void MLGP_SPR(char UPLO, unsigned N, FLOAT a, FLOAT* X, unsigned incX, FLOAT* AP) { #ifdef DOUBLE #define SPR(...) dspr_(__VA_ARGS__) #else #define SPR(...) sspr_(__VA_ARGS__) #endif return SPR(&UPLO, &N, &a, X, &incX, AP); }
GameInterfaceView::GameInterfaceView(M4Engine *vm): View(vm, Common::Rect(0, vm->_screen->height() - INTERFACE_HEIGHT, vm->_screen->width(), vm->_screen->height())), _statusText(GUITextField(this, Common::Rect(200, 1, 450, 21))), _inventory(GUIInventory(this, vm, Common::Rect(188, 22, 539, 97), 9, 1, 39, 75, 3)) { _screenType = VIEWID_INTERFACE; _screenFlags.layer = LAYER_INTERFACE; _screenFlags.visible = false; _screenFlags.get = SCREVENT_MOUSE; _highlightedIndex = -1; _selected = false; Common::SeekableReadStream *data = _vm->res()->get(INTERFACE_SERIES); RGB8 *palette; _sprites = new SpriteAsset(_vm, data, data->size(), INTERFACE_SERIES); palette = _sprites->getPalette(); //Palette.setPalette(palette, 0, _sprites->getColorCount()); _vm->res()->toss(INTERFACE_SERIES); // Setup the interface buttons _buttons.push_back(ButtonList::value_type(new GUIButton(this, Common::Rect(15, 35, 47, 66), 0, SPR(0), SPR(1), SPR(2)))); // look _buttons.push_back(ButtonList::value_type(new GUIButton(this, Common::Rect(60, 35, 92, 66), 1, SPR(3), SPR(4), SPR(5)))); // take _buttons.push_back(ButtonList::value_type(new GUIButton(this, Common::Rect(105, 35, 137, 66), 2, SPR(6), SPR(7), SPR(8)))); // manipulate _buttons.push_back(ButtonList::value_type(new GUIButton(this, Common::Rect(580, 10, 620, 69), 3, SPR(69), SPR(70), SPR(71)))); // abduction _buttons.push_back(ButtonList::value_type(new GUIButton(this, Common::Rect(582, 70, 619, 105), 4, SPR(76), SPR(77), SPR(78)))); // menu _buttons.push_back(ButtonList::value_type(new GUIButton(this, Common::Rect(168, 22, 188, 97), 5, SPR(60), SPR(61), SPR(62)))); // Scroll left _buttons.push_back(ButtonList::value_type(new GUIButton(this, Common::Rect(539, 22, 559, 97), 6, SPR(64), SPR(65), SPR(66)))); // Scroll right }