303 lines
9.4 KiB
C++
303 lines
9.4 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "engines/stark/ui/world/inventorywindow.h"
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#include "engines/stark/ui/cursor.h"
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#include "engines/stark/ui/world/actionmenu.h"
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#include "engines/stark/gfx/driver.h"
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#include "engines/stark/resources/knowledgeset.h"
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#include "engines/stark/resources/item.h"
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#include "engines/stark/resources/pattable.h"
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#include "engines/stark/services/global.h"
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#include "engines/stark/services/services.h"
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#include "engines/stark/services/staticprovider.h"
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#include "engines/stark/services/gameinterface.h"
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#include "engines/stark/visual/image.h"
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namespace Stark {
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static const int kAutoCloseSuspended = -1;
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static const int kAutoCloseDisabled = -2;
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static const int kAutoCloseDelay = 200;
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InventoryWindow::InventoryWindow(Gfx::Driver *gfx, Cursor *cursor, ActionMenu *actionMenu) :
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Window(gfx, cursor),
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_actionMenu(actionMenu),
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_firstVisibleSlot(0),
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_selectedInventoryItem(-1),
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_autoCloseTimeRemaining(kAutoCloseDisabled) {
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// The window has the same size as the game window
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_position = Common::Rect(Gfx::Driver::kGameViewportWidth, Gfx::Driver::kGameViewportHeight);
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_position.translate(0, Gfx::Driver::kTopBorderHeight);
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_backgroundImage = StarkStaticProvider->getUIImage(StaticProvider::kInventoryBg);
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// Center the background in the window
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_backgroundRect = Common::Rect(_backgroundImage->getWidth(), _backgroundImage->getHeight());
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_backgroundRect.translate((_position.width() - _backgroundRect.width()) / 2,
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(_position.height() - _backgroundRect.height()) / 2);
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_scrollUpArrowImage = StarkStaticProvider->getUIElement(StaticProvider::kInventoryScrollUpArrow);
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_scrollDownArrowImage = StarkStaticProvider->getUIElement(StaticProvider::kInventoryScrollDownArrow);
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_scrollUpArrowRect = Common::Rect(_scrollUpArrowImage->getWidth(), _scrollUpArrowImage->getHeight());
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_scrollUpArrowRect.translate(_backgroundRect.right - _scrollUpArrowRect.width(),
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_backgroundRect.top + 2);
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_scrollDownArrowRect = Common::Rect(_scrollDownArrowImage->getWidth(), _scrollDownArrowImage->getHeight());
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_scrollDownArrowRect.translate(_backgroundRect.right - _scrollDownArrowRect.width(),
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_backgroundRect.bottom - _scrollDownArrowRect.height() - 2);
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}
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void InventoryWindow::open() {
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if (!_visible) {
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_actionMenu->close();
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}
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_visible = true;
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// The user needs to move the mouse over the background at least once
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// before autoclose is enabled.
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_autoCloseTimeRemaining = kAutoCloseDisabled;
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}
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void InventoryWindow::close() {
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if (_visible) {
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_actionMenu->close();
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}
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_visible = false;
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}
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void InventoryWindow::setSelectedInventoryItem(int16 selectedInventoryItem) {
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// The first 4 elements are UI elements (Eye, Mouth, Hand, ...)
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// Scripts pass 0 when they want to clear the selected inventory item
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if (selectedInventoryItem < 4) {
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_selectedInventoryItem = -1;
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} else {
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_selectedInventoryItem = selectedInventoryItem;
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}
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}
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int16 InventoryWindow::getSelectedInventoryItem() const {
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return _selectedInventoryItem;
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}
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Common::Rect InventoryWindow::getSlotRect(uint32 slot) const {
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Common::Rect rect = Common::Rect(64, 64);
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rect.translate(
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96 * (slot % 5) + _backgroundRect.left + 24,
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96 * (slot / 5) + _backgroundRect.left + 8); // The original uses left here as well
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return rect;
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}
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Common::Rect InventoryWindow::getItemRect(uint32 slot, VisualImageXMG *image) const {
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Common::Rect rect = getSlotRect(slot % _visibleSlotsCount);
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// Center the image in the inventory slot
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rect.translate((rect.width() - image->getWidth()) / 2,
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(rect.height() - image->getHeight()) / 2);
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return rect;
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}
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void InventoryWindow::onRender() {
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_renderEntries = StarkGlobal->getInventory()->getInventoryRenderEntries();
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_backgroundImage->render(Common::Point(_backgroundRect.left, _backgroundRect.top), false);
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drawScrollArrows();
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for (uint i = _firstVisibleSlot; i < _renderEntries.size() && isSlotVisible(i); i++) {
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VisualImageXMG *image = _renderEntries[i]->getImage();
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// Get the item rect
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Common::Rect pos = getItemRect(i, image);
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image->render(Common::Point(pos.left, pos.top), false);
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}
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}
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void InventoryWindow::drawScrollArrows() const {
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if (canScrollUp()) {
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_scrollUpArrowImage->render(Common::Point(_scrollUpArrowRect.left, _scrollUpArrowRect.top), false);
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}
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if (canScrollDown()) {
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_scrollDownArrowImage->render(Common::Point(_scrollDownArrowRect.left, _scrollDownArrowRect.top), false);
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}
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}
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void InventoryWindow::checkObjectAtPos(Common::Point pos, Resources::ItemVisual **item, int16 selectedInventoryItem, int16 &singlePossibleAction) {
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*item = nullptr;
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singlePossibleAction = -1;
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// Check for inventory mouse overs
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for (uint i = _firstVisibleSlot; i < _renderEntries.size() && isSlotVisible(i); i++) {
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VisualImageXMG *image = _renderEntries[i]->getImage();
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Common::Rect itemRect = getItemRect(i, image);
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if (itemRect.contains(pos)) {
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*item = _renderEntries[i]->getOwner();
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break;
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}
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}
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if (!*item) {
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// No item at specified position
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return;
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}
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if (selectedInventoryItem == -1) {
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Resources::ActionArray actionsPossible;
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actionsPossible = StarkGameInterface->listStockActionsPossibleForObject(*item);
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if (actionsPossible.empty()) {
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// The item can still be taken
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singlePossibleAction = Resources::PATTable::kActionUse;
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}
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} else {
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if (StarkGameInterface->itemHasAction(*item, selectedInventoryItem)) {
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singlePossibleAction = selectedInventoryItem;
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}
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}
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}
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void InventoryWindow::onMouseMove(const Common::Point &pos) {
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Resources::ItemVisual *hoveredItem = nullptr;
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int16 hoveredItemAction = -1;
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checkObjectAtPos(pos, &hoveredItem, _selectedInventoryItem, hoveredItemAction);
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if (_selectedInventoryItem == -1) {
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if (hoveredItem) {
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_cursor->setCursorType(Cursor::kActive);
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} else if ((canScrollDown() && _scrollDownArrowRect.contains(pos))
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|| (canScrollUp() && _scrollUpArrowRect.contains(pos))) {
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_cursor->setCursorType(Cursor::kActive);
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_cursor->setItemActive(false);
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} else {
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_cursor->setCursorType(Cursor::kDefault);
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}
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_cursor->setItemActive(false);
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} else {
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VisualImageXMG *cursorImage = StarkGameInterface->getCursorImage(_selectedInventoryItem);
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_cursor->setCursorImage(cursorImage);
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_cursor->setItemActive(hoveredItemAction == _selectedInventoryItem);
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}
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if (hoveredItem) {
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Common::String hint = StarkGameInterface->getItemTitle(hoveredItem);
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_cursor->setMouseHint(hint);
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} else {
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_cursor->setMouseHint("");
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}
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if (!_backgroundRect.contains(pos)) {
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if (_autoCloseTimeRemaining == kAutoCloseSuspended) {
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_autoCloseTimeRemaining = kAutoCloseDelay;
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}
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} else {
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_autoCloseTimeRemaining = kAutoCloseSuspended;
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}
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}
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void InventoryWindow::onClick(const Common::Point &pos) {
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_actionMenu->close();
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Resources::ItemVisual *clickedItem = nullptr;
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int16 clickedItemAction = -1;
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checkObjectAtPos(pos, &clickedItem, _selectedInventoryItem, clickedItemAction);
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if (clickedItem) {
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// An item was clicked
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if (clickedItemAction != -1) {
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// A single action is possible
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if (clickedItemAction == Resources::PATTable::kActionUse) {
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setSelectedInventoryItem(clickedItem->getIndex());
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} else {
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StarkGameInterface->itemDoAction(clickedItem, clickedItemAction);
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}
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} else {
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// Multiple actions are possible
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if (_selectedInventoryItem == -1) {
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_actionMenu->open(clickedItem, Common::Point());
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}
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}
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} else if (_scrollDownArrowRect.contains(pos)) {
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if (canScrollDown()) {
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scrollDown();
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}
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} else if (_scrollUpArrowRect.contains(pos)) {
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if (canScrollUp()) {
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scrollUp();
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}
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} else {
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// Nothing was under the mouse cursor, close the inventory
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close();
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}
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}
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void InventoryWindow::onRightClick(const Common::Point &pos) {
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if (_selectedInventoryItem == -1) {
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close();
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} else {
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setSelectedInventoryItem(-1);
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}
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}
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void InventoryWindow::reset() {
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_renderEntries.clear();
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}
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bool InventoryWindow::isSlotVisible(uint32 slot) const {
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return slot < _firstVisibleSlot + _visibleSlotsCount;
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}
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bool InventoryWindow::canScrollDown() const {
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return _renderEntries.size() - _firstVisibleSlot > _visibleSlotsCount;
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}
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bool InventoryWindow::canScrollUp() const {
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return _firstVisibleSlot > 0;
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}
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void InventoryWindow::scrollDown() {
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if (canScrollDown()) {
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_firstVisibleSlot += _visibleSlotsCount;
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}
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}
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void InventoryWindow::scrollUp() {
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if (canScrollUp()) {
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_firstVisibleSlot -= _visibleSlotsCount;
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}
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}
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void InventoryWindow::onGameLoop() {
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if (_autoCloseTimeRemaining >= 0 && !_actionMenu->isVisible()) {
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_autoCloseTimeRemaining -= StarkGlobal->getMillisecondsPerGameloop();
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if (_autoCloseTimeRemaining <= 0) {
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_autoCloseTimeRemaining = kAutoCloseSuspended;
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close();
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}
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}
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}
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} // End of namespace Stark
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