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

312 lines
8.6 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/soundequalizerpuzzle.h"
#include "engines/nancy/state/scene.h"
#include "engines/nancy/ui/scrollbar.h"
#include "engines/nancy/util.h"
#include "engines/nancy/nancy.h"
#include "engines/nancy/graphics.h"
#include "engines/nancy/resource.h"
#include "engines/nancy/input.h"
#include "engines/nancy/sound.h"
#include "engines/nancy/puzzledata.h"
namespace Nancy {
namespace Action {
class ViewportScrollbar : public UI::Scrollbar {
public:
ViewportScrollbar(uint16 zOrder, const Common::Rect &srcBounds, Graphics::ManagedSurface &srcSurf, const Common::Point &topPosition, uint16 scrollDistance, bool isVertical = true) :
Scrollbar(zOrder, srcBounds, srcSurf, topPosition, scrollDistance, isVertical) {}
virtual ~ViewportScrollbar() = default;
bool handleInput(NancyInput &input) {
if (_screenPosition.contains(input.mousePos)) {
input.input &= (~NancyInput::kRightMouseButtonUp);
Scrollbar::handleInput(input);
g_nancy->_cursor->setCursorType(CursorManager::kHotspot);
return true;
}
return false;
}
};
SoundEqualizerPuzzle::~SoundEqualizerPuzzle() {
for (auto *scrollbar : _sliders) {
delete scrollbar;
}
}
void SoundEqualizerPuzzle::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());
const VIEW *viewportData = (const VIEW *)g_nancy->getEngineData("VIEW");
assert(viewportData);
Common::Rect vpPos = viewportData->screenPosition;
if (_puzzleState->sliderValues[0] == 255) {
for (uint i = 0; i < 6; ++i) {
_puzzleState->sliderValues[i] = _sliderInitialPositions[i];
}
}
_sliders.resize(6);
for (uint i = 0; i < 6; ++i) {
Common::Point screenDest(_sliderX[i], _sliderYMax[i] - (_sliderSrc.height() / 2));
screenDest.x += vpPos.left;
screenDest.y += vpPos.top;
_sliders[i] = new ViewportScrollbar( 8,
_sliderSrc,
_image,
screenDest,
_sliderYMin[i] - _sliderYMax[i]);
_sliders[i]->init();
_sliders[i]->setPosition((float)(100 - _puzzleState->sliderValues[i]) / 100);
}
}
void SoundEqualizerPuzzle::registerGraphics() {
for (auto *scrollbar : _sliders) {
scrollbar->registerGraphics();
}
RenderActionRecord::registerGraphics();
}
void SoundEqualizerPuzzle::readData(Common::SeekableReadStream &stream) {
_puzzleState = (SoundEqualizerPuzzleData *)NancySceneState.getPuzzleData(SoundEqualizerPuzzleData::getTag());
assert(_puzzleState);
uint16 difficulty = NancySceneState.getDifficulty();
readFilename(stream, _imageName);
readRect(stream, _buttonSrc);
readRect(stream, _buttonDest);
readRect(stream, _sliderSrc);
_sliderX.resize(6);
_sliderYMin.resize(6);
_sliderYMax.resize(6);
for (uint i = 0; i < 6; ++i) {
_sliderX[i] = stream.readUint16LE();
_sliderYMin[i] = stream.readUint16LE();
_sliderYMax[i] = stream.readUint16LE();
}
readRect(stream, _lightSrc);
_lightDests.resize(6);
for (uint i = 0; i < 6; ++i) {
readRectArray(stream, _lightDests[i], 10);
}
_sliderInitialPositions.resize(6);
for (uint i = 0; i < 3; ++i) {
// Only read the data for the current difficulty and skip over the rest
if (i == difficulty) {
for (uint j = 0; j < 6; ++j) {
_sliderInitialPositions[j] = stream.readUint16LE();
}
} else {
stream.skip(12);
}
}
_sounds.resize(3);
for (uint i = 0; i < 3; ++i) {
_sounds[i].readNormal(stream);
}
_minVolume.resize(3);
_maxVolume.resize(3);
_minRate.resize(3);
_maxRate.resize(3);
for (uint i = 0; i < 3; ++i) {
// Only read the data for the current difficulty and skip over the rest
if (i == difficulty) {
for (uint j = 0; j < 3; ++j) {
_minVolume[j] = stream.readUint16LE();
_maxVolume[j] = stream.readUint16LE();
_minRate[j] = stream.readUint32LE();
_maxRate[j] = stream.readUint32LE();
}
} else {
stream.skip(12 * 3);
}
}
_solveChannelID = stream.readUint16LE();
for (uint i = 0; i < 3; ++i) {
// Only read the data for the current difficulty and skip over the rest
if (i == difficulty) {
_solveMinVolume = stream.readUint16LE();
_solveMaxVolume = stream.readUint16LE();
_solveMinRate = stream.readUint32LE();
_solveMaxRate = stream.readUint32LE();
} else {
stream.skip(12);
}
}
_exitScene.readData(stream);
stream.skip(2);
_exitSound.readNormal(stream);
_solveFlag.label = stream.readSint16LE();
_solveFlag.flag = stream.readByte();
}
void SoundEqualizerPuzzle::execute() {
switch(_state) {
case kBegin:
_puzzleState = (SoundEqualizerPuzzleData *)NancySceneState.getPuzzleData(SoundEqualizerPuzzleData::getTag());
assert(_puzzleState);
init();
registerGraphics();
for (uint i = 0; i < 3; ++i) {
g_nancy->_sound->loadSound(_sounds[i]);
g_nancy->_sound->playSound(_sounds[i]);
}
for (uint i = 0; i < 6; ++i) {
updateSlider(i);
}
NancySceneState.setNoHeldItem();
_state = kRun;
break;
case kRun:
break;
case kActionTrigger:
if (g_nancy->_sound->isSoundPlaying(_exitSound)) {
return;
}
for (uint i = 0; i < 3; ++i) {
g_nancy->_sound->stopSound(_sounds[i]);
}
NancySceneState.changeScene(_exitScene);
finishExecution();
}
}
void SoundEqualizerPuzzle::handleInput(NancyInput &input) {
if (_state == kActionTrigger) {
g_nancy->_cursor->setCursorType(CursorManager::kHotspot);
return;
} else if (_state == kBegin) {
return;
}
if (NancySceneState.getViewport().convertViewportToScreen(_buttonDest).contains(input.mousePos)) {
g_nancy->_cursor->setCursorType(CursorManager::kHotspot);
if (input.input & NancyInput::kLeftMouseButtonUp) {
// Exit button pressed
_drawSurface.blitFrom(_image, _buttonSrc, _buttonDest);
_needsRedraw = true;
g_nancy->_sound->loadSound(_exitSound);
g_nancy->_sound->playSound(_exitSound);
_state = kActionTrigger;
return;
}
} else {
for (uint i = 0; i < 6; ++i) {
if (_sliders[i]->handleInput(input)) {
updateSlider(i);
break;
}
}
}
}
void SoundEqualizerPuzzle::updateSlider(uint sliderID) {
float sliderVal = 1 - _sliders[sliderID]->getPos();
_puzzleState->sliderValues[sliderID] = sliderVal * 100;
if (sliderID < 3) {
// First three sliders change pitch, except when the slider
// controls the "solve" sound; in that case it does nothing
if (sliderID != _solveChannelID) {
g_nancy->_sound->setRate(_sounds[sliderID],
_minRate[sliderID] + (_maxRate[sliderID] - _minRate[sliderID]) * sliderVal);
}
} else {
// Other three sliders change volume;
// "solve" sound slider behaves as an on/off switch
if (sliderID - 3 != _solveChannelID) {
g_nancy->_sound->setVolume(_sounds[sliderID - 3],
_minVolume[sliderID - 3] + (_maxVolume[sliderID - 3] - _minVolume[sliderID - 3]) * sliderVal);
} else {
if (sliderVal * 100 >= _solveMinVolume && sliderVal * 100 <= _solveMaxVolume) {
g_nancy->_sound->setVolume(_sounds[sliderID - 3], _maxVolume[sliderID - 3]);
// Since the rate for the "solve" sound never actually changes,
// we only need the volume to be correct.
NancySceneState.setEventFlag(_solveFlag);
} else {
g_nancy->_sound->setVolume(_sounds[sliderID - 3], _minVolume[sliderID - 3]);
}
}
}
uint numLights = sliderVal * 10;
if (numLights < 10) {
Common::Rect clear = _lightDests[sliderID][numLights];
clear.extend(_lightDests[sliderID][9]);
_drawSurface.fillRect(clear, _drawSurface.getTransparentColor());
_needsRedraw = true;
}
for (uint i = 0; i < numLights; ++i) {
_drawSurface.blitFrom(_image, _lightSrc, _lightDests[sliderID][i]);
_needsRedraw = true;
}
}
} // End of namespace Action
} // End of namespace Nancy