mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-14 13:50:13 +00:00
44853bf2af
svn-id: r34949
335 lines
9.5 KiB
C++
335 lines
9.5 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*/
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#include "base/version.h"
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#include "common/config-manager.h"
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#include "common/savefile.h"
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#include "common/system.h"
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#include "common/events.h"
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#include "graphics/scaler.h"
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#include "gui/about.h"
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#include "gui/newgui.h"
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#include "gui/launcher.h"
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#include "gui/ListWidget.h"
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#include "gui/theme.h"
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#include "gui/ThemeEval.h"
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#include "engines/dialogs.h"
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#include "engines/engine.h"
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#include "engines/metaengine.h"
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#ifdef SMALL_SCREEN_DEVICE
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#include "gui/KeysDialog.h"
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#endif
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using GUI::CommandSender;
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using GUI::StaticTextWidget;
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using GUI::kButtonWidth;
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using GUI::kButtonHeight;
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using GUI::kBigButtonWidth;
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using GUI::kBigButtonHeight;
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using GUI::kCloseCmd;
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using GUI::kTextAlignCenter;
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using GUI::kTextAlignLeft;
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using GUI::WIDGET_ENABLED;
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typedef GUI::OptionsDialog GUI_OptionsDialog;
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typedef GUI::Dialog GUI_Dialog;
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GlobalDialog::GlobalDialog(Common::String name) : GUI::Dialog(name) {}
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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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kHelpCmd = 'HELP',
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kAboutCmd = 'ABOU',
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kQuitCmd = 'QUIT',
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kRTLCmd = 'RTL ',
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kChooseCmd = 'CHOS'
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};
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MainMenuDialog::MainMenuDialog(Engine *engine)
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: GlobalDialog("GlobalMenu"), _engine(engine) {
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_backgroundType = GUI::Theme::kDialogBackgroundSpecial;
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#ifndef DISABLE_FANCY_THEMES
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_logo = 0;
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if (g_gui.xmlEval()->getVar("Globals.ShowGlobalMenuLogo", 0) == 1 && g_gui.theme()->supportsImages()) {
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_logo = new GUI::GraphicsWidget(this, "GlobalMenu.Logo");
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_logo->useThemeTransparency(true);
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_logo->setGfx(g_gui.theme()->getImageSurface(GUI::Theme::kImageLogoSmall));
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} else {
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StaticTextWidget *title = new StaticTextWidget(this, "GlobalMenu.Title", "ScummVM");
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title->setAlign(GUI::kTextAlignCenter);
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}
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#else
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StaticTextWidget *title = new StaticTextWidget(this, "GlobalMenu.Title", "ScummVM");
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title->setAlign(GUI::kTextAlignCenter);
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#endif
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StaticTextWidget *version = new StaticTextWidget(this, "GlobalMenu.Version", gScummVMVersionDate);
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version->setAlign(GUI::kTextAlignCenter);
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new GUI::ButtonWidget(this, "GlobalMenu.Resume", "Resume", kPlayCmd, 'P');
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_loadButton = new GUI::ButtonWidget(this, "GlobalMenu.Load", "Load", kLoadCmd, 'L');
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// TODO: setEnabled -> setVisible
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_loadButton->setEnabled(_engine->hasFeature(Engine::kSupportsLoadingDuringRuntime));
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_saveButton = new GUI::ButtonWidget(this, "GlobalMenu.Save", "Save", kSaveCmd, 'S');
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// TODO: setEnabled -> setVisible
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_saveButton->setEnabled(_engine->hasFeature(Engine::kSupportsSavingDuringRuntime));
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new GUI::ButtonWidget(this, "GlobalMenu.Options", "Options", kOptionsCmd, 'O');
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new GUI::ButtonWidget(this, "GlobalMenu.About", "About", kAboutCmd, 'A');
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_rtlButton = new GUI::ButtonWidget(this, "GlobalMenu.RTL", "Return to Launcher", kRTLCmd, 'R');
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_rtlButton->setEnabled(_engine->hasFeature(Engine::kSupportsRTL));
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new GUI::ButtonWidget(this, "GlobalMenu.Quit", "Quit", kQuitCmd, 'Q');
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_aboutDialog = new GUI::AboutDialog();
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_optionsDialog = new ConfigDialog();
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_loadDialog = new GUI::SaveLoadChooser("Load game:", "Load");
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_loadDialog->setSaveMode(false);
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_saveDialog = new GUI::SaveLoadChooser("Save game:", "Save");
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_saveDialog->setSaveMode(true);
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}
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MainMenuDialog::~MainMenuDialog() {
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delete _aboutDialog;
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delete _optionsDialog;
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delete _loadDialog;
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delete _saveDialog;
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}
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void MainMenuDialog::handleCommand(CommandSender *sender, uint32 cmd, uint32 data) {
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switch (cmd) {
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case kPlayCmd:
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close();
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break;
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case kLoadCmd:
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{
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Common::String gameId = ConfMan.get("gameid");
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const EnginePlugin *plugin = 0;
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EngineMan.findGame(gameId, &plugin);
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int slot = _loadDialog->runModal(plugin, ConfMan.getActiveDomainName());
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if (slot >= 0) {
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// FIXME: For now we just ignore the return
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// value, which is quite bad since it could
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// be a fatal loading error, which renders
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// the engine unusable.
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_engine->loadGameState(slot);
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close();
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}
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}
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break;
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case kSaveCmd:
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{
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Common::String gameId = ConfMan.get("gameid");
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const EnginePlugin *plugin = 0;
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EngineMan.findGame(gameId, &plugin);
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int slot = _saveDialog->runModal(plugin, ConfMan.getActiveDomainName());
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if (slot >= 0) {
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// FIXME: at this point, the save list's selItem is -1!
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//Common::String result(_saveDialog->getResultString());
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Common::String result;
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if (result.empty()) {
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// If the user was lazy and entered no save name, come up with a default name.
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char buf[20];
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snprintf(buf, 20, "Save %d", slot + 1);
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_engine->saveGameState(slot, buf);
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} else {
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_engine->saveGameState(slot, result.c_str());
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}
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close();
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}
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}
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break;
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case kOptionsCmd:
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_optionsDialog->runModal();
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break;
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case kAboutCmd:
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_aboutDialog->runModal();
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break;
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case kRTLCmd: {
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Common::Event eventRTL;
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eventRTL.type = Common::EVENT_RTL;
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g_system->getEventManager()->pushEvent(eventRTL);
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close();
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}
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break;
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case kQuitCmd: {
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Common::Event eventQ;
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eventQ.type = Common::EVENT_QUIT;
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g_system->getEventManager()->pushEvent(eventQ);
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close();
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}
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break;
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default:
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GlobalDialog::handleCommand(sender, cmd, data);
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}
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}
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void MainMenuDialog::reflowLayout() {
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if (_engine->hasFeature(Engine::kSupportsLoadingDuringRuntime))
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_loadButton->setEnabled(_engine->canLoadGameStateCurrently());
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if (_engine->hasFeature(Engine::kSupportsSavingDuringRuntime))
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_saveButton->setEnabled(_engine->canSaveGameStateCurrently());
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#ifndef DISABLE_FANCY_THEMES
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if (g_gui.xmlEval()->getVar("Globals.ShowGlobalMenuLogo", 0) == 1 && g_gui.theme()->supportsImages()) {
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if (!_logo)
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_logo = new GUI::GraphicsWidget(this, "GlobalMenu.Logo");
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_logo->useThemeTransparency(true);
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_logo->setGfx(g_gui.theme()->getImageSurface(GUI::Theme::kImageLogoSmall));
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GUI::StaticTextWidget *title = (StaticTextWidget *)findWidget("GlobalMenu.Title");
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if (title) {
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removeWidget(title);
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title->setNext(0);
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delete title;
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}
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} else {
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GUI::StaticTextWidget *title = (StaticTextWidget *)findWidget("GlobalMenu.Title");
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if (!title) {
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title = new StaticTextWidget(this, "GlobalMenu.Title", "ScummVM");
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title->setAlign(GUI::kTextAlignCenter);
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}
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if (_logo) {
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removeWidget(_logo);
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_logo->setNext(0);
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delete _logo;
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_logo = 0;
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}
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}
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#endif
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Dialog::reflowLayout();
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}
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enum {
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kOKCmd = 'ok '
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};
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enum {
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kKeysCmd = 'KEYS'
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};
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// FIXME: We use the empty string as domain name here. This tells the
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// ConfigManager to use the 'default' domain for all its actions. We do that
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// to get as close as possible to editing the 'active' settings.
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//
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// However, that requires bad & evil hacks in the ConfigManager code,
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// and even then still doesn't work quite correctly.
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// For example, if the transient domain contains 'false' for the 'fullscreen'
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// flag, but the user used a hotkey to switch to windowed mode, then the dialog
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// will display the wrong value anyway.
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//
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// Proposed solution consisting of multiple steps:
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// 1) Add special code to the open() code that reads out everything stored
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// in the transient domain that is controlled by this dialog, and updates
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// the dialog accordingly.
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// 2) Even more code is added to query the backend for current settings, like
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// the fullscreen mode flag etc., and also updates the dialog accordingly.
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// 3) The domain being edited is set to the active game domain.
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// 4) If the dialog is closed with the "OK" button, then we remove everything
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// stored in the transient domain (or at least everything corresponding to
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// switches in this dialog.
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// If OTOH the dialog is closed with "Cancel" we do no such thing.
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//
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// These changes will achieve two things at once: Allow us to get rid of using
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// "" as value for the domain, and in fact provide a somewhat better user
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// experience at the same time.
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ConfigDialog::ConfigDialog()
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: GUI::OptionsDialog("", "ScummConfig") {
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//
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// Sound controllers
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//
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addVolumeControls(this, "ScummConfig.");
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//
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// Some misc options
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//
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// SCUMM has a talkspeed range of 0-9
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addSubtitleControls(this, "ScummConfig.", 9);
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//
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// Add the buttons
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//
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new GUI::ButtonWidget(this, "ScummConfig.Ok", "OK", GUI::OptionsDialog::kOKCmd, 'O');
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new GUI::ButtonWidget(this, "ScummConfig.Cancel", "Cancel", kCloseCmd, 'C');
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#ifdef SMALL_SCREEN_DEVICE
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new GUI::ButtonWidget(this, "ScummConfig.Keys", "Keys", kKeysCmd, 'K');
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//
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// Create the sub dialog(s)
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//
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_keysDialog = new GUI::KeysDialog();
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#endif
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}
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ConfigDialog::~ConfigDialog() {
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#ifdef SMALL_SCREEN_DEVICE
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delete _keysDialog;
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#endif
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}
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void ConfigDialog::handleCommand(CommandSender *sender, uint32 cmd, uint32 data) {
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switch (cmd) {
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case kKeysCmd:
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#ifdef SMALL_SCREEN_DEVICE
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_keysDialog->runModal();
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#endif
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break;
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default:
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GUI_OptionsDialog::handleCommand (sender, cmd, data);
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}
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}
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