ScummVM API documentation
icon_menu.h
1/* ScummVM - Graphic Adventure Engine
2 *
3 * ScummVM is the legal property of its developers, whose names
4 * are too numerous to list here. Please refer to the COPYRIGHT
5 * file distributed with this source distribution.
6 *
7 * Additional copyright for this file:
8 * Copyright (C) 1999-2000 Revolution Software Ltd.
9 * This code is based on source code created by Revolution Software,
10 * used with permission.
11 *
12 * This program is free software: you can redistribute it and/or modify
13 * it under the terms of the GNU General Public License as published by
14 * the Free Software Foundation, either version 3 of the License, or
15 * (at your option) any later version.
16 *
17 * This program is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 * GNU General Public License for more details.
21 *
22 * You should have received a copy of the GNU General Public License
23 * along with this program. If not, see <http://www.gnu.org/licenses/>.
24 *
25 */
26
27#ifndef ICB_ICONMENU_H_INCLUDED
28#define ICB_ICONMENU_H_INCLUDED
29
30// Include headers needed by this class.
31#include "engines/icb/common/px_string.h"
32#include "engines/icb/common/px_common.h"
33#include "engines/icb/common/px_bitmap.h"
34#include "engines/icb/player.h"
35#include "engines/icb/icon_list.h"
36#include "engines/icb/icon_menu_pc.h"
37
38namespace ICB {
39
40// Use globals as it reduces rdata storage on PSX
41extern const char *global_nothing_selected;
42
43#define ICON_MENU_LOG "icon_menu_log.txt"
44
45// This defines the maximum number of icons that can be in the menu.
46#define ICON_MENU_MAX_ICONS 15 // NB: CHECK PADDING IMPLICATIONS FOR PSX BEFORE CHANGING THIS!
47
48// This is the standard number of frames in each icon.
49#define ICON_FRAME_COUNT 2
50
51// Controls how fast the highlight flashes.
52#define ICON_MENU_HIGHLIGHT_SPEED 5
53
54// This controls the flash rate of the added medipacks and ammo clips.
55#define ICON_MENU_ADDED_FLASHRATE 4
56
57// This controls the flashrate of the email-waiting symbol.
58#define ICON_MENU_EMAIL_FLASHRATE 24
59
60// These define the names of the off-screen indicator arrows.
61#define ICON_MENU_OFF_SCREEN_LEFT "left_arrow"
62#define ICON_MENU_OFF_SCREEN_RIGHT "right_arrow"
63
64// These are names for the ammo and healthcare stuff.
65#define ARMS_GUN_NAME "gun"
66#define ARMS_AMMO_NAME "ammo"
67#define ARMS_HEALTH_NAME "health_pack"
68#define EMAIL_ARRIVED_NAME "mail"
69
70// Used for telling which way we are scrolling / if we are scrolling
71#define ICON_MENU_SCROLL_NONE 0
72#define ICON_MENU_SCROLL_LEFT 1
73#define ICON_MENU_SCROLL_RIGHT 2
74
75// struct _icon_menu_duplicates
76// This structure must be passed into the icon menu upon activation, whereupon the information in it
77// will be used to add a count to the number of each item currently in the menu.
79 uint8 s_nNumItems;
80 uint8 s_pnItemCounts[ICON_MENU_MAX_ICONS];
81
82 // Initialisation.
83 _icon_menu_duplicates() { s_nNumItems = 0; }
84};
85
86// This class presents a set of icons to the user and runs the selection interface. It is packaged as a separate
87// class because it is used by the Remora, the speech system and the inventory.
89public:
90 // Default constructor and destructor.
91 _icon_menu();
92 ~_icon_menu() {}
93
94 // If the menu is up, call this to process its logic and draw the menu.
95 bool8 CycleIconMenu(const _input &sKeyboardState);
96
97 // Draw the special armed inventory
98 void DrawArmedMenu(const int32 nBullets, const int32 maxBullets, const int32 nClips, const int32 maxClips);
99
100 // And this draws it each cycle.
101 void DrawIconMenu();
102
103 // Call this to close the menu down.
104 void CloseDownIconMenu();
105
106 // This is the main function for running a menu selection.
107 void Activate(const _icon_list *pIconList, const _icon_menu_duplicates &sDuplicates, bool8 bAllowEscape, uint32 nSelected);
108
109 // A funstion to recreate/load the icon surfaces after task switching
110 void ReActivate();
111
112 // This reports whether or not the icon menu is active.
113 bool8 IsActive() const { return ((m_eIconMenuGameState == ACTIVE) ? TRUE8 : FALSE8); }
114
115 // This says whether or not there is currently a valid selection (i.e. player is 'holding' something.)
116 bool8 IsHolding() const { return (m_bValidSelection); }
117
118 // This draws the current selection for as long as it is still 'held'.
119 void CycleHoldingLogic();
120
121 // These handle the logic and drawing for adding medipacks and clips.
122 void SetAddingClipsCount(uint32 nNumClips);
123 void SetAddingMedipacksCount(uint32 nNumMedipacks);
124 bool8 IsAdding() const;
125 void CycleAddingLogic();
126 void DrawAdding();
127
128 // An icon needs to flash when an email arrives. This mechanism borrows the logic from the medipacks and clips above.
129 void SetEmailArrived();
130 void ClearEmailArrived() { m_bEmailArrived = FALSE8; }
131
132 // This reports the last menu selection if one is available.
133 const char *GetLastSelection();
134 uint32 GetLastSelectionHash() const;
135
136 // This clears the selection.
137 void ClearSelection() { m_bValidSelection = FALSE8; }
138
139 uint32 GetTransparencyKey() const { return (m_nTransparentKey); }
140 void SetTransparencyColourKey();
141
142 // These are used for PSX smoothing. (Won't do any harm on the PC.)
143 void PreloadIcon(const char *pcIconPath, const char *pcIconName);
144
145private:
146 int32 GetScrollingPosition(const int32 nInputX, uint32 &nIconIndex);
147
148 enum IconMenuGameState { INACTIVE = 0, ACTIVE };
149
150 IconMenuGameState m_eIconMenuGameState; // Current state of the icon menu object.
151 const _icon_list *m_pIconList; // Pointer to the list of icons to run the selection for.
152 uint32 m_nLastSelection; // Stores the last selection made by the chooser.
153 uint32 m_nSelectedIcon; // Stores the icon currently centred in the screen.
154 uint32 m_nHighlightCounter; // Used to control frequency of highlight flashing.
155 const char *m_pcSelectedIconName; // Name of the currently selected icon.
156 uint32 m_nSelectedIconHash; // Hash of the currently selected icon.
157 uint32 m_nIconClusterHash; // Icon cluster hash value.
158 _icon_menu_duplicates m_sDuplicates; // Count of any duplicate items.
159 uint32 m_nGlobalClusterHash; // Hash value for the global cluster.
160
161 uint32 m_pnIconSurfaceIDs[ICON_MENU_MAX_ICONS]; // IDs of surfaces where non-highlighted icons are stored.
162 uint32 m_pnHiLiteSurfaceIDs[ICON_MENU_MAX_ICONS]; // IDs of surfaces for storing highlighted versions.
163 uint32 m_nLeftArrowID; // The left-off screen arrow.
164 uint32 m_nRightArrowID; // Highlighted version of it.
165 uint32 m_nLeftArrowHiLiteID; // The right-off screen arrow.
166 uint32 m_nRightArrowHiLiteID; // Highlighted version of it.
167 uint32 m_nAddedClipsSurface; // Surface for the flashing of added clips.
168 uint32 m_nAddedMedipacksSurface; // Surface for the flashing of added medipacks.
169 uint32 m_nEmailArrivedSurface; // Surface for the email-arrived icon.
170 uint32 m_nMenuY; // The y height to draw the menu at
171 uint32 m_nTransparentKey; // Use this colour for transparency in blitting.
172 char m_pcGlobalClusterFile[MAXLEN_CLUSTER_URL]; // The global cluster file.
173 char m_pcIconCluster[MAXLEN_CLUSTER_URL]; // Icon cluster name.
174
175 bool8 m_bValidSelection; // Gets set true when a selection is made and false when it is read.
176 bool8 m_nKeyLock; // Stops key-repeat.
177 bool8 m_bHighlightVisible; // Whether or not the highlight is visible on the selected icon.
178 bool8 m_bAllowEscape; // Allows backstep to escape from the menu if true.
179
180 bool8 m_bWiderThanScreen; // Set to true when the icons won't all fit on the screen.
181 uint8 m_nScrollCycles; // Count of how many game cycles we have been scrolling
182 uint8 m_nLastIconIndex; // the last selected icon index used for scrolling
183 uint8 m_nScrollDirection; // which direction we are scrolling
184
185 uint8 m_nAddedMedipacks; // Gets set to cause flashing of added medipacks.
186 uint8 m_nAddedClips; // Gets set to cause flashing of added clips.
187 uint8 m_nAddedSymbol; // Indicates which 'adding' icon to display.
188 uint8 m_nAddedFlashCount; // Used to control the flashing of added medipacs and clips.
189
190 bool8 m_bEmailArrived; // Used to flag the arrival of an email.
191 uint8 m_nMaxIconsDisplayed; // Holds current maximum icons that can be displayed.
192 uint8 m_bPad2;
193 uint8 m_bPad3;
194
195 // Here I block the use of the default '='.
196 _icon_menu(const _icon_menu &) {}
197
198 void operator=(const _icon_menu &) {}
199
200 // Private functions used only in this class.
201 void CloseDownIconMenuDisplay();
202
203 void SetUpOffScreenArrows();
204 void SetupAdding(const char *pcIconName, uint32 &nSurfaceID);
205 void CloseDownAdding();
206};
207
208extern _icon_menu *g_oIconMenu;
209}
210
211#endif // #if !defined( ICONMENU_H_INCLUDED )
Definition: icon_list.h:65
Definition: icon_menu.h:88
Definition: icon_menu.h:78
Definition: player.h:147