mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-14 21:59:17 +00:00
696897b058
svn-id: r35648
587 lines
15 KiB
C++
587 lines
15 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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* 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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* 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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*/
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#include "m4/mads_menus.h"
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#include "m4/m4.h"
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namespace M4 {
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#define REX_MENUSCREEN 990
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#define PHANTOM_MENUSCREEN 920
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#define DRAGON_MENUSCREEN 922
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static Common::Point rexMenuItemPosList[6] = {
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Common::Point(12, 68), Common::Point(12, 87), Common::Point(12, 107),
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Common::Point(184, 75), Common::Point(245, 75), Common::Point(184, 99)
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};
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static Common::Point dragonMenuItemPosList[6] = {
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Common::Point(46, 187), Common::Point(92, 187), Common::Point(138, 187),
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Common::Point(184, 187), Common::Point(230, 187), Common::Point(276, 187)
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};
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#define DRAGON_MENU_BUTTON_W = 45
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#define DRAGON_MENU_BUTTON_H = 11
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RexMainMenuView::RexMainMenuView(M4Engine *vm):
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View(vm, Common::Rect(0, 0, vm->_screen->width(), vm->_screen->height())) {
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_screenType = VIEWID_MAINMENU;
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_screenFlags.get = SCREVENT_ALL;
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_delayTimeout = 0;
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_menuItem = NULL;
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_menuItemIndex = 0;
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_frameIndex = 0;
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_highlightedIndex = -1;
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_skipFlag = false;
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// Load the background for the Rex Nebular game
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_bgSurface = new M4Surface(width(), MADS_SURFACE_HEIGHT);
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_bgSurface->loadBackground(REX_MENUSCREEN, &_bgPalData);
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_vm->_palette->addRange(_bgPalData);
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_bgSurface->translate(_bgPalData);
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int row = (height() - MADS_SURFACE_HEIGHT) / 2;
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_bgSurface->copyTo(this, 0, row);
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// Add in the bounding lines for the background
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setColor(2);
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hLine(0, width() - 1, row - 1);
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hLine(0, width() - 1, height() - row + 1);
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}
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RexMainMenuView::~RexMainMenuView() {
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if (_menuItem)
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delete _menuItem;
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_vm->_palette->deleteRange(_bgPalData);
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delete _bgPalData;
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delete _bgSurface;
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for (uint i = 0; i < _itemPalData.size(); ++i) {
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_vm->_palette->deleteRange(_itemPalData[i]);
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delete _itemPalData[i];
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}
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}
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bool RexMainMenuView::onEvent(M4EventType eventType, int param, int x, int y, bool &captureEvents) {
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// Handle keypresses - these can be done at any time, even when the menu items are being drawn
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if (eventType == KEVENT_KEY) {
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switch (param) {
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case Common::KEYCODE_ESCAPE:
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case Common::KEYCODE_F6:
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handleAction(EXIT);
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break;
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case Common::KEYCODE_F1:
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handleAction(START_GAME);
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break;
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case Common::KEYCODE_F2:
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handleAction(RESUME_GAME);
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break;
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case Common::KEYCODE_F3:
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handleAction(SHOW_INTRO);
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break;
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case Common::KEYCODE_F4:
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handleAction(CREDITS);
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break;
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case Common::KEYCODE_F5:
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handleAction(QUOTES);
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break;
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case Common::KEYCODE_s:
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// Goodness knows why, but Rex has a key to restart the menuitem animations
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// Delete the current menu items
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if (_menuItem)
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delete _menuItem;
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_vm->_palette->deleteRange(_bgPalData);
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delete _bgPalData;
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for (uint i = 0; i < _itemPalData.size(); ++i) {
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_vm->_palette->deleteRange(_itemPalData[i]);
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delete _itemPalData[i];
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}
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_itemPalData.clear();
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// Reload the background surface, and restart the animation
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_bgSurface->loadBackground(REX_MENUSCREEN, &_bgPalData);
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_vm->_palette->addRange(_bgPalData);
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_bgSurface->translate(_bgPalData);
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_menuItemIndex = 0;
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_skipFlag = false;
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_menuItem = NULL;
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_vm->_mouse->cursorOff();
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break;
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default:
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// Any other key skips the menu animation
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_skipFlag = true;
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return false;
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}
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return true;
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}
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int row = (height() - MADS_SURFACE_HEIGHT) / 2;
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int menuIndex;
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switch (eventType) {
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case MEVENT_LEFT_CLICK:
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case MEVENT_LEFT_DRAG:
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if (_vm->_mouse->getCursorOn()) {
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menuIndex = getHighlightedItem(x, y);
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if (menuIndex != _highlightedIndex) {
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_bgSurface->copyTo(this, 0, row);
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_highlightedIndex = menuIndex;
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if (_highlightedIndex != -1) {
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M4Sprite *spr = _menuItem->getFrame(_highlightedIndex);
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const Common::Point &pt = rexMenuItemPosList[_highlightedIndex];
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spr->copyTo(this, pt.x, row + pt.y, 0);
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}
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}
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} else {
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// Skip the menu animation
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_skipFlag = true;
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}
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return true;
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case MEVENT_LEFT_RELEASE:
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if (_highlightedIndex != -1)
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handleAction((MadsGameAction) _highlightedIndex);
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return true;
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default:
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break;
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}
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return false;
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}
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void RexMainMenuView::updateState() {
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char resName[20];
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Common::SeekableReadStream *data;
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int row = (height() - MADS_SURFACE_HEIGHT) / 2;
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int itemSize;
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uint32 currTime = g_system->getMillis();
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if (currTime < _delayTimeout)
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return;
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_delayTimeout = currTime + MADS_MENU_ANIM_DELAY;
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// Rex Nebular handling to cycle through the animated display of the menu items
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if (_menuItemIndex == 7)
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return;
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// If the user has chosen to skip the menu animation, show the menu immediately
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if (_skipFlag && !_vm->_mouse->getCursorOn()) {
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// Clear any pending animation
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_bgSurface->copyTo(this, 0, row);
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// Quickly loop through all the menuitems to display each's final frame
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while (_menuItemIndex < 7) {
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if (_menuItem) {
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// Draw the final frame of the menuitem
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M4Sprite *spr = _menuItem->getFrame(0);
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itemSize = _menuItem->getFrame(0)->height();
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spr->copyTo(this, rexMenuItemPosList[_menuItemIndex - 1].x,
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rexMenuItemPosList[_menuItemIndex - 1].y + row + (itemSize / 2) - (spr->height() / 2), 0);
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delete _menuItem;
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copyTo(_bgSurface, Common::Rect(0, row, width(), row + MADS_SURFACE_HEIGHT), 0, 0);
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}
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// Get the next sprite set
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sprintf(resName, "RM%dA%d.SS", REX_MENUSCREEN, ++_menuItemIndex);
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data = _vm->res()->get(resName);
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_menuItem = new SpriteAsset(_vm, data, data->size(), resName);
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_vm->res()->toss(resName);
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// Slot it into available palette space
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RGBList *palData = _menuItem->getRgbList();
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_vm->_palette->addRange(palData);
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_menuItem->translate(palData, true);
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_itemPalData.push_back(palData);
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}
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_vm->_mouse->cursorOn();
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return;
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}
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if ((_menuItemIndex == 0) || (_frameIndex == 0)) {
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// Get the next menu item
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if (_menuItem) {
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delete _menuItem;
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// Copy over the current display surface area to the background, so the final frame
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// of the previous menuitem should be kept on the screen
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copyTo(_bgSurface, Common::Rect(0, row, width(), row + MADS_SURFACE_HEIGHT), 0, 0);
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}
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// Get the next menuitem resource
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sprintf(resName, "RM%dA%d.SS", REX_MENUSCREEN, ++_menuItemIndex);
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data = _vm->res()->get(resName);
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_menuItem = new SpriteAsset(_vm, data, data->size(), resName);
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_vm->res()->toss(resName);
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// Slot it into available palette space
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RGBList *palData = _menuItem->getRgbList();
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_vm->_palette->addRange(palData);
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_menuItem->translate(palData, true);
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_itemPalData.push_back(palData);
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_frameIndex = _menuItem->getCount() - 1;
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// If the final resource is now loaded, which contains the highlighted versions of
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// each menuitem, then the startup animation is complete
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if (_menuItemIndex == 7) {
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_vm->_mouse->cursorOn();
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return;
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}
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} else {
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--_frameIndex;
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}
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// Move to the next menuitem frame
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itemSize = _menuItem->getFrame(0)->height();
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_bgSurface->copyTo(this, 0, row);
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M4Sprite *spr = _menuItem->getFrame(_frameIndex);
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spr->copyTo(this, rexMenuItemPosList[_menuItemIndex - 1].x, rexMenuItemPosList[_menuItemIndex - 1].y +
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row + (itemSize / 2) - (spr->height() / 2), 0);
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}
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int RexMainMenuView::getHighlightedItem(int x, int y) {
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y -= (height() - MADS_SURFACE_HEIGHT) / 2;
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for (int index = 0; index < 6; ++index) {
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const Common::Point &pt = rexMenuItemPosList[index];
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M4Sprite *spr = _menuItem->getFrame(index);
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if ((x >= pt.x) && (y >= pt.y) && (x < (pt.x + spr->width())) && (y < (pt.y + spr->height())))
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return index;
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}
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return -1;
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}
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void RexMainMenuView::handleAction(MadsGameAction action) {
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M4Engine *vm = _vm;
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vm->_mouse->cursorOff();
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vm->_viewManager->deleteView(this);
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switch (action) {
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case START_GAME:
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case RESUME_GAME:
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// Load a sample starting scene - note that, currently, calling loadScene automatically
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// removes this menu screen from being displayed
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vm->_mouse->cursorOn();
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vm->_viewManager->addView(vm->_scene);
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vm->_scene->loadScene(101);
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return;
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case SHOW_INTRO:
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vm->_viewManager->showAnimView("@rexopen");
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break;
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case CREDITS:
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vm->_viewManager->showTextView("credits");
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return;
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case QUOTES:
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vm->_viewManager->showTextView("quotes");
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return;
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case EXIT:
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{
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// When the Exit action is done from the menu, show one of two possible advertisements
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// Activate the scene display with the specified scene
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bool altAdvert = vm->_random->getRandomNumber(1000) >= 500;
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vm->_scene->loadScene(altAdvert ? 995 : 996);
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vm->_viewManager->addView(vm->_scene);
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vm->_viewManager->refreshAll();
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vm->delay(10000);
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vm->_events->quitFlag = true;
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return;
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}
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break;
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default:
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break;
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}
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}
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//--------------------------------------------------------------------------
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MadsMainMenuView::MadsMainMenuView(M4Engine *vm):
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View(vm, Common::Rect(0, 0, vm->_screen->width(), vm->_screen->height())) {
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}
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bool MadsMainMenuView::onEvent(M4EventType eventType, int param, int x, int y, bool &captureEvents) {
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return false;
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}
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void MadsMainMenuView::updateState() {
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// TODO: Implement me
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}
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//--------------------------------------------------------------------------
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DragonMainMenuView::DragonMainMenuView(M4Engine *vm):
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View(vm, Common::Rect(0, 0, vm->_screen->width(), vm->_screen->height())) {
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_screenType = VIEWID_MAINMENU;
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_screenFlags.get = SCREVENT_ALL;
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_delayTimeout = 0;
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_menuItem = NULL;
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_menuItemIndex = 0;
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_frameIndex = 0;
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_highlightedIndex = -1;
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_skipFlag = false;
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// Load the background for the Dragonsphere game
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this->loadBackground(942, &_bgPalData);
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_vm->_palette->addRange(_bgPalData);
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this->translate(_bgPalData);
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}
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DragonMainMenuView::~DragonMainMenuView() {
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//if (_menuItem)
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// delete _menuItem;
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_vm->_palette->deleteRange(_bgPalData);
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delete _bgPalData;
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for (uint i = 0; i < _itemPalData.size(); ++i) {
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_vm->_palette->deleteRange(_itemPalData[i]);
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delete _itemPalData[i];
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}
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}
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bool DragonMainMenuView::onEvent(M4EventType eventType, int param, int x, int y, bool &captureEvents) {
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char resName[20];
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Common::SeekableReadStream *data;
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// Handle keypresses - these can be done at any time, even when the menu items are being drawn
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if (eventType == KEVENT_KEY) {
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switch (param) {
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case Common::KEYCODE_ESCAPE:
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case Common::KEYCODE_F6:
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handleAction(EXIT);
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break;
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case Common::KEYCODE_F1:
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handleAction(START_GAME);
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break;
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case Common::KEYCODE_F2:
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handleAction(RESUME_GAME);
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break;
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case Common::KEYCODE_F3:
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handleAction(SHOW_INTRO);
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break;
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case Common::KEYCODE_F4:
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handleAction(CREDITS);
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break;
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default:
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// Any other key skips the menu animation
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_skipFlag = true;
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return false;
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}
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return true;
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}
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int menuIndex;
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switch (eventType) {
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case MEVENT_LEFT_CLICK:
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case MEVENT_LEFT_DRAG:
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if (_vm->_mouse->getCursorOn()) {
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menuIndex = getHighlightedItem(x, y);
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if (menuIndex != _highlightedIndex) {
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_highlightedIndex = menuIndex;
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if (_highlightedIndex != -1) {
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sprintf(resName, "MAIN%d.SS", menuIndex);
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data = _vm->res()->get(resName);
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_menuItem = new SpriteAsset(_vm, data, data->size(), resName);
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_vm->res()->toss(resName);
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M4Sprite *spr = _menuItem->getFrame(1);
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spr->copyTo(this, spr->xOffset - 25, spr->yOffset - spr->height());
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}
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}
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} else {
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// Skip the menu animation
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_skipFlag = true;
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}
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return true;
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case MEVENT_LEFT_RELEASE:
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if (_highlightedIndex != -1)
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handleAction((MadsGameAction) _highlightedIndex);
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return true;
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default:
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break;
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}
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return false;
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}
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void DragonMainMenuView::updateState() {
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char resName[20];
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Common::SeekableReadStream *data;
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RGBList *palData;
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M4Sprite *spr;
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if (_menuItemIndex == 6)
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return;
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while (_menuItemIndex < 6) {
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sprintf(resName, "MAIN%d.SS", _menuItemIndex);
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data = _vm->res()->get(resName);
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_menuItem = new SpriteAsset(_vm, data, data->size(), resName);
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_vm->res()->toss(resName);
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// Slot it into available palette space
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palData = _menuItem->getRgbList();
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_vm->_palette->addRange(palData);
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_menuItem->translate(palData, true);
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_itemPalData.push_back(palData);
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spr = _menuItem->getFrame(0);
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spr->copyTo(this, spr->xOffset - 25, spr->yOffset - spr->height());
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if (_menuItemIndex != 5)
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delete _menuItem;
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_menuItemIndex++;
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}
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// Sphere
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sprintf(resName, "RM920X0.SS");
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data = _vm->res()->get(resName);
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_menuItem = new SpriteAsset(_vm, data, data->size(), resName);
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_vm->res()->toss(resName);
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// Slot it into available palette space
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palData = _menuItem->getRgbList();
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_vm->_palette->addRange(palData);
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_menuItem->translate(palData, true);
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_itemPalData.push_back(palData);
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spr = _menuItem->getFrame(0); // empty sphere
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spr->copyTo(this, spr->xOffset - 75, spr->yOffset - spr->height());
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spr = _menuItem->getFrame(1); // dragon inside sphere
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spr->copyTo(this, spr->xOffset - 75, spr->yOffset - spr->height());
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// Dragonsphere letters
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sprintf(resName, "RM920X3.SS");
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data = _vm->res()->get(resName);
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_menuItem = new SpriteAsset(_vm, data, data->size(), resName);
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_vm->res()->toss(resName);
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// Slot it into available palette space
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palData = _menuItem->getRgbList();
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_vm->_palette->addRange(palData);
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_menuItem->translate(palData, true);
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_itemPalData.push_back(palData);
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spr = _menuItem->getFrame(1);
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// FIXME: We assume that the transparent color is the color of the top left pixel
|
|
byte *transparentColor = (byte *)spr->pixels;
|
|
spr->copyTo(this, spr->xOffset - 140, spr->yOffset - spr->height(), (int)*transparentColor);
|
|
|
|
_vm->_mouse->cursorOn();
|
|
}
|
|
|
|
int DragonMainMenuView::getHighlightedItem(int x, int y) {
|
|
y -= (height() - MADS_SURFACE_HEIGHT) / 2;
|
|
|
|
for (int index = 0; index < 6; ++index) {
|
|
const Common::Point &pt = dragonMenuItemPosList[index];
|
|
M4Sprite *spr = _menuItem->getFrame(0);
|
|
|
|
if ((x >= pt.x - 25) && (y >= pt.y - spr->height()) && (x < (pt.x - 25 + spr->width())) && (y < (pt.y))) {
|
|
printf("x = %d, y = %d, index = %d\n", x, y, index);
|
|
return index;
|
|
}
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
void DragonMainMenuView::handleAction(MadsGameAction action) {
|
|
M4Engine *vm = _vm;
|
|
vm->_mouse->cursorOff();
|
|
vm->_viewManager->deleteView(this);
|
|
|
|
switch (action) {
|
|
case START_GAME:
|
|
case RESUME_GAME:
|
|
// Load a sample starting scene - note that, currently, calling loadScene automatically
|
|
// removes this menu screen from being displayed
|
|
vm->_mouse->cursorOn();
|
|
vm->_viewManager->addView(vm->_scene);
|
|
vm->_scene->loadScene(101);
|
|
return;
|
|
|
|
case SHOW_INTRO:
|
|
vm->_viewManager->showAnimView("@dragon");
|
|
break;
|
|
|
|
case CREDITS:
|
|
vm->_viewManager->showTextView("credits");
|
|
return;
|
|
|
|
case EXIT:
|
|
vm->_events->quitFlag = true;
|
|
return;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
}
|