scummvm/engines/bbvs/dialogs.cpp
Torbjörn Andersson 43c887f9ae BBVS: Make main menu background transparent
The buttons still look nothing like their Windows counterparts, but at
least they blend in a bit better this way. I've tried it with several
different themes, and I thought it looked ok.
2023-07-23 17:51:53 +02:00

214 lines
6.1 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 "bbvs/dialogs.h"
#include "common/events.h"
#include "gui/widget.h"
#include "engines/advancedDetector.h"
namespace GUI {
class CommandSender;
}
namespace Bbvs {
struct MenuButton {
const char *label;
uint32 cmd;
};
static const MenuButton kMenuButtons[] = {
// Main menu
{"New Game", kCmdNewGame},
{"Continue", kCmdContinue},
{"Options", kCmdOptions},
{"Mini Games", kCmdMiniGames},
{"Quit", kCmdQuit},
// Options
{"Uninstall", kCmdUninstall},
{"Credits", kCmdCredits},
{"Opening", kCmdOpening},
{"Chicks 'n' Stuff", kCmdChicksNStuff},
{"Back ..", kCmdBack},
// Minigames
{"Hock-A-Loogie", kCmdHockALoogie},
{"Bug Justice", kCmdBugJustice},
{"Court Chaos", kCmdCourtChaos},
{"Air Guitar", kCmdAirGuitar},
{"Back ..", kCmdBack}
};
static const MenuButton kMenuButtonsRu[] = {
// Main menu
{"\xD0\x9D\xD0\xBE\xD0\xB2\xD0\xB0\xD1\x8F \xD0\xB8\xD0\xB3\xD1\x80\xD0\xB0", kCmdNewGame},
{"\xD0\x9F\xD1\x80\xD0\xBE\xD0\xB4\xD0\xBE\xD0\xBB\xD0\xB6\xD0\xB8\xD1\x82\xD1\x8C", kCmdContinue},
{"\xD0\x95\xD1\x89\xD0\xB5 ..", kCmdOptions},
{"\xD0\x9C\xD0\xB8\xD0\xBD\xD0\xB8 \xD0\x98\xD0\xB3\xD1\x80\xD1\x8B", kCmdMiniGames},
{"\xD0\x92\xD1\x8B\xD1\x85\xD0\xBE\xD0\xB4", kCmdQuit},
// Options
{"\xD0\x94\xD0\xB5\xD0\xB8\xD0\xBD\xD1\x81\xD1\x82\xD0\xB0\xD0\xBB\xD0\xBB\xD1\x8F\xD1\x86\xD0\xB8\xD1\x8F", kCmdUninstall},
{"\xD0\x90\xD0\xB2\xD1\x82\xD0\xBE\xD1\x80\xD1\x8B", kCmdCredits},
{"\xD0\x9F\xD1\x80\xD0\xBE\xD0\xBB\xD0\xBE\xD0\xB3", kCmdOpening},
{"\xD0\xA0\xD0\xB5\xD0\xBA\xD0\xBB\xD0\xB0\xD0\xBC\xD0\xB0", kCmdChicksNStuff},
{"\xD0\x9D\xD0\xB0\xD0\xB7\xD0\xB0\xD0\xB4 ..", kCmdBack},
// Minigames
{"\xD0\xA1\xD0\xBD\xD0\xB0\xD0\xB9\xD0\xBF\xD0\xB5\xD1\x80", kCmdHockALoogie},
{"\xD0\x96\xD1\x83\xD0\xBA\xD0\xBE\xD0\xB6\xD0\xB0\xD1\x80\xD0\xBA\xD0\xB0", kCmdBugJustice},
{"\xD0\x9F\xD1\x82\xD0\xB5\xD0\xBD\xD0\xB8\xD1\x81", kCmdCourtChaos},
{"\xD0\x96\xD0\xB8\xD0\xB2\xD0\xBE\xD0\xB9 \xD0\x97\xD0\xB2\xD1\x83\xD0\xBA", kCmdAirGuitar},
{"\xD0\x9D\xD0\xB0\xD0\xB7\xD0\xB0\xD0\xB4 ..", kCmdBack}
};
MainMenu::MainMenu(BbvsEngine *vm) : Dialog(0, 0, 1, 1), _vm(vm) {
_backgroundType = GUI::ThemeEngine::kDialogBackgroundNone;
init();
}
MainMenu::~MainMenu() {
}
void MainMenu::init() {
_buttons[0] = new GUI::ButtonWidget(this, 0, 0, 1, 1, Common::U32String());
_buttons[1] = new GUI::ButtonWidget(this, 0, 0, 1, 1, Common::U32String());
_buttons[2] = new GUI::ButtonWidget(this, 0, 0, 1, 1, Common::U32String());
_buttons[3] = new GUI::ButtonWidget(this, 0, 0, 1, 1, Common::U32String());
_buttons[4] = new GUI::ButtonWidget(this, 0, 0, 1, 1, Common::U32String());
gotoMenuScreen(kMainMenuScr);
}
void MainMenu::reflowLayout() {
const int screenW = _vm->_system->getOverlayWidth();
const int screenH = _vm->_system->getOverlayHeight();
const int buttonWidth = screenW * 70 / 320;
const int buttonHeight = screenH * 14 / 240;
const int buttonPadding = screenW * 3 / 320;
_w = 2 * buttonWidth + buttonPadding;
_h = 3 * buttonHeight + 3 * buttonPadding;
_x = (screenW - _w) / 2;
_y = screenH - _h - 2;
int x = 0, y = 0;
x = 0;
y = 0;
_buttons[0]->resize(x, y, buttonWidth, buttonHeight, false);
x += buttonWidth + buttonPadding;
_buttons[1]->resize(x, y, buttonWidth, buttonHeight, false);
x = 0;
y += buttonHeight + buttonPadding;
_buttons[2]->resize(x, y, buttonWidth, buttonHeight, false);
x += buttonWidth + buttonPadding;
_buttons[3]->resize(x, y, buttonWidth, buttonHeight, false);
x = (_w - buttonWidth) / 2; // Center the last button
y += buttonHeight + buttonPadding;
_buttons[4]->resize(x, y, buttonWidth, buttonHeight, false);
GUI::Dialog::reflowLayout();
}
void MainMenu::handleCommand(GUI::CommandSender *sender, uint32 command, uint32 data) {
switch (command) {
// Main menu
case kCmdNewGame:
close();
_vm->newGame();
break;
case kCmdContinue:
close();
_vm->continueGameFromQuickSave();
break;
case kCmdOptions:
gotoMenuScreen(kOptionsMenuScr);
break;
case kCmdMiniGames:
gotoMenuScreen(kMiniGamesMenuScr);
break;
case kCmdQuit:
close();
_vm->quitGame();
break;
// Options menu
case kCmdUninstall:
break;
case kCmdCredits:
gotoScene(45);
break;
case kCmdOpening:
gotoScene(43);
break;
case kCmdChicksNStuff:
gotoScene(41);
break;
// Minigames menu
case kCmdHockALoogie:
gotoScene(27);
break;
case kCmdBugJustice:
gotoScene(29);
break;
case kCmdCourtChaos:
gotoScene(28);
break;
case kCmdAirGuitar:
gotoScene(30);
break;
case kCmdBack:
gotoMenuScreen(kMainMenuScr);
break;
default:
Dialog::handleCommand(sender, command, data);
}
}
void MainMenu::gotoMenuScreen(int screen) {
for (int i = 0; i < 5; ++i) {
const MenuButton *btn;
if (_vm->_gameDescription->language == Common::RU_RUS) {
btn = &kMenuButtonsRu[screen * 5 + i];
} else {
btn = &kMenuButtons[screen * 5 + i];
}
_buttons[i]->setLabel(Common::U32String(btn->label, Common::kUtf8));
_buttons[i]->setCmd(btn->cmd);
_buttons[i]->setEnabled(btn->cmd != 0);
}
// Enable the "Continue" button if a savegame at slot 0 exists
if (screen == kMainMenuScr)
_buttons[1]->setEnabled(canContinue());
}
bool MainMenu::canContinue() {
return _vm->existsSavegame(0);
}
void MainMenu::gotoScene(int sceneNum) {
close();
_vm->setNewSceneNum(sceneNum);
}
} // End of namespace Hugo