scummvm/engines/scumm/dialogs.cpp
Johannes Schickel 95cabb0ffd SCUMM: Add a difficulty selection dialog for Loom FM-Towns.
It is in spirit of the DOS version's selection dialog, but it has the
description above the buttons instead of below it.
2011-12-26 15:25:41 +01:00

686 lines
18 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "common/config-manager.h"
#include "common/savefile.h"
#include "common/system.h"
#include "common/events.h"
#include "common/localization.h"
#include "common/translation.h"
#include "graphics/scaler.h"
#ifdef __DS__
#include "scummhelp.h"
#endif
#include "gui/about.h"
#include "gui/gui-manager.h"
#include "gui/widgets/list.h"
#include "gui/ThemeEval.h"
#include "scumm/dialogs.h"
#include "scumm/sound.h"
#include "scumm/scumm.h"
#include "scumm/imuse/imuse.h"
#include "scumm/imuse_digi/dimuse.h"
#include "scumm/verbs.h"
#include "audio/mididrv.h"
#include "audio/mixer.h"
#ifndef DISABLE_HELP
#include "scumm/help.h"
#endif
#ifdef SMALL_SCREEN_DEVICE
#include "gui/KeysDialog.h"
#endif
using Graphics::kTextAlignCenter;
using Graphics::kTextAlignLeft;
using GUI::WIDGET_ENABLED;
namespace Scumm {
struct ResString {
int num;
char string[80];
};
static const ResString string_map_table_v8[] = {
{0, "/BT_100/Please insert disk %d. Press ENTER"},
{0, "/BT__003/Unable to Find %s, (%s %d) Press Button."},
{0, "/BT__004/Error reading disk %c, (%c%d) Press Button."},
{0, "/BT__002/Game Paused. Press SPACE to Continue."},
{0, "/BT__005/Are you sure you want to restart? (Y/N)"}, //BOOT.004
{0, "/BT__006/Are you sure you want to quit? (Y/N)"}, //BOOT.005
{0, "/BT__008/Save"},
{0, "/BT__009/Load"},
{0, "/BT__010/Play"},
{0, "/BT__011/Cancel"},
{0, "/BT__012/Quit"},
{0, "/BT__013/OK"},
{0, ""},
{0, "/BT__014/You must enter a name"},
{0, "/BT__015/The game was NOT saved (disk full?)"},
{0, "/BT__016/The game was NOT loaded"},
{0, "/BT__017/Saving '%s'"},
{0, "/BT__018/Loading '%s'"},
{0, "/BT__019/Name your SAVE game"},
{0, "/BT__020/Select a game to LOAD"}
};
static const ResString string_map_table_v7[] = {
{96, "game name and version"}, //that's how it's supposed to be
{83, "Unable to Find %s, (%c%d) Press Button."},
{84, "Error reading disk %c, (%c%d) Press Button."},
{85, "/BOOT.003/Game Paused. Press SPACE to Continue."},
{86, "/BOOT.004/Are you sure you want to restart? (Y/N)"},
{87, "/BOOT.005/Are you sure you want to quit? (Y/N)"},
{70, "/BOOT.008/Save"},
{71, "/BOOT.009/Load"},
{72, "/BOOT.010/Play"},
{73, "/BOOT.011/Cancel"},
{74, "/BOOT.012/Quit"},
{75, "/BOOT.013/OK"},
{0, ""},
{78, "/BOOT.014/You must enter a name"},
{81, "/BOOT.015/The game was NOT saved (disk full?)"},
{82, "/BOOT.016/The game was NOT loaded"},
{79, "/BOOT.017/Saving '%s'"},
{80, "/BOOT.018/Loading '%s'"},
{76, "/BOOT.019/Name your SAVE game"},
{77, "/BOOT.020/Select a game to LOAD"}
/* This is the complete string map for v7
{68, "/BOOT.007/c:\\dig"},
{69, "/BOOT.021/The Dig"},
{70, "/BOOT.008/Save"},
{71, "/BOOT.009/Load"},
{72, "/BOOT.010/Play"},
{73, "/BOOT.011/Cancel"},
{74, "/BOOT.012/Quit"},
{75, "/BOOT.013/OK"},
{76, "/BOOT.019/Name your SAVE game"},
{77, "/BOOT.020/Select a game to LOAD"},
{78, "/BOOT.014/You must enter a name"},
{79, "/BOOT.017/Saving '%s'"},
{80, "/BOOT.018/Loading '%s'"},
{81, "/BOOT.015/The game was NOT saved (disk full?)"},
{82, "/BOOT.016/The game was NOT loaded"},
{83, "Unable to Find %s, (%c%d) Press Button."},
{84, "Error reading disk %c, (%c%d) Press Button."},
{85, "/BOOT.003/Game Paused. Press SPACE to Continue."},
{86, "/BOOT.004/Are you sure you want to restart? (Y/N)"},
{87, "/BOOT.005/Are you sure you want to quit? (Y/N)"},
{90, "/BOOT.022/Music"},
{91, "/BOOT.023/Voice"},
{92, "/BOOT.024/Sfx"},
{93, "/BOOT.025/disabled"},
{94, "/BOOT.026/Text speed"},
{95, "/BOOT.027/Display Text"},
{96, "The Dig v1.0"},
{138, "/BOOT.028/Spooled Music"),
{139, "/BOOT.029/Do you want to replace this saved game? (Y/N)"},
{141, "Voice Only"},
{142, "Voice and Text"},
{143, "Text Display Only"}, */
};
static const ResString string_map_table_v6[] = {
{90, "Insert Disk %c and Press Button to Continue."},
{91, "Unable to Find %s, (%c%d) Press Button."},
{92, "Error reading disk %c, (%c%d) Press Button."},
{93, "Game Paused. Press SPACE to Continue."},
{94, "Are you sure you want to restart? (Y/N)"},
{95, "Are you sure you want to quit? (Y/N)"},
{96, "Save"},
{97, "Load"},
{98, "Play"},
{99, "Cancel"},
{100, "Quit"},
{101, "OK"},
{102, "Insert save/load game disk"},
{103, "You must enter a name"},
{104, "The game was NOT saved (disk full?)"},
{105, "The game was NOT loaded"},
{106, "Saving '%s'"},
{107, "Loading '%s'"},
{108, "Name your SAVE game"},
{109, "Select a game to LOAD"},
{117, "How may I serve you?"}
};
static const ResString string_map_table_v345[] = {
{1, _s("Insert Disk %c and Press Button to Continue.")},
{2, _s("Unable to Find %s, (%c%d) Press Button.")},
{3, _s("Error reading disk %c, (%c%d) Press Button.")},
{4, _s("Game Paused. Press SPACE to Continue.")},
// I18N: You may specify 'Yes' symbol at the end of the line, like this:
// "Moechten Sie wirklich neu starten? (J/N)J"
// Will react to J as 'Yes'
{5, _s("Are you sure you want to restart? (Y/N)")},
// I18N: you may specify 'Yes' symbol at the end of the line. See previous comment
{6, _s("Are you sure you want to quit? (Y/N)")},
// Added in SCUMM4
{7, _s("Save")},
{8, _s("Load")},
{9, _s("Play")},
{10, _s("Cancel")},
{11, _s("Quit")},
{12, _s("OK")},
{13, _s("Insert save/load game disk")},
{14, _s("You must enter a name")},
{15, _s("The game was NOT saved (disk full?)")},
{16, _s("The game was NOT loaded")},
{17, _s("Saving '%s'")},
{18, _s("Loading '%s'")},
{19, _s("Name your SAVE game")},
{20, _s("Select a game to LOAD")},
{28, _s("Game title)")}
};
#pragma mark -
#ifndef DISABLE_HELP
class HelpDialog : public ScummDialog {
public:
HelpDialog(const GameSettings &game);
virtual void handleCommand(GUI::CommandSender *sender, uint32 cmd, uint32 data);
virtual void reflowLayout();
protected:
typedef Common::String String;
GUI::ButtonWidget *_nextButton;
GUI::ButtonWidget *_prevButton;
GUI::StaticTextWidget *_title;
GUI::StaticTextWidget *_key[HELP_NUM_LINES];
GUI::StaticTextWidget *_dsc[HELP_NUM_LINES];
int _page;
int _numPages;
int _numLines;
const GameSettings _game;
void displayKeyBindings();
};
#endif
#pragma mark -
ScummDialog::ScummDialog(int x, int y, int w, int h) : GUI::Dialog(x, y, w, h) {
_backgroundType = GUI::ThemeEngine::kDialogBackgroundSpecial;
}
ScummDialog::ScummDialog(String name) : GUI::Dialog(name) {
_backgroundType = GUI::ThemeEngine::kDialogBackgroundSpecial;
}
#pragma mark -
#ifndef DISABLE_HELP
ScummMenuDialog::ScummMenuDialog(ScummEngine *scumm)
: MainMenuDialog(scumm) {
_helpDialog = new HelpDialog(scumm->_game);
_helpButton->setEnabled(true);
}
ScummMenuDialog::~ScummMenuDialog() {
delete _helpDialog;
}
void ScummMenuDialog::handleCommand(GUI::CommandSender *sender, uint32 cmd, uint32 data) {
switch (cmd) {
case kHelpCmd:
_helpDialog->runModal();
break;
default:
MainMenuDialog::handleCommand(sender, cmd, data);
}
}
#pragma mark -
enum {
kNextCmd = 'NEXT',
kPrevCmd = 'PREV'
};
HelpDialog::HelpDialog(const GameSettings &game)
: ScummDialog("ScummHelp"), _game(game) {
_title = new GUI::StaticTextWidget(this, "ScummHelp.Title", "");
_page = 1;
_backgroundType = GUI::ThemeEngine::kDialogBackgroundDefault;
_numPages = ScummHelp::numPages(_game.id);
// I18N: Previous page button
_prevButton = new GUI::ButtonWidget(this, "ScummHelp.Prev", _("~P~revious"), 0, kPrevCmd);
// I18N: Next page button
_nextButton = new GUI::ButtonWidget(this, "ScummHelp.Next", _("~N~ext"), 0, kNextCmd);
new GUI::ButtonWidget(this, "ScummHelp.Close", _("~C~lose"), 0, GUI::kCloseCmd);
_prevButton->clearFlags(WIDGET_ENABLED);
_numLines = HELP_NUM_LINES;
// Dummy entries
for (int i = 0; i < HELP_NUM_LINES; i++) {
_key[i] = new GUI::StaticTextWidget(this, 0, 0, 10, 10, "", Graphics::kTextAlignRight);
_dsc[i] = new GUI::StaticTextWidget(this, 0, 0, 10, 10, "", Graphics::kTextAlignLeft);
}
}
void HelpDialog::reflowLayout() {
ScummDialog::reflowLayout();
int lineHeight = g_gui.getFontHeight();
int16 x, y;
uint16 w, h;
g_gui.xmlEval()->getWidgetData("ScummHelp.HelpText", x, y, w, h);
// Make sure than we don't have more lines than what we can fit
// on the space that the layout reserves for text
_numLines = MIN(HELP_NUM_LINES, (int)(h / lineHeight));
int keyW = w * 20 / 100;
int dscX = x + keyW + 32;
int dscW = w * 80 / 100;
int xoff = (_w >> 1) - (w >> 1);
for (int i = 0; i < _numLines; i++) {
_key[i]->resize(xoff + x, y + lineHeight * i, keyW, lineHeight);
_dsc[i]->resize(xoff + dscX, y + lineHeight * i, dscW, lineHeight);
}
displayKeyBindings();
}
void HelpDialog::displayKeyBindings() {
String titleStr, *keyStr, *dscStr;
#ifndef __DS__
ScummHelp::updateStrings(_game.id, _game.version, _game.platform, _page, titleStr, keyStr, dscStr);
#else
// DS version has a different help screen
DS::updateStrings(_game.id, _game.version, _game.platform, _page, titleStr, keyStr, dscStr);
#endif
_title->setLabel(titleStr);
for (int i = 0; i < _numLines; i++) {
_key[i]->setLabel(keyStr[i]);
_dsc[i]->setLabel(dscStr[i]);
}
delete[] keyStr;
delete[] dscStr;
}
void HelpDialog::handleCommand(GUI::CommandSender *sender, uint32 cmd, uint32 data) {
switch (cmd) {
case kNextCmd:
_page++;
if (_page >= _numPages) {
_nextButton->clearFlags(WIDGET_ENABLED);
}
if (_page >= 2) {
_prevButton->setFlags(WIDGET_ENABLED);
}
displayKeyBindings();
draw();
break;
case kPrevCmd:
_page--;
if (_page <= _numPages) {
_nextButton->setFlags(WIDGET_ENABLED);
}
if (_page <= 1) {
_prevButton->clearFlags(WIDGET_ENABLED);
}
displayKeyBindings();
draw();
break;
default:
ScummDialog::handleCommand(sender, cmd, data);
}
}
#endif
#pragma mark -
InfoDialog::InfoDialog(ScummEngine *scumm, int res)
: ScummDialog(0, 0, 0, 0), _vm(scumm) { // dummy x and w
_message = queryResString(res);
// Width and height are dummy
_text = new GUI::StaticTextWidget(this, 0, 0, 10, 10, _message, kTextAlignCenter);
}
InfoDialog::InfoDialog(ScummEngine *scumm, const String& message)
: ScummDialog(0, 0, 0, 0), _vm(scumm) { // dummy x and w
_message = message;
// Width and height are dummy
_text = new GUI::StaticTextWidget(this, 0, 0, 10, 10, _message, kTextAlignCenter);
}
void InfoDialog::setInfoText(const String& message) {
_message = message;
_text->setLabel(_message);
//reflowLayout(); // FIXME: Should we call this here? Depends on the usage patterns, I guess...
}
void InfoDialog::reflowLayout() {
const int screenW = g_system->getOverlayWidth();
const int screenH = g_system->getOverlayHeight();
int width = g_gui.getStringWidth(_message) + 16;
int height = g_gui.getFontHeight() + 8;
_w = width;
_h = height;
_x = (screenW - width) / 2;
_y = (screenH - height) / 2;
_text->setSize(_w, _h);
}
const Common::String InfoDialog::queryResString(int stringno) {
byte buf[256];
const byte *result;
if (stringno == 0)
return String();
if (_vm->_game.version == 8)
result = (const byte *)string_map_table_v8[stringno - 1].string;
else if (_vm->_game.version == 7)
result = _vm->getStringAddressVar(string_map_table_v7[stringno - 1].num);
else if (_vm->_game.version == 6)
result = _vm->getStringAddressVar(string_map_table_v6[stringno - 1].num);
else if (_vm->_game.version >= 3)
result = _vm->getStringAddress(string_map_table_v345[stringno - 1].num);
else
return _(string_map_table_v345[stringno - 1].string);
if (result && *result == '/') {
_vm->translateText(result, buf);
result = buf;
}
if (!result || *result == '\0') { // Gracelessly degrade to english :)
return _(string_map_table_v345[stringno - 1].string);
}
// Convert to a proper string (take care of FF codes)
byte chr;
String tmp;
while ((chr = *result++)) {
if (chr == 0xFF) {
result += 3;
} else if (chr != '@') {
tmp += chr;
}
}
return tmp;
}
#pragma mark -
PauseDialog::PauseDialog(ScummEngine *scumm, int res)
: InfoDialog(scumm, res) {
}
void PauseDialog::handleKeyDown(Common::KeyState state) {
if (state.ascii == ' ') // Close pause dialog if space key is pressed
close();
else
ScummDialog::handleKeyDown(state);
}
ConfirmDialog::ConfirmDialog(ScummEngine *scumm, int res)
: InfoDialog(scumm, res), _yesKey('y'), _noKey('n') {
if (_message.lastChar() != ')') {
_yesKey = _message.lastChar();
_message.deleteLastChar();
if (_yesKey >= 'A' && _yesKey <= 'Z')
_yesKey += 'a' - 'A';
_text->setLabel(_message);
reflowLayout();
}
}
void ConfirmDialog::handleKeyDown(Common::KeyState state) {
Common::KeyCode keyYes, keyNo;
Common::getLanguageYesNo(keyYes, keyNo);
if (state.keycode == Common::KEYCODE_n || state.ascii == _noKey || state.ascii == keyNo) {
setResult(0);
close();
} else if (state.keycode == Common::KEYCODE_y || state.ascii == _yesKey || state.ascii == keyYes) {
setResult(1);
close();
} else
ScummDialog::handleKeyDown(state);
}
#pragma mark -
ValueDisplayDialog::ValueDisplayDialog(const Common::String& label, int minVal, int maxVal,
int val, uint16 incKey, uint16 decKey)
: GUI::Dialog(0, 0, 0, 0),
_label(label), _min(minVal), _max(maxVal),
_value(val), _incKey(incKey), _decKey(decKey) {
assert(_min <= _value && _value <= _max);
}
void ValueDisplayDialog::drawDialog() {
const int labelWidth = _w - 8 - _percentBarWidth;
g_gui.theme()->drawDialogBackground(Common::Rect(_x, _y, _x+_w, _y+_h), GUI::ThemeEngine::kDialogBackgroundDefault);
g_gui.theme()->drawText(Common::Rect(_x+4, _y+4, _x+labelWidth+4,
_y+g_gui.theme()->getFontHeight()+4), _label);
g_gui.theme()->drawSlider(Common::Rect(_x+4+labelWidth, _y+4, _x+_w-4, _y+_h-4),
_percentBarWidth * (_value - _min) / (_max - _min));
}
void ValueDisplayDialog::handleTickle() {
if (g_system->getMillis() > _timer) {
close();
}
}
void ValueDisplayDialog::reflowLayout() {
const int screenW = g_system->getOverlayWidth();
const int screenH = g_system->getOverlayHeight();
_percentBarWidth = screenW * 100 / 640;
int width = g_gui.getStringWidth(_label) + 16 + _percentBarWidth;
int height = g_gui.getFontHeight() + 4 * 2;
_x = (screenW - width) / 2;
_y = (screenH - height) / 2;
_w = width;
_h = height;
}
void ValueDisplayDialog::handleKeyDown(Common::KeyState state) {
if (state.ascii == _incKey || state.ascii == _decKey) {
if (state.ascii == _incKey && _value < _max)
_value++;
else if (state.ascii == _decKey && _value > _min)
_value--;
setResult(_value);
_timer = g_system->getMillis() + kDisplayDelay;
draw();
} else {
close();
}
}
void ValueDisplayDialog::open() {
GUI::Dialog::open();
setResult(_value);
_timer = g_system->getMillis() + kDisplayDelay;
}
SubtitleSettingsDialog::SubtitleSettingsDialog(ScummEngine *scumm, int value)
: InfoDialog(scumm, ""), _value(value) {
}
void SubtitleSettingsDialog::handleTickle() {
InfoDialog::handleTickle();
if (g_system->getMillis() > _timer)
close();
}
void SubtitleSettingsDialog::handleKeyDown(Common::KeyState state) {
if (state.keycode == Common::KEYCODE_t && state.hasFlags(Common::KBD_CTRL)) {
cycleValue();
reflowLayout();
draw();
} else {
close();
}
}
void SubtitleSettingsDialog::open() {
cycleValue();
InfoDialog::open();
setResult(_value);
}
void SubtitleSettingsDialog::cycleValue() {
static const char *const subtitleDesc[] = {
_s("Speech Only"),
_s("Speech and Subtitles"),
_s("Subtitles Only")
};
_value += 1;
if (_value > 2)
_value = 0;
if (_value == 1 && g_system->getOverlayWidth() <= 320)
setInfoText(_sc("Speech & Subs", "lowres"));
else
setInfoText(_(subtitleDesc[_value]));
_timer = g_system->getMillis() + 1500;
}
Indy3IQPointsDialog::Indy3IQPointsDialog(ScummEngine *scumm, char* text)
: InfoDialog(scumm, text) {
}
void Indy3IQPointsDialog::handleKeyDown(Common::KeyState state) {
if (state.ascii == 'i')
close();
else
ScummDialog::handleKeyDown(state);
}
DebugInputDialog::DebugInputDialog(ScummEngine *scumm, char* text)
: InfoDialog(scumm, text) {
mainText = text;
done = 0;
}
void DebugInputDialog::handleKeyDown(Common::KeyState state) {
if (state.keycode == Common::KEYCODE_BACKSPACE && buffer.size() > 0) {
buffer.deleteLastChar();
Common::String total = mainText + ' ' + buffer;
setInfoText(total);
draw();
reflowLayout();
} else if (state.keycode == Common::KEYCODE_RETURN) {
done = 1;
close();
return;
} else if ((state.ascii >= '0' && state.ascii <= '9') || (state.ascii >= 'A' && state.ascii <= 'Z') || (state.ascii >= 'a' && state.ascii <= 'z') || state.ascii == '.' || state.ascii == ' ') {
buffer += state.ascii;
Common::String total = mainText + ' ' + buffer;
draw();
reflowLayout();
setInfoText(total);
}
}
LoomTownsDifficultyDialog::LoomTownsDifficultyDialog()
: Dialog("LoomTownsDifficultyDialog"), _difficulty(-1) {
GUI::StaticTextWidget *text1 = new GUI::StaticTextWidget(this, "LoomTownsDifficultyDialog.Description1", _("Select a Proficiency Level."));
text1->setAlign(Graphics::kTextAlignCenter);
GUI::StaticTextWidget *text2 = new GUI::StaticTextWidget(this, "LoomTownsDifficultyDialog.Description2", _("Refer to your Loom(TM) manual for help."));
text2->setAlign(Graphics::kTextAlignCenter);
new GUI::ButtonWidget(this, "LoomTownsDifficultyDialog.Standard", _("Standard"), 0, kStandardCmd);
new GUI::ButtonWidget(this, "LoomTownsDifficultyDialog.Practice", _("Practice"), 0, kPracticeCmd);
new GUI::ButtonWidget(this, "LoomTownsDifficultyDialog.Expert", _("Expert"), 0, kExpertCmd);
}
void LoomTownsDifficultyDialog::handleCommand(GUI::CommandSender *sender, uint32 cmd, uint32 data) {
switch (cmd) {
case kStandardCmd:
_difficulty = 1;
close();
break;
case kPracticeCmd:
_difficulty = 0;
close();
break;
case kExpertCmd:
_difficulty = 2;
close();
break;
default:
GUI::Dialog::handleCommand(sender, cmd, data);
}
}
} // End of namespace Scumm