/* 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 #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(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); // 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, 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, _menuItemPosList[_menuItemIndex - 1].x, _menuItemPosList[_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, _menuItemPosList[_menuItemIndex - 1].x, _menuItemPosList[_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 = _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) { 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->_scene->show(); 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(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(), (int)spr->getTransparentColor()); _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))) { printf("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; // Initialise class variables _priorSceneId = _madsVm->_scene->getCurrentScene(); _dialogType = DIALOG_NONE; // Load necessary quotes _madsVm->globals()->loadQuoteRange(1, 48); initialiseLines(); initialiseGraphics(); } void RexDialogView::initialiseLines() { // 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 _spriteSlots.startIndex = 1; _spriteSlots[0].spriteId = -2; _spriteSlots[0].timerIndex = -1; } void RexDialogView::initialiseGraphics() { // 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; case 9: screenId = 920; 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); setColour(2); hLine(0, width(), MADS_Y_OFFSET - 2); hLine(0, width(), MADS_Y_OFFSET + MADS_SURFACE_HEIGHT + 2); // Add in the loaded background vertically centred _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].spriteId = 1; _spriteSlots[slotIndex].timerIndex = 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() { _word_8502C = -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 colours uint colour; if (_dialogText[i].state == STATE_DESELECTED) colour = 0xB0A; else if (_dialogText[i].state == STATE_SELECTED) colour = 0xD0C; else colour = 0xF0E; // If there's an associated text display entry, check to see if it's colour needs to change if (_dialogText[i].textDisplay_index >= 0) { MadsTextDisplayEntry &tdEntry = _textDisplay[_dialogText[i].textDisplay_index]; if ((tdEntry.colour1 == (colour & 0xff)) && (tdEntry.colour2 == (colour >> 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, colour, _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->getHeight() + 2) * 6) >> 1) - 78); addQuote(_vm->_font, 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->getHeight() + 1; addQuote(_vm->_font, 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->getHeight() + 1) * 9 + 12) >> 1) - 78); addQuote(_vm->_font, ALIGN_CENTER, 0, top, 16); // Music state line top += _vm->_font->getHeight() + 1 + 6; addQuote(_vm->_font, ALIGN_CHAR_CENTER, 0, top, 17, _tempConfig.musicFlag ? 24 : 25); // Sound state line top += _vm->_font->getHeight() + 1; addQuote(_vm->_font, ALIGN_CHAR_CENTER, 0, top, 18, _tempConfig.soundFlag ? 26 : 27); // Interface easy state line top += _vm->_font->getHeight() + 1; addQuote(_vm->_font, ALIGN_CHAR_CENTER, 0, top, 19, _tempConfig.easyMouse ? 29 : 28); // Inventory sppinng state line top += _vm->_font->getHeight() + 1; addQuote(_vm->_font, ALIGN_CHAR_CENTER, 0, top, 20, _tempConfig.invObjectsStill ? 31 : 30); // Text window state line top += _vm->_font->getHeight() + 1; addQuote(_vm->_font, ALIGN_CHAR_CENTER, 0, top, 21, _tempConfig.textWindowStill ? 33 : 32); // Screen fade state line top += _vm->_font->getHeight() + 1; addQuote(_vm->_font, ALIGN_CHAR_CENTER, 0, top, 22, _tempConfig.screenFades + 34); // Storyline mode line top += _vm->_font->getHeight() + 1; addQuote(_vm->_font, ALIGN_CHAR_CENTER, 0, top, 23, (_tempConfig.storyMode == 1) ? 37 : 38); // Add Done and Cancel button texts top += _vm->_font->getHeight() + 1 + 6; addQuote(_vm->_font, ALIGN_CENTER, -54, top, 1, 0); addQuote(_vm->_font, 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; } }