scummvm/engines/dialogs.cpp

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*/
#include "base/version.h"
#include "common/config-manager.h"
#include "common/savefile.h"
#include "common/system.h"
#include "common/events.h"
#include "common/translation.h"
#include "graphics/scaler.h"
#include "gui/about.h"
#include "gui/GuiManager.h"
#include "gui/launcher.h"
#include "gui/ListWidget.h"
#include "gui/options.h"
#include "gui/saveload.h"
#include "gui/ThemeEval.h"
#include "engines/dialogs.h"
#include "engines/engine.h"
#include "engines/metaengine.h"
#ifdef SMALL_SCREEN_DEVICE
#include "gui/KeysDialog.h"
#endif
using GUI::CommandSender;
using GUI::StaticTextWidget;
class ConfigDialog : public GUI::OptionsDialog {
protected:
#ifdef SMALL_SCREEN_DEVICE
GUI::Dialog *_keysDialog;
#endif
public:
ConfigDialog(bool subtitleControls);
~ConfigDialog();
virtual void handleCommand(GUI::CommandSender *sender, uint32 cmd, uint32 data);
};
MainMenuDialog::MainMenuDialog(Engine *engine)
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: GUI::Dialog("GlobalMenu"), _engine(engine) {
_backgroundType = GUI::ThemeEngine::kDialogBackgroundSpecial;
#ifndef DISABLE_FANCY_THEMES
_logo = 0;
if (g_gui.xmlEval()->getVar("Globals.ShowGlobalMenuLogo", 0) == 1 && g_gui.theme()->supportsImages()) {
_logo = new GUI::GraphicsWidget(this, "GlobalMenu.Logo");
_logo->useThemeTransparency(true);
_logo->setGfx(g_gui.theme()->getImageSurface(GUI::ThemeEngine::kImageLogoSmall));
} else {
StaticTextWidget *title = new StaticTextWidget(this, "GlobalMenu.Title", "ScummVM");
title->setAlign(Graphics::kTextAlignCenter);
}
#else
StaticTextWidget *title = new StaticTextWidget(this, "GlobalMenu.Title", "ScummVM");
title->setAlign(Graphics::kTextAlignCenter);
#endif
StaticTextWidget *version = new StaticTextWidget(this, "GlobalMenu.Version", gScummVMVersionDate);
version->setAlign(Graphics::kTextAlignCenter);
new GUI::ButtonWidget(this, "GlobalMenu.Resume", _("~R~esume"), 0, kPlayCmd, 'P');
_loadButton = new GUI::ButtonWidget(this, "GlobalMenu.Load", _("~L~oad"), 0, kLoadCmd);
// TODO: setEnabled -> setVisible
_loadButton->setEnabled(_engine->hasFeature(Engine::kSupportsLoadingDuringRuntime));
_saveButton = new GUI::ButtonWidget(this, "GlobalMenu.Save", _("~S~ave"), 0, kSaveCmd);
// TODO: setEnabled -> setVisible
_saveButton->setEnabled(_engine->hasFeature(Engine::kSupportsSavingDuringRuntime));
new GUI::ButtonWidget(this, "GlobalMenu.Options", _("~O~ptions"), 0, kOptionsCmd);
// The help button is disabled by default.
// To enable "Help", an engine needs to use a subclass of MainMenuDialog
// (at least for now, we might change how this works in the future).
_helpButton = new GUI::ButtonWidget(this, "GlobalMenu.Help", _("~H~elp"), 0, kHelpCmd);
_helpButton->setEnabled(false);
new GUI::ButtonWidget(this, "GlobalMenu.About", _("~A~bout"), 0, kAboutCmd);
_rtlButton = new GUI::ButtonWidget(this, "GlobalMenu.RTL", _("~R~eturn to Launcher"), 0, kRTLCmd);
_rtlButton->setEnabled(_engine->hasFeature(Engine::kSupportsRTL));
new GUI::ButtonWidget(this, "GlobalMenu.Quit", _("~Q~uit"), 0, kQuitCmd);
_aboutDialog = new GUI::AboutDialog();
_optionsDialog = new ConfigDialog(_engine->hasFeature(Engine::kSupportsSubtitleOptions));
_loadDialog = new GUI::SaveLoadChooser(_("Load game:"), _("Load"));
_loadDialog->setSaveMode(false);
_saveDialog = new GUI::SaveLoadChooser(_("Save game:"), _("Save"));
_saveDialog->setSaveMode(true);
}
MainMenuDialog::~MainMenuDialog() {
delete _aboutDialog;
delete _optionsDialog;
delete _loadDialog;
delete _saveDialog;
}
void MainMenuDialog::handleCommand(CommandSender *sender, uint32 cmd, uint32 data) {
switch (cmd) {
case kPlayCmd:
close();
break;
case kLoadCmd:
load();
break;
case kSaveCmd:
save();
break;
case kOptionsCmd:
_optionsDialog->runModal();
break;
case kAboutCmd:
_aboutDialog->runModal();
break;
case kHelpCmd:
// Not handled here -- needs to be handled by a subclass (for now)
break;
case kRTLCmd: {
Common::Event eventRTL;
eventRTL.type = Common::EVENT_RTL;
g_system->getEventManager()->pushEvent(eventRTL);
close();
}
break;
case kQuitCmd: {
Common::Event eventQ;
eventQ.type = Common::EVENT_QUIT;
g_system->getEventManager()->pushEvent(eventQ);
close();
}
break;
default:
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GUI::Dialog::handleCommand(sender, cmd, data);
}
}
void MainMenuDialog::reflowLayout() {
if (_engine->hasFeature(Engine::kSupportsLoadingDuringRuntime))
_loadButton->setEnabled(_engine->canLoadGameStateCurrently());
if (_engine->hasFeature(Engine::kSupportsSavingDuringRuntime))
_saveButton->setEnabled(_engine->canSaveGameStateCurrently());
#ifndef DISABLE_FANCY_THEMES
if (g_gui.xmlEval()->getVar("Globals.ShowGlobalMenuLogo", 0) == 1 && g_gui.theme()->supportsImages()) {
if (!_logo)
_logo = new GUI::GraphicsWidget(this, "GlobalMenu.Logo");
_logo->useThemeTransparency(true);
_logo->setGfx(g_gui.theme()->getImageSurface(GUI::ThemeEngine::kImageLogoSmall));
GUI::StaticTextWidget *title = (StaticTextWidget *)findWidget("GlobalMenu.Title");
if (title) {
removeWidget(title);
title->setNext(0);
delete title;
}
} else {
GUI::StaticTextWidget *title = (StaticTextWidget *)findWidget("GlobalMenu.Title");
if (!title) {
title = new StaticTextWidget(this, "GlobalMenu.Title", "ScummVM");
title->setAlign(Graphics::kTextAlignCenter);
}
if (_logo) {
removeWidget(_logo);
_logo->setNext(0);
delete _logo;
_logo = 0;
}
}
#endif
Dialog::reflowLayout();
}
void MainMenuDialog::save() {
Common::String gameId = ConfMan.get("gameid");
const EnginePlugin *plugin = 0;
EngineMan.findGame(gameId, &plugin);
int slot = _saveDialog->runModal(plugin, ConfMan.getActiveDomainName());
if (slot >= 0) {
Common::String result(_saveDialog->getResultString());
if (result.empty()) {
// If the user was lazy and entered no save name, come up with a default name.
char buf[20];
snprintf(buf, 20, "Save %d", slot + 1);
_engine->saveGameState(slot, buf);
} else {
_engine->saveGameState(slot, result.c_str());
}
close();
}
}
void MainMenuDialog::load() {
Common::String gameId = ConfMan.get("gameid");
const EnginePlugin *plugin = 0;
EngineMan.findGame(gameId, &plugin);
int slot = _loadDialog->runModal(plugin, ConfMan.getActiveDomainName());
if (slot >= 0) {
// FIXME: For now we just ignore the return
// value, which is quite bad since it could
// be a fatal loading error, which renders
// the engine unusable.
_engine->loadGameState(slot);
close();
}
}
enum {
kKeysCmd = 'KEYS'
};
// FIXME: We use the empty string as domain name here. This tells the
// ConfigManager to use the 'default' domain for all its actions. We do that
// to get as close as possible to editing the 'active' settings.
//
// However, that requires bad & evil hacks in the ConfigManager code,
// and even then still doesn't work quite correctly.
// For example, if the transient domain contains 'false' for the 'fullscreen'
// flag, but the user used a hotkey to switch to windowed mode, then the dialog
// will display the wrong value anyway.
//
// Proposed solution consisting of multiple steps:
// 1) Add special code to the open() code that reads out everything stored
// in the transient domain that is controlled by this dialog, and updates
// the dialog accordingly.
// 2) Even more code is added to query the backend for current settings, like
// the fullscreen mode flag etc., and also updates the dialog accordingly.
// 3) The domain being edited is set to the active game domain.
// 4) If the dialog is closed with the "OK" button, then we remove everything
// stored in the transient domain (or at least everything corresponding to
// switches in this dialog.
// If OTOH the dialog is closed with "Cancel" we do no such thing.
//
// These changes will achieve two things at once: Allow us to get rid of using
// "" as value for the domain, and in fact provide a somewhat better user
// experience at the same time.
ConfigDialog::ConfigDialog(bool subtitleControls)
: GUI::OptionsDialog("", "GlobalConfig") {
//
// Sound controllers
//
addVolumeControls(this, "GlobalConfig.");
setVolumeSettingsState(true); // could disable controls by GUI options
//
// Subtitle speed and toggle controllers
//
if (subtitleControls) {
// Global talkspeed range of 0-255
addSubtitleControls(this, "GlobalConfig.", 255);
setSubtitleSettingsState(true); // could disable controls by GUI options
}
//
// Add the buttons
//
new GUI::ButtonWidget(this, "GlobalConfig.Ok", _("~O~K"), 0, GUI::kOKCmd);
new GUI::ButtonWidget(this, "GlobalConfig.Cancel", _("~C~ancel"), 0, GUI::kCloseCmd);
#ifdef SMALL_SCREEN_DEVICE
new GUI::ButtonWidget(this, "GlobalConfig.Keys", _("~K~eys"), 0, kKeysCmd);
_keysDialog = NULL;
#endif
}
ConfigDialog::~ConfigDialog() {
#ifdef SMALL_SCREEN_DEVICE
delete _keysDialog;
#endif
}
void ConfigDialog::handleCommand(CommandSender *sender, uint32 cmd, uint32 data) {
switch (cmd) {
case kKeysCmd:
#ifdef SMALL_SCREEN_DEVICE
//
// Create the sub dialog(s)
//
_keysDialog = new GUI::KeysDialog();
_keysDialog->runModal();
delete _keysDialog;
_keysDialog = NULL;
#endif
break;
default:
GUI::OptionsDialog::handleCommand (sender, cmd, data);
}
}