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authorPaul Gilbert2018-03-04 18:12:09 -0500
committerPaul Gilbert2018-03-04 22:40:42 -0500
commitf2b574d64762d23a83cc682da0e622be99080688 (patch)
tree1ccbabbda83e70911dae0d4042223ee81a006d1d /engines/xeen/dialogs/dialogs.cpp
parent50630efde6d0f42f4d5f371d6818afac64ba86f5 (diff)
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XEEN: Move all the dialog classes to their own sub-folder
Diffstat (limited to 'engines/xeen/dialogs/dialogs.cpp')
-rw-r--r--engines/xeen/dialogs/dialogs.cpp257
1 files changed, 257 insertions, 0 deletions
diff --git a/engines/xeen/dialogs/dialogs.cpp b/engines/xeen/dialogs/dialogs.cpp
new file mode 100644
index 0000000000..c9b5658a0e
--- /dev/null
+++ b/engines/xeen/dialogs/dialogs.cpp
@@ -0,0 +1,257 @@
+/* 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 "xeen/dialogs/dialogs.h"
+#include "xeen/events.h"
+#include "xeen/resources.h"
+#include "xeen/screen.h"
+#include "xeen/xeen.h"
+
+namespace Xeen {
+
+void ButtonContainer::saveButtons() {
+ _savedButtons.push(_buttons);
+ clearButtons();
+}
+
+/*
+ * Clears the current list of defined buttons
+ */
+void ButtonContainer::clearButtons() {
+ _buttons.clear();
+}
+
+void ButtonContainer::restoreButtons() {
+ _buttons = _savedButtons.pop();
+}
+
+void ButtonContainer::addButton(const Common::Rect &bounds, int val,
+ SpriteResource *sprites) {
+ _buttons.push_back(UIButton(bounds, val, _buttons.size() * 2, sprites, sprites != nullptr));
+}
+
+void ButtonContainer::addButton(const Common::Rect &bounds, int val,
+ int frameNum, SpriteResource *sprites) {
+ _buttons.push_back(UIButton(bounds, val, frameNum, sprites, sprites != nullptr));
+}
+
+void ButtonContainer::addPartyButtons(XeenEngine *vm) {
+ for (uint idx = 0; idx < MAX_ACTIVE_PARTY; ++idx) {
+ addButton(Common::Rect(Res.CHAR_FACES_X[idx], 150, Res.CHAR_FACES_X[idx] + 32, 182),
+ Common::KEYCODE_F1 + idx);
+ }
+}
+
+bool ButtonContainer::checkEvents(XeenEngine *vm) {
+ EventsManager &events = *vm->_events;
+ Party &party = *vm->_party;
+ Windows &windows = *_vm->_windows;
+ _buttonValue = 0;
+
+ if (events._leftButton) {
+ Common::Point pt = events._mousePos;
+
+ // Check for party member glyphs being clicked
+ Common::Rect r(0, 0, 32, 32);
+ for (uint idx = 0; idx < party._activeParty.size(); ++idx) {
+ r.moveTo(Res.CHAR_FACES_X[idx], 150);
+ if (r.contains(pt)) {
+ _buttonValue = Common::KEYCODE_F1 + idx;
+ break;
+ }
+ }
+
+ // Check whether any button is selected
+ for (uint i = 0; i < _buttons.size(); ++i) {
+ if (_buttons[i]._bounds.contains(pt)) {
+ events.debounceMouse();
+
+ _buttonValue = _buttons[i]._value;
+ break;
+ }
+ }
+
+ if (!_buttonValue && Common::Rect(8, 8, 224, 135).contains(pt)) {
+ _buttonValue = 1;
+ return true;
+ }
+ } else if (events.isKeyPending()) {
+ Common::KeyState keyState;
+ events.getKey(keyState);
+
+ _buttonValue = keyState.keycode;
+ if (_buttonValue == Common::KEYCODE_KP8)
+ _buttonValue = Common::KEYCODE_UP;
+ else if (_buttonValue == Common::KEYCODE_KP2)
+ _buttonValue = Common::KEYCODE_DOWN;
+ else if (_buttonValue == Common::KEYCODE_KP_ENTER)
+ _buttonValue = Common::KEYCODE_RETURN;
+
+ _buttonValue |= (keyState.flags & ~Common::KBD_STICKY) << 16;
+ }
+
+ if (_buttonValue) {
+ // Check for a button matching the selected _buttonValue
+ Window &win = windows[39];
+ for (uint btnIndex = 0; btnIndex < _buttons.size(); ++btnIndex) {
+ UIButton &btn = _buttons[btnIndex];
+ if (btn._draw && btn._value == _buttonValue) {
+ // Found the correct button
+ // Draw button depressed
+ btn._sprites->draw(0, btn._frameNum + 1,
+ Common::Point(btn._bounds.left, btn._bounds.top));
+ win.setBounds(btn._bounds);
+ win.update();
+
+ // Slight delay
+ events.updateGameCounter();
+ events.wait(2);
+
+ // Redraw button in it's original non-depressed form
+ btn._sprites->draw(0, btn._frameNum,
+ Common::Point(btn._bounds.left, btn._bounds.top));
+ win.setBounds(btn._bounds);
+ win.update();
+ break;
+ }
+ }
+
+ return true;
+ }
+
+ return false;
+}
+
+void ButtonContainer::drawButtons(XSurface *surface) {
+ for (uint btnIndex = 0; btnIndex < _buttons.size(); ++btnIndex) {
+ UIButton &btn = _buttons[btnIndex];
+ if (btn._draw) {
+ btn._sprites->draw(*surface, btn._frameNum,
+ Common::Point(btn._bounds.left, btn._bounds.top));
+ }
+ }
+}
+
+bool ButtonContainer::doScroll(bool rollUp, bool fadeIn) {
+ if (_vm->_files->_isDarkCc) {
+ return Cutscenes::doScroll(rollUp, fadeIn);
+ } else {
+ saveButtons();
+ clearButtons();
+ bool result = Cutscenes::doScroll(rollUp, fadeIn);
+ restoreButtons();
+ return result;
+ }
+}
+
+void ButtonContainer::loadStrings(const Common::String &name) {
+ File f(name);
+ _textStrings.clear();
+ while (f.pos() < f.size())
+ _textStrings.push_back(f.readString());
+ f.close();
+}
+
+void ButtonContainer::loadStrings(const Common::String &name, int ccMode) {
+ File f(name, ccMode);
+ _textStrings.clear();
+ while (f.pos() < f.size())
+ _textStrings.push_back(f.readString());
+ f.close();
+}
+
+/*------------------------------------------------------------------------*/
+
+void SettingsBaseDialog::showContents(SpriteResource &title1, bool waitFlag) {
+ _vm->_events->pollEventsAndWait();
+ checkEvents(_vm);
+}
+
+/*------------------------------------------------------------------------*/
+
+void CreditsScreen::show(XeenEngine *vm) {
+ CreditsScreen *dlg = new CreditsScreen(vm);
+
+ switch (vm->getGameID()) {
+ case GType_Clouds:
+ dlg->execute(Res.CLOUDS_CREDITS);
+ break;
+ case GType_Swords:
+ dlg->execute(Res.SWORDS_CREDITS1);
+ dlg->execute(Res.SWORDS_CREDITS2);
+ break;
+ default:
+ dlg->execute(Res.DARK_SIDE_CREDITS);
+ break;
+ }
+
+ delete dlg;
+}
+
+void CreditsScreen::execute(const char *content) {
+ Screen &screen = *_vm->_screen;
+ Windows &windows = *_vm->_windows;
+ EventsManager &events = *_vm->_events;
+
+ // Handle drawing the credits screen
+ doScroll(true, false);
+ windows[GAME_WINDOW].close();
+
+ screen.loadBackground("marb.raw");
+ windows[0].writeString(content);
+ doScroll(false, false);
+
+ events.setCursor(0);
+ windows[0].update();
+ clearButtons();
+
+ // Wait for keypress
+ while (!events.isKeyMousePressed())
+ events.pollEventsAndWait();
+
+ doScroll(true, false);
+}
+
+/*------------------------------------------------------------------------*/
+
+PleaseWait::PleaseWait(bool isOops) {
+ _msg = isOops ? Res.OOPS : Res.PLEASE_WAIT;
+}
+
+PleaseWait::~PleaseWait() {
+ Windows &windows = *g_vm->_windows;
+ windows[9].close();
+}
+
+void PleaseWait::show() {
+ Windows &windows = *g_vm->_windows;
+ Window &w = windows[9];
+
+ if (g_vm->_mode != MODE_0) {
+ w.open();
+ w.writeString(_msg);
+ w.update();
+ }
+}
+
+} // End of namespace Xeen