scummvm/engines/director/sprite.cpp
djsrv 1a0393bc19 DIRECTOR: Consider buttons to respond to mouse
Even without scripts, respondsToMouse and isActive should treat
buttons as if they have scripts since they change visually.
2021-08-23 16:10:44 -04:00

330 lines
9.2 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "graphics/macgui/macwidget.h"
#include "director/director.h"
#include "director/castmember.h"
#include "director/frame.h"
#include "director/movie.h"
#include "director/score.h"
#include "director/sprite.h"
#include "director/lingo/lingo.h"
#include "director/lingo/lingo-object.h"
namespace Director {
Sprite::Sprite(Frame *frame) {
_frame = frame;
_score = _frame->getScore();
_movie = _score->getMovie();
_scriptId = CastMemberID(0, 0);
_colorcode = 0;
_blendAmount = 0;
_unk3 = 0;
_enabled = false;
_castId = CastMemberID(0, 0);
_pattern = 0;
_spriteType = kInactiveSprite;
_inkData = 0;
_ink = kInkTypeCopy;
_trails = 0;
_matte = nullptr;
_cast = nullptr;
_thickness = 0;
_width = 0;
_height = 0;
_moveable = false;
_editable = false;
_puppet = false;
_immediate = false;
_backColor = g_director->_wm->_colorWhite;
_foreColor = g_director->_wm->_colorBlack;
_blend = 0;
_volume = 0;
_stretch = 0;
}
Sprite::~Sprite() {
delete _matte;
}
bool Sprite::isQDShape() {
return _spriteType == kRectangleSprite ||
_spriteType == kRoundedRectangleSprite ||
_spriteType == kOvalSprite ||
_spriteType == kLineTopBottomSprite ||
_spriteType == kLineBottomTopSprite ||
_spriteType == kOutlinedRectangleSprite ||
_spriteType == kOutlinedRoundedRectangleSprite ||
_spriteType == kOutlinedOvalSprite ||
_spriteType == kThickLineSprite;
}
void Sprite::createQDMatte() {
Graphics::ManagedSurface tmp;
tmp.create(_width, _height, g_director->_pixelformat);
tmp.clear(g_director->_wm->_colorWhite);
Common::Rect srcRect(_width, _height);
Common::Rect fillAreaRect((int)srcRect.width(), (int)srcRect.height());
Graphics::MacPlotData plotFill(&tmp, nullptr, &g_director->getPatterns(), getPattern(), 0, 0, 1, g_director->_wm->_colorBlack);
// it's the same for filled and outlined qd shape when we are using floodfill, so we use filled rect directly since it won't be affected by line size.
switch (_spriteType) {
case kOutlinedRectangleSprite:
case kRectangleSprite:
Graphics::drawFilledRect(fillAreaRect, g_director->_wm->_colorBlack, g_director->_wm->getDrawPixel(), &plotFill);
break;
case kOutlinedRoundedRectangleSprite:
case kRoundedRectangleSprite:
Graphics::drawRoundRect(fillAreaRect, 12, g_director->_wm->_colorBlack, true, g_director->_wm->getDrawPixel(), &plotFill);
break;
case kOutlinedOvalSprite:
case kOvalSprite:
Graphics::drawEllipse(fillAreaRect.left, fillAreaRect.top, fillAreaRect.right, fillAreaRect.bottom, g_director->_wm->_colorBlack, true, g_director->_wm->getDrawPixel(), &plotFill);
break;
case kLineBottomTopSprite:
case kLineTopBottomSprite:
warning("Sprite::createQDMatte doesn't support creating matte for type %d", _spriteType);
break;
default:
warning("Sprite::createQDMatte Expected shape type but got type %d", _spriteType);
}
Graphics::Surface surface;
surface.create(_width, _height, g_director->_pixelformat);
surface.copyFrom(tmp);
_matte = new Graphics::FloodFill(&surface, g_director->_wm->_colorWhite, 0, true);
for (int yy = 0; yy < surface.h; yy++) {
_matte->addSeed(0, yy);
_matte->addSeed(surface.w - 1, yy);
}
for (int xx = 0; xx < surface.w; xx++) {
_matte->addSeed(xx, 0);
_matte->addSeed(xx, surface.h - 1);
}
_matte->fillMask();
tmp.free();
surface.free();
}
Graphics::Surface *Sprite::getQDMatte() {
if (!isQDShape() || _ink != kInkTypeMatte)
return nullptr;
if (!_matte)
createQDMatte();
return _matte ? _matte->getMask() : nullptr;
}
void Sprite::updateEditable() {
if (!_cast)
return;
if (!_puppet)
_editable = _editable || _cast->isEditable();
}
bool Sprite::respondsToMouse() {
if (_moveable)
return true;
if (_cast && _cast->_type == kCastButton)
return true;
ScriptContext *spriteScript = _movie->getScriptContext(kScoreScript, _scriptId);
if (spriteScript && (spriteScript->_eventHandlers.contains(kEventGeneric)
|| spriteScript->_eventHandlers.contains(kEventMouseDown)
|| spriteScript->_eventHandlers.contains(kEventMouseUp)))
return true;
ScriptContext *castScript = _movie->getScriptContext(kCastScript, _castId);
if (castScript && (castScript->_eventHandlers.contains(kEventMouseDown)
|| castScript->_eventHandlers.contains(kEventMouseUp)))
return true;
return false;
}
bool Sprite::isActive() {
if (_cast && _cast->_type == kCastButton)
return true;
return _movie->getScriptContext(kScoreScript, _scriptId) != nullptr
|| _movie->getScriptContext(kCastScript, _castId) != nullptr;
}
bool Sprite::shouldHilite() {
if (!isActive())
return false;
if (_moveable)
return false;
if (_puppet)
return false;
if (_cast) {
// Restrict to bitmap cast members.
// Buttons also hilite on click, but they have their own check.
if (_cast->_type != kCastBitmap)
return false;
if (g_director->getVersion() >= 300) {
// The Auto Hilite flag was introduced in D3.
CastMemberInfo *castInfo = _cast->getInfo();
if (castInfo)
return castInfo->autoHilite;
// If there's no cast info, fall back to the old matte check.
// In D4 or above, there should always be a cast info,
// but in D3, it is not present unless you set a cast member's
// name, script, etc.
}
} else {
// QuickDraw shapes may also hilite on click.
if (!isQDShape())
return false;
}
return _ink == kInkTypeMatte;
}
uint16 Sprite::getPattern() {
if (!_cast) {
if (isQDShape())
return _pattern;
} else if (_cast->_type == kCastShape) {
return ((ShapeCastMember *)_cast)->_pattern;
}
return 0;
}
void Sprite::setPattern(uint16 pattern) {
switch (_spriteType) {
case kRectangleSprite:
case kRoundedRectangleSprite:
case kOvalSprite:
case kLineTopBottomSprite:
case kLineBottomTopSprite:
case kOutlinedRectangleSprite:
case kOutlinedRoundedRectangleSprite:
case kOutlinedOvalSprite:
_pattern = pattern;
break;
case kCastMemberSprite:
// TODO
warning("Sprite::setPattern(): kCastMemberSprite");
return;
default:
return;
}
}
bool Sprite::checkSpriteType() {
// check whether the sprite type match the cast type
// if it doesn't match, then we treat it as transparent
// this happens in warlock-mac data/stambul/c up
if (_spriteType == kBitmapSprite && _cast->_type != kCastBitmap) {
if (debugChannelSet(2, kDebugImages))
warning("Sprite::checkSpriteType: Didn't render sprite due to the sprite type mismatch with cast type");
return false;
}
return true;
}
void Sprite::setCast(CastMemberID memberID) {
/**
* There are two things we need to take into account here:
* 1. The cast member's type
* 2. The sprite's type
* If the two types do not align, the sprite should not render.
*
* Before D4, you needed to manually set a sprite's type along
* with its castNum.
*
* Starting in D4, setting a sprite's castNum also set its type
* to an appropriate default.
*/
_castId = memberID;
_cast = _movie->getCastMember(_castId);
if (g_director->getVersion() >= 400)
_spriteType = kCastMemberSprite;
if (_cast) {
if (g_director->getVersion() >= 400) {
// Set the sprite type to be more specific ONLY for bitmap or text.
// Others just use the generic kCastMemberSprite in D4.
switch (_cast->_type) {
case kCastBitmap:
_spriteType = kBitmapSprite;
break;
case kCastText:
_spriteType = kTextSprite;
break;
default:
break;
}
}
// TODO: Respect sprite width/height settings. Need to determine how to read
// them properly.
Common::Rect dims = _cast->getInitialRect();
// strange logic here, need to be fixed
if (_cast->_type == kCastBitmap) {
// for the stretched sprites, we need the original size to get the correct bbox offset.
// there are two stretch situation here.
// 1. stretch happened when creating the widget, there is no lingo participated. we will use the original sprite size to create widget. check copyStretchImg
// 2. stretch set by lingo. this time we need to store the original dims because we will create the original sprite and stretch it when bliting. check inkBlitStretchSurface
if (!(_inkData & 0x80) || _stretch) {
_width = dims.width();
_height = dims.height();
}
} else if (_cast->_type != kCastShape && _cast->_type != kCastText) {
_width = dims.width();
_height = dims.height();
}
} else {
if (_castId.member != 0 && debugChannelSet(kDebugImages, 2))
warning("Sprite::setCast(): %s is null", memberID.asString().c_str());
}
}
} // End of namespace Director