/* 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 "common/system.h" #include "common/textconsole.h" #include "parallaction/gui.h" #include "parallaction/input.h" #include "parallaction/parallaction.h" #include "parallaction/saveload.h" namespace Parallaction { class SplashInputState_BR : public MenuInputState { protected: Common::String _slideName; uint32 _timeOut; Common::String _nextState; uint32 _startTime; Palette blackPal; Palette pal; Parallaction *_vm; int _fadeSteps; public: SplashInputState_BR(Parallaction *vm, const Common::String &name, MenuInputHelper *helper) : MenuInputState(name, helper), _vm(vm) { } virtual MenuInputState* run() { if (_fadeSteps > 0) { pal.fadeTo(blackPal, 1); _vm->_gfx->setPalette(pal); _fadeSteps--; return this; } if (_fadeSteps == 0) { return _helper->getState(_nextState); } uint32 curTime = _vm->_system->getMillis(); if (curTime - _startTime > _timeOut) { _fadeSteps = 64; pal.clone(_vm->_gfx->_backgroundInfo->palette); } return this; } virtual void enter() { _vm->_gfx->clearScreen(); _vm->showSlide(_slideName.c_str(), CENTER_LABEL_HORIZONTAL, CENTER_LABEL_VERTICAL); _vm->_input->setMouseState(MOUSE_DISABLED); _startTime = _vm->_system->getMillis(); _fadeSteps = -1; } }; class SplashInputState0_BR : public SplashInputState_BR { public: SplashInputState0_BR(Parallaction_br *vm, MenuInputHelper *helper) : SplashInputState_BR(vm, "intro0", helper) { _slideName = "dyna"; _timeOut = 600; _nextState = "intro1"; } }; class SplashInputState1_BR : public SplashInputState_BR { public: SplashInputState1_BR(Parallaction_br *vm, MenuInputHelper *helper) : SplashInputState_BR(vm, "intro1", helper) { _slideName = "core"; _timeOut = 600; _nextState = "mainmenu"; } }; struct LocationPart { int part; const char *location; }; class MainMenuInputState_BR : public MenuInputState { Parallaction_br *_vm; #define MENUITEMS_X 250 #define MENUITEMS_Y 200 #define MENUITEM_WIDTH 200 #define MENUITEM_HEIGHT 20 Frames* renderMenuItem(const char *text) { // this builds a surface containing two copies of the text. // one is in normal color, the other is inverted. // the two 'frames' are used to display selected/unselected menu items byte *data = new byte[MENUITEM_WIDTH * MENUITEM_HEIGHT * 2]; memset(data, 0, MENUITEM_WIDTH * MENUITEM_HEIGHT * 2); // build first frame to be displayed when item is not selected if (_vm->getPlatform() == Common::kPlatformPC) { _vm->_menuFont->setColor(0); } else { _vm->_menuFont->setColor(23); } byte *dst = data + 5 + 2 * MENUITEM_WIDTH; _vm->_menuFont->drawString(dst, MENUITEM_WIDTH, text); // build second frame to be displayed when item is selected dst = dst + MENUITEM_WIDTH * MENUITEM_HEIGHT; _vm->_menuFont->drawString(dst, MENUITEM_WIDTH, text); dst = data + MENUITEM_WIDTH * MENUITEM_HEIGHT; for (int i = 0; i < MENUITEM_WIDTH * MENUITEM_HEIGHT; i++) { *dst++ ^= 0xD; } // wrap the surface into the suitable Frames adapter return new Cnv(2, MENUITEM_WIDTH, MENUITEM_HEIGHT, data, true); } enum MenuOptions { kMenuPart0 = 0, kMenuPart1 = 1, kMenuPart2 = 2, kMenuPart3 = 3, kMenuPart4 = 4, kMenuLoadGame = 5, kMenuQuit = 6 }; #define NUM_MENULINES 7 GfxObj *_lines[NUM_MENULINES]; static const char *_menuStringsAmiga[NUM_MENULINES]; static const char *_menuStringsPC[NUM_MENULINES]; static const MenuOptions _optionsAmiga[NUM_MENULINES]; static const MenuOptions _optionsPC[NUM_MENULINES]; const char **_menuStrings; const MenuOptions *_options; static LocationPart _firstLocation[]; int _availItems; int _selection; void cleanup() { _vm->_gfx->freeDialogueObjects(); for (int i = 0; i < _availItems; i++) { delete _lines[i]; _lines[i] = 0; } } void redrawMenu() { Common::Point p; _vm->_input->getCursorPos(p); if ((p.x > MENUITEMS_X) && (p.x < (MENUITEMS_X+MENUITEM_WIDTH)) && (p.y > MENUITEMS_Y)) { _selection = (p.y - MENUITEMS_Y) / MENUITEM_HEIGHT; if (!(_selection < _availItems)) _selection = -1; } else _selection = -1; for (int i = 0; i < _availItems; i++) { _vm->_gfx->setItemFrame(i, _selection == i ? 1 : 0); } } public: MainMenuInputState_BR(Parallaction_br *vm, MenuInputHelper *helper) : MenuInputState("mainmenu", helper), _vm(vm) { memset(_lines, 0, sizeof(_lines)); } ~MainMenuInputState_BR() { cleanup(); } virtual MenuInputState* run() { int event = _vm->_input->getLastButtonEvent(); if (!((event == kMouseLeftUp) && _selection >= 0)) { redrawMenu(); return this; } int selection = _options[_selection]; switch (selection) { case kMenuQuit: { _vm->quitGame(); break; } case kMenuLoadGame: warning("loadgame not yet implemented"); if (!_vm->_saveLoad->loadGame()) { return this; } break; default: _vm->_nextPart = _firstLocation[selection].part; _vm->scheduleLocationSwitch(_firstLocation[selection].location); } _vm->_system->showMouse(false); cleanup(); return 0; } virtual void enter() { _vm->_gfx->clearScreen(); int x = 0, y = 0, i = 0; if (_vm->getPlatform() == Common::kPlatformPC) { x = 20; y = 50; } _vm->showSlide("tbra", x, y); _availItems = 4; bool complete[3]; _vm->_saveLoad->getGamePartProgress(complete, 3); for (i = 0; i < 3 && complete[i]; i++, _availItems++) ; if (_vm->getPlatform() == Common::kPlatformAmiga) { _menuStrings = _menuStringsAmiga; _options = _optionsAmiga; } else { _menuStrings = _menuStringsPC; _options = _optionsPC; } for (i = 0; i < _availItems; i++) { _lines[i] = new GfxObj(0, renderMenuItem(_menuStrings[i]), "MenuItem"); _vm->_gfx->setItem(_lines[i], MENUITEMS_X, MENUITEMS_Y + MENUITEM_HEIGHT * i, 0xFF); } _selection = -1; _vm->_input->setArrowCursor(); _vm->_input->setMouseState(MOUSE_ENABLED_SHOW); } }; LocationPart MainMenuInputState_BR::_firstLocation[] = { { 0, "intro" }, { 1, "museo" }, { 2, "start" }, { 3, "bolscoi" }, { 4, "treno" } }; const char *MainMenuInputState_BR::_menuStringsAmiga[NUM_MENULINES] = { "See the introduction", "Load a Saved Game", "Exit to WorkBench", "Start a new game", "Start PART 2", "Start PART 3", "Start PART 4" }; const MainMenuInputState_BR::MenuOptions MainMenuInputState_BR::_optionsAmiga[NUM_MENULINES] = { kMenuPart0, kMenuLoadGame, kMenuQuit, kMenuPart1, kMenuPart2, kMenuPart3, kMenuPart4 }; const char *MainMenuInputState_BR::_menuStringsPC[NUM_MENULINES] = { "SEE INTRO", "NEW GAME", "SAVED GAME", "EXIT TO DOS", "PART 2", "PART 3", "PART 4" }; const MainMenuInputState_BR::MenuOptions MainMenuInputState_BR::_optionsPC[NUM_MENULINES] = { kMenuPart0, kMenuPart1, kMenuLoadGame, kMenuQuit, kMenuPart2, kMenuPart3, kMenuPart4 }; void Parallaction_br::startGui(bool showSplash) { _menuHelper = new MenuInputHelper; new MainMenuInputState_BR(this, _menuHelper); if (showSplash) { new SplashInputState0_BR(this, _menuHelper); new SplashInputState1_BR(this, _menuHelper); _menuHelper->setState("intro0"); } else { _menuHelper->setState("mainmenu"); } _input->_inputMode = Input::kInputModeMenu; } class IngameMenuInputState_BR : public MenuInputState { Parallaction_br *_vm; GfxObj *_menuObj, *_mscMenuObj, *_sfxMenuObj; int _menuObjId, _mscMenuObjId, _sfxMenuObjId; Common::Rect _menuRect; int _cellW, _cellH; int _sfxStatus, _mscStatus; int frameFromStatus(int status) const { int frame; if (status == 0) { frame = 1; } else if (status == 1) { frame = 0; } else { frame = 2; } return frame; } public: IngameMenuInputState_BR(Parallaction_br *vm, MenuInputHelper *helper) : MenuInputState("ingamemenu", helper), _vm(vm) { Frames *menuFrames = _vm->_disk->loadFrames("request.win"); assert(menuFrames); _menuObj = new GfxObj(kGfxObjTypeMenu, menuFrames, "ingamemenu"); Frames *mscFrames = _vm->_disk->loadFrames("onoff.win"); assert(mscFrames); _mscMenuObj = new GfxObj(kGfxObjTypeMenu, mscFrames, "msc"); Frames *sfxFrames = _vm->_disk->loadFrames("sfx.win"); assert(sfxFrames); _sfxMenuObj = new GfxObj(kGfxObjTypeMenu, sfxFrames, "sfx"); _menuObj->getRect(0, _menuRect); _cellW = _menuRect.width() / 3; _cellH = _menuRect.height() / 2; } ~IngameMenuInputState_BR() { delete _menuObj; delete _mscMenuObj; delete _sfxMenuObj; } MenuInputState *run() { if (_vm->_input->getLastButtonEvent() != kMouseLeftUp) { return this; } int cell = -1; Common::Point p; _vm->_input->getCursorPos(p); if (_menuRect.contains(p)) { cell = (p.x - _menuRect.left) / _cellW + 3 * ((p.y - _menuRect.top) / _cellH); } bool close = false; switch (cell) { case 4: // resume case -1: // invalid cell close = true; break; case 0: // toggle music if (_mscStatus != -1) { _vm->enableMusic(!_mscStatus); _mscStatus = _vm->getMusicStatus(); _vm->_gfx->setItemFrame(_mscMenuObjId, frameFromStatus(_mscStatus)); } break; case 1: // toggle sfx if (_sfxStatus != -1) { _vm->enableSfx(!_sfxStatus); _sfxStatus = _vm->getSfxStatus(); _vm->_gfx->setItemFrame(_sfxMenuObjId, frameFromStatus(_sfxStatus)); } break; case 2: // save warning("Saving is not supported yet"); _vm->_saveLoad->saveGame(); break; case 3: // load warning("Loading is not supported yet"); close = _vm->_saveLoad->loadGame(); break; case 5: // quit return _helper->getState("quitdialog"); } if (close) { _vm->_gfx->freeDialogueObjects(); return 0; } _vm->_input->setArrowCursor(); return this; } void enter() { // TODO: find the right position of the menu object _menuObjId = _vm->_gfx->setItem(_menuObj, 0, 0, 0); _vm->_gfx->setItemFrame(_menuObjId, 0); _mscMenuObjId = _vm->_gfx->setItem(_mscMenuObj, 0, 0, 0); _mscStatus = _vm->getMusicStatus(); _vm->_gfx->setItemFrame(_mscMenuObjId, frameFromStatus(_mscStatus)); _sfxMenuObjId = _vm->_gfx->setItem(_sfxMenuObj, 0, 0, 0); _sfxStatus = _vm->getSfxStatus(); _vm->_gfx->setItemFrame(_sfxMenuObjId, frameFromStatus(_sfxStatus)); } }; class QuitDialogInputState_BR : public MenuInputState { Parallaction_br *_vm; Font *_font; int _x, _y; GfxObj *_obj; public: QuitDialogInputState_BR(Parallaction_br *vm, MenuInputHelper *helper) : MenuInputState("quitdialog", helper), _vm(vm) { _font = _vm->_dialogueFont; const char *question = "Do you really want to quit ?"; const char *option = "Yes No"; int questionW = _font->getStringWidth(question); int optionW = _font->getStringWidth(option); int w = MAX(questionW, optionW) + 30; _x = (640 - w) / 2; _y = 90; Graphics::Surface *surf = new Graphics::Surface; surf->create(w, 110, 1); surf->fillRect(Common::Rect(0, 0, w, 110), 12); surf->fillRect(Common::Rect(10, 10, w-10, 100), 15); _font->setColor(0); int x = (w - questionW)/2; int y = 13; _font->drawString((byte*)surf->getBasePtr(x, y), surf->pitch, question); x = (w - optionW)/2; y = 13 + _font->height()*2; _font->drawString((byte*)surf->getBasePtr(x,y), surf->pitch, option); _obj = new GfxObj(kGfxObjTypeMenu, new SurfaceToFrames(surf), "quitdialog"); assert(_obj); } ~QuitDialogInputState_BR() { delete _obj; } MenuInputState *run() { uint16 key; bool e = _vm->_input->getLastKeyDown(key); if (!e) { return this; } if (key == 'y' || key == 'Y') { _vm->quitGame(); return 0; } else if (key == 'n' || key == 'N') { // NOTE: when the quit dialog is hidden, the in-game menu is // deleted for a frame, and then redrawn. This is because the // current implementation of graphic 'items' doesn't allow // deletion of a single 'item'. _vm->_gfx->freeDialogueObjects(); return _helper->getState("ingamemenu"); } return this; } void enter() { // setPaletteEntry(1, 0, 0, 0); // text color // setPaletteEntry(15, 255, 255, 255); // background color int id = _vm->_gfx->setItem(_obj, _x, _y, 0); _vm->_gfx->setItemFrame(id, 0); } }; void Parallaction_br::startIngameMenu() { _menuHelper = new MenuInputHelper; new IngameMenuInputState_BR(this, _menuHelper); new QuitDialogInputState_BR(this, _menuHelper); _menuHelper->setState("ingamemenu"); _input->_inputMode = Input::kInputModeMenu; } } // namespace Parallaction