void UserInterface::inventoryAnim() { Scene &scene = _vm->_game->_scene; if (_vm->_game->_screenObjects._inputMode == kInputConversation || _vm->_game->_screenObjects._inputMode == kInputLimitedSentences || _invSpritesIndex < 0) return; // Move to the next frame number in the sequence, resetting if at the end SpriteAsset *asset = scene._sprites[_invSpritesIndex]; if (++_invFrameNumber > asset->getCount()) _invFrameNumber = 1; // Loop through the slots list for inventory animation entry for (uint i = 0; i < _uiSlots.size(); ++i) { if (_uiSlots[i]._segmentId == IMG_SPINNING_OBJECT) _uiSlots[i]._flags = IMG_FULL_UPDATE; } // Add a new slot entry for the inventory animation UISlot slot; slot._flags = IMG_UPDATE; slot._segmentId = IMG_SPINNING_OBJECT; slot._frameNumber = _invFrameNumber; slot._spritesIndex = _invSpritesIndex; slot._position = Common::Point(160, 3); _uiSlots.push_back(slot); }
bool Console::cmdShowSprite(int argc, const char **argv) { View *view = _vm->_viewManager->getView(VIEWID_SCENE); if (view == NULL) DebugPrintf("The scene view isn't currently active\n"); else if (argc < 2) DebugPrintf("Usage: %s resource_name\n", argv[0]); else { char resourceName[20]; strncpy(resourceName, argv[1], 15); resourceName[15] = '\0'; if (!strchr(resourceName, '.')) strcat(resourceName, ".SS"); _vm->_viewManager->moveToFront(view); Common::SeekableReadStream *data = _vm->res()->get(resourceName); SpriteAsset *asset = new SpriteAsset(_vm, data, data->size(), resourceName); _vm->res()->toss(resourceName); RGBList *palData = new RGBList(asset->getColorCount(), asset->getPalette(), true); _vm->_palette->addRange(palData); // Get the scene background surface M4Surface *bg = _vm->_scene->getBackgroundSurface(); // Write the sprite onto the screen int x = 0, y = 0, yMax = 0; for (int index = 0; index < asset->getCount(); index++) { M4Sprite *spr = asset->getFrame(index); spr->translate(palData); // sprite pixel translation if ((x + spr->width() >= bg->width()) && (yMax != 0)) { x = 0; y += yMax; yMax = 0; } if (y >= bg->height()) break; // FIXME: We assume that the transparent color is the color of the top left pixel byte *transparentColor = (byte *)spr->pixels; spr->copyTo(bg, x, y, (int)*transparentColor); x += spr->width(); yMax = MAX(yMax, spr->height()); } view->restore(0, 0, view->width(), view->height()); return false; } return true; }
// TODO: calculate width and height, show text, show face if it exists // TODO: this has been tested with Dragonsphere only, there are some differences // in the sprites used in Phantom void MadsScene::showMADSV2TextBox(char *text, int x, int y, char *faceName) { int repeatX = 40; // FIXME: this is hardcoded int repeatY = 30; // FIXME: this is hardcoded int curX = x, curY = y; int topRightX = x; // TODO: this is probably not needed Common::SeekableReadStream *data = _vm->res()->get("box.ss"); SpriteAsset *boxSprites = new SpriteAsset(_vm, data, data->size(), "box.ss"); _vm->res()->toss("box.ss"); RGBList *palData = new RGBList(boxSprites->getColorCount(), boxSprites->getPalette(), true); _vm->_palette->addRange(palData); for (int i = 0; i < boxSprites->getCount(); i++) boxSprites->getFrame(i)->translate(palData); // sprite pixel translation // Top left corner boxSprites->getFrame(topLeft)->copyTo(_backgroundSurface, x, curY); curX += boxSprites->getFrame(topLeft)->width(); // Top line for (int i = 0; i < repeatX; i++) { boxSprites->getFrame(top)->copyTo(_backgroundSurface, curX, curY + 3); curX += boxSprites->getFrame(top)->width(); } // Top right corner boxSprites->getFrame(topRight)->copyTo(_backgroundSurface, curX, curY); topRightX = curX; // Top middle // FIXME: the transparent color for this is also the black border color boxSprites->getFrame(topMiddle)->copyTo(_backgroundSurface, x + (curX - x) / 2 - boxSprites->getFrame(topMiddle)->width() / 2, curY - 5, 167); curX = x; curY += boxSprites->getFrame(topLeft)->height(); // ----------------------------------------------------------------------------------------------- // Draw contents for (int i = 0; i < repeatY; i++) { for (int j = 0; j < repeatX; j++) { if (j == 0) { boxSprites->getFrame(left)->copyTo(_backgroundSurface, curX + 3, curY); curX += boxSprites->getFrame(left)->width(); } else if (j == repeatX - 1) { curX = topRightX - 2; boxSprites->getFrame(right)->copyTo(_backgroundSurface, curX + 3, curY + 1); } else { // TODO: the background of the contents follows a pattern which is not understood yet if (j % 2 == 0) { boxSprites->getFrame(filler1)->copyTo(_backgroundSurface, curX + 3, curY); curX += boxSprites->getFrame(filler1)->width(); } else { boxSprites->getFrame(filler2)->copyTo(_backgroundSurface, curX + 3, curY); curX += boxSprites->getFrame(filler2)->width(); } } } // for j curX = x; curY += boxSprites->getFrame(left)->height(); } // for i // ----------------------------------------------------------------------------------------------- curX = x; // Bottom left corner boxSprites->getFrame(bottomLeft)->copyTo(_backgroundSurface, curX, curY); curX += boxSprites->getFrame(bottomLeft)->width(); // Bottom line for (int i = 0; i < repeatX; i++) { boxSprites->getFrame(bottom)->copyTo(_backgroundSurface, curX, curY + 1); curX += boxSprites->getFrame(bottom)->width(); } // Bottom right corner boxSprites->getFrame(bottomRight)->copyTo(_backgroundSurface, curX, curY + 1); }