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scummvm-cursorfix/engines/ultima/nuvie/views/portrait_view.cpp
2026-02-02 04:50:13 +01:00

246 lines
7.5 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 "ultima/shared/std/string.h"
#include "ultima/nuvie/core/nuvie_defs.h"
#include "ultima/nuvie/conf/configuration.h"
#include "ultima/nuvie/misc/u6_misc.h"
#include "ultima/nuvie/files/u6_lib_n.h"
#include "ultima/nuvie/files/u6_shape.h"
#include "ultima/nuvie/core/game.h"
#include "ultima/nuvie/actors/actor.h"
#include "ultima/nuvie/portraits/portrait.h"
#include "ultima/nuvie/fonts/font.h"
#include "ultima/nuvie/views/view_manager.h"
#include "ultima/nuvie/gui/widgets/msg_scroll.h"
#include "ultima/nuvie/gui/gui.h"
#include "ultima/nuvie/views/doll_widget.h"
#include "ultima/nuvie/views/portrait_view.h"
#include "ultima/nuvie/views/sun_moon_strip_widget.h"
namespace Ultima {
namespace Nuvie {
PortraitView::PortraitView(const Configuration *cfg) : View(cfg),
portrait_data(nullptr), portrait(nullptr), bg_data(nullptr),
name_string(new string), show_cursor(false), doll_widget(nullptr),
waiting(false), display_doll(false), cur_actor_num(0) {
gametype = get_game_type(cfg);
//FIXME: Portraits in SE/MD are different size than in U6! 79x85 76x83
switch (gametype) {
case NUVIE_GAME_U6:
portrait_width = 56;
portrait_height = 64;
break;
case NUVIE_GAME_SE:
portrait_width = 79;
portrait_height = 85;
break;
case NUVIE_GAME_MD:
portrait_width = 76;
portrait_height = 83;
break;
default:
error("Unsupported game type in PortraitView");
}
}
PortraitView::~PortraitView() {
if (portrait_data != nullptr)
free(portrait_data);
if (bg_data != nullptr)
delete bg_data;
delete name_string;
}
bool PortraitView::init(uint16 x, uint16 y, Font *f, Party *p, Player *player, TileManager *tm, ObjManager *om, Portrait *port) {
View::init(x, y, f, p, tm, om);
portrait = port;
doll_widget = new DollWidget(config, this);
doll_widget->init(nullptr, 0, 16, tile_manager, obj_manager, true);
AddWidget(doll_widget);
doll_widget->Hide();
if (gametype == NUVIE_GAME_U6) {
SunMoonStripWidget *sun_moon_widget = new SunMoonStripWidget(player, tile_manager);
sun_moon_widget->init(-8, -2);
AddWidget(sun_moon_widget);
} else if (gametype == NUVIE_GAME_MD) {
load_background("mdscreen.lzc", 1);
} else if (gametype == NUVIE_GAME_SE) {
load_background("bkgrnd.lzc", 0);
}
return true;
}
void PortraitView::load_background(const char *f, uint8 lib_offset) {
U6Lib_n file;
bg_data = new U6Shape();
Common::Path path;
config_get_path(config, f, path);
file.open(path, 4, gametype);
unsigned char *temp_buf = file.get_item(lib_offset);
bg_data->load(temp_buf + 8);
free(temp_buf);
}
void PortraitView::Display(bool full_redraw) {
if (Game::get_game()->is_new_style() || Game::get_game()->is_original_plus_full_map())
screen->fill(bg_color, area.left, area.top, area.width(), area.height());
if (portrait_data != nullptr/* && (full_redraw || update_display)*/) {
update_display = false;
if (gametype == NUVIE_GAME_U6) {
if (display_doll)
screen->blit(area.left + 72, area.top + 16, portrait_data, 8, portrait_width, portrait_height, portrait_width, false);
else
screen->blit(area.left + (area.width() - portrait_width) / 2, area.top + (area.height() - portrait_height) / 2, portrait_data, 8, portrait_width, portrait_height, portrait_width, true);
display_name(80);
} else if (gametype == NUVIE_GAME_MD) {
uint16 w, h;
bg_data->get_size(&w, &h);
screen->blit(area.left, area.top - 2, bg_data->get_data(), 8, w, h, w, true);
screen->blit(area.left + (area.width() - portrait_width) / 2, area.top + 6, portrait_data, 8, portrait_width, portrait_height, portrait_width, true);
display_name(100);
} else if (gametype == NUVIE_GAME_SE) {
uint16 w, h;
bg_data->get_size(&w, &h);
screen->blit(area.left, area.top, bg_data->get_data(), 8, w, h, w, true);
screen->blit(area.left + (area.width() - portrait_width) / 2 + 1, area.top + 1, portrait_data, 8, portrait_width, portrait_height, portrait_width, true);
display_name(98);
}
}
if (show_cursor && gametype == NUVIE_GAME_U6) { // FIXME: should we be using scroll's drawCursor?
screen->fill(bg_color, area.left, area.top + area.height() - 8, 8, 8);
Game::get_game()->get_scroll()->drawCursor(area.left, area.top + area.height() - 8);
}
DisplayChildren(full_redraw);
screen->update(area.left, area.top, area.width(), area.height());
}
bool PortraitView::set_portrait(Actor *actor, const char *name) {
if (Game::get_game()->is_new_style())
this->Show();
cur_actor_num = actor->get_actor_num();
int doll_x_offset = 0;
if (portrait_data != nullptr)
free(portrait_data);
portrait_data = portrait->get_portrait_data(actor);
if (gametype == NUVIE_GAME_U6 && actor->has_readied_objects()) {
if (portrait_data == nullptr)
doll_x_offset = 34;
doll_widget->MoveRelativeToParent(doll_x_offset, 16);
display_doll = true;
doll_widget->Show();
doll_widget->set_actor(actor);
} else {
display_doll = false;
doll_widget->Hide();
doll_widget->set_actor(nullptr);
if (portrait_data == nullptr)
return false;
}
if (name == nullptr)
name = actor->get_name();
if (name == nullptr)
name_string->assign(""); // just in case
else
name_string->assign(name);
if (screen)
screen->fill(bg_color, area.left, area.top, area.width(), area.height());
Redraw();
return true;
}
void PortraitView::display_name(uint16 y_offset) {
const char *name;
name = name_string->c_str();
font->drawString(screen, name, area.left + (area.width() - strlen(name) * 8) / 2, area.top + y_offset);
return;
}
/* On any input return to previous status view if waiting.
* Returns true if event was used.
*/
GUI_status PortraitView::HandleEvent(const Common::Event *event) {
if (waiting && (
event->type == Common::EVENT_LBUTTONDOWN
|| event->type == Common::EVENT_RBUTTONDOWN
|| event->type == Common::EVENT_MBUTTONDOWN
|| event->type == Common::EVENT_KEYDOWN)
) {
if (Game::get_game()->is_new_style())
this->Hide();
else // FIXME revert to previous status view
Game::get_game()->get_view_manager()->set_inventory_mode();
// Game::get_game()->get_scroll()->set_input_mode(false);
Game::get_game()->get_scroll()->message("\n");
set_waiting(false);
return GUI_YUM;
}
return GUI_PASS;
}
/* Start/stop waiting for input to continue, and (for now) steal cursor from
* MsgScroll.
*/
void PortraitView::set_waiting(bool state) {
if (state == true && display_doll == false && portrait_data == nullptr) { // don't wait for nothing
if (Game::get_game()->is_new_style())
this->Hide();
return;
}
waiting = state;
set_show_cursor(waiting);
Game::get_game()->get_scroll()->set_show_cursor(!waiting);
Game::get_game()->get_gui()->lock_input(waiting ? this : nullptr);
}
} // End of namespace Nuvie
} // End of namespace Ultima