mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-14 21:59:17 +00:00
0999534749
look at debug() and debugC(), since I'm really bored with this now. :-) svn-id: r41061
543 lines
13 KiB
C++
543 lines
13 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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* 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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* 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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* $URL$
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* $Id$
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*
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*/
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#include "common/system.h"
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#include "parallaction/gui.h"
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#include "parallaction/input.h"
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#include "parallaction/parallaction.h"
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#include "parallaction/saveload.h"
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namespace Parallaction {
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class SplashInputState_BR : public MenuInputState {
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protected:
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Common::String _slideName;
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uint32 _timeOut;
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Common::String _nextState;
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uint32 _startTime;
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Palette blackPal;
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Palette pal;
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Parallaction *_vm;
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int _fadeSteps;
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public:
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SplashInputState_BR(Parallaction *vm, const Common::String &name, MenuInputHelper *helper) : MenuInputState(name, helper), _vm(vm) {
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}
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virtual MenuInputState* run() {
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if (_fadeSteps > 0) {
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pal.fadeTo(blackPal, 1);
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_vm->_gfx->setPalette(pal);
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_fadeSteps--;
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return this;
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}
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if (_fadeSteps == 0) {
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return _helper->getState(_nextState);
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}
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uint32 curTime = _vm->_system->getMillis();
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if (curTime - _startTime > _timeOut) {
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_fadeSteps = 64;
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pal.clone(_vm->_gfx->_backgroundInfo->palette);
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}
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return this;
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}
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virtual void enter() {
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_vm->_gfx->clearScreen();
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_vm->showSlide(_slideName.c_str(), CENTER_LABEL_HORIZONTAL, CENTER_LABEL_VERTICAL);
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_vm->_input->setMouseState(MOUSE_DISABLED);
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_startTime = _vm->_system->getMillis();
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_fadeSteps = -1;
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}
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};
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class SplashInputState0_BR : public SplashInputState_BR {
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public:
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SplashInputState0_BR(Parallaction_br *vm, MenuInputHelper *helper) : SplashInputState_BR(vm, "intro0", helper) {
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_slideName = "dyna";
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_timeOut = 600;
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_nextState = "intro1";
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}
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};
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class SplashInputState1_BR : public SplashInputState_BR {
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public:
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SplashInputState1_BR(Parallaction_br *vm, MenuInputHelper *helper) : SplashInputState_BR(vm, "intro1", helper) {
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_slideName = "core";
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_timeOut = 600;
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_nextState = "mainmenu";
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}
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};
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class MainMenuInputState_BR : public MenuInputState {
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Parallaction_br *_vm;
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#define MENUITEMS_X 250
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#define MENUITEMS_Y 200
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#define MENUITEM_WIDTH 200
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#define MENUITEM_HEIGHT 20
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Frames* renderMenuItem(const char *text) {
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// this builds a surface containing two copies of the text.
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// one is in normal color, the other is inverted.
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// the two 'frames' are used to display selected/unselected menu items
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byte *data = new byte[MENUITEM_WIDTH * MENUITEM_HEIGHT * 2];
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memset(data, 0, MENUITEM_WIDTH * MENUITEM_HEIGHT * 2);
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// build first frame to be displayed when item is not selected
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if (_vm->getPlatform() == Common::kPlatformPC) {
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_vm->_menuFont->setColor(0);
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} else {
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_vm->_menuFont->setColor(23);
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}
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byte *dst = data + 5 + 2 * MENUITEM_WIDTH;
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_vm->_menuFont->drawString(dst, MENUITEM_WIDTH, text);
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// build second frame to be displayed when item is selected
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dst = dst + MENUITEM_WIDTH * MENUITEM_HEIGHT;
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_vm->_menuFont->drawString(dst, MENUITEM_WIDTH, text);
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dst = data + MENUITEM_WIDTH * MENUITEM_HEIGHT;
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for (int i = 0; i < MENUITEM_WIDTH * MENUITEM_HEIGHT; i++) {
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*dst++ ^= 0xD;
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}
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// wrap the surface into the suitable Frames adapter
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return new Cnv(2, MENUITEM_WIDTH, MENUITEM_HEIGHT, data, true);
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}
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enum MenuOptions {
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kMenuPart0 = 0,
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kMenuPart1 = 1,
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kMenuPart2 = 2,
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kMenuPart3 = 3,
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kMenuPart4 = 4,
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kMenuLoadGame = 5,
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kMenuQuit = 6
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};
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#define NUM_MENULINES 7
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GfxObj *_lines[NUM_MENULINES];
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static const char *_menuStringsAmiga[NUM_MENULINES];
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static const char *_menuStringsPC[NUM_MENULINES];
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static const MenuOptions _optionsAmiga[NUM_MENULINES];
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static const MenuOptions _optionsPC[NUM_MENULINES];
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const char **_menuStrings;
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const MenuOptions *_options;
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static const char *_firstLocation[];
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int _availItems;
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int _selection;
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void cleanup() {
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_vm->_gfx->freeDialogueObjects();
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for (int i = 0; i < _availItems; i++) {
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delete _lines[i];
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_lines[i] = 0;
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}
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}
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void redrawMenu() {
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Common::Point p;
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_vm->_input->getCursorPos(p);
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if ((p.x > MENUITEMS_X) && (p.x < (MENUITEMS_X+MENUITEM_WIDTH)) && (p.y > MENUITEMS_Y)) {
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_selection = (p.y - MENUITEMS_Y) / MENUITEM_HEIGHT;
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if (!(_selection < _availItems))
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_selection = -1;
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} else
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_selection = -1;
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for (int i = 0; i < _availItems; i++) {
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_vm->_gfx->setItemFrame(i, _selection == i ? 1 : 0);
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}
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}
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public:
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MainMenuInputState_BR(Parallaction_br *vm, MenuInputHelper *helper) : MenuInputState("mainmenu", helper), _vm(vm) {
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memset(_lines, 0, sizeof(_lines));
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}
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~MainMenuInputState_BR() {
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cleanup();
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}
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virtual MenuInputState* run() {
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int event = _vm->_input->getLastButtonEvent();
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if (!((event == kMouseLeftUp) && _selection >= 0)) {
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redrawMenu();
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return this;
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}
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switch (_options[_selection]) {
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case kMenuQuit: {
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_vm->quitGame();
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break;
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}
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case kMenuLoadGame:
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warning("loadgame not yet implemented");
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if (!_vm->_saveLoad->loadGame()) {
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return this;
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}
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break;
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default:
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_vm->scheduleLocationSwitch(_firstLocation[_options[_selection]]);
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}
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_vm->_system->showMouse(false);
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cleanup();
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return 0;
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}
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virtual void enter() {
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_vm->_gfx->clearScreen();
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int x = 0, y = 0, i = 0;
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if (_vm->getPlatform() == Common::kPlatformPC) {
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x = 20;
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y = 50;
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}
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_vm->showSlide("tbra", x, y);
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_availItems = 4;
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bool complete[3];
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_vm->_saveLoad->getGamePartProgress(complete, 3);
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for (i = 0; i < 3 && complete[i]; i++, _availItems++) ;
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if (_vm->getPlatform() == Common::kPlatformAmiga) {
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_menuStrings = _menuStringsAmiga;
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_options = _optionsAmiga;
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} else {
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_menuStrings = _menuStringsPC;
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_options = _optionsPC;
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}
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for (i = 0; i < _availItems; i++) {
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_lines[i] = new GfxObj(0, renderMenuItem(_menuStrings[i]), "MenuItem");
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_vm->_gfx->setItem(_lines[i], MENUITEMS_X, MENUITEMS_Y + MENUITEM_HEIGHT * i, 0xFF);
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}
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_selection = -1;
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_vm->_input->setArrowCursor();
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_vm->_input->setMouseState(MOUSE_ENABLED_SHOW);
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}
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};
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const char *MainMenuInputState_BR::_firstLocation[] = {
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"intro.0",
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"museo.1",
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"start.2",
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"bolscoi.3",
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"treno.4"
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};
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const char *MainMenuInputState_BR::_menuStringsAmiga[NUM_MENULINES] = {
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"See the introduction",
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"Load a Saved Game",
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"Exit to WorkBench",
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"Start a new game",
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"Start PART 2",
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"Start PART 3",
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"Start PART 4"
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};
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const MainMenuInputState_BR::MenuOptions MainMenuInputState_BR::_optionsAmiga[NUM_MENULINES] = {
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kMenuPart0,
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kMenuLoadGame,
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kMenuQuit,
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kMenuPart1,
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kMenuPart2,
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kMenuPart3,
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kMenuPart4
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};
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const char *MainMenuInputState_BR::_menuStringsPC[NUM_MENULINES] = {
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"SEE INTRO",
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"NEW GAME",
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"SAVED GAME",
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"EXIT TO DOS",
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"PART 2",
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"PART 3",
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"PART 4"
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};
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const MainMenuInputState_BR::MenuOptions MainMenuInputState_BR::_optionsPC[NUM_MENULINES] = {
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kMenuPart0,
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kMenuPart1,
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kMenuLoadGame,
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kMenuQuit,
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kMenuPart2,
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kMenuPart3,
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kMenuPart4
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};
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void Parallaction_br::startGui(bool showSplash) {
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_menuHelper = new MenuInputHelper;
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new MainMenuInputState_BR(this, _menuHelper);
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if (showSplash) {
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new SplashInputState0_BR(this, _menuHelper);
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new SplashInputState1_BR(this, _menuHelper);
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_menuHelper->setState("intro0");
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} else {
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_menuHelper->setState("mainmenu");
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}
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_input->_inputMode = Input::kInputModeMenu;
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}
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class IngameMenuInputState_BR : public MenuInputState {
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Parallaction_br *_vm;
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GfxObj *_menuObj, *_mscMenuObj, *_sfxMenuObj;
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int _menuObjId, _mscMenuObjId, _sfxMenuObjId;
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Common::Rect _menuRect;
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int _cellW, _cellH;
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int _sfxStatus, _mscStatus;
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int frameFromStatus(int status) const {
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int frame;
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if (status == 0) {
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frame = 1;
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} else
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if (status == 1) {
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frame = 0;
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} else {
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frame = 2;
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}
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return frame;
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}
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public:
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IngameMenuInputState_BR(Parallaction_br *vm, MenuInputHelper *helper) : MenuInputState("ingamemenu", helper), _vm(vm) {
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Frames *menuFrames = _vm->_disk->loadFrames("request.win");
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assert(menuFrames);
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_menuObj = new GfxObj(kGfxObjTypeMenu, menuFrames, "ingamemenu");
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Frames *mscFrames = _vm->_disk->loadFrames("onoff.win");
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assert(mscFrames);
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_mscMenuObj = new GfxObj(kGfxObjTypeMenu, mscFrames, "msc");
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Frames *sfxFrames = _vm->_disk->loadFrames("sfx.win");
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assert(sfxFrames);
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_sfxMenuObj = new GfxObj(kGfxObjTypeMenu, sfxFrames, "sfx");
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_menuObj->getRect(0, _menuRect);
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_cellW = _menuRect.width() / 3;
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_cellH = _menuRect.height() / 2;
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}
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~IngameMenuInputState_BR() {
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delete _menuObj;
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delete _mscMenuObj;
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delete _sfxMenuObj;
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}
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MenuInputState *run() {
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if (_vm->_input->getLastButtonEvent() != kMouseLeftUp) {
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return this;
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}
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int cell = -1;
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Common::Point p;
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_vm->_input->getCursorPos(p);
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if (_menuRect.contains(p)) {
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cell = (p.x - _menuRect.left) / _cellW + 3 * ((p.y - _menuRect.top) / _cellH);
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}
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bool close = false;
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switch (cell) {
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case 4: // resume
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case -1: // invalid cell
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close = true;
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break;
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case 0: // toggle music
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if (_mscStatus != -1) {
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_vm->enableMusic(!_mscStatus);
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_mscStatus = _vm->getMusicStatus();
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_vm->_gfx->setItemFrame(_mscMenuObjId, frameFromStatus(_mscStatus));
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}
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break;
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case 1: // toggle sfx
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if (_sfxStatus != -1) {
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_vm->enableSfx(!_sfxStatus);
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_sfxStatus = _vm->getSfxStatus();
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_vm->_gfx->setItemFrame(_sfxMenuObjId, frameFromStatus(_sfxStatus));
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}
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break;
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case 2: // save
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warning("Saving is not supported yet");
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_vm->_saveLoad->saveGame();
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break;
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case 3: // load
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warning("Loading is not supported yet");
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close = _vm->_saveLoad->loadGame();
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break;
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case 5: // quit
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return _helper->getState("quitdialog");
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}
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if (close) {
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_vm->_gfx->freeDialogueObjects();
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return 0;
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}
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_vm->_input->setArrowCursor();
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return this;
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}
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void enter() {
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// TODO: find the right position of the menu object
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_menuObjId = _vm->_gfx->setItem(_menuObj, 0, 0, 0);
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_vm->_gfx->setItemFrame(_menuObjId, 0);
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_mscMenuObjId = _vm->_gfx->setItem(_mscMenuObj, 0, 0, 0);
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_mscStatus = _vm->getMusicStatus();
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_vm->_gfx->setItemFrame(_mscMenuObjId, frameFromStatus(_mscStatus));
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_sfxMenuObjId = _vm->_gfx->setItem(_sfxMenuObj, 0, 0, 0);
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_sfxStatus = _vm->getSfxStatus();
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_vm->_gfx->setItemFrame(_sfxMenuObjId, frameFromStatus(_sfxStatus));
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}
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};
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class QuitDialogInputState_BR : public MenuInputState {
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Parallaction_br *_vm;
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Font *_font;
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int _x, _y;
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GfxObj *_obj;
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public:
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QuitDialogInputState_BR(Parallaction_br *vm, MenuInputHelper *helper) : MenuInputState("quitdialog", helper), _vm(vm) {
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_font = _vm->_dialogueFont;
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const char *question = "Do you really want to quit ?";
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const char *option = "Yes No";
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int questionW = _font->getStringWidth(question);
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int optionW = _font->getStringWidth(option);
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int w = MAX(questionW, optionW) + 30;
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_x = (640 - w) / 2;
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_y = 90;
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Graphics::Surface *surf = new Graphics::Surface;
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surf->create(w, 110, 1);
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surf->fillRect(Common::Rect(0, 0, w, 110), 12);
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surf->fillRect(Common::Rect(10, 10, w-10, 100), 15);
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_font->setColor(0);
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int x = (w - questionW)/2;
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int y = 13;
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_font->drawString((byte*)surf->getBasePtr(x, y), surf->pitch, question);
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x = (w - optionW)/2;
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y = 13 + _font->height()*2;
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_font->drawString((byte*)surf->getBasePtr(x,y), surf->pitch, option);
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_obj = new GfxObj(kGfxObjTypeMenu, new SurfaceToFrames(surf), "quitdialog");
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assert(_obj);
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}
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~QuitDialogInputState_BR() {
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delete _obj;
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}
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MenuInputState *run() {
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uint16 key;
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bool e = _vm->_input->getLastKeyDown(key);
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if (!e) {
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return this;
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}
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if (key == 'y' || key == 'Y') {
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_vm->quitGame();
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return 0;
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} else
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if (key == 'n' || key == 'N') {
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// NOTE: when the quit dialog is hidden, the in-game menu is
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// deleted for a frame, and then redrawn. This is because the
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// current implementation of graphic 'items' doesn't allow
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// deletion of a single 'item'.
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_vm->_gfx->freeDialogueObjects();
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return _helper->getState("ingamemenu");
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}
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return this;
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}
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void enter() {
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// setPaletteEntry(1, 0, 0, 0); // text color
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// setPaletteEntry(15, 255, 255, 255); // background color
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int id = _vm->_gfx->setItem(_obj, _x, _y, 0);
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_vm->_gfx->setItemFrame(id, 0);
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}
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};
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void Parallaction_br::startIngameMenu() {
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_menuHelper = new MenuInputHelper;
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new IngameMenuInputState_BR(this, _menuHelper);
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new QuitDialogInputState_BR(this, _menuHelper);
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_menuHelper->setState("ingamemenu");
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_input->_inputMode = Input::kInputModeMenu;
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}
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} // namespace Parallaction
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