_break = true;
}
}
}
if (do_break)
break;
update_polled_stuff();
if (_GP(play).fast_forward == 0) {
WaitForNextFrame();
}
countdown--;
// Special behavior when coupled with a voice-over
if (_GP(play).speech_has_voice) {
// extend life of text if the voice hasn't finished yet
if (AudioChans::ChannelIsPlaying(SCHAN_SPEECH) && (_GP(play).fast_forward == 0)) {
if (countdown <= 1)
countdown = 1;
} else // if the voice has finished, remove the speech
countdown = 0;
}
// Test for the timed auto-skip
if ((countdown < 1) && (skip_setting & SKIP_AUTOTIMER)) {
_GP(play).SetWaitSkipResult(SKIP_AUTOTIMER);
_GP(play).SetIgnoreInput(_GP(play).ignore_user_input_after_text_timeout_ms);
break;
}
// if skipping cutscene, don't get stuck on No Auto Remove text boxes
if ((countdown < 1) && (_GP(play).fast_forward))
break;
}
remove_screen_overlay(OVER_TEXTMSG);
invalidate_screen();
} else {
/* DISPLAYTEXT_SPEECH */
if (!overlayPositionFixed) {
over->SetRoomRelative(true);
VpPoint vpt = _GP(play).GetRoomViewport(0)->ScreenToRoom(over->x, over->y, false);
over->x = vpt.first.X;
over->y = vpt.first.Y;
}
GameLoopUntilNoOverlay();
}
//
// Post-message cleanup
//
post_display_cleanup();
return nullptr;
}
void display_at(int xx, int yy, int wii, const char *text) {
EndSkippingUntilCharStops();
// Start voice-over, if requested by the tokens in speech text
try_auto_play_speech(text, text, _GP(play).narrator_speech);
display_main(xx, yy, wii, text, DISPLAYTEXT_MESSAGEBOX, FONT_NORMAL, 0, 0, 0, false);
// Stop any blocking voice-over, if was started by this function
if (_GP(play).IsBlockingVoiceSpeech())
stop_voice_speech();
}
void post_display_cleanup() {
ags_clear_input_buffer();
_GP(play).messagetime = -1;
_GP(play).speech_in_post_state = false;
}
bool try_auto_play_speech(const char *text, const char *&replace_text, int charid) {
int voice_num;
const char *src = parse_voiceover_token(text, &voice_num);
if (src == text)
return false; // no token
if (voice_num <= 0)
quit("DisplaySpeech: auto-voice symbol '&' not followed by valid integer");
replace_text = src; // skip voice tag
if (play_voice_speech(charid, voice_num)) {
// if Voice Only, then blank out the text
if (_GP(play).speech_mode == kSpeech_VoiceOnly)
replace_text = " ";
return true;
}
return false;
}
int GetTextDisplayLength(const char *text) {
// Skip voice-over token from the length calculation if required
if (_GP(play).unfactor_speech_from_textlength != 0)
text = parse_voiceover_token(text, nullptr);
return static_cast<int>(strlen(text));
}
// Calculates lipsync frame duration (or duration per character) in game loops.
// NOTE: historical formula was this:
// loops_per_character = (((text_len / play.lipsync_speed) + 1) * fps) / text_len;
// But because of a precision loss due integer division this resulted in "jumping" values.
// The new formula uses float division, and coefficent found experimentally to make
// results match the old formula in certain key text lengths, for backwards compatibility.
int CalcLipsyncFrameDuration(int text_len, int fps) {
return static_cast<int>((((static_cast<float>(text_len) / _GP(play).lipsync_speed) + 0.75f) * fps) / text_len);
}
int GetTextDisplayTime(const char *text, int canberel) {
int uselen = 0;
auto fpstimer = ::lround(get_game_fps());
// if it's background speech, make it stay relative to game speed
if ((canberel == 1) && (_GP(play).bgspeech_game_speed == 1))
fpstimer = 40; // NOTE: should be a fixed constant here, not game speed value
if (_G(source_text_length) >= 0) {
// sync to length of original text, to make sure any animations
// and music sync up correctly
uselen = _G(source_text_length);
_G(source_text_length) = -1;
} else {
uselen = GetTextDisplayLength(text);
}
if (uselen <= 0)
return 0;
if (_GP(play).text_speed + _GP(play).text_speed_modifier <= 0)
quit("!Text speed is zero; unable to display text. Check your _GP(game).text_speed settings.");
// Store how many game loops per character of text
_G(loops_per_character) = CalcLipsyncFrameDuration(uselen, fpstimer);
int textDisplayTimeInMS = ((uselen / (_GP(play).text_speed + _GP(play).text_speed_modifier)) + 1) * 1000;
if (textDisplayTimeInMS < _GP(play).text_min_display_time_ms)
textDisplayTimeInMS = _GP(play).text_min_display_time_ms;
return (textDisplayTimeInMS * fpstimer) / 1000;
}
bool ShouldAntiAliasText() {
return (_GP(game).GetColorDepth() >= 24) && (_GP(game).options[OPT_ANTIALIASFONTS] != 0 || ::AGS::g_vm->_forceTextAA);
}
void wouttextxy_AutoOutline(Bitmap *ds, size_t font, int32_t color, const char *texx, int &xxp, int &yyp) {
const FontInfo &finfo = get_fontinfo(font);
int const thickness = finfo.AutoOutlineThickness;
auto const style = finfo.AutoOutlineStyle;
if (thickness <= 0)
return;
// 16-bit games should use 32-bit stencils to keep anti-aliasing working
// because 16-bit blending works correctly if there's an actual color
// on the destination bitmap (and our intermediate bitmaps are transparent).
int const ds_cd = ds->GetColorDepth();
bool const antialias = ds_cd >= 16 && _GP(game).options[OPT_ANTIALIASFONTS] != 0 && !is_bitmap_font(font);
int const stencil_cd = antialias ? 32 : ds_cd;
if (antialias) // This is to make sure TTFs render proper alpha channel in 16-bit games too
color |= makeacol32(0, 0, 0, 0xff);
// WORKAROUND: Clifftop's Spritefont plugin returns a wrong font height for font 2 in Kathy Rain, which causes a partial outline
// for some letters. Unfortunately fixing the value on the plugin side breaks the line spacing, so let's just correct it here.
const int t_width = get_text_width(texx, font);
const auto t_extent = get_font_surface_extent(font);
const int t_height = t_extent.second - t_extent.first + ((strcmp(_GP(game).guid, "{d6795d1c-3cfe-49ec-90a1-85c313bfccaf}") == 0) && (font == 2) ? 1 : 0);
if (t_width == 0 || t_height == 0)
return;
// Prepare stencils
const int t_yoff = t_extent.first;
Bitmap *texx_stencil, *outline_stencil;
alloc_font_outline_buffers(font, &texx_stencil, &outline_stencil,
t_width, t_height, stencil_cd);
texx_stencil->ClearTransparent();
outline_stencil->ClearTransparent();
// Ready text stencil
// Note we are drawing with y off, in case some font's glyphs exceed font's ascender
wouttextxy(texx_stencil, 0, -t_yoff, font, color, texx);
// Anti-aliased TTFs require to be alpha-blended, not blit,
// or the alpha values will be plain copied and final image will be broken.
void(Bitmap:: * pfn_drawstencil)(Bitmap * src, int dst_x, int dst_y);
if (antialias) { // NOTE: we must set out blender AFTER wouttextxy, or it will be overidden
set_argb2any_blender();
pfn_drawstencil = &Bitmap::TransBlendBlt;
} else {
pfn_drawstencil = &Bitmap::MaskedBlit;
}
// move start of text so that the outline doesn't drop off the bitmap
xxp += thickness;
int const outline_y = yyp + t_yoff;
yyp += thickness;
// What we do here: first we paint text onto outline_stencil offsetting vertically;
// then we paint resulting outline_stencil onto final dest offsetting horizontally.
int largest_y_diff_reached_so_far = -1;
for (int x_diff = thickness; x_diff >= 0; x_diff--) {
// Integer arithmetics: In the following, we use terms k*(k + 1) to account for rounding.
// (k + 0.5)^2 == k*k + 2*k*0.5 + 0.5^2 == k*k + k + 0.25 ==approx. k*(k + 1)
int y_term_limit = thickness * (thickness + 1);
if (FontInfo::kRounded == style)
y_term_limit -= x_diff * x_diff;
// Extend the outline stencil to the top and bottom
for (int y_diff = largest_y_diff_reached_so_far + 1;
y_diff <= thickness && y_diff * y_diff <= y_term_limit;
y_diff++) {
(outline_stencil->*pfn_drawstencil)(texx_stencil, 0, thickness - y_diff);
if (y_diff > 0)
(outline_stencil->*pfn_drawstencil)(texx_stencil, 0, thickness + y_diff);
largest_y_diff_reached_so_far = y_diff;
}
// Stamp the outline stencil to the left and right of the text
(ds->*pfn_drawstencil)(outline_stencil, xxp - x_diff, outline_y);
if (x_diff > 0)
(ds->*pfn_drawstencil)(outline_stencil, xxp + x_diff, outline_y);
}
}
// Draw an outline if requested, then draw the text on top
void wouttext_outline(Shared::Bitmap *ds, int xxp, int yyp, int font, color_t text_color, const char *texx) {
size_t const text_font = static_cast<size_t>(font);
// Draw outline (a backdrop) if requested
color_t const outline_color = ds->GetCompatibleColor(_GP(play).speech_text_shadow);
int const outline_font = get_font_outline(font);
if (outline_font >= 0)
wouttextxy(ds, xxp, yyp, static_cast<size_t>(outline_font), outline_color, texx);
else if (outline_font == FONT_OUTLINE_AUTO)
wouttextxy_AutoOutline(ds, text_font, outline_color, texx, xxp, yyp);
else
; // no outline
// Draw text on top
wouttextxy(ds, xxp, yyp, text_font, text_color, texx);
}
void wouttext_aligned(Bitmap *ds, int usexp, int yy, int oriwid, int usingfont, color_t text_color, const char *text, HorAlignment align) {
if (align & kMAlignHCenter)
usexp = usexp + (oriwid / 2) - (get_text_width_outlined(text, usingfont) / 2);
else if (align & kMAlignRight)
usexp = usexp + (oriwid - get_text_width_outlined(text, usingfont));
wouttext_outline(ds, usexp, yy, usingfont, text_color, text);
}
int get_font_outline_padding(int font) {
if (get_font_outline(font) == FONT_OUTLINE_AUTO) {
// scaled up bitmap font, push outline further out
if (is_bitmap_font(font) && get_font_scaling_mul(font) > 1)
return get_fixed_pixel_size(2); // FIXME: should be 2 + get_fixed_pixel_size(2)?
// otherwise, just push outline by 1 pixel
else
return 2;
}
return 0;
}
void do_corner(Bitmap *ds, int sprn, int x, int y, int offx, int offy) {
if (sprn < 0) return;
if (!_GP(spriteset).DoesSpriteExist(sprn)) {
sprn = 0;
}
x = x + offx * _GP(game).SpriteInfos[sprn].Width;
y = y + offy * _GP(game).SpriteInfos[sprn].Height;
draw_gui_sprite_v330(ds, sprn, x, y);
}
int get_but_pic(GUIMain *guo, int indx) {
int butid = guo->GetControlID(indx);
return butid >= 0 ? _GP(guibuts)[butid].GetNormalImage() : 0;
}
void draw_button_background(Bitmap *ds, int xx1, int yy1, int xx2, int yy2, GUIMain *iep) {
color_t draw_color;
if (iep == nullptr) { // standard window
draw_color = ds->GetCompatibleColor(15);
ds->FillRect(Rect(xx1, yy1, xx2, yy2), draw_color);
draw_color = ds->GetCompatibleColor(16);
ds->DrawRect(Rect(xx1, yy1, xx2, yy2), draw_color);
} else {
if (_G(loaded_game_file_version) < kGameVersion_262) {
// In pre-2.62 color 0 should be treated as "black" instead of "transparent";
// this was an unintended effect in older versions (see 2.62 changelog fixes).
if (iep->BgColor == 0)
iep->BgColor = 16;
}
if (iep->BgColor >= 0) draw_color = ds->GetCompatibleColor(iep->BgColor);
else draw_color = ds->GetCompatibleColor(0); // black backrgnd behind picture
if (iep->BgColor > 0)
ds->FillRect(Rect(xx1, yy1, xx2, yy2), draw_color);
const int leftRightWidth = _GP(game).SpriteInfos[get_but_pic(iep, 4)].Width;
const int topBottomHeight = _GP(game).SpriteInfos[get_but_pic(iep, 6)].Height;
// GUI middle space
if (iep->BgImage > 0) {
{
// offset the background image and clip it so that it is drawn
// such that the border graphics can have a transparent outside
// edge
int bgoffsx = xx1 - leftRightWidth / 2;
int bgoffsy = yy1 - topBottomHeight / 2;
ds->SetClip(Rect(bgoffsx, bgoffsy, xx2 + leftRightWidth / 2, yy2 + topBottomHeight / 2));
int bgfinishx = xx2;
int bgfinishy = yy2;
int bgoffsyStart = bgoffsy;
while (bgoffsx <= bgfinishx) {
bgoffsy = bgoffsyStart;
while (bgoffsy <= bgfinishy) {
draw_gui_sprite_v330(ds, iep->BgImage, bgoffsx, bgoffsy);
bgoffsy += _GP(game).SpriteInfos[iep->BgImage].Height;
}
bgoffsx += _GP(game).SpriteInfos[iep->BgImage].Width;
}
// return to normal clipping rectangle
ds->ResetClip();
}
}
// Vertical borders
ds->SetClip(Rect(xx1 - leftRightWidth, yy1, xx2 + 1 + leftRightWidth, yy2));
for (int uu = yy1; uu <= yy2; uu += _GP(game).SpriteInfos[get_but_pic(iep, 4)].Height) {
do_corner(ds, get_but_pic(iep, 4), xx1, uu, -1, 0); // left side
do_corner(ds, get_but_pic(iep, 5), xx2 + 1, uu, 0, 0); // right side
}
// Horizontal borders
ds->SetClip(Rect(xx1, yy1 - topBottomHeight, xx2, yy2 + 1 + topBottomHeight));
for (int uu = xx1; uu <= xx2; uu += _GP(game).SpriteInfos[get_but_pic(iep, 6)].Width) {
do_corner(ds, get_but_pic(iep, 6), uu, yy1, 0, -1); // top side
do_corner(ds, get_but_pic(iep, 7), uu, yy2 + 1, 0, 0); // bottom side
}
ds->ResetClip();
// Four corners
do_corner(ds, get_but_pic(iep, 0), xx1, yy1, -1, -1); // top left
do_corner(ds, get_but_pic(iep, 1), xx1, yy2 + 1, -1, 0); // bottom left
do_corner(ds, get_but_pic(iep, 2), xx2 + 1, yy1, 0, -1); // top right
do_corner(ds, get_but_pic(iep, 3), xx2 + 1, yy2 + 1, 0, 0); // bottom right
}
}
// Calculate the width that the left and right border of the textwindow
// GUI take up
int get_textwindow_border_width(int twgui) {
if (twgui < 0)
return 0;
if (!_GP(guis)[twgui].IsTextWindow())
quit("!GUI set as text window but is not actually a text window GUI");
int borwid = _GP(game).SpriteInfos[get_but_pic(&_GP(guis)[twgui], 4)].Width +
_GP(game).SpriteInfos[get_but_pic(&_GP(guis)[twgui], 5)].Width;
return borwid;
}
// get the hegiht of the text window's top border
int get_textwindow_top_border_height(int twgui) {
if (twgui < 0)
return 0;
if (!_GP(guis)[twgui].IsTextWindow())
quit("!GUI set as text window but is not actually a text window GUI");
return _GP(game).SpriteInfos[get_but_pic(&_GP(guis)[twgui], 6)].Height;
}
// Get the padding for a text window
// -1 for the game's custom text window
int get_textwindow_padding(int ifnum) {
int result;
if (ifnum < 0)
ifnum = _GP(game).options[OPT_TWCUSTOM];
if (ifnum > 0 && ifnum < _GP(game).numgui)
result = _GP(guis)[ifnum].Padding;
else
result = TEXTWINDOW_PADDING_DEFAULT;
return result;
}
void draw_text_window(Bitmap **text_window_ds, bool should_free_ds,
int *xins, int *yins, int *xx, int *yy, int *wii, color_t *set_text_color, int ovrheight, int ifnum) {
assert(text_window_ds);
Bitmap *ds = *text_window_ds;
if (ifnum < 0)
ifnum = _GP(game).options[OPT_TWCUSTOM];
if (ifnum <= 0) {
if (ovrheight)
quit("!Cannot use QFG4 style options without custom text window");
draw_button_background(ds, 0, 0, ds->GetWidth() - 1, ds->GetHeight() - 1, nullptr);
if (set_text_color)
*set_text_color = ds->GetCompatibleColor(16);
xins[0] = 3;
yins[0] = 3;
} else {
if (ifnum >= _GP(game).numgui)
quitprintf("!Invalid GUI %d specified as text window (total GUIs: %d)", ifnum, _GP(game).numgui);
if (!_GP(guis)[ifnum].IsTextWindow())
quit("!GUI set as text window but is not actually a text window GUI");
int tbnum = get_but_pic(&_GP(guis)[ifnum], 0);
wii[0] += get_textwindow_border_width(ifnum);
xx[0] -= _GP(game).SpriteInfos[tbnum].Width;
yy[0] -= _GP(game).SpriteInfos[tbnum].Height;
if (ovrheight == 0)
ovrheight = disp.fulltxtheight;
if (should_free_ds)
delete *text_window_ds;
int padding = get_textwindow_padding(ifnum);
*text_window_ds = BitmapHelper::CreateTransparentBitmap(wii[0], ovrheight + (padding * 2) + _GP(game).SpriteInfos[tbnum].Height * 2, _GP(game).GetColorDepth());
ds = *text_window_ds;
int xoffs = _GP(game).SpriteInfos[tbnum].Width, yoffs = _GP(game).SpriteInfos[tbnum].Height;
draw_button_background(ds, xoffs, yoffs, (ds->GetWidth() - xoffs) - 1, (ds->GetHeight() - yoffs) - 1, &_GP(guis)[ifnum]);
if (set_text_color)
*set_text_color = ds->GetCompatibleColor(_GP(guis)[ifnum].FgColor);
xins[0] = xoffs + padding;
yins[0] = yoffs + padding;
}
}
void draw_text_window_and_bar(Bitmap **text_window_ds, bool should_free_ds,
int *xins, int *yins, int *xx, int *yy, int *wii, color_t *set_text_color, int ovrheight, int ifnum) {
assert(text_window_ds);
draw_text_window(text_window_ds, should_free_ds, xins, yins, xx, yy, wii, set_text_color, ovrheight, ifnum);
if ((_GP(topBar).wantIt) && (text_window_ds && *text_window_ds)) {
// top bar on the dialog window with character's name
// create an enlarged window, then free the old one
Bitmap *ds = *text_window_ds;
Bitmap *newScreenop = BitmapHelper::CreateBitmap(ds->GetWidth(), ds->GetHeight() + _GP(topBar).height, _GP(game).GetColorDepth());
newScreenop->Blit(ds, 0, 0, 0, _GP(topBar).height, ds->GetWidth(), ds->GetHeight());
delete *text_window_ds;
*text_window_ds = newScreenop;
ds = *text_window_ds;
// draw the top bar
color_t draw_color = ds->GetCompatibleColor(_GP(play).top_bar_backcolor);
ds->FillRect(Rect(0, 0, ds->GetWidth() - 1, _GP(topBar).height - 1), draw_color);
if (_GP(play).top_bar_backcolor != _GP(play).top_bar_bordercolor) {
// draw the border
draw_color = ds->GetCompatibleColor(_GP(play).top_bar_bordercolor);
for (int j = 0; j < data_to_game_coord(_GP(play).top_bar_borderwidth); j++)
ds->DrawRect(Rect(j, j, ds->GetWidth() - (j + 1), _GP(topBar).height - (j + 1)), draw_color);
}
// draw the text
int textx = (ds->GetWidth() / 2) - get_text_width_outlined(_GP(topBar).text, _GP(topBar).font) / 2;
color_t text_color = ds->GetCompatibleColor(_GP(play).top_bar_textcolor);
wouttext_outline(ds, textx, _GP(play).top_bar_borderwidth + get_fixed_pixel_size(1), _GP(topBar).font, text_color, _GP(topBar).text);
// don't draw it next time
_GP(topBar).wantIt = 0;
// adjust the text Y position
yins[0] += _GP(topBar).height;
} else if (_GP(topBar).wantIt)
_GP(topBar).wantIt = 0;
}
} // namespace AGS3