mirror of
https://github.com/libretro/scummvm.git
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340 lines
11 KiB
C++
340 lines
11 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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*
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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, 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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*/
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#include "base/version.h"
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#include "common/config-manager.h"
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#include "common/events.h"
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#include "common/str.h"
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#include "common/system.h"
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#include "common/translation.h"
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#include "gui/about.h"
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#include "gui/gui-manager.h"
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#include "gui/message.h"
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#include "gui/options.h"
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#include "gui/saveload.h"
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#include "gui/ThemeEngine.h"
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#include "gui/ThemeEval.h"
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#include "gui/widget.h"
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#include "graphics/font.h"
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#include "engines/dialogs.h"
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#include "engines/engine.h"
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#include "engines/metaengine.h"
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#ifdef GUI_ENABLE_KEYSDIALOG
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#include "gui/KeysDialog.h"
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#endif
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class ConfigDialog : public GUI::OptionsDialog {
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protected:
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#ifdef GUI_ENABLE_KEYSDIALOG
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GUI::Dialog *_keysDialog;
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#endif
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public:
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ConfigDialog(bool subtitleControls);
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~ConfigDialog();
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virtual void handleCommand(GUI::CommandSender *sender, uint32 cmd, uint32 data);
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};
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MainMenuDialog::MainMenuDialog(Engine *engine)
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: GUI::Dialog("GlobalMenu"), _engine(engine) {
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_backgroundType = GUI::ThemeEngine::kDialogBackgroundSpecial;
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#ifndef DISABLE_FANCY_THEMES
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_logo = 0;
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if (g_gui.xmlEval()->getVar("Globals.ShowGlobalMenuLogo", 0) == 1 && g_gui.theme()->supportsImages()) {
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_logo = new GUI::GraphicsWidget(this, "GlobalMenu.Logo");
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_logo->useThemeTransparency(true);
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_logo->setGfx(g_gui.theme()->getImageSurface(GUI::ThemeEngine::kImageLogoSmall));
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} else {
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GUI::StaticTextWidget *title = new GUI::StaticTextWidget(this, "GlobalMenu.Title", "ScummVM");
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title->setAlign(Graphics::kTextAlignCenter);
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}
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#else
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GUI::StaticTextWidget *title = new GUI::StaticTextWidget(this, "GlobalMenu.Title", "ScummVM");
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title->setAlign(Graphics::kTextAlignCenter);
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#endif
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GUI::StaticTextWidget *version = new GUI::StaticTextWidget(this, "GlobalMenu.Version", gScummVMVersionDate);
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version->setAlign(Graphics::kTextAlignCenter);
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new GUI::ButtonWidget(this, "GlobalMenu.Resume", _("~R~esume"), 0, kPlayCmd, 'P');
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_loadButton = new GUI::ButtonWidget(this, "GlobalMenu.Load", _("~L~oad"), 0, kLoadCmd);
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// TODO: setEnabled -> setVisible
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_loadButton->setEnabled(_engine->hasFeature(Engine::kSupportsLoadingDuringRuntime));
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_saveButton = new GUI::ButtonWidget(this, "GlobalMenu.Save", _("~S~ave"), 0, kSaveCmd);
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// TODO: setEnabled -> setVisible
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_saveButton->setEnabled(_engine->hasFeature(Engine::kSupportsSavingDuringRuntime));
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new GUI::ButtonWidget(this, "GlobalMenu.Options", _("~O~ptions"), 0, kOptionsCmd);
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// The help button is disabled by default.
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// To enable "Help", an engine needs to use a subclass of MainMenuDialog
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// (at least for now, we might change how this works in the future).
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_helpButton = new GUI::ButtonWidget(this, "GlobalMenu.Help", _("~H~elp"), 0, kHelpCmd);
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new GUI::ButtonWidget(this, "GlobalMenu.About", _("~A~bout"), 0, kAboutCmd);
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if (g_system->getOverlayWidth() > 320)
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_rtlButton = new GUI::ButtonWidget(this, "GlobalMenu.RTL", _("~R~eturn to Launcher"), 0, kRTLCmd);
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else
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_rtlButton = new GUI::ButtonWidget(this, "GlobalMenu.RTL", _c("~R~eturn to Launcher", "lowres"), 0, kRTLCmd);
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_rtlButton->setEnabled(_engine->hasFeature(Engine::kSupportsRTL));
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new GUI::ButtonWidget(this, "GlobalMenu.Quit", _("~Q~uit"), 0, kQuitCmd);
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_aboutDialog = new GUI::AboutDialog();
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_optionsDialog = new ConfigDialog(_engine->hasFeature(Engine::kSupportsSubtitleOptions));
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_loadDialog = new GUI::SaveLoadChooser(_("Load game:"), _("Load"), false);
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_saveDialog = new GUI::SaveLoadChooser(_("Save game:"), _("Save"), true);
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}
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MainMenuDialog::~MainMenuDialog() {
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delete _aboutDialog;
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delete _optionsDialog;
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delete _loadDialog;
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delete _saveDialog;
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}
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void MainMenuDialog::handleCommand(GUI::CommandSender *sender, uint32 cmd, uint32 data) {
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switch (cmd) {
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case kPlayCmd:
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close();
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break;
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case kLoadCmd:
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load();
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break;
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case kSaveCmd:
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save();
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break;
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case kOptionsCmd:
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_optionsDialog->runModal();
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break;
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case kAboutCmd:
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_aboutDialog->runModal();
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break;
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case kHelpCmd: {
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GUI::MessageDialog dialog(
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_("Sorry, this engine does not currently provide in-game help. "
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"Please consult the README for basic information, and for "
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"instructions on how to obtain further assistance."));
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dialog.runModal();
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}
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break;
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case kRTLCmd: {
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Common::Event eventRTL;
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eventRTL.type = Common::EVENT_RTL;
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g_system->getEventManager()->pushEvent(eventRTL);
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close();
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}
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break;
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case kQuitCmd: {
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Common::Event eventQ;
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eventQ.type = Common::EVENT_QUIT;
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g_system->getEventManager()->pushEvent(eventQ);
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close();
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}
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break;
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default:
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GUI::Dialog::handleCommand(sender, cmd, data);
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}
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}
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void MainMenuDialog::reflowLayout() {
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if (_engine->hasFeature(Engine::kSupportsLoadingDuringRuntime))
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_loadButton->setEnabled(_engine->canLoadGameStateCurrently());
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if (_engine->hasFeature(Engine::kSupportsSavingDuringRuntime))
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_saveButton->setEnabled(_engine->canSaveGameStateCurrently());
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// Overlay size might have changed since the construction of the dialog.
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// Update labels when it might be needed
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// FIXME: it might be better to declare GUI::StaticTextWidget::setLabel() virtual
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// and to reimplement it in GUI::ButtonWidget to handle the hotkey.
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if (g_system->getOverlayWidth() > 320)
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_rtlButton->setLabel(_rtlButton->cleanupHotkey(_("~R~eturn to Launcher")));
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else
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_rtlButton->setLabel(_rtlButton->cleanupHotkey(_c("~R~eturn to Launcher", "lowres")));
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#ifndef DISABLE_FANCY_THEMES
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if (g_gui.xmlEval()->getVar("Globals.ShowGlobalMenuLogo", 0) == 1 && g_gui.theme()->supportsImages()) {
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if (!_logo)
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_logo = new GUI::GraphicsWidget(this, "GlobalMenu.Logo");
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_logo->useThemeTransparency(true);
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_logo->setGfx(g_gui.theme()->getImageSurface(GUI::ThemeEngine::kImageLogoSmall));
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GUI::StaticTextWidget *title = (GUI::StaticTextWidget *)findWidget("GlobalMenu.Title");
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if (title) {
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removeWidget(title);
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title->setNext(0);
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delete title;
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}
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} else {
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GUI::StaticTextWidget *title = (GUI::StaticTextWidget *)findWidget("GlobalMenu.Title");
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if (!title) {
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title = new GUI::StaticTextWidget(this, "GlobalMenu.Title", "ScummVM");
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title->setAlign(Graphics::kTextAlignCenter);
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}
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if (_logo) {
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removeWidget(_logo);
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_logo->setNext(0);
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delete _logo;
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_logo = 0;
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}
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}
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#endif
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Dialog::reflowLayout();
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}
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void MainMenuDialog::save() {
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int slot = _saveDialog->runModalWithCurrentTarget();
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#if defined(__PLAYSTATION2__) && defined(DYNAMIC_MODULES)
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char pokeme[32];
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snprintf(pokeme,32,"hack");
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#endif
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if (slot >= 0) {
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Common::String result(_saveDialog->getResultString());
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if (result.empty()) {
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// If the user was lazy and entered no save name, come up with a default name.
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result = _saveDialog->createDefaultSaveDescription(slot);
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}
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Common::Error status = _engine->saveGameState(slot, result);
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if (status.getCode() != Common::kNoError) {
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Common::String failMessage = Common::String::format(_("Failed to save game (%s)! "
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"Please consult the README for basic information, and for "
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"instructions on how to obtain further assistance."), status.getDesc().c_str());
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GUI::MessageDialog dialog(failMessage);
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dialog.runModal();
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}
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close();
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}
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}
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void MainMenuDialog::load() {
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int slot = _loadDialog->runModalWithCurrentTarget();
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_engine->setGameToLoadSlot(slot);
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if (slot >= 0)
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close();
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}
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enum {
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kKeysCmd = 'KEYS'
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};
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// FIXME: We use the empty string as domain name here. This tells the
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// ConfigManager to use the 'default' domain for all its actions. We do that
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// to get as close as possible to editing the 'active' settings.
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//
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// However, that requires bad & evil hacks in the ConfigManager code,
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// and even then still doesn't work quite correctly.
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// For example, if the transient domain contains 'false' for the 'fullscreen'
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// flag, but the user used a hotkey to switch to windowed mode, then the dialog
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// will display the wrong value anyway.
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//
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// Proposed solution consisting of multiple steps:
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// 1) Add special code to the open() code that reads out everything stored
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// in the transient domain that is controlled by this dialog, and updates
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// the dialog accordingly.
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// 2) Even more code is added to query the backend for current settings, like
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// the fullscreen mode flag etc., and also updates the dialog accordingly.
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// 3) The domain being edited is set to the active game domain.
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// 4) If the dialog is closed with the "OK" button, then we remove everything
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// stored in the transient domain (or at least everything corresponding to
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// switches in this dialog.
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// If OTOH the dialog is closed with "Cancel" we do no such thing.
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//
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// These changes will achieve two things at once: Allow us to get rid of using
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// "" as value for the domain, and in fact provide a somewhat better user
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// experience at the same time.
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ConfigDialog::ConfigDialog(bool subtitleControls)
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: GUI::OptionsDialog("", "GlobalConfig") {
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//
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// Sound controllers
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//
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addVolumeControls(this, "GlobalConfig.");
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setVolumeSettingsState(true); // could disable controls by GUI options
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//
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// Subtitle speed and toggle controllers
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//
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if (subtitleControls) {
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// Global talkspeed range of 0-255
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addSubtitleControls(this, "GlobalConfig.", 255);
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setSubtitleSettingsState(true); // could disable controls by GUI options
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}
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//
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// Add the buttons
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//
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new GUI::ButtonWidget(this, "GlobalConfig.Ok", _("~O~K"), 0, GUI::kOKCmd);
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new GUI::ButtonWidget(this, "GlobalConfig.Cancel", _("~C~ancel"), 0, GUI::kCloseCmd);
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#ifdef GUI_ENABLE_KEYSDIALOG
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new GUI::ButtonWidget(this, "GlobalConfig.Keys", _("~K~eys"), 0, kKeysCmd);
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_keysDialog = NULL;
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#endif
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}
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ConfigDialog::~ConfigDialog() {
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#ifdef GUI_ENABLE_KEYSDIALOG
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delete _keysDialog;
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#endif
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}
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void ConfigDialog::handleCommand(GUI::CommandSender *sender, uint32 cmd, uint32 data) {
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switch (cmd) {
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case kKeysCmd:
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#ifdef GUI_ENABLE_KEYSDIALOG
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//
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// Create the sub dialog(s)
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//
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_keysDialog = new GUI::KeysDialog();
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_keysDialog->runModal();
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delete _keysDialog;
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_keysDialog = NULL;
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#endif
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break;
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default:
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GUI::OptionsDialog::handleCommand (sender, cmd, data);
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}
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}
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