scummvm/engines/m4/mads_menus.cpp
2008-04-20 14:47:37 +00:00

587 lines
15 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.
*
* $URL$
* $Id$
*
*/
#include "m4/mads_menus.h"
#include "m4/m4.h"
namespace M4 {
#define REX_MENUSCREEN 990
#define PHANTOM_MENUSCREEN 920
#define DRAGON_MENUSCREEN 922
static Common::Point rexMenuItemPosList[6] = {
Common::Point(12, 68), Common::Point(12, 87), Common::Point(12, 107),
Common::Point(184, 75), Common::Point(245, 75), Common::Point(184, 99)
};
static Common::Point dragonMenuItemPosList[6] = {
Common::Point(46, 187), Common::Point(92, 187), Common::Point(138, 187),
Common::Point(184, 187), Common::Point(230, 187), Common::Point(276, 187)
};
#define DRAGON_MENU_BUTTON_W = 45
#define DRAGON_MENU_BUTTON_H = 11
RexMainMenuView::RexMainMenuView(M4Engine *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(width(), MADS_SURFACE_HEIGHT);
_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);
}
RexMainMenuView::~RexMainMenuView() {
if (_menuItem)
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, int 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
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];
}
_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 = rexMenuItemPosList[_highlightedIndex];
spr->copyTo(this, pt.x, row + pt.y, 0);
}
}
} 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, rexMenuItemPosList[_menuItemIndex - 1].x,
rexMenuItemPosList[_menuItemIndex - 1].y + row + (itemSize / 2) - (spr->height() / 2), 0);
delete _menuItem;
copyTo(_bgSurface, Common::Rect(0, row, width(), row + MADS_SURFACE_HEIGHT), 0, 0);
}
// 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, rexMenuItemPosList[_menuItemIndex - 1].x, rexMenuItemPosList[_menuItemIndex - 1].y +
row + (itemSize / 2) - (spr->height() / 2), 0);
}
int RexMainMenuView::getHighlightedItem(int x, int y) {
y -= (height() - MADS_SURFACE_HEIGHT) / 2;
for (int index = 0; index < 6; ++index) {
const Common::Point &pt = rexMenuItemPosList[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) {
M4Engine *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("@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->_scene->loadScene(altAdvert ? 995 : 996);
vm->_viewManager->addView(vm->_scene);
vm->_viewManager->refreshAll();
vm->delay(10000);
vm->_events->quitFlag = true;
return;
}
break;
default:
break;
}
}
//--------------------------------------------------------------------------
MadsMainMenuView::MadsMainMenuView(M4Engine *vm):
View(vm, Common::Rect(0, 0, vm->_screen->width(), vm->_screen->height())) {
}
bool MadsMainMenuView::onEvent(M4EventType eventType, int param, int x, int y, bool &captureEvents) {
return false;
}
void MadsMainMenuView::updateState() {
// TODO: Implement me
}
//--------------------------------------------------------------------------
DragonMainMenuView::DragonMainMenuView(M4Engine *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);
}
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, int 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);
// FIXME: We assume that the transparent color is the color of the top left pixel
byte *transparentColor = (byte *)spr->pixels;
spr->copyTo(this, spr->xOffset - 140, spr->yOffset - spr->height(), (int)*transparentColor);
_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 = dragonMenuItemPosList[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))) {
printf("x = %d, y = %d, index = %d\n", x, y, index);
return index;
}
}
return -1;
}
void DragonMainMenuView::handleAction(MadsGameAction action) {
M4Engine *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;
break;
default:
break;
}
}
}