scummvm/scumm/dialogs.cpp

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/* ScummVM - Scumm Interpreter
* Copyright (C) 2002 The ScummVM project
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*/
#include "stdafx.h"
#include "dialogs.h"
#include "sound.h"
#include "sound/mididrv.h"
#include "scumm.h"
#include "imuse.h"
#include "gui/newgui.h"
#include "gui/ListWidget.h"
#include "common/config-file.h"
struct ResString {
int num;
char string[80];
};
// String maps
static const char* string_map_table_custom[] = {
"Master Volume :", //0
"Music Volume :", //1
"SFX Volume :", //2
"+", //3
"-", //4
"Sound", //5
"Keys", //6
"About", //7
"Pocket ScummVM", //8
"Build " SCUMMVM_VERSION " (" SCUMMVM_CVS ")", //9
"ScummVM http://scummvm.sourceforge.net", //10
"All games (c) LucasArts", //11
"Quit", //12
"Pause", //13
"Save", //14
"Skip", //15
"Hide", //16
"Options", //17
"Misc", //18
"Show speech subtitles", //19
"Amiga palette conversion", //20
"Except:", //21
"Simon the Sorcerer (c) Adventuresoft", //22
"Close" //23
};
static ResString string_map_table_v7[] = {
{96, "game name and version"}, //that's how it's supposed to be
{77, "Select a game to LOAD"},
{76, "Name your SAVE game"},
{70, "save"}, //boot8
{71, "load"}, //boot9
{72, "play"}, //boot10
{73, "cancel"}, //boot11
{74, "quit"}, //boot12
{75, "ok"}, //boot13
{85, "game paused"}, // boot3
/* this is the almost complete string map for v7
{63, "how may I serve you?"},
{64, "the dig v1.0"}, //(game name/version)
{67, "text display only"},
{68, "c:\\dig"}, //boot007 (save path ?)
{69, "the dig"}, //boot21 (game name)
{70, "save"}, //boot8
{71, "load"}, //boot9
{72, "play"}, //boot10
{73, "cancel"}, //boot11
{74, "quit"}, //boot12
{75, "ok"}, //boot13
{76, "name your save game"}, //boot19
{77, "select a game to load"}, //boot20
{78, "you must enter a name"},//boot14
{79, "saving '%s'"}, //boot17
{80, "loading '%s'"}, //boot18
{81, "the game was NOT saved"}, //boot15
{82, "the game was NOT loaded"}, //boot16
{83, "how may I serve you?"},
{84, "how may I serve you?"},
{85, "game paused"}, // boot3
{86, "Are you sure you want to restart"},
{87, "Are you sure you want to quit?"}, //boot05
{89, "how may I serve you?"},
{90, "music"}, //boot22
{91, "voice"}, //boot23
{92, "sfx"}, //boot24
{93, "disabled"}, //boot25
{94, "text speed"}, //boot26
{95, "text display"}, //boot27
{96, "the dig v1.0"},*/
};
static ResString string_map_table_v6[] = {
{117, "How may I serve you?"},
{109, "Select a game to LOAD"},
{108, "Name your SAVE game"},
{96, "Save"},
{97, "Load"},
{98, "Play"},
{99, "Cancel"},
{100, "Quit"},
{101, "Ok"},
{93, "Game paused"},
};
static ResString string_map_table_v5[] = {
{28, "How may I serve you?"},
{20, "Select a game to LOAD"},
{19, "Name your SAVE game"},
{7, "Save"},
{8, "Load"},
{9, "Play"},
{10, "Cancel"},
{11, "Quit"},
{12, "Ok"},
{4, "Game paused"}
};
#pragma mark -
void ScummDialog::addResText(int x, int y, int w, int h, int resID)
{
// Get the string
const char *str = queryResString(resID);
if (!str)
str = "Dummy!";
new StaticTextWidget(this, x, y, w, h, str, kTextAlignLeft);
}
const char *ScummDialog::queryResString(int stringno)
{
char *result;
int string;
if (stringno == 0)
return NULL;
if (_scumm->_features & GF_AFTER_V7)
string = _scumm->_vars[string_map_table_v7[stringno - 1].num];
else if (_scumm->_features & GF_AFTER_V6)
string = _scumm->_vars[string_map_table_v6[stringno - 1].num];
else
string = string_map_table_v5[stringno - 1].num;
result = (char *)_scumm->getStringAddress(string);
if (result && *result == '/') {
_scumm->translateText((char*)result, (char*)&_scumm->transText);
strcpy((char*)result, (char*)&_scumm->transText);
}
if (!result) { // Gracelessly degrade to english :)
if (_scumm->_features & GF_AFTER_V6)
return string_map_table_v6[stringno - 1].string;
else
return string_map_table_v5[stringno - 1].string;
}
return result;
}
const char *ScummDialog::queryCustomString(int stringno)
{
return string_map_table_custom[stringno];
}
#pragma mark -
enum {
kSaveCmd = 'SAVE',
kLoadCmd = 'LOAD',
kPlayCmd = 'PLAY',
kOptionsCmd = 'OPTN',
kQuitCmd = 'QUIT'
};
/*
* TODO
* - Maybe go back to the old way of differentiating between the save and the load mode?
* This would include that in the load mode the list is not editable.
* - Currently the savegame list is only loaded once when the dialog is created. Instead,
* it should be loaded whenever the dialog is opened. Might want to add an open()
* method to Dialog for that.
*/
SaveLoadDialog::SaveLoadDialog(NewGui *gui, Scumm *scumm)
: ScummDialog(gui, scumm, 30, 20, 260, 124)
{
addResText(10, 7, 240, 16, 1);
// addResText(10, 7, 240, 16, 2);
// addResText(10, 7, 240, 16, 3);
addButton(200, 20, 54, 16, RES_STRING(4), kSaveCmd, 'S'); // Save
addButton(200, 40, 54, 16, RES_STRING(5), kLoadCmd, 'L'); // Load
addButton(200, 60, 54, 16, RES_STRING(6), kPlayCmd, 'P'); // Play
addButton(200, 80, 54, 16, CUSTOM_STRING(17), kOptionsCmd, 'O'); // Options
addButton(200, 100, 54, 16, RES_STRING(8), kQuitCmd, 'Q'); // Quit
_savegameList = new ListWidget(this, 10, 20, 180, 90);
_savegameList->setNumberingMode(kListNumberingZero);
// Get savegame names
ScummVM::StringList l;
char name[32];
for (int i = 0; i <= 80; i++) { // 80 - got this value from the old GUI
_scumm->getSavegameName(i, name);
l.push_back(name);
}
_savegameList->setList(l);
}
void SaveLoadDialog::handleCommand(CommandSender *sender, uint32 cmd, uint32 data)
{
switch (cmd) {
case kListItemChangedCmd:
case kSaveCmd:
if (_savegameList->getSelected() >= 1 && !_savegameList->getSelectedString().isEmpty()) {
Scumm *s = _scumm;
s->_saveLoadSlot = _savegameList->getSelected();
s->_saveLoadCompatible = false;
s->_saveLoadFlag = 1; // 1 for save, I assume (Painelf)
strcpy(s->_saveLoadName, _savegameList->getSelectedString().c_str());
close();
}
break;
case kListItemDoubleClickedCmd:
case kLoadCmd:
if (_savegameList->getSelected() >= 0 && !_savegameList->getSelectedString().isEmpty()) {
Scumm *s = _scumm;
s->_saveLoadSlot = _savegameList->getSelected();
s->_saveLoadCompatible = false;
s->_saveLoadFlag = 2; // 2 for load. Magic number anyone?
close();
}
break;
case kPlayCmd:
close();
break;
case kOptionsCmd:
_gui->optionsDialog();
break;
case kQuitCmd: {
_scumm->_system->quit();
}
break;
default:
Dialog::handleCommand(sender, cmd, data);
}
}
#pragma mark -
enum {
kSoundCmd = 'SOUN',
kKeysCmd = 'KEYS',
kAboutCmd = 'ABOU',
kMiscCmd = 'OPTN'
};
OptionsDialog::OptionsDialog(NewGui *gui, Scumm *scumm)
: ScummDialog(gui, scumm, 50, 80, 210, 60)
{
addButton( 10, 10, 40, 16, CUSTOM_STRING(5), kSoundCmd, 'S'); // Sound
addButton( 80, 10, 40, 16, CUSTOM_STRING(6), kKeysCmd, 'K'); // Keys
addButton(150, 10, 40, 16, CUSTOM_STRING(7), kAboutCmd, 'A'); // About
addButton( 10, 35, 40, 16, CUSTOM_STRING(18), kMiscCmd, 'M'); // Misc
addButton(150, 35, 40, 16, CUSTOM_STRING(23), kCloseCmd, 'C'); // Close dialog - FIXME
_aboutDialog = new AboutDialog(gui, scumm);
_soundDialog = new SoundDialog(gui, scumm);
}
OptionsDialog::~OptionsDialog()
{
delete _aboutDialog;
delete _soundDialog;
}
void OptionsDialog::handleCommand(CommandSender *sender, uint32 cmd, uint32 data)
{
switch (cmd) {
case kSoundCmd:
_soundDialog->open();
break;
case kKeysCmd:
break;
case kAboutCmd:
_aboutDialog->open();
break;
case kMiscCmd:
break;
default:
Dialog::handleCommand(sender, cmd, data);
}
}
#pragma mark -
AboutDialog::AboutDialog(NewGui *gui, Scumm *scumm)
: ScummDialog(gui, scumm, 30, 20, 260, 124)
{
addButton(110, 100, 40, 16, CUSTOM_STRING(23), kCloseCmd, 'C'); // Close dialog - FIXME
new StaticTextWidget(this, 10, 10, 240, 16, "ScummVM " SCUMMVM_VERSION " (" SCUMMVM_CVS ")", kTextAlignCenter);
new StaticTextWidget(this, 10, 30, 240, 16, "http://scummvm.sourceforge.net", kTextAlignCenter);
new StaticTextWidget(this, 10, 50, 240, 16, "All games (c) LucasArts", kTextAlignCenter);
new StaticTextWidget(this, 10, 64, 240, 16, "Except", kTextAlignCenter);
new StaticTextWidget(this, 10, 78, 240, 16, "Simon the Sorcerer (c) Adventuresoft", kTextAlignCenter);
}
PauseDialog::PauseDialog(NewGui *gui, Scumm *scumm)
: ScummDialog(gui, scumm, 50, 80, 220, 16)
{
addResText(4, 4, 220, 16, 10);
}
SoundDialog::SoundDialog(NewGui *gui, Scumm *scumm)
: ScummDialog(gui, scumm, 30, 20, 260, 110)
{
// set up dialog
addButton(70, 90, 54, 16, "OK", kOKCmd, 'O'); // Confirm dialog
addButton(136, 90, 54, 16, "Cancel", kCancelCmd, 'C'); // Abort dialog
new StaticTextWidget(this, 20, 17, 85, 16, "Master volume:", kTextAlignRight);
new StaticTextWidget(this, 20, 37, 85, 16, "Music volume:", kTextAlignRight);
new StaticTextWidget(this, 20, 57, 85, 16, "SFX volume:", kTextAlignRight);
masterVolumeSlider = new SliderWidget(this, 110, 13, 80, 16, "Volume1", kMasterVolumeChanged);
musicVolumeSlider = new SliderWidget(this, 110, 33, 80, 16, "Volume2", kMusicVolumeChanged);
sfxVolumeSlider = new SliderWidget(this, 110, 53, 80, 16, "Volume3", kSfxVolumeChanged);
masterVolumeSlider->setMinValue(0); masterVolumeSlider->setMaxValue(256);
musicVolumeSlider->setMinValue(0); musicVolumeSlider->setMaxValue(256);
sfxVolumeSlider->setMinValue(0); sfxVolumeSlider->setMaxValue(256);
masterVolumeLabel = new StaticTextWidget(this, 195, 17, 60, 16, "Volume1", kTextAlignLeft);
musicVolumeLabel = new StaticTextWidget(this, 195, 37, 60, 16, "Volume2", kTextAlignLeft);
sfxVolumeLabel = new StaticTextWidget(this, 195, 57, 60, 16, "Volume3", kTextAlignLeft);
masterVolumeLabel->setFlags(WIDGET_CLEARBG);
musicVolumeLabel->setFlags(WIDGET_CLEARBG);
sfxVolumeLabel->setFlags(WIDGET_CLEARBG);
}
void SoundDialog::open()
{
Dialog::open();
// get current variables
_soundVolumeMaster = _scumm->_sound->_sound_volume_master;
_soundVolumeMusic = _scumm->_sound->_sound_volume_music;
_soundVolumeSfx = _scumm->_sound->_sound_volume_sfx;
masterVolumeSlider->setValue(_soundVolumeMaster);
musicVolumeSlider->setValue(_soundVolumeMusic);
sfxVolumeSlider->setValue(_soundVolumeSfx);
masterVolumeLabel->setValue(_soundVolumeMaster);
musicVolumeLabel->setValue(_soundVolumeMusic);
sfxVolumeLabel->setValue(_soundVolumeSfx);
}
void SoundDialog::handleCommand(CommandSender *sender, uint32 cmd, uint32 data)
{
switch (cmd) {
case kMasterVolumeChanged:
_soundVolumeMaster = masterVolumeSlider->getValue();
masterVolumeLabel->setValue(_soundVolumeMaster);
masterVolumeLabel->draw();
break;
case kMusicVolumeChanged:
_soundVolumeMusic = musicVolumeSlider->getValue();
musicVolumeLabel->setValue(_soundVolumeMusic);
musicVolumeLabel->draw();
break;
case kSfxVolumeChanged:
_soundVolumeSfx = sfxVolumeSlider->getValue();
sfxVolumeLabel->setValue(_soundVolumeSfx);
sfxVolumeLabel->draw();
break;
case kOKCmd: {
// FIXME: Look at Fingolfins comments in Gui::handleSoundDialogCommand(), gui.cpp
_scumm->_sound->_sound_volume_master = _soundVolumeMaster; // Master
_scumm->_sound->_sound_volume_music = _soundVolumeMusic; // Music
_scumm->_sound->_sound_volume_sfx = _soundVolumeSfx; // SFX
_scumm->_imuse->set_music_volume(_soundVolumeMusic);
_scumm->_imuse->set_master_volume(_soundVolumeMaster);
_scumm->_mixer->setVolume(_soundVolumeSfx);
_scumm->_mixer->setMusicVolume(_soundVolumeMusic);
scummcfg->setInt("master_volume", _soundVolumeMaster);
scummcfg->setInt("music_volume", _soundVolumeMusic);
scummcfg->setInt("sfx_volume", _soundVolumeSfx);
scummcfg->flush();
}
case kCancelCmd:
close();
break;
default:
Dialog::handleCommand(sender, cmd, data);
}
}