Пример #1
0
void KIASectionCrimes::draw(Graphics::Surface &surface) {
	const char *text = nullptr;
	if (_suspectPhotoShapeId != -1) {
		_suspectPhotoShape->draw(surface, 201 - _suspectPhotoShape->getWidth() / 2, 223 - _suspectPhotoShape->getHeight() / 2);
	}
	if (_suspectPhotoShapeId == 14 || _suspectPhotoShapeId == 13) {
		text = _vm->_textKIA->getText(49);
		_vm->_mainFont->drawColor(text, surface, 201 - _vm->_mainFont->getTextWidth(text) / 2, 218, 0x7FFF);
	}

	surface.fillRect(Common::Rect(120, 134, 250, 145), 0);
	surface.hLine(120, 133, 250, 0x18A5);
	surface.hLine(120, 146, 250, 0x2D4C);
	surface.vLine(119, 134, 145, 0x18A5);
	surface.vLine(251, 134, 145, 0x2D4C);
	surface.hLine(251, 146, 251, 0x2509);

	if (_crimeSelected == -1) {
		text = _vm->_textKIA->getText(49);
	} else {
		text = _vm->_textCrimes->getText(_crimeSelected);
	}

	_vm->_mainFont->drawColor(text, surface, 185 - _vm->_mainFont->getTextWidth(text) / 2, 136, 0x46BF);

	surface.fillRect(Common::Rect(136, 304, 266, 315), 0);
	surface.hLine(136, 303, 266, 0x18A5);
	surface.hLine(136, 316, 266, 0x2D4C);
	surface.vLine(135, 304, 315, 0x18A5);
	surface.vLine(267, 304, 315, 0x2D4C);
	surface.hLine(267, 316, 267, 0x2509);

	char generatedText[64];
	if (_suspectSelected == -1) {
		text = _vm->_textKIA->getText(22);
	} else {
		const char *suspectName = _vm->_suspectsDatabase->get(_suspectSelected)->getName();
		if (_suspectsWithIdentity[_suspectSelected]) {
			text = suspectName;
		} else if (_vm->_suspectsDatabase->get(_suspectSelected)->getSex()) {
			sprintf(generatedText, "%s %s", _vm->_textKIA->getText(20), KIASectionSuspects::scrambleSuspectsName(suspectName));
			text = generatedText;
		} else {
			sprintf(generatedText, "%s %s", _vm->_textKIA->getText(21), KIASectionSuspects::scrambleSuspectsName(suspectName));
			text = generatedText;
		}
	}
	_vm->_mainFont->drawColor(text, surface, 201 - _vm->_mainFont->getTextWidth(text) / 2, 306, 0x46BF);

	_uiContainer->draw(surface);
	_buttons->draw(surface);
	_buttons->drawTooltip(surface, _mouseX, _mouseY);
}
Пример #2
0
void DropHighlight::draw(const Common::Rect &) {
	Graphics::Surface *screen = ((PegasusEngine *)g_engine)->_gfx->getWorkArea();

	// Since this is only used in two different ways, I'm only
	// going to implement it in those two ways. Deal with it.

	Common::Rect rect = _bounds;
	rect.grow(-_thickness);
	screen->frameRect(rect, _highlightColor);
	rect.grow(1);
	screen->frameRect(rect, _highlightColor);

	if (_cornerDiameter == 8 && _thickness == 4) {
		rect.grow(1);
		screen->frameRect(rect, _highlightColor);
		screen->hLine(rect.left + 1, rect.top - 1, rect.right - 2, _highlightColor);
		screen->hLine(rect.left + 1, rect.bottom, rect.right - 2, _highlightColor);
		screen->vLine(rect.left - 1, rect.top + 1, rect.bottom - 2, _highlightColor);
		screen->vLine(rect.right, rect.top + 1, rect.bottom - 2, _highlightColor);
	}
}
Пример #3
0
/**
 * Show any active hotspot areas in the scene
 */
bool Debugger::Cmd_Hotspots(int argc, const char **argv) {
	int colIndex = 16;
	const Rect &sceneBounds = g_globals->_sceneManager._scene->_sceneBounds;

	// Lock the background surface for access
	Graphics::Surface destSurface = g_globals->_sceneManager._scene->_backSurface.lockSurface();

	// Iterate through the scene items
	SynchronizedList<SceneItem *>::iterator i;
	for (i = g_globals->_sceneItems.reverse_begin(); i != g_globals->_sceneItems.end(); --i, ++colIndex) {
		SceneItem *o = *i;

		// Draw the contents of the hotspot area
		if (o->_sceneRegionId == 0) {
			// Scene item doesn't use a region, so fill in the entire area
			if ((o->_bounds.right > o->_bounds.left) && (o->_bounds.bottom > o->_bounds.top))
				destSurface.fillRect(Rect(o->_bounds.left - sceneBounds.left, o->_bounds.top - sceneBounds.top,
					o->_bounds.right - sceneBounds.left - 1, o->_bounds.bottom - sceneBounds.top - 1), colIndex);
		} else {
			// Scene uses a region, so get it and use it to fill out only the correct parts
			SceneRegions::iterator ri = g_globals->_sceneRegions.begin();
			while ((ri != g_globals->_sceneRegions.end()) && ((*ri)._regionId != o->_sceneRegionId))
				++ri;

			if (ri != g_globals->_sceneRegions.end()) {
				// Fill out the areas defined by the region
				Region &r = *ri;
			
				for (int y = r._bounds.top; y < r._bounds.bottom; ++y) {
					LineSliceSet set = r.getLineSlices(y);

					for (uint p = 0; p < set.items.size(); ++p)
						destSurface.hLine(set.items[p].xs - sceneBounds.left, y - sceneBounds.top,
							set.items[p].xe - sceneBounds.left - 1, colIndex);
				}
			}
		}
	}

	// Release the surface
	g_globals->_sceneManager._scene->_backSurface.unlockSurface();

	// Mark the scene as requiring a full redraw
	g_globals->_paneRefreshFlag[0] = 2;

	return false;
}
Пример #4
0
/**
 * This command draws the walk regions onto the screen
 */
bool Debugger::Cmd_WalkRegions(int argc, const char **argv) {
	if (argc != 1) {
		DebugPrintf("Usage: %s\n", argv[0]);
		return true;
	}

	// Color index to use for the first walk region
	int color = 16;

	// Lock the background surface for access
	Graphics::Surface destSurface = g_globals->_sceneManager._scene->_backSurface.lockSurface();

	// Loop through drawing each walk region in a different color to the background surface
	Common::String regionsDesc;

	for (uint regionIndex = 0; regionIndex < g_globals->_walkRegions._regionList.size(); ++regionIndex, ++color) {
		WalkRegion &wr = g_globals->_walkRegions._regionList[regionIndex];

		// Skip the region if it's in the list of explicitly disabled regions
		if (contains(g_globals->_walkRegions._disabledRegions, (int)regionIndex + 1))
			continue;

		for (int yp = wr._bounds.top; yp < wr._bounds.bottom; ++yp) {
			LineSliceSet sliceSet = wr.getLineSlices(yp);

			for (uint idx = 0; idx < sliceSet.items.size(); ++idx)
				destSurface.hLine(sliceSet.items[idx].xs - g_globals->_sceneOffset.x, yp,
				sliceSet.items[idx].xe - g_globals->_sceneOffset.x, color);
		}

		regionsDesc += Common::String::format("Region #%d d bounds=%d,%d,%d,%d\n",
					regionIndex, wr._bounds.left, wr._bounds.top, wr._bounds.right, wr._bounds.bottom);
	}

	// Release the surface
	g_globals->_sceneManager._scene->_backSurface.unlockSurface();

	// Mark the scene as requiring a full redraw
	g_globals->_paneRefreshFlag[0] = 2;

	DebugPrintf("Total regions = %d\n", g_globals->_walkRegions._regionList.size());
	DebugPrintf("%s\n", regionsDesc.c_str());

	return false;
}