mirror of
https://github.com/libretro/scummvm.git
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519 lines
13 KiB
C++
519 lines
13 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "common/translation.h"
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#include "gui/dialog.h"
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#include "gui/widget.h"
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#include "tsage/tsage.h"
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#include "tsage/core.h"
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#include "tsage/dialogs.h"
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#include "tsage/staticres.h"
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#include "tsage/globals.h"
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#include "tsage/blue_force/blueforce_dialogs.h"
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#include "tsage/ringworld/ringworld_logic.h"
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namespace TsAGE {
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namespace BlueForce {
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/**
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* This dialog implements the right-click dialog
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*/
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RightClickDialog::RightClickDialog() : GfxDialog() {
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// Setup button areas
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_rectList1[0] = Rect(7, 50, 41, 67);
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_rectList1[1] = Rect(13, 27, 50, 50);
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_rectList1[2] = Rect(49, 27, 84, 50);
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_rectList1[3] = Rect(56, 50, 90, 67);
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_rectList1[4] = Rect(26, 68, 69, 99);
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_rectList3[0] = Rect(12, 49, 27, 64);
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_rectList3[1] = Rect(27, 31, 42, 46);
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_rectList3[2] = Rect(56, 31, 71, 46);
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_rectList3[3] = Rect(72, 50, 87, 65);
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_rectList3[4] = Rect(41, 81, 56, 96);
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// Set the palette and change the cursor
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GfxSurface cursor = surfaceFromRes(1, 5, 9);
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BF_GLOBALS._events.setCursor(cursor);
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setPalette();
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// Get the dialog image
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_surface = surfaceFromRes(1, 1, 1);
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// Set the dialog position
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Rect dialogRect;
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dialogRect.resize(_surface, 0, 0, 100);
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dialogRect.center(g_globals->_events._mousePos.x, g_globals->_events._mousePos.y);
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// Ensure the dialog will be entirely on-screen
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Rect screenRect = g_globals->gfxManager()._bounds;
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screenRect.collapse(4, 4);
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dialogRect.contain(screenRect);
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// Load selected button images
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_btnImages.setVisage(1, 2);
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_bounds = dialogRect;
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_gfxManager._bounds = _bounds;
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_highlightedAction = -1;
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_selectedAction = -1;
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}
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RightClickDialog::~RightClickDialog() {
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}
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void RightClickDialog::draw() {
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// Save the covered background area
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_savedArea = surfaceGetArea(g_globals->_gfxManagerInstance.getSurface(), _bounds);
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// Draw the dialog image
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g_globals->gfxManager().copyFrom(_surface, _bounds.left, _bounds.top);
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// Pre-process rect lists
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for (int idx = 0; idx < 5; ++idx) {
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_rectList2[idx] = _rectList1[idx];
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_rectList4[idx] = _rectList3[idx];
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_rectList2[idx].translate(_bounds.left, _bounds.top);
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_rectList4[idx].translate(_bounds.left, _bounds.top);
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}
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}
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bool RightClickDialog::process(Event &event) {
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switch (event.eventType) {
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case EVENT_MOUSE_MOVE: {
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// Check whether a button is highlighted
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int buttonIndex = 0;
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while ((buttonIndex < 5) && !_rectList1[buttonIndex].contains(event.mousePos))
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++buttonIndex;
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if (buttonIndex == 5)
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buttonIndex = -1;
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// If selection has changed, handle it
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if (buttonIndex != _highlightedAction) {
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if (_highlightedAction != -1) {
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// Another button was previously selected, so restore dialog
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_gfxManager.copyFrom(_surface, 0, 0);
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}
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if (buttonIndex != -1) {
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// Draw newly selected button
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GfxSurface btn = _btnImages.getFrame(buttonIndex + 1);
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_gfxManager.copyFrom(btn, _rectList3[buttonIndex].left, _rectList3[buttonIndex].top);
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}
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_highlightedAction = buttonIndex;
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}
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event.handled = true;
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return true;
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}
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case EVENT_BUTTON_DOWN:
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// Specify the selected action
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_selectedAction = (_highlightedAction == -1) ? 5 : _highlightedAction;
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event.handled = true;
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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 RightClickDialog::execute() {
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// Draw the dialog
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draw();
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// Dialog event handler loop
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_gfxManager.activate();
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while (!g_vm->shouldQuit() && (_selectedAction == -1)) {
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Event evt;
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while (g_globals->_events.getEvent(evt, EVENT_MOUSE_MOVE | EVENT_BUTTON_DOWN)) {
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evt.mousePos.x -= _bounds.left;
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evt.mousePos.y -= _bounds.top;
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process(evt);
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}
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g_system->delayMillis(10);
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GLOBALS._screenSurface.updateScreen();
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}
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// Deactivate the graphics manager used for the dialog
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_gfxManager.deactivate();
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// Execute the specified action
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CursorType cursorNum = CURSOR_NONE;
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switch (_selectedAction) {
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case 0:
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// Walk action
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cursorNum = BF_GLOBALS._player._canWalk ? CURSOR_WALK : CURSOR_USE;
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break;
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case 1:
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// Use action
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cursorNum = CURSOR_USE;
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break;
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case 2:
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// Look action
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cursorNum = CURSOR_LOOK;
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break;
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case 3:
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// Talk action
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cursorNum = CURSOR_TALK;
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break;
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case 4:
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// Options dialog
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BlueForce::OptionsDialog::show();
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break;
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}
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if (cursorNum != CURSOR_NONE)
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BF_GLOBALS._events.setCursor(cursorNum);
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}
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/*--------------------------------------------------------------------------*/
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AmmoBeltDialog::AmmoBeltDialog() : GfxDialog() {
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_cursorNum = BF_GLOBALS._events.getCursor();
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_inDialog = -1;
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_closeFlag = false;
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// Get the dialog image
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_surface = surfaceFromRes(9, 5, 2);
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// Set the dialog position
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_dialogRect.resize(_surface, 0, 0, 100);
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_dialogRect.center(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2);
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_bounds = _dialogRect;
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_gfxManager._bounds = _bounds;
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_savedArea = NULL;
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// Set up area rects
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_gunRect.set(0, 0, 82, 48);
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_clip1Rect.set(90, 6, _bounds.width(), 39);
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_clip2Rect.set(90, 40, _bounds.width(), _bounds.height());
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_loadedRect.set(50, 40, 60, 50);
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}
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AmmoBeltDialog::~AmmoBeltDialog() {
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BF_GLOBALS._events.setCursor(_cursorNum);
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}
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void AmmoBeltDialog::execute() {
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// Draw the dialog
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draw();
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// Dialog event handler loop
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_gfxManager.activate();
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while (!g_vm->shouldQuit() && !_closeFlag) {
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Event evt;
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while (g_globals->_events.getEvent(evt, EVENT_MOUSE_MOVE | EVENT_BUTTON_DOWN)) {
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evt.mousePos.x -= _bounds.left;
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evt.mousePos.y -= _bounds.top;
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process(evt);
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}
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g_system->delayMillis(10);
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GLOBALS._screenSurface.updateScreen();
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}
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_gfxManager.deactivate();
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}
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bool AmmoBeltDialog::process(Event &event) {
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switch (event.eventType) {
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case EVENT_MOUSE_MOVE: {
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// Handle updating cursor depending on whether cursor is in dialog or not
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int inDialog = Rect(0, 0, _bounds.width(), _bounds.height()).contains(event.mousePos);
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if (inDialog != _inDialog) {
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// Update cursor
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BF_GLOBALS._events.setCursor(inDialog ? CURSOR_USE : CURSOR_EXIT);
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_inDialog = inDialog;
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}
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return true;
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}
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case EVENT_BUTTON_DOWN:
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if (!_inDialog)
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// Clicked outside dialog, so flag to close it
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_closeFlag = true;
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else {
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int v = (BF_GLOBALS.getFlag(fGunLoaded) ? 1 : 0) * (BF_GLOBALS.getFlag(fLoadedSpare) ? 2 : 1);
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// Handle first clip
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if ((v != 1) && _clip1Rect.contains(event.mousePos)) {
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if (BF_GLOBALS.getFlag(fGunLoaded)) {
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event.mousePos.x = event.mousePos.y = 0;
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}
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BF_GLOBALS.setFlag(fGunLoaded);
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BF_GLOBALS.clearFlag(fLoadedSpare);
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}
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// Handle second clip
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if ((v != 2) && _clip2Rect.contains(event.mousePos)) {
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if (BF_GLOBALS.getFlag(fGunLoaded)) {
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event.mousePos.x = event.mousePos.y = 0;
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}
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BF_GLOBALS.setFlag(fGunLoaded);
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BF_GLOBALS.setFlag(fLoadedSpare);
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}
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if (_gunRect.contains(event.mousePos) && BF_GLOBALS.getFlag(fGunLoaded)) {
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BF_GLOBALS.clearFlag(fGunLoaded);
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v = (BF_GLOBALS.getFlag(fGunLoaded) ? 1 : 0) * (BF_GLOBALS.getFlag(fLoadedSpare) ? 2 : 1);
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if (v != 2)
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BF_GLOBALS.clearFlag(fLoadedSpare);
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}
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draw();
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}
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return true;
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case EVENT_KEYPRESS:
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if ((event.kbd.keycode == Common::KEYCODE_ESCAPE) || (event.kbd.keycode == Common::KEYCODE_RETURN)) {
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// Escape pressed, so flag to close dialog
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_closeFlag = true;
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return true;
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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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return false;
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}
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void AmmoBeltDialog::draw() {
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Rect bounds = _bounds;
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if (!_savedArea) {
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// Save the covered background area
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_savedArea = surfaceGetArea(g_globals->_gfxManagerInstance.getSurface(), _bounds);
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} else {
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bounds.moveTo(0, 0);
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}
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// Draw the dialog image
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g_globals->gfxManager().copyFrom(_surface, bounds.left, bounds.top);
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// Setup clip flags
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bool clip1 = true, clip2 = true;
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bool gunLoaded = BF_GLOBALS.getFlag(fGunLoaded);
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if (gunLoaded) {
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// A clip is currently loaded. Hide the appropriate clip
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if (BF_GLOBALS.getFlag(fLoadedSpare))
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clip2 = false;
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else
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clip1 = false;
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}
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// Draw the first clip if necessary
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if (clip1) {
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GfxSurface clipSurface = surfaceFromRes(9, 6, BF_GLOBALS._clip1Bullets + 1);
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_clip1Rect.resize(clipSurface, _clip1Rect.left, _clip1Rect.top, 100);
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g_globals->gfxManager().copyFrom(clipSurface, bounds.left + _clip1Rect.left,
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bounds.top + _clip1Rect.top);
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}
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// Draw the second clip if necessary
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if (clip2) {
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GfxSurface clipSurface = surfaceFromRes(9, 6, BF_GLOBALS._clip2Bullets + 1);
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_clip2Rect.resize(clipSurface, _clip2Rect.left, _clip2Rect.top, 100);
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g_globals->gfxManager().copyFrom(clipSurface, bounds.left + _clip2Rect.left,
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bounds.top + _clip2Rect.top);
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}
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// If a clip is loaded, draw the 'loaded' portion of the gun
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if (gunLoaded) {
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GfxSurface loadedSurface = surfaceFromRes(9, 7, 1);
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_loadedRect.resize(loadedSurface, _loadedRect.left, _loadedRect.top, 100);
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g_globals->gfxManager().copyFrom(loadedSurface, bounds.left + _loadedRect.left,
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bounds.top + _loadedRect.top);
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}
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}
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/*--------------------------------------------------------------------------*/
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RadioConvDialog::RadioConvDialog() : GfxDialog() {
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int idx;
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// Set up the list of buttons
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int maxWidth = 0;
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for (idx = 0; idx < 8; ++idx) {
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_buttons[idx].setText(RADIO_BTN_LIST[idx]);
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maxWidth = MAX(maxWidth, (int)_buttons[idx]._bounds.width());
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add(&_buttons[idx]);
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}
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// Set up the button positions and add them to the dialog
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for (idx = 0; idx < 8; ++idx) {
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_buttons[idx]._bounds.moveTo((idx % 2) * maxWidth + 2,
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idx / 2 * _buttons[idx]._bounds.height() + 2);
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_buttons[idx]._bounds.setWidth(maxWidth);
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add(&_buttons[idx]);
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}
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// Set the dialog size and position
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setDefaults();
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setTopLeft(8, 92);
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BF_GLOBALS._events.setCursor(CURSOR_ARROW);
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}
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RadioConvDialog::~RadioConvDialog() {
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BF_GLOBALS._events.setCursor(CURSOR_WALK);
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}
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int RadioConvDialog::execute() {
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GfxButton *btn = GfxDialog::execute();
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// Get which button was pressed
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int btnIndex = -1;
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for (int idx = 0; idx < 8; ++idx) {
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if (btn == &_buttons[idx]) {
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btnIndex = idx;
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break;
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}
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}
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return btnIndex;
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}
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int RadioConvDialog::show() {
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// Show the dialog
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RadioConvDialog *dlg = new RadioConvDialog();
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dlg->draw();
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int btnIndex = dlg->execute();
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// Close the dialog
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dlg->remove();
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delete dlg;
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return btnIndex;
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}
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/*--------------------------------------------------------------------------*/
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void OptionsDialog::show() {
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OptionsDialog *dlg = new OptionsDialog();
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dlg->draw();
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// Show the dialog
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GfxButton *btn = dlg->execute();
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// Get which button was pressed
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int btnIndex = -1;
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if (btn == &dlg->_btnRestore)
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btnIndex = 0;
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else if (btn == &dlg->_btnSave)
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btnIndex = 1;
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else if (btn == &dlg->_btnRestart)
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btnIndex = 2;
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else if (btn == &dlg->_btnQuit)
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btnIndex = 3;
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else if (btn == &dlg->_btnSound)
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btnIndex = 4;
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// Close the dialog
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dlg->remove();
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delete dlg;
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// Execute the given selection
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if (btnIndex == 0) {
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// Restore button
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g_globals->_game->restoreGame();
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} else if (btnIndex == 1) {
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// Save button
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g_globals->_game->saveGame();
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} else if (btnIndex == 2) {
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// Restart game
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g_globals->_game->restartGame();
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} else if (btnIndex == 3) {
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// Quit game
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if (MessageDialog::show(QUIT_CONFIRM_MSG, CANCEL_BTN_STRING, QUIT_BTN_STRING) == 1) {
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g_vm->quitGame();
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}
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} else if (btnIndex == 4) {
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// Sound dialog
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SoundDialog::execute();
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}
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}
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OptionsDialog::OptionsDialog() {
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// Set the element text
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_gfxMessage.set(OPTIONS_MSG, 140, ALIGN_LEFT);
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_btnRestore.setText(RESTORE_BTN_STRING);
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_btnSave.setText(SAVE_BTN_STRING);
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_btnRestart.setText(RESTART_BTN_STRING);
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_btnQuit.setText(QUIT_BTN_STRING);
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_btnSound.setText(SOUND_BTN_STRING);
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_btnResume.setText(RESUME_BTN_STRING);
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// Set position of the elements
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_gfxMessage._bounds.moveTo(0, 1);
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_btnRestore._bounds.moveTo(0, _gfxMessage._bounds.bottom + 1);
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_btnSave._bounds.moveTo(0, _btnRestore._bounds.bottom + 1);
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_btnRestart._bounds.moveTo(0, _btnSave._bounds.bottom + 1);
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_btnQuit._bounds.moveTo(0, _btnRestart._bounds.bottom + 1);
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_btnSound._bounds.moveTo(0, _btnQuit._bounds.bottom + 1);
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_btnResume._bounds.moveTo(0, _btnSound._bounds.bottom + 1);
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// Set all the buttons to the widest button
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GfxButton *btnList[6] = {&_btnRestore, &_btnSave, &_btnRestart, &_btnQuit, &_btnSound, &_btnResume};
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int16 btnWidth = 0;
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for (int idx = 0; idx < 6; ++idx)
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btnWidth = MAX(btnWidth, btnList[idx]->_bounds.width());
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for (int idx = 0; idx < 6; ++idx)
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btnList[idx]->_bounds.setWidth(btnWidth);
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// Add the items to the dialog
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addElements(&_gfxMessage, &_btnRestore, &_btnSave, &_btnRestart, &_btnQuit, &_btnSound, &_btnResume, NULL);
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// Set the dialog size and position
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frame();
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_bounds.collapse(-6, -6);
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setCenter(160, 90);
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}
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} // End of namespace BlueForce
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} // End of namespace TsAGE
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