scummvm/engines/tsage/dialogs.cpp
2021-12-26 18:48:43 +01:00

175 lines
5.6 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "common/translation.h"
#include "engines/dialogs.h"
#include "tsage/tsage.h"
#include "tsage/core.h"
#include "tsage/dialogs.h"
#include "tsage/staticres.h"
#include "tsage/globals.h"
#include "tsage/ringworld/ringworld_logic.h"
namespace TsAGE {
/*--------------------------------------------------------------------------*/
/**
* This dialog class provides a simple message display with support for either one or two buttons.
*/
MessageDialog::MessageDialog(const Common::String &message, const Common::String &btn1Message,
const Common::String &btn2Message) : GfxDialog() {
// Set up the message
addElements(&_msg, &_btn1, NULL);
_msg.set(message, 200, ALIGN_LEFT);
_msg._bounds.moveTo(0, 0);
_defaultButton = &_btn1;
// Set up the first button
_btn1.setText(btn1Message);
_btn1._bounds.moveTo(_msg._bounds.right - _btn1._bounds.width(), _msg._bounds.bottom + 2);
if (!btn2Message.empty()) {
// Set up the second button
add(&_btn2);
_btn2.setText(btn2Message);
_btn2._bounds.moveTo(_msg._bounds.right - _btn2._bounds.width(), _msg._bounds.bottom + 2);
_btn1._bounds.translate(-(_btn2._bounds.width() + 4), 0);
}
// Do post setup for the dialog
setDefaults();
// Set the dialog's center
setCenter(g_globals->_dialogCenter.x, g_globals->_dialogCenter.y);
}
int MessageDialog::show(const Common::String &message, const Common::String &btn1Message, const Common::String &btn2Message) {
// Ensure that the cursor is the arrow
g_globals->_events.setCursor(CURSOR_ARROW);
int result = show2(message, btn1Message, btn2Message);
g_globals->_events.setCursorFromFlag();
return result;
}
int MessageDialog::show2(const Common::String &message, const Common::String &btn1Message, const Common::String &btn2Message) {
MessageDialog *dlg = new MessageDialog(message, btn1Message, btn2Message);
dlg->draw();
GfxButton *defaultButton = !btn2Message.empty() ? &dlg->_btn2 : &dlg->_btn1;
GfxButton *selectedButton = dlg->execute(defaultButton);
int result = (selectedButton == defaultButton) ? 1 : 0;
delete dlg;
return result;
}
/*--------------------------------------------------------------------------*/
void ModalDialog::draw() {
// Set the palette for use in the dialog
setPalette();
// Make a backup copy of the area the dialog will occupy
Rect tempRect = _bounds;
tempRect.collapse(-10, -10);
_savedArea = surfaceGetArea(g_globals->_gfxManagerInstance.getSurface(), tempRect);
_gfxManager.activate();
// Fill in the contents of the entire dialog
_gfxManager._bounds = Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
drawFrame();
// Draw each element in the dialog in order
GfxElementList::iterator i;
for (i = _elements.begin(); i != _elements.end(); ++i) {
(*i)->draw();
}
_gfxManager.deactivate();
}
void ModalDialog::drawFrame() {
Rect origRect = _bounds;
_bounds.collapse(-10, -10);
if (g_vm->getGameID() == GType_Ringworld2) {
GfxElement::drawFrame();
} else {
// Fill the dialog area
g_globals->gfxManager().fillRect(origRect, 54);
// Draw top line
GfxSurface surface = surfaceFromRes(8, 1, 7);
for (int xp = _bounds.left + 10; xp < (_bounds.right - 20); xp += 10)
surface.draw(Common::Point(xp, _bounds.top));
surface.draw(Common::Point(_bounds.right - 20, _bounds.top));
surface = surfaceFromRes(8, 1, 1);
surface.draw(Common::Point(_bounds.left, _bounds.top));
surface = surfaceFromRes(8, 1, 4);
surface.draw(Common::Point(_bounds.right - 10, _bounds.top));
// Draw vertical edges
surface = surfaceFromRes(8, 1, 2);
for (int yp = _bounds.top + 10; yp < (_bounds.bottom - 20); yp += 10)
surface.draw(Common::Point(_bounds.left, yp));
surface.draw(Common::Point(_bounds.left, _bounds.bottom - 20));
surface = surfaceFromRes(8, 1, 5);
for (int yp = _bounds.top + 10; yp < (_bounds.bottom - 20); yp += 10)
surface.draw(Common::Point(_bounds.right - 10, yp));
surface.draw(Common::Point(_bounds.right - 10, _bounds.bottom - 20));
// Draw bottom line
surface = surfaceFromRes(8, 1, 8);
for (int xp = _bounds.left + 10; xp < (_bounds.right - 20); xp += 10)
surface.draw(Common::Point(xp, _bounds.bottom - 10));
surface.draw(Common::Point(_bounds.right - 20, _bounds.bottom - 10));
surface = surfaceFromRes(8, 1, 3);
surface.draw(Common::Point(_bounds.left, _bounds.bottom - 10));
surface = surfaceFromRes(8, 1, 6);
surface.draw(Common::Point(_bounds.right - 10, _bounds.bottom - 10));
}
// Set the dialog's manager bounds
_gfxManager._bounds = origRect;
}
/*--------------------------------------------------------------------------*/
void SoundDialog::execute() {
GUI::ConfigDialog *dlg = new GUI::ConfigDialog();
dlg->runModal();
delete dlg;
g_globals->_soundManager.syncSounds();
g_globals->_events.setCursorFromFlag();
}
} // End of namespace TsAGE