Files
scummvm-cursorfix/engines/stark/ui/world/actionmenu.cpp
2026-02-02 04:50:13 +01:00

251 lines
7.7 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/stark/ui/world/actionmenu.h"
#include "engines/stark/ui/cursor.h"
#include "engines/stark/ui/world/gamewindow.h"
#include "engines/stark/ui/world/inventorywindow.h"
#include "engines/stark/gfx/driver.h"
#include "engines/stark/resources/anim.h"
#include "engines/stark/resources/item.h"
#include "engines/stark/resources/knowledgeset.h"
#include "engines/stark/resources/level.h"
#include "engines/stark/resources/pattable.h"
#include "engines/stark/resources/sound.h"
#include "engines/stark/services/services.h"
#include "engines/stark/services/gameinterface.h"
#include "engines/stark/services/staticprovider.h"
#include "engines/stark/services/global.h"
#include "engines/stark/scene.h"
#include "engines/stark/visual/image.h"
#include "engines/stark/visual/text.h"
namespace Stark {
static const int kAutoCloseSuspended = -1;
static const int kAutoCloseDisabled = -2;
static const int kAutoCloseDelay = 200;
ActionMenu::ActionMenu(Gfx::Driver *gfx, Cursor *cursor) :
Window(gfx, cursor),
_fromInventory(false),
_itemDescription(nullptr),
_item(nullptr),
_inventory(nullptr),
_activeMenuType(kActionNoneM),
_autoCloseTimeRemaining(kAutoCloseDisabled) {
_background = StarkStaticProvider->getUIElement(StaticProvider::kActionMenuBg);
_itemDescription = new VisualText(gfx);
_itemDescription->setColor(Gfx::Color(0xFF, 0xFF, 0xFF));
_itemDescription->setBackgroundColor(Gfx::Color(0x00, 0x00, 0x00, 0x80));
_itemDescription->setFont(FontProvider::kSmallFont);
_itemDescription->setTargetWidth(96);
_buttons[kActionHand].action = Resources::PATTable::kActionUse;
_buttons[kActionHand].rect = Common::Rect(90, 15, 126, 63);
_buttons[kActionEye].action = Resources::PATTable::kActionLook;
_buttons[kActionEye].rect = Common::Rect(5, 77, 51, 110);
_buttons[kActionMouth].action = Resources::PATTable::kActionTalk;
_buttons[kActionMouth].rect = Common::Rect(42, 35, 83, 74);
_actionMouthHoverSound = StarkStaticProvider->getUISound(StaticProvider::kActionMouthHover);
_actionMouthHoverSound->setLooping(false);
_actionHoverSound = StarkStaticProvider->getUISound(StaticProvider::kActionHover);
clearActions();
}
ActionMenu::~ActionMenu() {
delete _itemDescription;
}
void ActionMenu::open(Resources::ItemVisual *item, const Common::Point &itemRelativePos) {
_visible = true;
Common::Point mousePos = _cursor->getMousePosition();
_position = computePosition(mousePos);
_itemRelativePos = itemRelativePos;
_item = item;
_fromInventory = item->getSubType() == Resources::Item::kItemInventory;
if (_fromInventory) {
_itemDescription->setText(StarkGameInterface->getItemTitle(item));
} else {
_itemDescription->setText(StarkGameInterface->getItemTitleAt(item, itemRelativePos));
}
_cursor->setMouseHint("");
clearActions();
Resources::ActionArray possible;
if (_fromInventory) {
possible = StarkGameInterface->listActionsPossibleForObject(_item);
} else {
possible = StarkGameInterface->listActionsPossibleForObjectAt(_item, _itemRelativePos);
}
for (uint i = 0; i < possible.size(); i++) {
enableAction(possible[i]);
}
if (_fromInventory) {
// All inventory items can be picked up
enableAction(Resources::PATTable::kActionUse);
}
}
void ActionMenu::close() {
_visible = false;
_item = nullptr;
_activeMenuType = kActionNoneM;
_actionHoverSound->stop();
}
Common::Rect ActionMenu::computePosition(const Common::Point &mouse) const {
Common::Rect position = Common::Rect::center(mouse.x, mouse.y, 160, 111);
Common::Rect gameWindowRect(Gfx::Driver::kGameViewportWidth, Gfx::Driver::kGameViewportHeight);
gameWindowRect.translate(0, Gfx::Driver::kTopBorderHeight);
if (position.top < gameWindowRect.top) position.translate(0, gameWindowRect.top - position.top);
if (position.left < gameWindowRect.left) position.translate(gameWindowRect.left - position.left, 0);
if (position.bottom > gameWindowRect.bottom) position.translate(0, gameWindowRect.bottom - position.bottom);
if (position.right > gameWindowRect.right) position.translate(gameWindowRect.right - position.right, 0);
return position;
}
void ActionMenu::onRender() {
_background->render(Common::Point(0, 0), false);
for (uint i = 0; i < ARRAYSIZE(_buttons); i++) {
if (_buttons[i].enabled) {
VisualImageXMG *visual = StarkGameInterface->getActionImage(_buttons[i].action, (int32)i == _activeMenuType);
visual->render(Common::Point(_buttons[i].rect.left, _buttons[i].rect.top), false);
}
}
Common::Rect descriptionSize = _itemDescription->getRect();
int descriptionX = 60 + (_itemDescription->getTargetWidth() - descriptionSize.width()) / 2;
int descriptionY = _position.height() - descriptionSize.height();
_itemDescription->render(Common::Point(descriptionX, descriptionY));
}
void ActionMenu::clearActions() {
for (uint i = 0; i < ARRAYSIZE(_buttons); i++) {
_buttons[i].enabled = false;
}
}
void ActionMenu::enableAction(uint32 action) {
for (uint j = 0; j < ARRAYSIZE(_buttons); j++) {
if (_buttons[j].action == action) {
_buttons[j].enabled = true;
break;
}
}
}
void ActionMenu::updateActionSound() {
if (_activeMenuType == kActionNoneM) {
_actionHoverSound->stop();
return;
}
_actionHoverSound->play();
if (_activeMenuType == kActionMouth) {
_actionMouthHoverSound->play();
}
}
void ActionMenu::onMouseMove(const Common::Point &pos) {
int32 prevActive = _activeMenuType;
int32 newActive = kActionNoneM;
for (uint i = 0; i < ARRAYSIZE(_buttons); i++) {
if (_buttons[i].enabled && _buttons[i].rect.contains(pos)) {
newActive = i;
}
}
if (newActive != prevActive) {
_activeMenuType = newActive;
if (_activeMenuType == kActionNoneM) {
_cursor->setCursorType(Cursor::kDefault);
} else {
_cursor->setCursorType(Cursor::kActive);
}
updateActionSound();
}
_autoCloseTimeRemaining = kAutoCloseSuspended;
}
void ActionMenu::onClick(const Common::Point &pos) {
assert(_item);
for (uint i = 0; i < ARRAYSIZE(_buttons); i++) {
if (_buttons[i].enabled && _buttons[i].rect.contains(pos)) {
if (_fromInventory && i == kActionHand) {
_inventory->setSelectedInventoryItem(_item->getIndex());
} else {
if (_fromInventory) {
StarkGameInterface->itemDoAction(_item, _buttons[i].action);
} else {
StarkGameInterface->itemDoActionAt(_item, _buttons[i].action, _itemRelativePos);
}
}
close();
break;
}
}
}
void ActionMenu::setInventory(InventoryWindow *inventory) {
_inventory = inventory;
}
void ActionMenu::onGameLoop() {
if (!isMouseInside() && _autoCloseTimeRemaining == kAutoCloseSuspended) {
_autoCloseTimeRemaining = kAutoCloseDelay;
} else if (_autoCloseTimeRemaining >= 0) {
_autoCloseTimeRemaining -= StarkGlobal->getMillisecondsPerGameloop();
if (_autoCloseTimeRemaining <= 0) {
_autoCloseTimeRemaining = kAutoCloseSuspended;
close();
}
}
}
void ActionMenu::onScreenChanged() {
_itemDescription->reset();
}
} // End of namespace Stark