/* ** imagescroller.cpp ** Scrolls through multiple fullscreen image pages, ** **--------------------------------------------------------------------------- ** Copyright 2019 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "v_font.h" #include "cmdlib.h" #include "gstrings.h" #include "d_gui.h" #include "d_event.h" #include "menu.h" #include "v_draw.h" #include "baselayer.h" #include "gamecontrol.h" #include "build.h" //============================================================================= // // Fullscreen image drawer (move to its own source file!) // //============================================================================= void ImageScreen::Drawer() { if (mDesc == nullptr) { // don't let bogus definitions crash this. } else if (mDesc->type == 0) { auto tileindexp = NameToTileIndex.CheckKey(FName(mDesc->text, true)); int tileindex = 0; if (tileindexp == nullptr) { // If this isn't a name, try a literal tile index; auto c = mDesc->text.GetChars(); if (*c == '#') tileindex = (int)strtoll(c + 1, nullptr, 0); // Error out if the screen cannot be found, this is always a definition error that needs to be reported. else I_Error("Invalid menu screen '%s'", mDesc->text.GetChars()); } else tileindex = *tileindexp; if (!gi->DrawSpecialScreen(origin, tileindex)) // allows the front end to do custom handling for a given image. { rotatesprite_fs(int(origin.X * 65536) + (160 << 16), int(origin.Y * 65536) + (100 << 16), 65536L, 0, tileindex, 0, 0, 10 + 64); } } else if (mDesc->type > 0) { gi->DrawCenteredTextScreen(origin, mDesc->text, mDesc->type); } // QAVs are handled in the Blood frontend. Maybe they should be moved out? Stuff for later, but this is a feature where it is feasible. } ImageScreen* DImageScrollerMenu::newImageScreen(FImageScrollerDescriptor::ScrollerItem* desc) { return new ImageScreen(desc); } void DImageScrollerMenu::Init(DMenu* parent, FImageScrollerDescriptor* desc) { mParentMenu = parent; index = 0; mDesc = desc; canAnimate = !!(mDesc->mFlags & LMF_Animate); mCurrent = newImageScreen(&mDesc->mItems[0]); mCurrent->canAnimate = canAnimate; } bool DImageScrollerMenu::MenuEvent(int mkey, bool fromcontroller) { switch (mkey) { case MKEY_Back: // Before going back the currently running transition must be terminated. pageTransition.previous = nullptr; if (pageTransition.current) pageTransition.current->origin = { 0,0 }; return DMenu::MenuEvent(mkey, fromcontroller); case MKEY_Left: if (pageTransition.previous == nullptr) { if (--index < 0) index = mDesc->mItems.Size() - 1; auto next = newImageScreen(&mDesc->mItems[index]); next->canAnimate = canAnimate; if (!pageTransition.StartTransition(mCurrent, next, MA_Return)) { delete mCurrent; } mCurrent = next; //gi->MenuSound(GameInterface::ChooseSound); } return true; case MKEY_Right: case MKEY_Enter: if (pageTransition.previous == nullptr) { if (++index >= (int)mDesc->mItems.Size()) index = 0; auto next = newImageScreen(&mDesc->mItems[index]); next->canAnimate = canAnimate; if (!pageTransition.StartTransition(mCurrent, next, MA_Advance)) { delete mCurrent; } mCurrent = next; //gi->MenuSound(GameInterface::ChooseSound); } return true; default: return DMenu::MenuEvent(mkey, fromcontroller); } } bool DImageScrollerMenu::MouseEvent(int type, int x, int y) { // Todo: Implement some form of drag event to switch between pages. if (type == MOUSE_Release) { return MenuEvent(MKEY_Enter, false); } return DMenu::MouseEvent(type, x, y); } void DImageScrollerMenu::Ticker() { } void DImageScrollerMenu::Drawer() { if (pageTransition.previous != nullptr) { auto res = pageTransition.Draw(); if (res) return; delete pageTransition.previous; pageTransition.previous = nullptr; } mCurrent->origin = origin; mCurrent->Drawer(); mCurrent->origin = {}; }