Пример #1
0
bool WaitLongOperation::operator()(RLMachine& machine) {
  bool done = ctrl_pressed_ || machine.system().fastForward();

  if (!done && wait_until_target_time_) {
    done = machine.system().event().getTicks() > target_time_;
  }

  if (!done && break_on_event_) {
    done = event_function_();
  }

  GraphicsSystem& graphics = machine.system().graphics();
  if (mouse_moved_) {
    graphics.markScreenAsDirty(GUT_MOUSE_MOTION);
    mouse_moved_ = false;
  } else if (graphics.objectStateDirty()) {
    graphics.markScreenAsDirty(GUT_DISPLAY_OBJ);
  }

  if (break_on_clicks_) {
    if (button_pressed_) {
      done = true;
      machine.setStoreRegister(button_pressed_);
    } else if (done) {
      // TODO(erg): this is fishy. shouldn't we record when clicked?
      if (save_click_location_)
        recordMouseCursorPosition();
      machine.setStoreRegister(0);
    }
  }

  return done;
}
Пример #2
0
void SDLEventSystem::handleKeyUp(RLMachine& machine, SDL_Event& event) {
  switch (event.key.keysym.sym) {
  case SDLK_LSHIFT:
  case SDLK_RSHIFT: {
    shift_pressed_ = false;
    break;
  }
  case SDLK_LCTRL:
  case SDLK_RCTRL: {
    ctrl_pressed_ = false;
    break;
  }
  case SDLK_F1: {
    machine.system().showSystemInfo(machine);
    break;
  }
  case SDLK_F12: {
    machine.system().dumpRenderTree(machine);
    break;
  }
  default:
    break;
  }

  KeyCode code = KeyCode(event.key.keysym.sym);
  dispatchEvent(machine, bind(&EventListener::keyStateChanged, _1, code,
                              false));
}
Пример #3
0
void GCNPlatform::pushBlocker(RLMachine& machine) {
  if (blocker_ == NULL) {
    // Block the world!
    SDLEventSystem& event = dynamic_cast<SDLEventSystem&>(
        machine.system().event());
    GraphicsSystem& graphics = machine.system().graphics();
    machine.pushLongOperation(new GCNPlatformBlocker(event, graphics,
                                                     shared_from_this()));
  }
}
Пример #4
0
void SDLEventSystem::handleActiveEvent(RLMachine& machine, SDL_Event& event) {
  if (event.active.state & SDL_APPINPUTFOCUS) {
    // Assume the mouse is inside the window. Actually checking the mouse
    // state doesn't work in the case where we mouse click on another window
    // that's partially covered by rlvm's window and then alt-tab back.
    mouse_inside_window_ = true;

    machine.system().graphics().markScreenAsDirty(GUT_MOUSE_MOTION);
  } else if (event.active.state & SDL_APPMOUSEFOCUS) {
    mouse_inside_window_ = event.active.gain == 1;

    // Force a mouse refresh:
    machine.system().graphics().markScreenAsDirty(GUT_MOUSE_MOTION);
  }
}
Пример #5
0
void SDLGraphicsSystem::executeGraphicsSystem(RLMachine& machine) {
  // For now, nothing, but later, we need to put all code each cycle
  // here.
  if (isResponsibleForUpdate() && screenNeedsRefresh()) {
    refresh(NULL);
    screenRefreshed();
    redraw_last_frame_ = false;
  } else if (isResponsibleForUpdate() && redraw_last_frame_) {
    redrawLastFrame();
    redraw_last_frame_ = false;
  }

  // Update the seen.
  int current_time = machine.system().event().getTicks();
  if ((current_time - time_of_last_titlebar_update_) > 60) {
    time_of_last_titlebar_update_ = current_time;

    if (machine.sceneNumber() != last_seen_number_ ||
       machine.lineNumber() != last_line_number_) {
      last_seen_number_ = machine.sceneNumber();
      last_line_number_ = machine.lineNumber();
      setWindowTitle();
    }
  }

  GraphicsSystem::executeGraphicsSystem(machine);
}
Пример #6
0
void SDLEventSystem::handleKeyDown(RLMachine& machine, SDL_Event& event) {
  switch (event.key.keysym.sym) {
  case SDLK_LSHIFT:
  case SDLK_RSHIFT: {
    shift_pressed_ = true;
    break;
  }
  case SDLK_LCTRL:
  case SDLK_RCTRL: {
    ctrl_pressed_ = true;
    break;
  }
  case SDLK_RETURN:
  case SDLK_f: {
    if ((event.key.keysym.mod & KMOD_ALT) ||
        (event.key.keysym.mod & KMOD_META)) {
      machine.system().graphics().toggleFullscreen();

      // Stop processing because we don't want to dispatch this event, which
      // might advance the text.
      return;
    }

    break;
  }
  default:
    break;
  }

  KeyCode code = KeyCode(event.key.keysym.sym);
  dispatchEvent(machine, bind(&EventListener::keyStateChanged, _1, code, true));
}
Пример #7
0
void SDLGraphicsSystem::executeGraphicsSystem(RLMachine& machine) {
  // For now, nothing, but later, we need to put all code each cycle
  // here.
  if (isResponsibleForUpdate() && screenNeedsRefresh()) {
    refresh(NULL);
    screenRefreshed();
    redraw_last_frame_ = false;
  } else if (isResponsibleForUpdate() && redraw_last_frame_) {
    redrawLastFrame();
    redraw_last_frame_ = false;
  }

  // Check to see if any of the graphics objects are reporting that
  // they want to force a redraw
  for_each(foregroundObjects().allocated_begin(),
           foregroundObjects().allocated_end(),
           bind(&GraphicsObject::execute, _1));

  // Update the seen.
  int current_time = machine.system().event().getTicks();
  if ((current_time - time_of_last_titlebar_update_) > 60) {
    time_of_last_titlebar_update_ = current_time;

    if (machine.sceneNumber() != last_seen_number_ ||
       machine.lineNumber() != last_line_number_) {
      last_seen_number_ = machine.sceneNumber();
      last_line_number_ = machine.lineNumber();
      setWindowTitle();
    }
  }

  GraphicsSystem::executeGraphicsSystem(machine);
}
Пример #8
0
bool TextWindow::handleMouseClick(RLMachine& machine, const Point& pos,
                                  bool pressed) {
  using namespace boost;

  if (inSelectionMode()) {
    bool found =
      find_if(selections_.begin(), selections_.end(),
              bind(&SelectionElement::handleMouseClick, _1, pos, pressed))
      != selections_.end();

    if (found)
      return true;
  }

  for (std::vector<std::pair<Point, int> >::const_iterator it =
           koe_replay_button_.begin(); it != koe_replay_button_.end(); ++it) {
    Rect r = Rect(textSurfaceRect().origin() + it->first,
                  koe_replay_info_->icon->size());
    if (r.contains(pos)) {
      // We only want to actually replay the voice clip once, but we want to
      // catch both clicks.
      if (pressed)
        system_.sound().koePlay(it->second);
      return true;
    }
  }

  if (isVisible() && !machine.system().graphics().interfaceHidden()) {
    return textbox_waku_->handleMouseClick(machine, pos, pressed);
  }

  return false;
}
Пример #9
0
std::vector<int> getSELEffect(RLMachine& machine, int selNum) {
  Gameexe& gexe = machine.system().gameexe();
  vector<int> selEffect;

  if (gexe("SEL", selNum).exists()) {
    selEffect = gexe("SEL", selNum).to_intVector();
    grpToRecCoordinates(selEffect[0], selEffect[1],
                        selEffect[2], selEffect[3]);
  } else if (gexe("SELR", selNum).exists()) {
    selEffect = gexe("SELR", selNum).to_intVector();
  } else {
    // Can't find the specified #SEL effect. See if there's a #SEL.000 effect:
    if (gexe("SEL", 0).exists()) {
      selEffect = gexe("SEL", 0).to_intVector();
      grpToRecCoordinates(selEffect[0], selEffect[1],
                          selEffect[2], selEffect[3]);
    } else if (gexe("SELR", 0).exists()) {
      selEffect = gexe("SELR", 0).to_intVector();
    } else {
      // Crap! Couldn't fall back on the default one either, so instead return
      // a SEL vector that is a screenwide, short fade because we absolutely
      // can't fail here.
      Size screen = getScreenSize(gexe);
      selEffect = { 0, 0, screen.width(), screen.height(), 0, 0, 1000,
                    000, 0, 0, 0, 0, 0, 0, 255, 0 };
    }
  }

  return selEffect;
}
Пример #10
0
void loadGlobalMemory(RLMachine& machine) {
  fs::path home = buildGlobalMemoryFilename(machine);
  fs::ifstream file(home, ios::binary);

  // If we were able to open the file for reading, load it. Don't
  // complain if we're unable to, since this may be the first run on
  // this certain game and it may not exist yet.
  if (file) {
    try {
      loadGlobalMemoryFrom(file, machine);
    } catch(...) {
      // Swallow ALL exceptions during file reading. If loading the global
      // memory file fails in any way, something is EXTREMELY wrong. Either
      // we're trying to read an incompatible old version's files or the global
      // data is corrupted. Either way, we can't safely do ANYTHING with this
      // game's entire save data so move it out of the way.
      fs::path save_dir = machine.system().gameSaveDirectory();
      fs::path dest_save_dir = save_dir.parent_path() /
                               (save_dir.filename() / ".old_corrupted_data");

      if (fs::exists(dest_save_dir))
        fs::remove_all(dest_save_dir);
      fs::rename(save_dir, dest_save_dir);

      cerr << "WARNING: Unable to read saved global memory file. Moving "
           << save_dir << " to " << dest_save_dir << endl;
    }
  }
}
Пример #11
0
int RlBabelDLL::callDLL(RLMachine& machine, int func, int arg1, int arg2,
                        int arg3, int arg4) {
  switch (func) {
    case dllInitialise:
      return initialize(arg1, arg2);
    case dllTextoutStart:
      if (arg1 == -1) {
        textoutClear();
        return 1;
      } else {
        textoutClear();
        return textoutAdd(*getSvar(arg1));
      }
    case dllTextoutAppend:
      return textoutAdd(*getSvar(arg1));
    case dllTextoutGetChar:
      return textoutGetChar(getSvar(arg1), getIvar(arg2));
    case dllTextoutNewScreen:
      return startNewScreen(*getSvar(arg1));
    case dllSetNameMod: {
      boost::shared_ptr<TextWindow> textWindow = getWindow(arg1);
      int original_mod = textWindow->nameMod();
      textWindow->setNameMod(arg2);
      return original_mod;
    }
    case dllGetNameMod:
      return getWindow(arg1)->nameMod();
    case dllGetTextWindow:
      return getWindow(-1)->windowNumber();
    case dllSetWindowName:
      return setCurrentWindowName(getSvar(arg1));
    case endSetWindowName:
    case endGetCharWinNam: {
      // Should never happen since we don't do the insane trick of overwriting
      // instruction memory to set the name of set the window name.
      return getcError;
    }
    case dllClearGlosses:
      return clearGlosses();
    case dllNewGloss:
      return newGloss();
    case dllAddGloss:
      return addGloss(*getSvar(arg1));
    case dllTestGlosses:
      return testGlosses(arg1, arg2, getSvar(arg3), arg4);
    case dllGetRCommandMod: {
      int window = getWindow(arg1)->windowNumber();
      return machine.system().gameexe()("WINDOW")(window)("R_COMMAND_MOD");
    }
    case dllMessageBox:
      //      return rlMsgBox(arg1, arg2);
    default:
      return -1;
  }
}
Пример #12
0
// -----------------------------------------------------------------------
// NormalSelectLongOperation
// -----------------------------------------------------------------------
NormalSelectLongOperation::NormalSelectLongOperation(
    RLMachine& machine,
    const libReallive::SelectElement& commandElement)
    : SelectLongOperation(machine, commandElement),
      text_window_(machine.system().text().currentWindow()) {
  machine.system().text().setInSelectionMode(true);
  text_window_->setVisible(true);
  text_window_->startSelectionMode();
  text_window_->setSelectionCallback(
    bind(&NormalSelectLongOperation::selected, this, _1));

  for (size_t i = 0; i < options_.size(); ++i) {
    // TODO(erg): Also deal with colour.
    if (options_[i].shown) {
      text_window_->addSelectionItem(options_[i].str, i);
    }
  }

  machine.system().graphics().markScreenAsDirty(GUT_TEXTSYS);
}
Пример #13
0
// -----------------------------------------------------------------------
// WaitLongOperation
// -----------------------------------------------------------------------
WaitLongOperation::WaitLongOperation(RLMachine& machine)
    : machine_(machine),
      wait_until_target_time_(false),
      target_time_(0),
      break_on_clicks_(false), button_pressed_(0),
      break_on_event_(false),
      has_sleep_time_provider_(false),
      break_on_ctrl_pressed_(machine.system().text().ctrlKeySkip()),
      ctrl_pressed_(false),
      mouse_moved_(false),
      save_click_location_(false) {
}
Пример #14
0
LoadGameLongOperation::LoadGameLongOperation(RLMachine& machine) {
  // Render the current state of the screen
  GraphicsSystem& graphics = machine.system().graphics();

  boost::shared_ptr<Surface> currentWindow = graphics.renderToSurface();
  Size s = currentWindow->size();

  // Blank dc0 (because we won't be using it anyway) for the image
  // we're going to render to
  boost::shared_ptr<Surface> dc0 = graphics.getDC(0);
  dc0->fill(RGBAColour::Black());

  machine.pushLongOperation(this);
  machine.pushLongOperation(
      new FadeEffect(machine, dc0, currentWindow, s, 250));

  // We have our before and after images to use as a transition now. Reset the
  // system to prevent a brief flash of the previous contents of the screen for
  // whatever number of user preceivable milliseconds.
  machine.system().reset();
}
Пример #15
0
int ReturnGameexeInt::operator()(RLMachine& machine) {
  Gameexe& gexe = machine.system().gameexe();
  vector<int> values = gexe(full_key_name_);
  if (static_cast<size_t>(entry_) < values.size()) {
    return values[entry_];
  } else {
    ostringstream oss;
    oss << "Could not access piece " << entry_ << " in Gameexe key \""
        << full_key_name_ << "\"";
    throw std::runtime_error(oss.str());
  }
}
Пример #16
0
int ObjectMutator::GetValueForTime(RLMachine& machine, int start, int end) {
  unsigned int ticks = machine.system().event().getTicks();
  if (ticks < (creation_time_ + delay_)) {
    return start;
  } else if (ticks < (creation_time_ + delay_ + duration_time_)) {
    // TODO(erg): This is the implementation for type_ == 0. Add nonlinear ones
    // for 1 and 2.
    unsigned int ticks_into_duration_ = ticks - creation_time_ - delay_;
    float percentage = float(ticks_into_duration_) / float(duration_time_);
    return start + ((end - start) * percentage);
  } else {
    return end;
  }
}
Пример #17
0
void SDLEventSystem::executeEventSystem(RLMachine& machine) {
  SDL_Event event;
  while (SDL_PollEvent(&event)) {
    switch (event.type) {
      case SDL_KEYDOWN: {
        if (raw_handler_)
          raw_handler_->pushInput(event);
        else
          handleKeyDown(machine, event);
        break;
      }
      case SDL_KEYUP: {
        if (raw_handler_)
          raw_handler_->pushInput(event);
        else
          handleKeyUp(machine, event);
        break;
      }
      case SDL_MOUSEMOTION: {
        if (raw_handler_)
          raw_handler_->pushInput(event);
        handleMouseMotion(machine, event);
        break;
      }
      case SDL_MOUSEBUTTONDOWN:
      case SDL_MOUSEBUTTONUP: {
        if (raw_handler_)
          raw_handler_->pushInput(event);
        else {
          LOGD("got mouse event\n");
          handleMouseButtonEvent(machine, event);
        }
        break;
      }
      case SDL_QUIT:
        machine.halt();
        break;
      case SDL_ACTIVEEVENT:
        if (raw_handler_)
          raw_handler_->pushInput(event);
        handleActiveEvent(machine, event);
        break;
      case SDL_VIDEOEXPOSE: {
        machine.system().graphics().forceRefresh();
        break;
      }
    }
  }
}
Пример #18
0
  // Overridden from LongOperation:
  virtual bool operator()(RLMachine& machine) {
    while (delayed_tasks_.size()) {
      delayed_tasks_.front()();
      delayed_tasks_.pop();
    }

    while (delayed_rlmachine_tasks_.size()) {
      delayed_rlmachine_tasks_.front()(machine);
      delayed_rlmachine_tasks_.pop();
    }

    machine.system().graphics().forceRefresh();

    return platform_->window_stack_.size() == 0;
  }
Пример #19
0
void saveGlobalMemoryTo(std::ostream& oss, RLMachine& machine) {
  using namespace boost::iostreams;
  filtering_stream<output> filtered_output;
  filtered_output.push(zlib_compressor());
  filtered_output.push(oss);

  text_oarchive oa(filtered_output);
  System& sys = machine.system();

  oa << CURRENT_GLOBAL_VERSION
     << const_cast<const GlobalMemory&>(machine.memory().global())
     << const_cast<const SystemGlobals&>(sys.globals())
     << const_cast<const GraphicsSystemGlobals&>(sys.graphics().globals())
     << const_cast<const EventSystemGlobals&>(sys.event().globals())
     << const_cast<const TextSystemGlobals&>(sys.text().globals())
     << const_cast<const SoundSystemGlobals&>(sys.sound().globals());
}
Пример #20
0
void setGraphicsObject(RLMachine& machine, RLOperation* op, int obj,
                       GraphicsObject& gobj) {
  GraphicsSystem& graphics = machine.system().graphics();

  int fgbg;
  if (!op->getProperty(P_FGBG, fgbg))
    fgbg = OBJ_FG;

  int parentobj;
  if (op->getProperty(P_PARENTOBJ, parentobj)) {
    GraphicsObject& parent = graphics.getObject(fgbg, parentobj);
    ensureIsParentObject(parent, graphics.objectLayerSize());
    static_cast<ParentGraphicsObjectData&>(parent.objectData()).
        setObject(obj, gobj);
  } else {
    graphics.setObject(fgbg, obj, gobj);
  }
}
Пример #21
0
void GCNPlatform::buildSyscomMenuFor(
  const std::string& label, const MenuSpec menu_items[], RLMachine& machine) {
  System& sys = machine.system();

  std::vector<GCNMenuButton> buttons;
  for (int i = 0; menu_items[i].syscom_id != MENU_END; ++i) {
    GCNMenuButton button_definition;

    if (menu_items[i].syscom_id == MENU_SEPARATOR) {
      button_definition.separator = true;
      buttons.push_back(button_definition);
    } else if (menu_items[i].syscom_id == MENU) {
      button_definition.label = syscomString(menu_items[i].label);
      button_definition.action = menu_items[i].event_name;
      button_definition.enabled = true;
      buttons.push_back(button_definition);
    } else {
      int id = menu_items[i].syscom_id;
      int enabled = sys.isSyscomEnabled(id);
      if (enabled != SYSCOM_INVISIBLE) {
        ostringstream labelss;
        labelss << setw(3) << setfill('0') << id;

        if (menu_items[i].label == NULL)
          button_definition.label = syscomString(labelss.str());
        else
          button_definition.label = syscomString(menu_items[i].label);

        if (menu_items[i].event_name == NULL)
          button_definition.action = SYSCOM_EVENTS[id];
        else
          button_definition.action = menu_items[i].event_name;

        button_definition.enabled = enabled != SYSCOM_GREYED_OUT;
        buttons.push_back(button_definition);
      }
    }
  }

  pushWindowOntoStack(new GCNMenu(label, buttons, this));
}
Пример #22
0
void loadGlobalMemoryFrom(std::istream& iss, RLMachine& machine) {
  using namespace boost::iostreams;
  filtering_stream<input> filtered_input;
  filtered_input.push(zlib_decompressor());
  filtered_input.push(iss);

  text_iarchive ia(filtered_input);
  System& sys = machine.system();
  int version;
  ia >> version;

  // Load global memory.
  ia >> machine.memory().global();

  // When Karmic Koala came out, support for all boost earlier than 1.36 was
  // dropped. For years, I had used boost 1.35 on Ubuntu. It turns out that
  // boost 1.35 had a serious bug in it, where it wouldn't save vectors of
  // primitive data types correctly. These global data files no longer load
  // correctly.
  //
  // After flirting with moving to Google protobuf (can't; doesn't handle
  // complex object graphs like GraphicsObject and its copy-on-write stuff),
  // and then trying to fix the problem in a forked copy of the serialization
  // headers which was unsuccessful, I'm just saying to hell with the user's
  // settings. Most people don't change these values and save games and global
  // memory still work (per above.)
  if (version == CURRENT_GLOBAL_VERSION) {
    ia >> sys.globals()
       >> sys.graphics().globals()
       >> sys.event().globals()
       >> sys.text().globals()
       >> sys.sound().globals();

    // Restore options which may have System specific implementations. (This
    // will probably expand as more of RealLive is implemented).
    sys.sound().restoreFromGlobals();
  }
Пример #23
0
bool LoadGameLongOperation::operator()(RLMachine& machine) {
  load(machine);
  // Warning: the stack has now been nuked and |this| is an invalid.

  // Render the current state of the screen
  GraphicsSystem& graphics = machine.system().graphics();

  boost::shared_ptr<Surface> currentWindow = graphics.renderToSurface();
  Size s = currentWindow->size();

  // Blank dc0 (because we won't be using it anyway) for the image
  // we're going to render to
  boost::shared_ptr<Surface> blankScreen = graphics.buildSurface(s);
  blankScreen->fill(RGBAColour::Black());

  machine.pushLongOperation(
      new FadeEffect(machine, currentWindow, blankScreen, s, 250));

  // At this point, the stack has been nuked, and this current
  // object has already been deleted, leaving an invalid
  // *this. Returning false is the correct thing to do since
  // *returning true will pop an unrelated stack frame.
  return false;
}
Пример #24
0
// -----------------------------------------------------------------------
// ButtonSelectLongOperation
// -----------------------------------------------------------------------
ButtonSelectLongOperation::ButtonSelectLongOperation(
    RLMachine& machine,
    const libReallive::SelectElement& commandElement,
    int selbtn_set)
    : SelectLongOperation(machine, commandElement),
      highlighted_item_(-1),
      normal_frame_(0),
      select_frame_(0) {
  machine.system().graphics().addRenderable(this);

  // Load all the data about this #SELBTN from the Gameexe.ini file.
  Gameexe& gexe = machine.system().gameexe();
  GameexeInterpretObject selbtn(gexe("SELBTN", selbtn_set));

  vector<int> vec = selbtn("BASEPOS");
  basepos_x_ = vec.at(0);
  basepos_y_ = vec.at(1);

  vec = selbtn("REPPOS");
  reppos_x_ = vec.at(0);
  reppos_y_ = vec.at(1);

  vec = selbtn("CENTERING");
  int center_x = vec.at(0);
  int center_y = vec.at(1);

  moji_size_ = selbtn("MOJISIZE");

  // Retrieve the parameters needed to render as a color mask.
  shared_ptr<TextWindow> window = machine.system().text().currentWindow();
  window_bg_colour_ = window->colour();
  window_filter_ = window->filter();

  int default_colour_num_ = selbtn("MOJIDEFAULTCOL");
  int select_colour_num_ = selbtn("MOJISELECTCOL");
  if (default_colour_num_ == select_colour_num_)
    select_colour_num_ = 1;  // For CLANNAD
  if (select_colour_num_ == -1) // For little busters
    select_colour_num_ = 1;

  GraphicsSystem& gs = machine.system().graphics();
  if (selbtn("NAME").exists() && selbtn("NAME").to_string() != "")
    name_surface_ = gs.loadNonCGSurfaceFromFile(selbtn("NAME"));
  if (selbtn("BACK").exists() && selbtn("BACK").to_string() != "")
    back_surface_ = gs.loadNonCGSurfaceFromFile(selbtn("BACK"));

  std::vector<int> tmp;
  if (selbtn("NORMAL").exists()) {
    tmp = selbtn("NORMAL");
    normal_frame_ = tmp.at(0);
  }
  if (selbtn("SELECT").exists()) {
    tmp = selbtn("SELECT");
    select_frame_ = tmp.at(0);
  }

  // Pick the correct font colour
  vec = gexe("COLOR_TABLE", default_colour_num_);
  RGBColour default_colour(vec.at(0), vec.at(1), vec.at(2));
  vec = gexe("COLOR_TABLE", select_colour_num_);
  RGBColour select_colour(vec.at(0), vec.at(1), vec.at(2));
  vec = gexe("COLOR_TABLE", 255);
  RGBColour shadow_colour(vec.at(0), vec.at(1), vec.at(2));

  // Build graphic representations of the choices to display to the user.
  TextSystem& ts = machine.system().text();
  int shown_option_count = std::count_if(options_.begin(), options_.end(),
                                         bind(&Option::shown, _1));

  // Calculate out the bounding rectangles for all the options.
  Size screen_size = machine.system().graphics().screenSize();
  int baseposx = 0;
  if (center_x) {
    int totalwidth = ((shown_option_count - 1) * reppos_x_);
    if (back_surface_)
      totalwidth += back_surface_->size().width();
    else
      totalwidth += name_surface_->getPattern(normal_frame_).rect.width();
    baseposx = (screen_size.width() / 2) - (totalwidth / 2);
  } else {
    baseposx = basepos_x_;
  }

  int baseposy = 0;
  if (center_y) {
    int totalheight = ((shown_option_count - 1) * reppos_y_);
    if (back_surface_)
      totalheight += back_surface_->size().height();
    baseposy = (screen_size.height() / 2) - (totalheight / 2);
  } else {
    baseposy = basepos_y_;
  }

  for (size_t i = 0; i < options_.size(); i++) {
    if (options_[i].shown) {
      const std::string& text = options_[i].str;

      ButtonOption o;
      o.id = i;
      o.default_surface = ts.renderText(
          text, moji_size_, 0, 0, default_colour, &shadow_colour);
      o.select_surface = ts.renderText(
          text, moji_size_, 0, 0, select_colour, &shadow_colour);
      if (back_surface_) {
        o.bounding_rect = Rect(baseposx, baseposy, back_surface_->size());
      } else {
        o.bounding_rect = Rect(baseposx, baseposy,
                               name_surface_->getPattern(0).rect.size());
      }

      buttons_.push_back(o);

      baseposx += reppos_x_;
      baseposy += reppos_y_;
    }
  }

  machine.system().graphics().markScreenAsDirty(GUT_TEXTSYS);
}
Пример #25
0
void InvokeSyscomAsOp::operator()(RLMachine& machine) {
  machine.system().invokeSyscom(machine, syscom_);
}
Пример #26
0
void GCNPlatform::InvokeSyscom(RLMachine& machine, int syscom) {
  machine.system().invokeSyscom(machine, syscom);
}
Пример #27
0
bool ObjectMutator::operator()(RLMachine& machine, GraphicsObject& object) {
  unsigned int ticks = machine.system().event().getTicks();
  PerformSetting(machine, object);
  return ticks > (creation_time_ + delay_ + duration_time_);
}