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