mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-15 06:08:35 +00:00
43c887f9ae
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.
214 lines
6.1 KiB
C++
214 lines
6.1 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "bbvs/dialogs.h"
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#include "common/events.h"
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#include "gui/widget.h"
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#include "engines/advancedDetector.h"
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namespace GUI {
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class CommandSender;
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}
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namespace Bbvs {
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struct MenuButton {
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const char *label;
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uint32 cmd;
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};
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static const MenuButton kMenuButtons[] = {
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// Main menu
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{"New Game", kCmdNewGame},
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{"Continue", kCmdContinue},
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{"Options", kCmdOptions},
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{"Mini Games", kCmdMiniGames},
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{"Quit", kCmdQuit},
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// Options
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{"Uninstall", kCmdUninstall},
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{"Credits", kCmdCredits},
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{"Opening", kCmdOpening},
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{"Chicks 'n' Stuff", kCmdChicksNStuff},
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{"Back ..", kCmdBack},
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// Minigames
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{"Hock-A-Loogie", kCmdHockALoogie},
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{"Bug Justice", kCmdBugJustice},
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{"Court Chaos", kCmdCourtChaos},
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{"Air Guitar", kCmdAirGuitar},
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{"Back ..", kCmdBack}
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};
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static const MenuButton kMenuButtonsRu[] = {
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// Main menu
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{"\xD0\x9D\xD0\xBE\xD0\xB2\xD0\xB0\xD1\x8F \xD0\xB8\xD0\xB3\xD1\x80\xD0\xB0", kCmdNewGame},
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{"\xD0\x9F\xD1\x80\xD0\xBE\xD0\xB4\xD0\xBE\xD0\xBB\xD0\xB6\xD0\xB8\xD1\x82\xD1\x8C", kCmdContinue},
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{"\xD0\x95\xD1\x89\xD0\xB5 ..", kCmdOptions},
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{"\xD0\x9C\xD0\xB8\xD0\xBD\xD0\xB8 \xD0\x98\xD0\xB3\xD1\x80\xD1\x8B", kCmdMiniGames},
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{"\xD0\x92\xD1\x8B\xD1\x85\xD0\xBE\xD0\xB4", kCmdQuit},
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// Options
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{"\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},
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{"\xD0\x90\xD0\xB2\xD1\x82\xD0\xBE\xD1\x80\xD1\x8B", kCmdCredits},
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{"\xD0\x9F\xD1\x80\xD0\xBE\xD0\xBB\xD0\xBE\xD0\xB3", kCmdOpening},
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{"\xD0\xA0\xD0\xB5\xD0\xBA\xD0\xBB\xD0\xB0\xD0\xBC\xD0\xB0", kCmdChicksNStuff},
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{"\xD0\x9D\xD0\xB0\xD0\xB7\xD0\xB0\xD0\xB4 ..", kCmdBack},
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// Minigames
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{"\xD0\xA1\xD0\xBD\xD0\xB0\xD0\xB9\xD0\xBF\xD0\xB5\xD1\x80", kCmdHockALoogie},
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{"\xD0\x96\xD1\x83\xD0\xBA\xD0\xBE\xD0\xB6\xD0\xB0\xD1\x80\xD0\xBA\xD0\xB0", kCmdBugJustice},
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{"\xD0\x9F\xD1\x82\xD0\xB5\xD0\xBD\xD0\xB8\xD1\x81", kCmdCourtChaos},
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{"\xD0\x96\xD0\xB8\xD0\xB2\xD0\xBE\xD0\xB9 \xD0\x97\xD0\xB2\xD1\x83\xD0\xBA", kCmdAirGuitar},
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{"\xD0\x9D\xD0\xB0\xD0\xB7\xD0\xB0\xD0\xB4 ..", kCmdBack}
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};
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MainMenu::MainMenu(BbvsEngine *vm) : Dialog(0, 0, 1, 1), _vm(vm) {
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_backgroundType = GUI::ThemeEngine::kDialogBackgroundNone;
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init();
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}
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MainMenu::~MainMenu() {
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}
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void MainMenu::init() {
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_buttons[0] = new GUI::ButtonWidget(this, 0, 0, 1, 1, Common::U32String());
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_buttons[1] = new GUI::ButtonWidget(this, 0, 0, 1, 1, Common::U32String());
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_buttons[2] = new GUI::ButtonWidget(this, 0, 0, 1, 1, Common::U32String());
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_buttons[3] = new GUI::ButtonWidget(this, 0, 0, 1, 1, Common::U32String());
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_buttons[4] = new GUI::ButtonWidget(this, 0, 0, 1, 1, Common::U32String());
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gotoMenuScreen(kMainMenuScr);
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}
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void MainMenu::reflowLayout() {
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const int screenW = _vm->_system->getOverlayWidth();
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const int screenH = _vm->_system->getOverlayHeight();
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const int buttonWidth = screenW * 70 / 320;
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const int buttonHeight = screenH * 14 / 240;
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const int buttonPadding = screenW * 3 / 320;
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_w = 2 * buttonWidth + buttonPadding;
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_h = 3 * buttonHeight + 3 * buttonPadding;
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_x = (screenW - _w) / 2;
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_y = screenH - _h - 2;
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int x = 0, y = 0;
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x = 0;
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y = 0;
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_buttons[0]->resize(x, y, buttonWidth, buttonHeight, false);
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x += buttonWidth + buttonPadding;
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_buttons[1]->resize(x, y, buttonWidth, buttonHeight, false);
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x = 0;
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y += buttonHeight + buttonPadding;
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_buttons[2]->resize(x, y, buttonWidth, buttonHeight, false);
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x += buttonWidth + buttonPadding;
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_buttons[3]->resize(x, y, buttonWidth, buttonHeight, false);
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x = (_w - buttonWidth) / 2; // Center the last button
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y += buttonHeight + buttonPadding;
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_buttons[4]->resize(x, y, buttonWidth, buttonHeight, false);
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GUI::Dialog::reflowLayout();
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}
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void MainMenu::handleCommand(GUI::CommandSender *sender, uint32 command, uint32 data) {
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switch (command) {
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// Main menu
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case kCmdNewGame:
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close();
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_vm->newGame();
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break;
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case kCmdContinue:
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close();
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_vm->continueGameFromQuickSave();
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break;
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case kCmdOptions:
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gotoMenuScreen(kOptionsMenuScr);
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break;
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case kCmdMiniGames:
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gotoMenuScreen(kMiniGamesMenuScr);
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break;
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case kCmdQuit:
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close();
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_vm->quitGame();
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break;
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// Options menu
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case kCmdUninstall:
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break;
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case kCmdCredits:
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gotoScene(45);
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break;
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case kCmdOpening:
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gotoScene(43);
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break;
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case kCmdChicksNStuff:
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gotoScene(41);
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break;
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// Minigames menu
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case kCmdHockALoogie:
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gotoScene(27);
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break;
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case kCmdBugJustice:
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gotoScene(29);
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break;
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case kCmdCourtChaos:
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gotoScene(28);
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break;
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case kCmdAirGuitar:
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gotoScene(30);
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break;
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case kCmdBack:
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gotoMenuScreen(kMainMenuScr);
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break;
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default:
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Dialog::handleCommand(sender, command, data);
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}
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}
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void MainMenu::gotoMenuScreen(int screen) {
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for (int i = 0; i < 5; ++i) {
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const MenuButton *btn;
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if (_vm->_gameDescription->language == Common::RU_RUS) {
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btn = &kMenuButtonsRu[screen * 5 + i];
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} else {
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btn = &kMenuButtons[screen * 5 + i];
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}
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_buttons[i]->setLabel(Common::U32String(btn->label, Common::kUtf8));
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_buttons[i]->setCmd(btn->cmd);
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_buttons[i]->setEnabled(btn->cmd != 0);
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}
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// Enable the "Continue" button if a savegame at slot 0 exists
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if (screen == kMainMenuScr)
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_buttons[1]->setEnabled(canContinue());
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}
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bool MainMenu::canContinue() {
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return _vm->existsSavegame(0);
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}
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void MainMenu::gotoScene(int sceneNum) {
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close();
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_vm->setNewSceneNum(sceneNum);
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}
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} // End of namespace Hugo
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