/* 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->_viewManager->addView(vm->_actionsView); vm->_scene->loadScene(101); // **DEBUG** - set the default object vm->_scene->setSelectedObject(48); 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; } } }