/* 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.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, sprites, true)); } void ButtonContainer::addButton(const Common::Rect &bounds, int val) { _buttons.push_back(UIButton(bounds, val, nullptr, false)); } 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; Windows &windows = *_vm->_windows; _buttonValue = 0; if (events._leftButton) { // Check whether any button is selected Common::Point pt = events._mousePos; 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_CAPS) << 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, btnIndex * 2 + 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, btnIndex * 2, 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, btnIndex * 2, 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 SettingsBaseDialog::showContents(SpriteResource &title1, bool waitFlag) { _vm->_events->pollEventsAndWait(); checkEvents(_vm); } /*------------------------------------------------------------------------*/ void CreditsScreen::show(XeenEngine *vm) { CreditsScreen *dlg = new CreditsScreen(vm); dlg->execute(); delete dlg; } void CreditsScreen::execute() { 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(Res.CREDITS); doScroll(false, false); events.setCursor(0); windows[0].update(); clearButtons(); // Wait for keypress while (!events.isKeyMousePressed()) events.pollEventsAndWait(); doScroll(true, false); } /*------------------------------------------------------------------------*/ void PleaseWait::show(XeenEngine *vm) { Windows &windows = *vm->_windows; Window &w = windows[9]; if (vm->_mode != MODE_0) { w.open(); w.writeString(Res.PLEASE_WAIT); w.update(); } } } // End of namespace Xeen