Beispiel #1
0
ScriptUserObject* Screen_ScreenToRoomPoint(int scrx, int scry)
{
    VpPoint vpt = play.ScreenToRoom(scrx, scry);
    if (vpt.second < 0)
        return NULL;
    return ScriptStructHelpers::CreatePoint(vpt.first.X, vpt.first.Y);
}
Beispiel #2
0
// Pass yy = -1 to find Y co-ord automatically
// allowShrink = 0 for none, 1 for leftwards, 2 for rightwards
// pass blocking=2 to create permanent overlay
int _display_main(int xx,int yy,int wii,const char*text,int blocking,int usingfont,int asspch, int isThought, int allowShrink, bool overlayPositionFixed) 
{
    const bool use_speech_textwindow = (asspch < 0) && (game.options[OPT_SPEECHTYPE] >= 2);
    const bool use_thought_gui = (isThought) && (game.options[OPT_THOUGHTGUI] > 0);

    bool alphaChannel = false;
    char todis[STD_BUFFER_SIZE];
    snprintf(todis, STD_BUFFER_SIZE - 1, "%s", text);
    int usingGui = -1;
    if (use_speech_textwindow)
	    usingGui = play.speech_textwindow_gui;
    else if (use_thought_gui)
	    usingGui = game.options[OPT_THOUGHTGUI];

    int padding = get_textwindow_padding(usingGui);
    int paddingScaled = padding;
    int paddingDoubledScaled = padding * 2; // Just in case screen size does is not neatly divisible by 320x200

    ensure_text_valid_for_font(todis, usingfont);
    break_up_text_into_lines(wii-2*padding,usingfont,todis);
    disp.lineheight = getfontheight_outlined(usingfont);
    disp.linespacing= getfontspacing_outlined(usingfont);
    disp.fulltxtheight = getheightoflines(usingfont, numlines);

    // if it's a normal message box and the game was being skipped,
    // ensure that the screen is up to date before the message box
    // is drawn on top of it
    if ((play.skip_until_char_stops >= 0) && (blocking == 1))
        render_graphics();

    EndSkippingUntilCharStops();

    if (topBar.wantIt) {
        // ensure that the window is wide enough to display
        // any top bar text
        int topBarWid = wgettextwidth_compensate(topBar.text, topBar.font);
        topBarWid += (play.top_bar_borderwidth + 2) * 2;
        if (longestline < topBarWid)
            longestline = topBarWid;
        // the top bar should behave like DisplaySpeech wrt blocking
        blocking = 0;
    }

    if (asspch > 0) {
        // update the all_buttons_disabled variable in advance
        // of the adjust_x/y_for_guis calls
        play.disabled_user_interface++;
        update_gui_disabled_status();
        play.disabled_user_interface--;
    }

    const Rect &ui_view = play.GetUIViewport();
    if (xx == OVR_AUTOPLACE) ;
    // centre text in middle of screen
    else if (yy<0) yy= ui_view.GetHeight()/2-disp.fulltxtheight/2-padding;
    // speech, so it wants to be above the character's head
    else if (asspch > 0) {
        yy-=disp.fulltxtheight;
        if (yy < 5) yy=5;
        yy = adjust_y_for_guis (yy);
    }

    if (longestline < wii - paddingDoubledScaled) {
        // shrink the width of the dialog box to fit the text
        int oldWid = wii;
        //if ((asspch >= 0) || (allowShrink > 0))
        // If it's not speech, or a shrink is allowed, then shrink it
        if ((asspch == 0) || (allowShrink > 0))
            wii = longestline + paddingDoubledScaled;

        // shift the dialog box right to align it, if necessary
        if ((allowShrink == 2) && (xx >= 0))
            xx += (oldWid - wii);
    }

    if (xx<-1) { 
        xx=(-xx)-wii/2;
        if (xx < 0)
            xx = 0;

        xx = adjust_x_for_guis (xx, yy);

        if (xx + wii >= ui_view.GetWidth())
            xx = (ui_view.GetWidth() - wii) - 5;
    }
    else if (xx<0) xx= ui_view.GetWidth()/2-wii/2;

    int ee, extraHeight = paddingDoubledScaled;
    color_t text_color = MakeColor(15);
    if (blocking < 2)
        remove_screen_overlay(OVER_TEXTMSG);

    Bitmap *text_window_ds = BitmapHelper::CreateTransparentBitmap((wii > 0) ? wii : 2, disp.fulltxtheight + extraHeight, game.GetColorDepth());

    // inform draw_text_window to free the old bitmap
    const bool wantFreeScreenop = true;

    if ((strlen (todis) < 1) || (strcmp (todis, "  ") == 0) || (wii == 0)) ;
    // if it's an empty speech line, don't draw anything
    else if (asspch) { //text_color = ds->GetCompatibleColor(12);
        int ttxleft = 0, ttxtop = paddingScaled, oriwid = wii - padding * 2;
        int drawBackground = 0;

        if (use_speech_textwindow) {
            drawBackground = 1;
        }
        else if (use_thought_gui) {
            // make it treat it as drawing inside a window now
            if (asspch > 0)
                asspch = -asspch;
            drawBackground = 1;
        }

        if (drawBackground)
        {
            draw_text_window_and_bar(&text_window_ds, wantFreeScreenop, &ttxleft, &ttxtop, &xx, &yy, &wii, &text_color, 0, usingGui);
            if (usingGui > 0)
            {
                alphaChannel = guis[usingGui].HasAlphaChannel();
            }
        }
        else if ((ShouldAntiAliasText()) && (game.GetColorDepth() >= 24))
            alphaChannel = true;

        for (ee=0;ee<numlines;ee++) {
            //int ttxp=wii/2 - wgettextwidth_compensate(lines[ee], usingfont)/2;
            int ttyp=ttxtop+ee*disp.linespacing;
            // asspch < 0 means that it's inside a text box so don't
            // centre the text
            if (asspch < 0) {
                if ((usingGui >= 0) && 
                    ((game.options[OPT_SPEECHTYPE] >= 2) || (isThought)))
                    text_color = text_window_ds->GetCompatibleColor(guis[usingGui].FgColor);
                else
                    text_color = text_window_ds->GetCompatibleColor(-asspch);

                wouttext_aligned(text_window_ds, ttxleft, ttyp, oriwid, usingfont, text_color, lines[ee], play.text_align);
            }
            else {
                text_color = text_window_ds->GetCompatibleColor(asspch);
                //wouttext_outline(ttxp,ttyp,usingfont,lines[ee]);
                wouttext_aligned(text_window_ds, ttxleft, ttyp, wii, usingfont, text_color, lines[ee], play.speech_text_align);
            }
        }
    }
    else {
		
        int xoffs,yoffs, oriwid = wii - padding * 2;
        draw_text_window_and_bar(&text_window_ds, wantFreeScreenop, &xoffs,&yoffs,&xx,&yy,&wii,&text_color);

        if (game.options[OPT_TWCUSTOM] > 0)
        {
            alphaChannel = guis[game.options[OPT_TWCUSTOM]].HasAlphaChannel();
        }

        adjust_y_coordinate_for_text(&yoffs, usingfont);

        for (ee=0;ee<numlines;ee++)
            wouttext_aligned (text_window_ds, xoffs, yoffs + ee * disp.linespacing, oriwid, usingfont, text_color, lines[ee], play.text_align);
    }

    int ovrtype = OVER_TEXTMSG;
    if (blocking == 2) ovrtype=OVER_CUSTOM;
    else if (blocking >= OVER_CUSTOM) ovrtype=blocking;

    int nse = add_screen_overlay(xx, yy, ovrtype, text_window_ds, alphaChannel);
    // we should not delete text_window_ds here, because it is now owned by Overlay

    if (blocking>=2) {
        return screenover[nse].type;
    }

    if (blocking) {
        if (play.fast_forward) {
            remove_screen_overlay(OVER_TEXTMSG);
            play.messagetime=-1;
            return 0;
        }

        /*    wputblock(xx,yy,screenop,1);
        remove_screen_overlay(OVER_TEXTMSG);*/

        if (!play.mouse_cursor_hidden)
            ags_domouse(DOMOUSE_ENABLE);
        // play.skip_display has same values as SetSkipSpeech:
        // 0 = click mouse or key to skip
        // 1 = key only
        // 2 = can't skip at all
        // 3 = only on keypress, no auto timer
        // 4 = mouse only
        int countdown = GetTextDisplayTime (todis);
        int skip_setting = user_to_internal_skip_speech((SkipSpeechStyle)play.skip_display);
        while (1) {
            /*      if (!play.mouse_cursor_hidden)
            ags_domouse(DOMOUSE_UPDATE);
            write_screen();*/

            update_audio_system_on_game_loop();
            render_graphics();

            if (ags_mgetbutton()>NONE) {
                // If we're allowed, skip with mouse
                if (skip_setting & SKIP_MOUSECLICK)
                    break;
            }
            int kp;
            if (run_service_key_controls(kp)) {
                // let them press ESC to skip the cutscene
                check_skip_cutscene_keypress (kp);
                if (play.fast_forward)
                    break;

                if (skip_setting & SKIP_KEYPRESS)
                    break;
            }
            PollUntilNextFrame();
            countdown--;

            if (play.speech_has_voice) {
                // extend life of text if the voice hasn't finished yet
                if (channel_is_playing(SCHAN_SPEECH) && (play.fast_forward == 0)) {
                    if (countdown <= 1)
                        countdown = 1;
                }
                else  // if the voice has finished, remove the speech
                    countdown = 0;
            }

            if ((countdown < 1) && (skip_setting & SKIP_AUTOTIMER))
            {
                play.ignore_user_input_until_time = AGS_Clock::now() + std::chrono::milliseconds(play.ignore_user_input_after_text_timeout_ms);
                break;
            }
            // if skipping cutscene, don't get stuck on No Auto Remove
            // text boxes
            if ((countdown < 1) && (play.fast_forward))
                break;
        }
        if (!play.mouse_cursor_hidden)
            ags_domouse(DOMOUSE_DISABLE);
        remove_screen_overlay(OVER_TEXTMSG);

        construct_virtual_screen(true);
    }
    else {
        // if the speech does not time out, but we are skipping a cutscene,
        // allow it to time out
        if ((play.messagetime < 0) && (play.fast_forward))
            play.messagetime = 2;

        if (!overlayPositionFixed)
        {
            screenover[nse].positionRelativeToScreen = false;
            VpPoint vpt = play.ScreenToRoom(screenover[nse].x, screenover[nse].y, false);
            screenover[nse].x = vpt.first.X;
            screenover[nse].y = vpt.first.Y;
        }

        GameLoopUntilEvent(UNTIL_NOOVERLAY,0);
    }

    play.messagetime=-1;
    return 0;
}