mirror of
https://github.com/libretro/scummvm.git
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109 lines
3.0 KiB
C++
109 lines
3.0 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 "xeen/swordsofxeen/swordsofxeen_menu.h"
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#include "xeen/dialogs/credits_screen.h"
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#include "xeen/dialogs/dialogs_difficulty.h"
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#include "xeen/xeen.h"
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namespace Xeen {
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namespace SwordsOfXeen {
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void MainMenu::show(XeenEngine *vm) {
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MainMenu *dlg = new MainMenu(vm);
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dlg->execute();
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delete dlg;
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}
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MainMenu::MainMenu(XeenEngine *vm) : ButtonContainer(vm) {
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loadButtons();
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_start.load("start.int");
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}
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void MainMenu::execute() {
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EventsManager &events = *_vm->_events;
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Screen &screen = *_vm->_screen;
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Sound &sound = *_vm->_sound;
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int difficulty;
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events.setCursor(0);
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events.showCursor();
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sound.playSong("newbrigh.m");
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do {
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// Draw the screen
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screen.fadeOut();
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screen.loadPalette("scr.pal");
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_start.draw(0, 0, Common::Point(0, 0));
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_start.draw(0, 1, Common::Point(160, 0));
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screen.fadeIn(129);
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bool redrawFlag = false;
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do {
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events.pollEventsAndWait();
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checkEvents(_vm);
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// Handle keypress
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switch (_buttonValue) {
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case Common::KEYCODE_ESCAPE:
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// Exit game
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_vm->_gameMode = GMODE_QUIT;
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break;
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case Common::KEYCODE_c:
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case Common::KEYCODE_v:
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// Show credits
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CreditsScreen::show(_vm);
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redrawFlag = true;
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break;
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case Common::KEYCODE_s:
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// Start new game
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difficulty = DifficultyDialog::show(_vm);
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if (difficulty != -1) {
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// Load a new game state and set the difficulty
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_vm->_saves->newGame();
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_vm->_party->_difficulty = (Difficulty)difficulty;
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_vm->_gameMode = GMODE_PLAY_GAME;
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}
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break;
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case Common::KEYCODE_l:
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_vm->_saves->newGame();
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if (_vm->_saves->loadGame())
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_vm->_gameMode = GMODE_PLAY_GAME;
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break;
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default:
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break;
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}
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} while (!_vm->shouldExit() && _vm->_gameMode == GMODE_NONE && !redrawFlag);
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} while (!_vm->shouldExit() && _vm->_gameMode == GMODE_NONE);
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screen.loadPalette("dark.pal");
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}
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void MainMenu::loadButtons() {
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addButton(Common::Rect(93, 87, 227, 97), Common::KEYCODE_s);
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addButton(Common::Rect(93, 98, 227, 108), Common::KEYCODE_l);
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addButton(Common::Rect(93, 110, 227, 120), Common::KEYCODE_v);
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}
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} // End of namespace SwordsOfXeen
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} // End of namespace Xeen
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