scummvm/engines/m4/mads_menus.cpp
Max Horn 88913c0139 ALL: Remove trailing whitespaces
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]*$//'
2011-06-20 00:59:48 +02:00

1174 lines
31 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "common/textconsole.h"
#include "m4/mads_menus.h"
#include "m4/m4.h"
namespace M4 {
#define REX_MENUSCREEN 990
#define PHANTOM_MENUSCREEN 920
#define DRAGON_MENUSCREEN 922
#define DRAGON_MENU_BUTTON_W = 45
#define DRAGON_MENU_BUTTON_H = 11
RexMainMenuView::RexMainMenuView(MadsM4Engine *vm):
View(vm, Common::Rect(0, 0, vm->_screen->width(), vm->_screen->height())) {
_screenType = VIEWID_MAINMENU;
_screenFlags.get = SCREVENT_ALL;
_delayTimeout = 0;
_menuItem = NULL;
_menuItemIndex = 0;
_frameIndex = 0;
_highlightedIndex = -1;
_skipFlag = false;
// Load the background for the Rex Nebular game
_bgSurface = new M4Surface();
_bgSurface->loadBackground(REX_MENUSCREEN, &_bgPalData);
_vm->_palette->addRange(_bgPalData);
_bgSurface->translate(_bgPalData);
int row = (height() - MADS_SURFACE_HEIGHT) / 2;
_bgSurface->copyTo(this, 0, row);
// Add in the bounding lines for the background
setColor(2);
hLine(0, width() - 1, row - 1);
hLine(0, width() - 1, height() - row + 1);
// Set up the menu item pos list
_menuItemPosList[0] = Common::Point(12, 68);
_menuItemPosList[1] = Common::Point(12, 87);
_menuItemPosList[2] = Common::Point(12, 107);
_menuItemPosList[3] = Common::Point(184, 75);
_menuItemPosList[4] = Common::Point(245, 75);
_menuItemPosList[5] = Common::Point(184, 99);
}
RexMainMenuView::~RexMainMenuView() {
delete _menuItem;
_vm->_palette->deleteRange(_bgPalData);
delete _bgPalData;
delete _bgSurface;
for (uint i = 0; i < _itemPalData.size(); ++i) {
_vm->_palette->deleteRange(_itemPalData[i]);
delete _itemPalData[i];
}
}
bool RexMainMenuView::onEvent(M4EventType eventType, int32 param, int x, int y, bool &captureEvents) {
// Handle keypresses - these can be done at any time, even when the menu items are being drawn
if (eventType == KEVENT_KEY) {
switch (param) {
case Common::KEYCODE_ESCAPE:
case Common::KEYCODE_F6:
handleAction(EXIT);
break;
case Common::KEYCODE_F1:
handleAction(START_GAME);
break;
case Common::KEYCODE_F2:
handleAction(RESUME_GAME);
break;
case Common::KEYCODE_F3:
handleAction(SHOW_INTRO);
break;
case Common::KEYCODE_F4:
handleAction(CREDITS);
break;
case Common::KEYCODE_F5:
handleAction(QUOTES);
break;
case Common::KEYCODE_s:
// Goodness knows why, but Rex has a key to restart the menuitem animations
// Delete the current menu items
delete _menuItem;
_vm->_palette->deleteRange(_bgPalData);
delete _bgPalData;
for (uint i = 0; i < _itemPalData.size(); ++i) {
_vm->_palette->deleteRange(_itemPalData[i]);
delete _itemPalData[i];
}
_itemPalData.clear();
// Reload the background surface, and restart the animation
_bgSurface->loadBackground(REX_MENUSCREEN, &_bgPalData);
_vm->_palette->addRange(_bgPalData);
_bgSurface->translate(_bgPalData);
_menuItemIndex = 0;
_skipFlag = false;
_menuItem = NULL;
_vm->_mouse->cursorOff();
break;
default:
// Any other key skips the menu animation
_skipFlag = true;
return false;
}
return true;
}
int row = (height() - MADS_SURFACE_HEIGHT) / 2;
int menuIndex;
switch (eventType) {
case MEVENT_LEFT_CLICK:
case MEVENT_LEFT_DRAG:
if (_vm->_mouse->getCursorOn()) {
menuIndex = getHighlightedItem(x, y);
if (menuIndex != _highlightedIndex) {
_bgSurface->copyTo(this, 0, row);
_highlightedIndex = menuIndex;
if (_highlightedIndex != -1) {
M4Sprite *spr = _menuItem->getFrame(_highlightedIndex);
const Common::Point &pt = _menuItemPosList[_highlightedIndex];
spr->copyTo(this, pt.x, row + pt.y, spr->getTransparencyIndex());
}
}
} else {
// Skip the menu animation
_skipFlag = true;
}
return true;
case MEVENT_LEFT_RELEASE:
if (_highlightedIndex != -1)
handleAction((MadsGameAction) _highlightedIndex);
return true;
default:
break;
}
return false;
}
void RexMainMenuView::updateState() {
char resName[20];
Common::SeekableReadStream *data;
int row = (height() - MADS_SURFACE_HEIGHT) / 2;
int itemSize;
uint32 currTime = g_system->getMillis();
if (currTime < _delayTimeout)
return;
_delayTimeout = currTime + MADS_MENU_ANIM_DELAY;
// Rex Nebular handling to cycle through the animated display of the menu items
if (_menuItemIndex == 7)
return;
// If the user has chosen to skip the menu animation, show the menu immediately
if (_skipFlag && !_vm->_mouse->getCursorOn()) {
// Clear any pending animation
_bgSurface->copyTo(this, 0, row);
// Quickly loop through all the menuitems to display each's final frame
while (_menuItemIndex < 7) {
if (_menuItem) {
// Draw the final frame of the menuitem
M4Sprite *spr = _menuItem->getFrame(0);
itemSize = _menuItem->getFrame(0)->height();
spr->copyTo(this, _menuItemPosList[_menuItemIndex - 1].x,
_menuItemPosList[_menuItemIndex - 1].y + row + (itemSize / 2) - (spr->height() / 2),
spr->getTransparencyIndex());
delete _menuItem;
copyTo(_bgSurface, Common::Rect(0, row, width(), row + MADS_SURFACE_HEIGHT), 0, 0,
spr->getTransparencyIndex());
}
// Get the next sprite set
sprintf(resName, "RM%dA%d.SS", REX_MENUSCREEN, ++_menuItemIndex);
data = _vm->res()->get(resName);
_menuItem = new SpriteAsset(_vm, data, data->size(), resName);
_vm->res()->toss(resName);
// Slot it into available palette space
RGBList *palData = _menuItem->getRgbList();
_vm->_palette->addRange(palData);
_menuItem->translate(palData, true);
_itemPalData.push_back(palData);
}
_vm->_mouse->cursorOn();
return;
}
if ((_menuItemIndex == 0) || (_frameIndex == 0)) {
// Get the next menu item
if (_menuItem) {
delete _menuItem;
// Copy over the current display surface area to the background, so the final frame
// of the previous menuitem should be kept on the screen
copyTo(_bgSurface, Common::Rect(0, row, width(), row + MADS_SURFACE_HEIGHT), 0, 0);
}
// Get the next menuitem resource
sprintf(resName, "RM%dA%d.SS", REX_MENUSCREEN, ++_menuItemIndex);
data = _vm->res()->get(resName);
_menuItem = new SpriteAsset(_vm, data, data->size(), resName);
_vm->res()->toss(resName);
// Slot it into available palette space
RGBList *palData = _menuItem->getRgbList();
_vm->_palette->addRange(palData);
_menuItem->translate(palData, true);
_itemPalData.push_back(palData);
_frameIndex = _menuItem->getCount() - 1;
// If the final resource is now loaded, which contains the highlighted versions of
// each menuitem, then the startup animation is complete
if (_menuItemIndex == 7) {
_vm->_mouse->cursorOn();
return;
}
} else {
--_frameIndex;
}
// Move to the next menuitem frame
itemSize = _menuItem->getFrame(0)->height();
_bgSurface->copyTo(this, 0, row);
M4Sprite *spr = _menuItem->getFrame(_frameIndex);
spr->copyTo(this, _menuItemPosList[_menuItemIndex - 1].x, _menuItemPosList[_menuItemIndex - 1].y +
row + (itemSize / 2) - (spr->height() / 2), spr->getTransparencyIndex());
}
int RexMainMenuView::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(index);
if ((x >= pt.x) && (y >= pt.y) && (x < (pt.x + spr->width())) && (y < (pt.y + spr->height())))
return index;
}
return -1;
}
void RexMainMenuView::handleAction(MadsGameAction action) {
MadsEngine *vm = (MadsEngine *)_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->startScene(101);
return;
case SHOW_INTRO:
vm->_viewManager->showAnimView("@rexopen");
break;
case CREDITS:
vm->_viewManager->showTextView("credits");
return;
case QUOTES:
vm->_viewManager->showTextView("quotes");
return;
case EXIT:
{
// When the Exit action is done from the menu, show one of two possible advertisements
// Activate the scene display with the specified scene
bool altAdvert = vm->_random->getRandomNumber(1000) >= 500;
vm->startScene(altAdvert ? 995 : 996);
vm->_viewManager->addView(vm->_scene);
vm->_viewManager->refreshAll();
vm->delay(10000);
vm->_events->quitFlag = true;
return;
}
break;
default:
break;
}
}
//--------------------------------------------------------------------------
MadsMainMenuView::MadsMainMenuView(MadsM4Engine *vm):
View(vm, Common::Rect(0, 0, vm->_screen->width(), vm->_screen->height())) {
}
bool MadsMainMenuView::onEvent(M4EventType eventType, int32 param, int x, int y, bool &captureEvents) {
return false;
}
void MadsMainMenuView::updateState() {
// TODO: Implement me
}
//--------------------------------------------------------------------------
DragonMainMenuView::DragonMainMenuView(MadsM4Engine *vm):
View(vm, Common::Rect(0, 0, vm->_screen->width(), vm->_screen->height())) {
_screenType = VIEWID_MAINMENU;
_screenFlags.get = SCREVENT_ALL;
_delayTimeout = 0;
_menuItem = NULL;
_menuItemIndex = 0;
_frameIndex = 0;
_highlightedIndex = -1;
_skipFlag = false;
// Load the background for the Dragonsphere game
this->loadBackground(942, &_bgPalData);
_vm->_palette->addRange(_bgPalData);
this->translate(_bgPalData);
// Set up the menu item pos list
_menuItemPosList[0] = Common::Point(46, 187);
_menuItemPosList[1] = Common::Point(92, 187);
_menuItemPosList[2] = Common::Point(138, 187);
_menuItemPosList[3] = Common::Point(184, 187);
_menuItemPosList[4] = Common::Point(230, 187);
_menuItemPosList[5] = Common::Point(276, 187);
}
DragonMainMenuView::~DragonMainMenuView() {
//if (_menuItem)
// delete _menuItem;
_vm->_palette->deleteRange(_bgPalData);
delete _bgPalData;
for (uint i = 0; i < _itemPalData.size(); ++i) {
_vm->_palette->deleteRange(_itemPalData[i]);
delete _itemPalData[i];
}
}
bool DragonMainMenuView::onEvent(M4EventType eventType, int32 param, int x, int y, bool &captureEvents) {
char resName[20];
Common::SeekableReadStream *data;
// Handle keypresses - these can be done at any time, even when the menu items are being drawn
if (eventType == KEVENT_KEY) {
switch (param) {
case Common::KEYCODE_ESCAPE:
case Common::KEYCODE_F6:
handleAction(EXIT);
break;
case Common::KEYCODE_F1:
handleAction(START_GAME);
break;
case Common::KEYCODE_F2:
handleAction(RESUME_GAME);
break;
case Common::KEYCODE_F3:
handleAction(SHOW_INTRO);
break;
case Common::KEYCODE_F4:
handleAction(CREDITS);
break;
default:
// Any other key skips the menu animation
_skipFlag = true;
return false;
}
return true;
}
int menuIndex;
switch (eventType) {
case MEVENT_LEFT_CLICK:
case MEVENT_LEFT_DRAG:
if (_vm->_mouse->getCursorOn()) {
menuIndex = getHighlightedItem(x, y);
if (menuIndex != _highlightedIndex) {
_highlightedIndex = menuIndex;
if (_highlightedIndex != -1) {
sprintf(resName, "MAIN%d.SS", menuIndex);
data = _vm->res()->get(resName);
_menuItem = new SpriteAsset(_vm, data, data->size(), resName);
_vm->res()->toss(resName);
M4Sprite *spr = _menuItem->getFrame(1);
spr->copyTo(this, spr->xOffset - 25, spr->yOffset - spr->height());
}
}
} else {
// Skip the menu animation
_skipFlag = true;
}
return true;
case MEVENT_LEFT_RELEASE:
if (_highlightedIndex != -1)
handleAction((MadsGameAction) _highlightedIndex);
return true;
default:
break;
}
return false;
}
void DragonMainMenuView::updateState() {
char resName[20];
Common::SeekableReadStream *data;
RGBList *palData;
M4Sprite *spr;
if (_menuItemIndex == 6)
return;
while (_menuItemIndex < 6) {
sprintf(resName, "MAIN%d.SS", _menuItemIndex);
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(0);
spr->copyTo(this, spr->xOffset - 25, spr->yOffset - spr->height());
if (_menuItemIndex != 5)
delete _menuItem;
_menuItemIndex++;
}
// Sphere
sprintf(resName, "RM920X0.SS");
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(0); // empty sphere
spr->copyTo(this, spr->xOffset - 75, spr->yOffset - spr->height());
spr = _menuItem->getFrame(1); // dragon inside sphere
spr->copyTo(this, spr->xOffset - 75, spr->yOffset - spr->height());
// Dragonsphere letters
sprintf(resName, "RM920X3.SS");
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;
}
}