mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-21 09:21:08 +00:00
88913c0139
This tries to make our code a bit more compliant with our code formatting conventions. For future use, this is the command I used: git ls-files "*.cpp" "*.h" | xargs sed -i -e 's/[ \t]*$//'
1174 lines
31 KiB
C++
1174 lines
31 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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*/
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#include "common/textconsole.h"
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#include "m4/mads_menus.h"
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#include "m4/m4.h"
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namespace M4 {
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#define REX_MENUSCREEN 990
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#define PHANTOM_MENUSCREEN 920
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#define DRAGON_MENUSCREEN 922
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#define DRAGON_MENU_BUTTON_W = 45
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#define DRAGON_MENU_BUTTON_H = 11
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RexMainMenuView::RexMainMenuView(MadsM4Engine *vm):
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View(vm, Common::Rect(0, 0, vm->_screen->width(), vm->_screen->height())) {
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_screenType = VIEWID_MAINMENU;
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_screenFlags.get = SCREVENT_ALL;
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_delayTimeout = 0;
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_menuItem = NULL;
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_menuItemIndex = 0;
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_frameIndex = 0;
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_highlightedIndex = -1;
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_skipFlag = false;
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// Load the background for the Rex Nebular game
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_bgSurface = new M4Surface();
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_bgSurface->loadBackground(REX_MENUSCREEN, &_bgPalData);
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_vm->_palette->addRange(_bgPalData);
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_bgSurface->translate(_bgPalData);
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int row = (height() - MADS_SURFACE_HEIGHT) / 2;
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_bgSurface->copyTo(this, 0, row);
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// Add in the bounding lines for the background
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setColor(2);
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hLine(0, width() - 1, row - 1);
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hLine(0, width() - 1, height() - row + 1);
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// Set up the menu item pos list
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_menuItemPosList[0] = Common::Point(12, 68);
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_menuItemPosList[1] = Common::Point(12, 87);
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_menuItemPosList[2] = Common::Point(12, 107);
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_menuItemPosList[3] = Common::Point(184, 75);
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_menuItemPosList[4] = Common::Point(245, 75);
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_menuItemPosList[5] = Common::Point(184, 99);
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}
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RexMainMenuView::~RexMainMenuView() {
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delete _menuItem;
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_vm->_palette->deleteRange(_bgPalData);
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delete _bgPalData;
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delete _bgSurface;
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for (uint i = 0; i < _itemPalData.size(); ++i) {
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_vm->_palette->deleteRange(_itemPalData[i]);
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delete _itemPalData[i];
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}
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}
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bool RexMainMenuView::onEvent(M4EventType eventType, int32 param, int x, int y, bool &captureEvents) {
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// Handle keypresses - these can be done at any time, even when the menu items are being drawn
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if (eventType == KEVENT_KEY) {
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switch (param) {
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case Common::KEYCODE_ESCAPE:
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case Common::KEYCODE_F6:
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handleAction(EXIT);
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break;
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case Common::KEYCODE_F1:
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handleAction(START_GAME);
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break;
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case Common::KEYCODE_F2:
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handleAction(RESUME_GAME);
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break;
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case Common::KEYCODE_F3:
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handleAction(SHOW_INTRO);
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break;
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case Common::KEYCODE_F4:
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handleAction(CREDITS);
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break;
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case Common::KEYCODE_F5:
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handleAction(QUOTES);
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break;
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case Common::KEYCODE_s:
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// Goodness knows why, but Rex has a key to restart the menuitem animations
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// Delete the current menu items
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delete _menuItem;
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_vm->_palette->deleteRange(_bgPalData);
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delete _bgPalData;
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for (uint i = 0; i < _itemPalData.size(); ++i) {
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_vm->_palette->deleteRange(_itemPalData[i]);
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delete _itemPalData[i];
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}
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_itemPalData.clear();
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// Reload the background surface, and restart the animation
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_bgSurface->loadBackground(REX_MENUSCREEN, &_bgPalData);
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_vm->_palette->addRange(_bgPalData);
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_bgSurface->translate(_bgPalData);
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_menuItemIndex = 0;
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_skipFlag = false;
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_menuItem = NULL;
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_vm->_mouse->cursorOff();
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break;
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default:
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// Any other key skips the menu animation
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_skipFlag = true;
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return false;
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}
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return true;
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}
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int row = (height() - MADS_SURFACE_HEIGHT) / 2;
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int menuIndex;
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switch (eventType) {
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case MEVENT_LEFT_CLICK:
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case MEVENT_LEFT_DRAG:
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if (_vm->_mouse->getCursorOn()) {
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menuIndex = getHighlightedItem(x, y);
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if (menuIndex != _highlightedIndex) {
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_bgSurface->copyTo(this, 0, row);
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_highlightedIndex = menuIndex;
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if (_highlightedIndex != -1) {
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M4Sprite *spr = _menuItem->getFrame(_highlightedIndex);
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const Common::Point &pt = _menuItemPosList[_highlightedIndex];
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spr->copyTo(this, pt.x, row + pt.y, spr->getTransparencyIndex());
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}
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}
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} else {
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// Skip the menu animation
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_skipFlag = true;
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}
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return true;
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case MEVENT_LEFT_RELEASE:
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if (_highlightedIndex != -1)
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handleAction((MadsGameAction) _highlightedIndex);
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return true;
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default:
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break;
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}
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return false;
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}
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void RexMainMenuView::updateState() {
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char resName[20];
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Common::SeekableReadStream *data;
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int row = (height() - MADS_SURFACE_HEIGHT) / 2;
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int itemSize;
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uint32 currTime = g_system->getMillis();
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if (currTime < _delayTimeout)
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return;
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_delayTimeout = currTime + MADS_MENU_ANIM_DELAY;
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// Rex Nebular handling to cycle through the animated display of the menu items
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if (_menuItemIndex == 7)
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return;
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// If the user has chosen to skip the menu animation, show the menu immediately
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if (_skipFlag && !_vm->_mouse->getCursorOn()) {
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// Clear any pending animation
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_bgSurface->copyTo(this, 0, row);
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// Quickly loop through all the menuitems to display each's final frame
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while (_menuItemIndex < 7) {
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if (_menuItem) {
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// Draw the final frame of the menuitem
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M4Sprite *spr = _menuItem->getFrame(0);
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itemSize = _menuItem->getFrame(0)->height();
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spr->copyTo(this, _menuItemPosList[_menuItemIndex - 1].x,
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_menuItemPosList[_menuItemIndex - 1].y + row + (itemSize / 2) - (spr->height() / 2),
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spr->getTransparencyIndex());
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delete _menuItem;
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copyTo(_bgSurface, Common::Rect(0, row, width(), row + MADS_SURFACE_HEIGHT), 0, 0,
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spr->getTransparencyIndex());
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}
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// Get the next sprite set
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sprintf(resName, "RM%dA%d.SS", REX_MENUSCREEN, ++_menuItemIndex);
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data = _vm->res()->get(resName);
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_menuItem = new SpriteAsset(_vm, data, data->size(), resName);
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_vm->res()->toss(resName);
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// Slot it into available palette space
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RGBList *palData = _menuItem->getRgbList();
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_vm->_palette->addRange(palData);
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_menuItem->translate(palData, true);
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_itemPalData.push_back(palData);
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}
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_vm->_mouse->cursorOn();
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return;
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}
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if ((_menuItemIndex == 0) || (_frameIndex == 0)) {
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// Get the next menu item
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if (_menuItem) {
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delete _menuItem;
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// Copy over the current display surface area to the background, so the final frame
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// of the previous menuitem should be kept on the screen
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copyTo(_bgSurface, Common::Rect(0, row, width(), row + MADS_SURFACE_HEIGHT), 0, 0);
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}
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// Get the next menuitem resource
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sprintf(resName, "RM%dA%d.SS", REX_MENUSCREEN, ++_menuItemIndex);
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data = _vm->res()->get(resName);
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_menuItem = new SpriteAsset(_vm, data, data->size(), resName);
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_vm->res()->toss(resName);
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// Slot it into available palette space
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RGBList *palData = _menuItem->getRgbList();
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_vm->_palette->addRange(palData);
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_menuItem->translate(palData, true);
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_itemPalData.push_back(palData);
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_frameIndex = _menuItem->getCount() - 1;
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// If the final resource is now loaded, which contains the highlighted versions of
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// each menuitem, then the startup animation is complete
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if (_menuItemIndex == 7) {
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_vm->_mouse->cursorOn();
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return;
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}
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} else {
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--_frameIndex;
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}
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// Move to the next menuitem frame
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itemSize = _menuItem->getFrame(0)->height();
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_bgSurface->copyTo(this, 0, row);
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M4Sprite *spr = _menuItem->getFrame(_frameIndex);
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spr->copyTo(this, _menuItemPosList[_menuItemIndex - 1].x, _menuItemPosList[_menuItemIndex - 1].y +
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row + (itemSize / 2) - (spr->height() / 2), spr->getTransparencyIndex());
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}
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int RexMainMenuView::getHighlightedItem(int x, int y) {
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y -= (height() - MADS_SURFACE_HEIGHT) / 2;
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for (int index = 0; index < 6; ++index) {
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const Common::Point &pt = _menuItemPosList[index];
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M4Sprite *spr = _menuItem->getFrame(index);
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if ((x >= pt.x) && (y >= pt.y) && (x < (pt.x + spr->width())) && (y < (pt.y + spr->height())))
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return index;
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}
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return -1;
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}
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void RexMainMenuView::handleAction(MadsGameAction action) {
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MadsEngine *vm = (MadsEngine *)_vm;
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vm->_mouse->cursorOff();
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vm->_viewManager->deleteView(this);
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switch (action) {
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case START_GAME:
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case RESUME_GAME:
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// Load a sample starting scene - note that, currently, calling loadScene automatically
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// removes this menu screen from being displayed
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vm->_mouse->cursorOn();
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vm->startScene(101);
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return;
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case SHOW_INTRO:
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vm->_viewManager->showAnimView("@rexopen");
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break;
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case CREDITS:
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vm->_viewManager->showTextView("credits");
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return;
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case QUOTES:
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vm->_viewManager->showTextView("quotes");
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return;
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case EXIT:
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{
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// When the Exit action is done from the menu, show one of two possible advertisements
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// Activate the scene display with the specified scene
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bool altAdvert = vm->_random->getRandomNumber(1000) >= 500;
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vm->startScene(altAdvert ? 995 : 996);
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vm->_viewManager->addView(vm->_scene);
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vm->_viewManager->refreshAll();
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vm->delay(10000);
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vm->_events->quitFlag = true;
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return;
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}
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break;
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default:
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break;
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}
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}
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//--------------------------------------------------------------------------
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MadsMainMenuView::MadsMainMenuView(MadsM4Engine *vm):
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View(vm, Common::Rect(0, 0, vm->_screen->width(), vm->_screen->height())) {
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}
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bool MadsMainMenuView::onEvent(M4EventType eventType, int32 param, int x, int y, bool &captureEvents) {
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return false;
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}
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void MadsMainMenuView::updateState() {
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// TODO: Implement me
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}
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//--------------------------------------------------------------------------
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DragonMainMenuView::DragonMainMenuView(MadsM4Engine *vm):
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View(vm, Common::Rect(0, 0, vm->_screen->width(), vm->_screen->height())) {
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_screenType = VIEWID_MAINMENU;
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_screenFlags.get = SCREVENT_ALL;
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_delayTimeout = 0;
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_menuItem = NULL;
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_menuItemIndex = 0;
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_frameIndex = 0;
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_highlightedIndex = -1;
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_skipFlag = false;
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// Load the background for the Dragonsphere game
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this->loadBackground(942, &_bgPalData);
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_vm->_palette->addRange(_bgPalData);
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this->translate(_bgPalData);
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// Set up the menu item pos list
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_menuItemPosList[0] = Common::Point(46, 187);
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_menuItemPosList[1] = Common::Point(92, 187);
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_menuItemPosList[2] = Common::Point(138, 187);
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_menuItemPosList[3] = Common::Point(184, 187);
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_menuItemPosList[4] = Common::Point(230, 187);
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_menuItemPosList[5] = Common::Point(276, 187);
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}
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DragonMainMenuView::~DragonMainMenuView() {
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//if (_menuItem)
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// delete _menuItem;
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_vm->_palette->deleteRange(_bgPalData);
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delete _bgPalData;
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for (uint i = 0; i < _itemPalData.size(); ++i) {
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_vm->_palette->deleteRange(_itemPalData[i]);
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delete _itemPalData[i];
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}
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}
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bool DragonMainMenuView::onEvent(M4EventType eventType, int32 param, int x, int y, bool &captureEvents) {
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char resName[20];
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Common::SeekableReadStream *data;
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// Handle keypresses - these can be done at any time, even when the menu items are being drawn
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if (eventType == KEVENT_KEY) {
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switch (param) {
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case Common::KEYCODE_ESCAPE:
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case Common::KEYCODE_F6:
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handleAction(EXIT);
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break;
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case Common::KEYCODE_F1:
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handleAction(START_GAME);
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break;
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case Common::KEYCODE_F2:
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handleAction(RESUME_GAME);
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break;
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case Common::KEYCODE_F3:
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handleAction(SHOW_INTRO);
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break;
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case Common::KEYCODE_F4:
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handleAction(CREDITS);
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break;
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default:
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// Any other key skips the menu animation
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_skipFlag = true;
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return false;
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}
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return true;
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}
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int menuIndex;
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switch (eventType) {
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case MEVENT_LEFT_CLICK:
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case MEVENT_LEFT_DRAG:
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if (_vm->_mouse->getCursorOn()) {
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menuIndex = getHighlightedItem(x, y);
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if (menuIndex != _highlightedIndex) {
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_highlightedIndex = menuIndex;
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if (_highlightedIndex != -1) {
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sprintf(resName, "MAIN%d.SS", menuIndex);
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data = _vm->res()->get(resName);
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_menuItem = new SpriteAsset(_vm, data, data->size(), resName);
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_vm->res()->toss(resName);
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M4Sprite *spr = _menuItem->getFrame(1);
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spr->copyTo(this, spr->xOffset - 25, spr->yOffset - spr->height());
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}
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}
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} else {
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// Skip the menu animation
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_skipFlag = true;
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}
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return true;
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case MEVENT_LEFT_RELEASE:
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if (_highlightedIndex != -1)
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handleAction((MadsGameAction) _highlightedIndex);
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return true;
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default:
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break;
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}
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return false;
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}
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void DragonMainMenuView::updateState() {
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char resName[20];
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Common::SeekableReadStream *data;
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RGBList *palData;
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M4Sprite *spr;
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if (_menuItemIndex == 6)
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return;
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while (_menuItemIndex < 6) {
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sprintf(resName, "MAIN%d.SS", _menuItemIndex);
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data = _vm->res()->get(resName);
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_menuItem = new SpriteAsset(_vm, data, data->size(), resName);
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_vm->res()->toss(resName);
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// Slot it into available palette space
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palData = _menuItem->getRgbList();
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_vm->_palette->addRange(palData);
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_menuItem->translate(palData, true);
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_itemPalData.push_back(palData);
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spr = _menuItem->getFrame(0);
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spr->copyTo(this, spr->xOffset - 25, spr->yOffset - spr->height());
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if (_menuItemIndex != 5)
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delete _menuItem;
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_menuItemIndex++;
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}
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// Sphere
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sprintf(resName, "RM920X0.SS");
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data = _vm->res()->get(resName);
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_menuItem = new SpriteAsset(_vm, data, data->size(), resName);
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_vm->res()->toss(resName);
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// Slot it into available palette space
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palData = _menuItem->getRgbList();
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_vm->_palette->addRange(palData);
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_menuItem->translate(palData, true);
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_itemPalData.push_back(palData);
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spr = _menuItem->getFrame(0); // empty sphere
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spr->copyTo(this, spr->xOffset - 75, spr->yOffset - spr->height());
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spr = _menuItem->getFrame(1); // dragon inside sphere
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spr->copyTo(this, spr->xOffset - 75, spr->yOffset - spr->height());
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// Dragonsphere letters
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sprintf(resName, "RM920X3.SS");
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data = _vm->res()->get(resName);
|
|
_menuItem = new SpriteAsset(_vm, data, data->size(), resName);
|
|
_vm->res()->toss(resName);
|
|
|
|
// Slot it into available palette space
|
|
palData = _menuItem->getRgbList();
|
|
_vm->_palette->addRange(palData);
|
|
_menuItem->translate(palData, true);
|
|
_itemPalData.push_back(palData);
|
|
|
|
spr = _menuItem->getFrame(1);
|
|
spr->copyTo(this, spr->xOffset - 140, spr->yOffset - spr->height(), spr->getTransparencyIndex());
|
|
|
|
_vm->_mouse->cursorOn();
|
|
}
|
|
|
|
int DragonMainMenuView::getHighlightedItem(int x, int y) {
|
|
y -= (height() - MADS_SURFACE_HEIGHT) / 2;
|
|
|
|
for (int index = 0; index < 6; ++index) {
|
|
const Common::Point &pt = _menuItemPosList[index];
|
|
M4Sprite *spr = _menuItem->getFrame(0);
|
|
|
|
if ((x >= pt.x - 25) && (y >= pt.y - spr->height()) && (x < (pt.x - 25 + spr->width())) && (y < (pt.y))) {
|
|
debugCN(kDebugGraphics, "x = %d, y = %d, index = %d\n", x, y, index);
|
|
return index;
|
|
}
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
void DragonMainMenuView::handleAction(MadsGameAction action) {
|
|
MadsM4Engine *vm = _vm;
|
|
vm->_mouse->cursorOff();
|
|
vm->_viewManager->deleteView(this);
|
|
|
|
switch (action) {
|
|
case START_GAME:
|
|
case RESUME_GAME:
|
|
// Load a sample starting scene - note that, currently, calling loadScene automatically
|
|
// removes this menu screen from being displayed
|
|
vm->_mouse->cursorOn();
|
|
vm->_viewManager->addView(vm->_scene);
|
|
vm->_scene->loadScene(101);
|
|
return;
|
|
|
|
case SHOW_INTRO:
|
|
vm->_viewManager->showAnimView("@dragon");
|
|
break;
|
|
|
|
case CREDITS:
|
|
vm->_viewManager->showTextView("credits");
|
|
return;
|
|
|
|
case EXIT:
|
|
vm->_events->quitFlag = true;
|
|
return;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
/*--------------------------------------------------------------------------
|
|
* RexDialogView is the base class for the different full-screen dialogs
|
|
* in at least Rex Nebular
|
|
*--------------------------------------------------------------------------
|
|
*/
|
|
|
|
RexDialogView::RexDialogView(): View(_madsVm, Common::Rect(0, 0, _madsVm->_screen->width(), _madsVm->_screen->height())),
|
|
MadsView(this) {
|
|
_screenType = VIEWID_MENU;
|
|
|
|
// Initialize class variables
|
|
_priorSceneId = _madsVm->_scene->getCurrentScene();
|
|
_dialogType = DIALOG_NONE;
|
|
|
|
// Load necessary quotes
|
|
_madsVm->globals()->loadQuoteRange(1, 48);
|
|
|
|
initializeLines();
|
|
initializeGraphics();
|
|
}
|
|
|
|
void RexDialogView::initializeLines() {
|
|
// Set up a list of blank entries for use in the various dialogs
|
|
for (int i = 0; i < DIALOG_LINES_SIZE; ++i) {
|
|
DialogTextEntry rec;
|
|
rec.in_use = false;
|
|
_dialogText.push_back(rec);
|
|
}
|
|
_totalTextEntries = 0;
|
|
|
|
// Set up a default sprite slot entry for a full screen refresh
|
|
_spriteSlots.startIndex = 1;
|
|
_spriteSlots[0].spriteType = FULL_SCREEN_REFRESH;
|
|
_spriteSlots[0].seqIndex = -1;
|
|
}
|
|
|
|
void RexDialogView::initializeGraphics() {
|
|
// Set needed palette entries
|
|
_madsVm->_palette->blockRange(0, 16);
|
|
_madsVm->_palette->setEntry(10, 0, 255, 0);
|
|
_madsVm->_palette->setEntry(11, 0, 180, 0);
|
|
_madsVm->_palette->setEntry(12, 255, 255, 0);
|
|
_madsVm->_palette->setEntry(13, 180, 180, 0);
|
|
_madsVm->_palette->setEntry(14, 255, 255, 180);
|
|
_madsVm->_palette->setEntry(15, 180, 180, 180);
|
|
|
|
// Load an appropriate background and menu sprites
|
|
loadBackground();
|
|
loadMenuSprites();
|
|
|
|
// Set the current cursor
|
|
_madsVm->_mouse->setCursorNum(CURSOR_ARROW);
|
|
}
|
|
|
|
|
|
RexDialogView::~RexDialogView() {
|
|
_madsVm->_palette->deleteRange(_bgPalData);
|
|
delete _bgPalData;
|
|
delete _backgroundSurface;
|
|
}
|
|
|
|
void RexDialogView::loadBackground() {
|
|
int bgIndex = _madsVm->globals()->sceneNumber / 100;
|
|
int screenId = 0;
|
|
|
|
switch (bgIndex) {
|
|
case 1:
|
|
case 2:
|
|
screenId = 921;
|
|
break;
|
|
case 3:
|
|
case 4:
|
|
screenId = 922;
|
|
break;
|
|
case 5:
|
|
case 6:
|
|
case 7:
|
|
screenId = 923;
|
|
break;
|
|
case 8:
|
|
screenId = 924;
|
|
break;
|
|
case 9:
|
|
screenId = 920;
|
|
break;
|
|
default:
|
|
error("Unknown scene number");
|
|
}
|
|
|
|
_backgroundSurface = new M4Surface(width(), MADS_SURFACE_HEIGHT);
|
|
_backgroundSurface->loadBackground(screenId, &_bgPalData);
|
|
_vm->_palette->addRange(_bgPalData);
|
|
_backgroundSurface->translate(_bgPalData);
|
|
}
|
|
|
|
void RexDialogView::loadMenuSprites() {
|
|
const char *SPRITES_NAME = "*MENU.SS";
|
|
|
|
_spriteSlots.addSprites(SPRITES_NAME);
|
|
}
|
|
|
|
|
|
void RexDialogView::updateState() {
|
|
}
|
|
|
|
void RexDialogView::onRefresh(RectList *rects, M4Surface *destSurface) {
|
|
// Draw the framed base area
|
|
fillRect(this->bounds(), _madsVm->_palette->BLACK);
|
|
setColor(2);
|
|
hLine(0, width(), MADS_Y_OFFSET - 2);
|
|
hLine(0, width(), MADS_Y_OFFSET + MADS_SURFACE_HEIGHT + 2);
|
|
|
|
// Add in the loaded background vertically centered
|
|
_backgroundSurface->copyTo(this, 0, (height() - MADS_SURFACE_HEIGHT) / 2);
|
|
|
|
// Check whether any of the dialog text entries need to be refreshed
|
|
refreshText();
|
|
|
|
// Handle the drawing of the various Mads elements
|
|
refresh();
|
|
|
|
View::onRefresh(rects, destSurface);
|
|
}
|
|
|
|
/**
|
|
* Handles item selection within dialogs
|
|
*/
|
|
bool RexDialogView::onEvent(M4EventType eventType, int32 param1, int x, int y, bool &captureEvents) {
|
|
static bool word_7F28C = false;
|
|
int word_7FED2 = 0;
|
|
int word_8502A = 0;
|
|
|
|
// If it's a keypress, handle it immediately
|
|
if (eventType == KEVENT_KEY) {
|
|
switch (param1) {
|
|
case Common::KEYCODE_q | (Common::KBD_CTRL << 24):
|
|
case Common::KEYCODE_q | (Common::KBD_ALT << 24):
|
|
_madsVm->quitGame();
|
|
return true;
|
|
case Common::KEYCODE_RETURN:
|
|
_enterFlag = true;
|
|
_selectedLine = 0;
|
|
break;
|
|
case Common::KEYCODE_ESCAPE:
|
|
_selectedLine = 0;
|
|
break;
|
|
default:
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// Mark all the dialog text entries as not being seelcted
|
|
for (uint i = 0; i < _dialogText.size(); ++i)
|
|
_dialogText[i].state = STATE_DESELECTED;
|
|
|
|
// Check if the mouse is over a registered screen object
|
|
int idx = _screenObjects.scan(x, y, LAYER_GUI);
|
|
|
|
if (word_7F28C) {
|
|
if (y < _screenObjects[2].bounds.top) {
|
|
if (eventType != MEVENT_LEFT_RELEASE)
|
|
_dialogText[1].state = STATE_SELECTED;
|
|
idx = 19;
|
|
}
|
|
|
|
if (y > _screenObjects[8].bounds.bottom) {
|
|
if (eventType != MEVENT_LEFT_RELEASE)
|
|
_dialogText[7].state = STATE_SELECTED;
|
|
idx = 20;
|
|
}
|
|
}
|
|
|
|
int objIndex = -1;
|
|
if ((idx > 0) && ((eventType == MEVENT_LEFT_HOLD) || (eventType == MEVENT_LEFT_DRAG) ||
|
|
(eventType == MEVENT_LEFT_RELEASE))) {
|
|
objIndex = _screenObjects[idx].index;
|
|
|
|
if ((_dialogType == DIALOG_SAVE) || (_dialogType == DIALOG_RESTORE)) {
|
|
if ((objIndex > 7) && (objIndex <= 14))
|
|
_dialogText[objIndex].state = STATE_SELECTED;
|
|
}
|
|
|
|
if (word_7FED2)
|
|
word_7F28C = (objIndex > 0) && (objIndex <= 7);
|
|
|
|
if (_screenObjects[idx].category == 1)
|
|
_dialogText[objIndex].state = STATE_SELECTED;
|
|
} else {
|
|
idx = -1;
|
|
}
|
|
|
|
if (idx == 0)
|
|
idx = -1;
|
|
|
|
if (_dialogType == DIALOG_ERROR) {
|
|
if (idx == 1)
|
|
idx = -1;
|
|
}
|
|
|
|
if (eventType == MEVENT_LEFT_RELEASE) {
|
|
if (!word_7F28C || (objIndex <= 18))
|
|
_selectedLine = objIndex;
|
|
|
|
word_8502A = -1;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void RexDialogView::setFrame(int frameNumber, int depth) {
|
|
int slotIndex = _spriteSlots.getIndex();
|
|
_spriteSlots[slotIndex].spriteType = FOREGROUND_SPRITE;
|
|
_spriteSlots[slotIndex].seqIndex = 1;
|
|
_spriteSlots[slotIndex].spriteListIndex = 0; //_menuSpritesIndex;
|
|
_spriteSlots[slotIndex].frameNumber = frameNumber;
|
|
|
|
M4Sprite *spr = _spriteSlots.getSprite(0).getFrame(frameNumber - 1);
|
|
_spriteSlots[slotIndex].xp = spr->x;
|
|
_spriteSlots[slotIndex].yp = spr->y;
|
|
_spriteSlots[slotIndex].depth = depth;
|
|
_spriteSlots[slotIndex].scale = 100;
|
|
}
|
|
|
|
void RexDialogView::initVars() {
|
|
_v8502C = -1;
|
|
_selectedLine = -1;
|
|
_lineIndex = 0;
|
|
_enterFlag = false;
|
|
_textLines.clear();
|
|
}
|
|
|
|
void RexDialogView::addLine(const char *msg_p, Font *font, MadsTextAlignment alignment, int left, int top) {
|
|
DialogTextEntry *rec = NULL;
|
|
|
|
if (_lineIndex < _totalTextEntries) {
|
|
if (strcmp(msg_p, _dialogText[_lineIndex].text) == 0) {
|
|
rec = &_dialogText[_lineIndex];
|
|
if (rec->textDisplay_index != 0) {
|
|
MadsTextDisplayEntry &tdEntry = _textDisplay[rec->textDisplay_index];
|
|
if (tdEntry.active) {
|
|
if (_textLines.size() < 20) {
|
|
// Add entry to line list
|
|
_textLines.push_back(tdEntry.msg);
|
|
tdEntry.msg = _textLines[_textLines.size() - 1].c_str();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
if (_lineIndex < DIALOG_LINES_SIZE) {
|
|
rec = &_dialogText[_lineIndex];
|
|
_totalTextEntries = _lineIndex + 1;
|
|
}
|
|
}
|
|
|
|
// Handling for if a line needs to be added
|
|
if (rec) {
|
|
strcpy(rec->text, msg_p);
|
|
rec->font = font;
|
|
rec->state = STATE_DESELECTED;
|
|
rec->pos.y = top;
|
|
rec->widthAdjust = -1;
|
|
rec->in_use = true;
|
|
rec->textDisplay_index = -1;
|
|
|
|
switch (alignment) {
|
|
case ALIGN_CENTER:
|
|
// Center text
|
|
rec->pos.x = (width() - font->getWidth(rec->text)) / 2 + left;
|
|
break;
|
|
|
|
case ALIGN_CHAR_CENTER: {
|
|
// Text is center aligned on the '@' character within the string
|
|
char *p = strchr(rec->text, '@');
|
|
|
|
if (p) {
|
|
// '@' string handling
|
|
// Get length of string up to the '@' character
|
|
*p = '\0';
|
|
int strWidth = font->getWidth(rec->text, rec->widthAdjust);
|
|
// Remove the character from the string. strcpy isn't used here because it's unsafe for
|
|
// copying within the same string
|
|
while ((*p = *(p + 1)) != '\0') ++p;
|
|
|
|
rec->pos.x = (width() / 2) - strWidth;
|
|
} else {
|
|
rec->pos.x = left;
|
|
}
|
|
break;
|
|
}
|
|
|
|
case RIGHT_ALIGN:
|
|
// Right align (moving left from given passed left)
|
|
rec->pos.x = left - font->getWidth(rec->text);
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
++_lineIndex;
|
|
}
|
|
|
|
/**
|
|
* Adds a line consisting of either a single quote, or the combination of two quote Ids
|
|
*/
|
|
void RexDialogView::addQuote(Font *font, MadsTextAlignment alignment, int left, int top, int id1, int id2) {
|
|
char buffer[80];
|
|
|
|
// Copy the first quote string into the buffer
|
|
const char *quoteStr = _madsVm->globals()->getQuote(id1);
|
|
strcpy(buffer, quoteStr);
|
|
|
|
// Handle the optional second quote Id
|
|
if (id2 != 0) {
|
|
quoteStr = _madsVm->globals()->getQuote(id2);
|
|
strcat(buffer, " ");
|
|
strcat(buffer, quoteStr);
|
|
}
|
|
|
|
// Add in the generated line
|
|
addLine(buffer, font, alignment, left, top);
|
|
}
|
|
|
|
/**
|
|
* Sets any previously created dialog text entries as clickable items
|
|
*/
|
|
void RexDialogView::setClickableLines() {
|
|
_screenObjects.clear();
|
|
|
|
for (int i = 0; i < DIALOG_LINES_SIZE; ++i) {
|
|
if (_dialogText[i].in_use) {
|
|
// Add an entry for the line
|
|
_screenObjects.add(Common::Rect(_dialogText[i].pos.x, _dialogText[i].pos.y,
|
|
_dialogText[i].pos.x + _dialogText[i].font->getWidth(_dialogText[i].text, _dialogText[i].widthAdjust),
|
|
_dialogText[i].pos.y + _dialogText[i].font->getHeight()), 19, i, 1);
|
|
}
|
|
}
|
|
|
|
if ((_madsVm->globals()->dialogType == DIALOG_SAVE) || (_madsVm->globals()->dialogType == DIALOG_RESTORE)) {
|
|
// Extra entries for the scroller areas of the Save and Restor dialogs
|
|
_screenObjects.add(Common::Rect(293, 26, 312, 75), LAYER_GUI, 50, 2);
|
|
_screenObjects.add(Common::Rect(293, 78, 312, 127), LAYER_GUI, 51, 2);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Handles creating text display objects for each dialog line initially, and when the selected state
|
|
* of any entry changes
|
|
*/
|
|
void RexDialogView::refreshText() {
|
|
for (uint i = 0; i < _dialogText.size(); ++i) {
|
|
if (!_dialogText[i].in_use)
|
|
continue;
|
|
|
|
// Get the item's colors
|
|
uint color;
|
|
if (_dialogText[i].state == STATE_DESELECTED)
|
|
color = 0xB0A;
|
|
else if (_dialogText[i].state == STATE_SELECTED)
|
|
color = 0xD0C;
|
|
else
|
|
color = 0xF0E;
|
|
|
|
// If there's an associated text display entry, check to see if it's color needs to change
|
|
if (_dialogText[i].textDisplay_index >= 0) {
|
|
MadsTextDisplayEntry &tdEntry = _textDisplay[_dialogText[i].textDisplay_index];
|
|
|
|
if ((tdEntry.color1 == (color & 0xff)) && (tdEntry.color2 == (color >> 8)))
|
|
// It's still the same, so no further action needed
|
|
continue;
|
|
|
|
// Flag the currently assigned text display to be expired, so it can be re-created
|
|
_textDisplay.expire(_dialogText[i].textDisplay_index);
|
|
_dialogText[i].textDisplay_index = -1;
|
|
}
|
|
|
|
// Create a new text display entry for the dialog text line
|
|
_dialogText[i].textDisplay_index = _textDisplay.add(_dialogText[i].pos.x, _dialogText[i].pos.y,
|
|
color, _dialogText[i].widthAdjust, _dialogText[i].text, _dialogText[i].font);
|
|
}
|
|
}
|
|
|
|
/*--------------------------------------------------------------------------
|
|
* RexGameMenuDialog is the main game dialog for the game
|
|
*--------------------------------------------------------------------------
|
|
*/
|
|
|
|
RexGameMenuDialog::RexGameMenuDialog(): RexDialogView() {
|
|
_dialogType = DIALOG_GAME_MENU;
|
|
setFrame(1, 2);
|
|
initVars();
|
|
|
|
_vm->_font->setFont(FONT_CONVERSATION_MADS);
|
|
addLines();
|
|
setClickableLines();
|
|
}
|
|
|
|
void RexGameMenuDialog::addLines() {
|
|
// Add the title
|
|
int top = MADS_Y_OFFSET - 2 - ((((_vm->_font->current()->getHeight() + 2) * 6) >> 1) - 78);
|
|
|
|
addQuote(_vm->_font->current(), ALIGN_CENTER, 0, top, 10);
|
|
|
|
// Loop for adding the option lines of the dialog
|
|
top += 6;
|
|
for (int idx = 0; idx < 5; ++idx) {
|
|
top += _vm->_font->current()->getHeight() + 1;
|
|
addQuote(_vm->_font->current(), ALIGN_CENTER, 0, top, 11 + idx);
|
|
}
|
|
}
|
|
|
|
bool RexGameMenuDialog::onEvent(M4EventType eventType, int32 param1, int x, int y, bool &captureEvents) {
|
|
// Call the parent event handler to handle line selection
|
|
bool handled = RexDialogView::onEvent(eventType, param1, x, y, captureEvents);
|
|
|
|
if (_selectedLine > 0) {
|
|
switch (_selectedLine) {
|
|
case 1:
|
|
// Save Game
|
|
_madsVm->globals()->dialogType = DIALOG_SAVE;
|
|
break;
|
|
case 2:
|
|
// Restore Game
|
|
_madsVm->globals()->dialogType = DIALOG_RESTORE;
|
|
break;
|
|
case 3:
|
|
// Game Play Options
|
|
_madsVm->globals()->dialogType = DIALOG_OPTIONS;
|
|
break;
|
|
case 4:
|
|
// Resume Current Game
|
|
_madsVm->globals()->dialogType = DIALOG_NONE;
|
|
break;
|
|
case 5:
|
|
// Exit From Game
|
|
_madsVm->quitGame();
|
|
break;
|
|
default:
|
|
// TODO: Extra logic for such as resuming scene if necessary
|
|
_madsVm->globals()->dialogType = DIALOG_NONE;
|
|
break;
|
|
}
|
|
|
|
// Close this dialog
|
|
_madsVm->_viewManager->deleteView(this);
|
|
}
|
|
|
|
return handled;
|
|
}
|
|
|
|
/*--------------------------------------------------------------------------
|
|
* RexOptionsDialog is the game options dialog for Rex Nebular
|
|
*--------------------------------------------------------------------------
|
|
*/
|
|
|
|
RexOptionsDialog::RexOptionsDialog(): RexDialogView() {
|
|
_dialogType = DIALOG_OPTIONS;
|
|
_tempConfig = _madsVm->globals()->_config;
|
|
|
|
setFrame(2, 2);
|
|
initVars();
|
|
|
|
_vm->_font->setFont(FONT_CONVERSATION_MADS);
|
|
addLines();
|
|
setClickableLines();
|
|
}
|
|
|
|
void RexOptionsDialog::reload() {
|
|
for (int i = 0; i < DIALOG_LINES_SIZE; ++i)
|
|
_dialogText[i].in_use = false;
|
|
_totalTextEntries = 0;
|
|
_textDisplay.clear();
|
|
_screenObjects.clear();
|
|
|
|
initVars();
|
|
|
|
_vm->_font->setFont(FONT_CONVERSATION_MADS);
|
|
addLines();
|
|
setClickableLines();
|
|
}
|
|
|
|
void RexOptionsDialog::addLines() {
|
|
// Add the title
|
|
int top = MADS_Y_OFFSET - 2 - ((((_vm->_font->current()->getHeight() + 1) * 9 + 12) >> 1) - 78);
|
|
|
|
addQuote(_vm->_font->current(), ALIGN_CENTER, 0, top, 16);
|
|
|
|
// Music state line
|
|
top += _vm->_font->current()->getHeight() + 1 + 6;
|
|
addQuote(_vm->_font->current(), ALIGN_CHAR_CENTER, 0, top, 17, _tempConfig.musicFlag ? 24 : 25);
|
|
|
|
// Sound state line
|
|
top += _vm->_font->current()->getHeight() + 1;
|
|
addQuote(_vm->_font->current(), ALIGN_CHAR_CENTER, 0, top, 18, _tempConfig.soundFlag ? 26 : 27);
|
|
|
|
// Interface easy state line
|
|
top += _vm->_font->current()->getHeight() + 1;
|
|
addQuote(_vm->_font->current(), ALIGN_CHAR_CENTER, 0, top, 19, _tempConfig.easyMouse ? 29 : 28);
|
|
|
|
// Inventory sppinng state line
|
|
top += _vm->_font->current()->getHeight() + 1;
|
|
addQuote(_vm->_font->current(), ALIGN_CHAR_CENTER, 0, top, 20, _tempConfig.invObjectsStill ? 31 : 30);
|
|
|
|
// Text window state line
|
|
top += _vm->_font->current()->getHeight() + 1;
|
|
addQuote(_vm->_font->current(), ALIGN_CHAR_CENTER, 0, top, 21, _tempConfig.textWindowStill ? 33 : 32);
|
|
|
|
// Screen fade state line
|
|
top += _vm->_font->current()->getHeight() + 1;
|
|
addQuote(_vm->_font->current(), ALIGN_CHAR_CENTER, 0, top, 22, _tempConfig.screenFades + 34);
|
|
|
|
// Storyline mode line
|
|
top += _vm->_font->current()->getHeight() + 1;
|
|
addQuote(_vm->_font->current(), ALIGN_CHAR_CENTER, 0, top, 23, (_tempConfig.storyMode == 1) ? 37 : 38);
|
|
|
|
// Add Done and Cancel button texts
|
|
top += _vm->_font->current()->getHeight() + 1 + 6;
|
|
addQuote(_vm->_font->current(), ALIGN_CENTER, -54, top, 1, 0);
|
|
addQuote(_vm->_font->current(), ALIGN_CENTER, 54, top, 2, 0);
|
|
}
|
|
|
|
bool RexOptionsDialog::onEvent(M4EventType eventType, int32 param1, int x, int y, bool &captureEvents) {
|
|
// Call the parent event handler to handle line selection
|
|
bool handled = RexDialogView::onEvent(eventType, param1, x, y, captureEvents);
|
|
|
|
if (_selectedLine > 0) {
|
|
switch (_selectedLine) {
|
|
case 0:
|
|
// Enter or Escape
|
|
_selectedLine = _enterFlag ? 8 : 9;
|
|
return true;
|
|
case 1:
|
|
// Music line
|
|
_tempConfig.musicFlag = !_tempConfig.musicFlag;
|
|
break;
|
|
case 2:
|
|
// Sound line
|
|
_tempConfig.soundFlag = !_tempConfig.soundFlag;
|
|
break;
|
|
case 3:
|
|
// Interface line
|
|
_tempConfig.easyMouse = !_tempConfig.easyMouse;
|
|
break;
|
|
case 4:
|
|
// Inventory line
|
|
_tempConfig.invObjectsStill = !_tempConfig.invObjectsStill;
|
|
break;
|
|
case 5:
|
|
// Text window line
|
|
_tempConfig.textWindowStill = !_tempConfig.textWindowStill;
|
|
break;
|
|
case 6:
|
|
// Screen fades line
|
|
if (++_tempConfig.screenFades > 2)
|
|
_tempConfig.screenFades = 0;
|
|
break;
|
|
case 7:
|
|
// Story mode line
|
|
if (_tempConfig.storyMode == 2)
|
|
_tempConfig.storyMode = 1;
|
|
else if (_tempConfig.storyMode == 1)
|
|
_tempConfig.storyMode = 2;
|
|
break;
|
|
case 8:
|
|
case 9:
|
|
// Done and Cancel buttons
|
|
// TODO: Proper re-loading of settings if Cancel button clicked
|
|
_madsVm->globals()->_config = _tempConfig;
|
|
|
|
// Closing the dialog, so return to the game menu
|
|
_madsVm->globals()->dialogType = DIALOG_GAME_MENU;
|
|
_madsVm->_viewManager->deleteView(this);
|
|
return true;
|
|
}
|
|
|
|
// Update the option selections
|
|
reload();
|
|
}
|
|
|
|
return handled;
|
|
}
|
|
|
|
}
|