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author | Paul Gilbert | 2014-07-18 20:20:18 -0400 |
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committer | Paul Gilbert | 2014-07-18 20:20:18 -0400 |
commit | 97d29debeb008bf75ed4bda1ec884fd17e49a8bc (patch) | |
tree | 15b55c1c1a26382bf2a756f5524adca5c3ddfbc1 /engines/mads/nebular/menu_nebular.cpp | |
parent | 79d4f09cabd7dc75ecc691f0c36f08bb514b4d4d (diff) | |
download | scummvm-rg350-97d29debeb008bf75ed4bda1ec884fd17e49a8bc.tar.gz scummvm-rg350-97d29debeb008bf75ed4bda1ec884fd17e49a8bc.tar.bz2 scummvm-rg350-97d29debeb008bf75ed4bda1ec884fd17e49a8bc.zip |
MADS: Beginnings of work on Rex Nebular main menu
Diffstat (limited to 'engines/mads/nebular/menu_nebular.cpp')
-rw-r--r-- | engines/mads/nebular/menu_nebular.cpp | 346 |
1 files changed, 346 insertions, 0 deletions
diff --git a/engines/mads/nebular/menu_nebular.cpp b/engines/mads/nebular/menu_nebular.cpp new file mode 100644 index 0000000000..0ed7a93996 --- /dev/null +++ b/engines/mads/nebular/menu_nebular.cpp @@ -0,0 +1,346 @@ +/* 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/scummsys.h" +#include "mads/game.h" +#include "mads/mads.h" +#include "mads/resources.h" +#include "mads/screen.h" +#include "mads/nebular/menu_nebular.h" + +namespace MADS { + +namespace Nebular { + +#define NEBULAR_MENUSCREEN 990 +#define MADS_MENU_Y ((MADS_SCREEN_HEIGHT - MADS_SCENE_HEIGHT) / 2) +#define MADS_MENU_ANIM_DELAY 70 + +MenuView::MenuView(MADSEngine *vm) : FullScreenDialog(vm) { + _breakFlag = false; +} + +void MenuView::execute() { + Common::Event event; + + // Main event loop to show the view + while (!_breakFlag) { + // Handle events + while (g_system->getEventManager()->pollEvent(event)) { + onEvent(event); + } + + if (_vm->_events->checkForNextFrameCounter()) { + // Next frame drawn, so allow view to prepare for following one + doFrame(); + } + + // Slight delay + g_system->delayMillis(10); + _breakFlag = _vm->shouldQuit(); + } +} + +/*------------------------------------------------------------------------*/ + +MainMenu::MainMenu(MADSEngine *vm): MenuView(vm) { + _itemPosList[0] = Common::Point(12, 68); + _itemPosList[1] = Common::Point(12, 87); + _itemPosList[2] = Common::Point(12, 107); + _itemPosList[3] = Common::Point(184, 75); + _itemPosList[4] = Common::Point(245, 75); + _itemPosList[5] = Common::Point(184, 99); + + _delayTimeout = 0; + _menuItem = NULL; + _menuItemIndex = 0; + _frameIndex = 0; + _highlightedIndex = -1; + _skipFlag = false; +} + +MainMenu::~MainMenu() { + if (_menuItem) + delete _menuItem; +} + +bool MainMenu::onEvent(Common::Event &event) { + // Handle keypresses - these can be done at any time, even when the menu items are being drawn + if (event.type == Common::EVENT_KEYDOWN) { + switch (event.kbd.keycode) { + 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(); + */ + // Restart the animation + _menuItemIndex = 0; + _skipFlag = false; + _menuItem = NULL; + _vm->_events->hideCursor(); + break; + } + + default: + // Any other key skips the menu animation + _skipFlag = true; + return false; + } + + return true; + } + + int menuIndex; + + switch (event.type) { + case Common::EVENT_LBUTTONDOWN: + if (_vm->_events->isCursorVisible()) { + menuIndex = getHighlightedItem(event.mouse.x, event.mouse.y); + + if (menuIndex != _highlightedIndex) { +// _bgSurface->copyTo(this, Common::Point(0, MADS_MENU_Y)); + + _highlightedIndex = menuIndex; + if (_highlightedIndex != -1) { + MSprite *spr = _menuItem->getFrame(_highlightedIndex); + const Common::Point &pt = _itemPosList[_highlightedIndex]; + spr->copyTo(&_vm->_screen, Common::Point(pt.x, MADS_MENU_Y + pt.y)); + } + } + } else { + // Skip the menu animation + _skipFlag = true; + } + return true; + + case Common::EVENT_LBUTTONUP: + if (_highlightedIndex != -1) + handleAction((MADSGameAction)_highlightedIndex); + return true; + + default: + break; + } + + return false; +} + +void MainMenu::doFrame() { + 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->_events->isCursorVisible()) { + // Clear any pending animation + _savedSurface.copyTo(&_vm->_screen, Common::Point(0, MADS_MENU_Y)); + + // Quickly loop through all the menuitems to display each's final frame + while (_menuItemIndex < 7) { + + if (_menuItem) { + // Draw the final frame of the menuitem + MSprite *spr = _menuItem->getFrame(0); + itemSize = _menuItem->getFrame(0)->h; + spr->copyTo(&_vm->_screen, Common::Point(_itemPosList[_menuItemIndex - 1].x, + _itemPosList[_menuItemIndex - 1].y + MADS_MENU_Y + (itemSize / 2) - (spr->h / 2))); + + delete _menuItem; + //copyTo(_bgSurface, Common::Rect(0, row, width(), row + MADS_SCENE_HEIGHT), 0, 0); + } + + // Get the next sprite set + Common::String spritesName = Resources::formatName(NEBULAR_MENUSCREEN, + 'A', ++_menuItemIndex, EXT_SS, ""); + _menuItem = new SpriteAsset(_vm, spritesName, 0); + + // Slot it into available palette space +/* + RGBList *palData = _menuItem->getRgbList(); + _vm->_palette->addRange(palData); + _menuItem->translate(palData, true); + _itemPalData.push_back(palData); +*/ + } + + _vm->_events->showCursor(); + 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_SCENE_HEIGHT), 0, 0); + } + + // Get the next menuitem resource + Common::String spritesName = Resources::formatName(NEBULAR_MENUSCREEN, + 'A', ++_menuItemIndex, EXT_SS, ""); + + /* + //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->_events->showCursor(); + return; + } + } else { + --_frameIndex; + } + + // Move to the next menuitem frame + + itemSize = _menuItem->getFrame(0)->h; + + //_bgSurface->copyTo(this, 0, row); + MSprite *spr = _menuItem->getFrame(_frameIndex); + + spr->copyTo(&_vm->_screen, + Common::Point(_itemPosList[_menuItemIndex - 1].x, + _itemPosList[_menuItemIndex - 1].y + MADS_MENU_Y + + (itemSize / 2) - (spr->h / 2))); +} + +int MainMenu::getHighlightedItem(int x, int y) { + y -= MADS_MENU_Y; + + for (int index = 0; index < 6; ++index) { + const Common::Point &pt = _itemPosList[index]; + MSprite *spr = _menuItem->getFrame(index); + + if ((x >= pt.x) && (y >= pt.y) && (x < (pt.x + spr->w)) && (y < (pt.y + spr->h))) + return index; + } + + return -1; +} + +void MainMenu::handleAction(MADSGameAction action) { + _vm->_events->hideCursor(); + /* + 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; + } + */ +} + +} // End of namespace Nebular + +} // End of namespace MADS |