void ScalpelInventory::drawInventory(InvNewMode mode) { FixedText &fixedText = *_vm->_fixedText; ScalpelScreen &screen = *(ScalpelScreen *)_vm->_screen; UserInterface &ui = *_vm->_ui; InvNewMode tempMode = mode; loadInv(); if (mode == INVENTORY_DONT_DISPLAY) { screen._backBuffer = &screen._backBuffer2; } // Draw the window background Surface &bb = *screen._backBuffer; bb.fillRect(Common::Rect(0, CONTROLS_Y1, SHERLOCK_SCREEN_WIDTH, CONTROLS_Y1 + 10), BORDER_COLOR); bb.fillRect(Common::Rect(0, CONTROLS_Y1 + 10, 2, SHERLOCK_SCREEN_HEIGHT), BORDER_COLOR); bb.fillRect(Common::Rect(SHERLOCK_SCREEN_WIDTH - 2, CONTROLS_Y1 + 10, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT), BORDER_COLOR); bb.fillRect(Common::Rect(0, SHERLOCK_SCREEN_HEIGHT - 2, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT), BORDER_COLOR); bb.fillRect(Common::Rect(2, CONTROLS_Y1 + 10, SHERLOCK_SCREEN_WIDTH - 2, SHERLOCK_SCREEN_HEIGHT - 2), INV_BACKGROUND); // Draw the buttons Common::String fixedText_Exit = fixedText.getText(kFixedText_Inventory_Exit); Common::String fixedText_Look = fixedText.getText(kFixedText_Inventory_Look); Common::String fixedText_Use = fixedText.getText(kFixedText_Inventory_Use); Common::String fixedText_Give = fixedText.getText(kFixedText_Inventory_Give); screen.makeButton(Common::Rect(INVENTORY_POINTS[0][0], CONTROLS_Y1, INVENTORY_POINTS[0][1], CONTROLS_Y1 + 10), INVENTORY_POINTS[0][2] - screen.stringWidth(fixedText_Exit) / 2, fixedText_Exit); screen.makeButton(Common::Rect(INVENTORY_POINTS[1][0], CONTROLS_Y1, INVENTORY_POINTS[1][1], CONTROLS_Y1 + 10), INVENTORY_POINTS[1][2] - screen.stringWidth(fixedText_Look) / 2, fixedText_Look); screen.makeButton(Common::Rect(INVENTORY_POINTS[2][0], CONTROLS_Y1, INVENTORY_POINTS[2][1], CONTROLS_Y1 + 10), INVENTORY_POINTS[2][2] - screen.stringWidth(fixedText_Use) / 2, fixedText_Use); screen.makeButton(Common::Rect(INVENTORY_POINTS[3][0], CONTROLS_Y1, INVENTORY_POINTS[3][1], CONTROLS_Y1 + 10), INVENTORY_POINTS[3][2] - screen.stringWidth(fixedText_Give) / 2, fixedText_Give); screen.makeButton(Common::Rect(INVENTORY_POINTS[4][0], CONTROLS_Y1, INVENTORY_POINTS[4][1], CONTROLS_Y1 + 10), INVENTORY_POINTS[4][2], "^^"); // 2 arrows pointing to the left screen.makeButton(Common::Rect(INVENTORY_POINTS[5][0], CONTROLS_Y1, INVENTORY_POINTS[5][1], CONTROLS_Y1 + 10), INVENTORY_POINTS[5][2], "^"); // 1 arrow pointing to the left screen.makeButton(Common::Rect(INVENTORY_POINTS[6][0], CONTROLS_Y1, INVENTORY_POINTS[6][1], CONTROLS_Y1 + 10), INVENTORY_POINTS[6][2], "_"); // 1 arrow pointing to the right screen.makeButton(Common::Rect(INVENTORY_POINTS[7][0], CONTROLS_Y1, INVENTORY_POINTS[7][1], CONTROLS_Y1 + 10), INVENTORY_POINTS[7][2], "__"); // 2 arrows pointing to the right if (tempMode == INVENTORY_DONT_DISPLAY) mode = LOOK_INVENTORY_MODE; _invMode = (InvMode)((int)mode); if (mode != PLAIN_INVENTORY) { ui._oldKey = INVENTORY_COMMANDS[(int)mode]; } else { ui._oldKey = -1; } invCommands(0); putInv(SLAM_DONT_DISPLAY); if (tempMode != INVENTORY_DONT_DISPLAY) { if (!ui._slideWindows) { screen.slamRect(Common::Rect(0, CONTROLS_Y1, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT)); } else { ui.summonWindow(false, CONTROLS_Y1); } ui._windowOpen = true; } else { // Reset the screen back buffer to the first buffer now that drawing is done screen._backBuffer = &screen._backBuffer1; } assert(IS_SERRATED_SCALPEL); ((ScalpelUserInterface *)_vm->_ui)->_oldUse = -1; }
void ScalpelInventory::drawInventory(InvNewMode mode) { ScalpelScreen &screen = *(ScalpelScreen *)_vm->_screen; UserInterface &ui = *_vm->_ui; InvNewMode tempMode = mode; loadInv(); if (mode == INVENTORY_DONT_DISPLAY) { screen.activateBackBuffer2(); } // Draw the window background Surface &bb = *screen.getBackBuffer(); bb.fillRect(Common::Rect(0, CONTROLS_Y1, SHERLOCK_SCREEN_WIDTH, CONTROLS_Y1 + 10), BORDER_COLOR); bb.fillRect(Common::Rect(0, CONTROLS_Y1 + 10, 2, SHERLOCK_SCREEN_HEIGHT), BORDER_COLOR); bb.fillRect(Common::Rect(SHERLOCK_SCREEN_WIDTH - 2, CONTROLS_Y1 + 10, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT), BORDER_COLOR); bb.fillRect(Common::Rect(0, SHERLOCK_SCREEN_HEIGHT - 2, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT), BORDER_COLOR); bb.fillRect(Common::Rect(2, CONTROLS_Y1 + 10, SHERLOCK_SCREEN_WIDTH - 2, SHERLOCK_SCREEN_HEIGHT - 2), INV_BACKGROUND); // Draw the buttons screen.makeButton(Common::Rect(INVENTORY_POINTS[0][0], CONTROLS_Y1, INVENTORY_POINTS[0][1], CONTROLS_Y1 + 10), INVENTORY_POINTS[0][2], _fixedTextExit); screen.makeButton(Common::Rect(INVENTORY_POINTS[1][0], CONTROLS_Y1, INVENTORY_POINTS[1][1], CONTROLS_Y1 + 10), INVENTORY_POINTS[1][2], _fixedTextLook); screen.makeButton(Common::Rect(INVENTORY_POINTS[2][0], CONTROLS_Y1, INVENTORY_POINTS[2][1], CONTROLS_Y1 + 10), INVENTORY_POINTS[2][2], _fixedTextUse); screen.makeButton(Common::Rect(INVENTORY_POINTS[3][0], CONTROLS_Y1, INVENTORY_POINTS[3][1], CONTROLS_Y1 + 10), INVENTORY_POINTS[3][2], _fixedTextGive); screen.makeButton(Common::Rect(INVENTORY_POINTS[4][0], CONTROLS_Y1, INVENTORY_POINTS[4][1], CONTROLS_Y1 + 10), INVENTORY_POINTS[4][2] + 8, "^^", false); // 2 arrows pointing to the left screen.makeButton(Common::Rect(INVENTORY_POINTS[5][0], CONTROLS_Y1, INVENTORY_POINTS[5][1], CONTROLS_Y1 + 10), INVENTORY_POINTS[5][2] + 4, "^", false); // 1 arrow pointing to the left screen.makeButton(Common::Rect(INVENTORY_POINTS[6][0], CONTROLS_Y1, INVENTORY_POINTS[6][1], CONTROLS_Y1 + 10), INVENTORY_POINTS[6][2] + 4, "_", false); // 1 arrow pointing to the right screen.makeButton(Common::Rect(INVENTORY_POINTS[7][0], CONTROLS_Y1, INVENTORY_POINTS[7][1], CONTROLS_Y1 + 10), INVENTORY_POINTS[7][2] + 8, "__", false); // 2 arrows pointing to the right if (tempMode == INVENTORY_DONT_DISPLAY) mode = LOOK_INVENTORY_MODE; _invMode = (InvMode)((int)mode); if (mode != PLAIN_INVENTORY) { assert(mode < sizeof(_hotkeysIndexed)); ui._oldKey = _hotkeysIndexed[mode]; } else { ui._oldKey = -1; } invCommands(0); putInv(SLAM_DONT_DISPLAY); if (tempMode != INVENTORY_DONT_DISPLAY) { if (!ui._slideWindows) { screen.slamRect(Common::Rect(0, CONTROLS_Y1, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT)); } else { ui.summonWindow(false, CONTROLS_Y1); } ui._windowOpen = true; } else { // Reset the screen back buffer to the first buffer now that drawing is done screen.activateBackBuffer1(); } assert(IS_SERRATED_SCALPEL); ((ScalpelUserInterface *)_vm->_ui)->_oldUse = -1; }