/* ScummVM - Scumm Interpreter * Copyright (C) 2002 The ScummVM project * * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Header$ */ #include #include "stdafx.h" #include "newgui.h" #include "dialog.h" #include "widget.h" #include "scumm.h" #include "ListWidget.h" #include "config-file.h" #include "sound/mididrv.h" #include "scumm/imuse.h" /* * TODO list * - If saving or loading fails (e.g. due to disk full/directory write protected), * display an error dialog? * - The user can edit the name of the autosave game. Of course this will not * do anything, but we should still prevent this. * - add some sense of the window being "active" (i.e. in front) or not. If it * was inactive and just became active, reset certain vars (like who is focused). * Maybe we should just add lostFocus and receivedFocus methods to Dialog, just * like we have for class Widget? * ... */ Dialog::~Dialog() { teardownScreenBuf(); } void Dialog::setupScreenBuf() { // Create _screenBuf if it doesn't already exist if (!_screenBuf) _screenBuf = new byte[320*200]; // Draw the fixed parts of the dialog: background and border. _gui->blendRect(_x, _y, _w, _h, _gui->_bgcolor); _gui->box(_x, _y, _w, _h); // Finally blit this to _screenBuf _gui->blitTo(_screenBuf, _x, _y, _w, _h); } void Dialog::teardownScreenBuf() { if (_screenBuf) { delete [] _screenBuf; _screenBuf = 0; } } void Dialog::open() { _gui->openDialog(this); } void Dialog::close() { if (_mouseWidget) { _mouseWidget->handleMouseLeft(0); _mouseWidget = 0; } if (_focusedWidget) { _focusedWidget->lostFocus(); _focusedWidget = 0; } _gui->closeTopDialog(); } void Dialog::draw() { Widget *w = _firstWidget; if (_screenBuf) { _gui->blitFrom(_screenBuf, _x, _y, _w, _h); } else { _gui->fillRect(_x, _y, _w, _h, _gui->_bgcolor); _gui->box(_x, _y, _w, _h); } _gui->addDirtyRect(_x, _y, _w, _h); while (w) { w->draw(); w = w->_next; } } void Dialog::handleMouseDown(int x, int y, int button, int clickCount) { Widget *w; w = findWidget(x, y); if (w != _focusedWidget) { // The focus will change. Tell the old focused widget (if any) // that it lost the focus. if (_focusedWidget) _focusedWidget->lostFocus(); // Tell the new focused widget (if any) that it just gained the focus. if (w) w->receivedFocus(); _focusedWidget = w; } if (_focusedWidget) _focusedWidget->handleMouseDown(x - _focusedWidget->_x, y - _focusedWidget->_y, button, clickCount); } void Dialog::handleMouseUp(int x, int y, int button, int clickCount) { Widget *w; if (_focusedWidget) { w = _focusedWidget; // Lose focus on mouseup unless the widget requested to retain the focus if (! (_focusedWidget->getFlags() & WIDGET_RETAIN_FOCUS )) { _focusedWidget->lostFocus(); _focusedWidget = 0; } } else { w = findWidget(x, y); } if (w) w->handleMouseUp(x - w->_x, y - w->_y, button, clickCount); } void Dialog::handleKeyDown(char key, int modifiers) { if (_focusedWidget) { if (_focusedWidget->handleKeyDown(key, modifiers)) return; } else { // Hotkey handling Widget *w = _firstWidget; key = toupper(key); while (w) { if (w->_type == kButtonWidget && key == toupper(((ButtonWidget *)w)->_hotkey)) { // We first send a mouseDown then a mouseUp. // FIXME: insert a brief delay between both. w->handleMouseDown(0, 0, 1, 1); w->handleMouseUp(0, 0, 1, 1); return; } w = w->_next; } } // ESC closes all dialogs by default if (key == 27) close(); } void Dialog::handleKeyUp(char key, int modifiers) { // Focused widget recieves keyup events if (_focusedWidget) _focusedWidget->handleKeyUp(key, modifiers); } void Dialog::handleMouseMoved(int x, int y, int button) { Widget *w; if (_focusedWidget) { w = _focusedWidget; // We still send mouseEntered/Left messages to the focused item // (but to no other items). bool mouseInFocusedWidget = (x >= w->_x && x < w->_x + w->_w && y >= w->_y && y < w->_y + w->_h); if (mouseInFocusedWidget && _mouseWidget != w) { _mouseWidget = w; w->handleMouseEntered(button); } else if (!mouseInFocusedWidget && _mouseWidget == w) { _mouseWidget = 0; w->handleMouseLeft(button); } w->handleMouseMoved(x - w->_x, y - w->_y, button); } w = findWidget(x, y); if (_mouseWidget != w) { if (_mouseWidget) _mouseWidget->handleMouseLeft(button); if (w) w->handleMouseEntered(button); _mouseWidget = w; } if (!w || !(w->getFlags() & WIDGET_TRACK_MOUSE)) { return; } w->handleMouseMoved(x - w->_x, y - w->_y, button); } void Dialog::handleTickle() { // Focused widget recieves tickle notifications if (_focusedWidget && _focusedWidget->getFlags() & WIDGET_WANT_TICKLE) { _focusedWidget->handleTickle(); } } void Dialog::handleCommand(CommandSender *sender, uint32 cmd, uint32 data) { switch (cmd) { case kCloseCmd: close(); break; } } /* * Determine the widget at location (x,y) if any. Assumes the coordinates are * in the local coordinate system, i.e. relative to the top left of the dialog. */ Widget *Dialog::findWidget(int x, int y) { Widget *w = _firstWidget; while (w) { // Stop as soon as we find a widget that contains the point (x,y) if (x >= w->_x && x < w->_x + w->_w && y >= w->_y && y < w->_y + w->_h) break; w = w->_next; } return w; } void Dialog::addResText(int x, int y, int w, int h, int resID) { // Get the string const char *str = _gui->queryResString(resID); if (!str) str = "Dummy!"; new StaticTextWidget(this, x, y, w, h, str, kTextAlignLeft); } void Dialog::addButton(int x, int y, int w, int h, const char *label, uint32 cmd, char hotkey) { new ButtonWidget(this, x, y, w, h, label, cmd, hotkey); } #pragma mark - enum { kSaveCmd = 'SAVE', kLoadCmd = 'LOAD', kPlayCmd = 'PLAY', kOptionsCmd = 'OPTN', kQuitCmd = 'QUIT' }; /* * TODO * - Maybe go back to the old way of differentiating between the save and the load mode? * This would include that in the load mode the list is not editable. * - Currently the savegame list is only loaded once when the dialog is created. Instead, * it should be loaded whenever the dialog is opened. Might want to add an open() * method to Dialog for that. */ SaveLoadDialog::SaveLoadDialog(NewGui *gui) : Dialog (gui, 30, 20, 260, 124) { addResText(10, 7, 240, 16, 1); // addResText(10, 7, 240, 16, 2); // addResText(10, 7, 240, 16, 3); addButton(200, 20, 54, 16, RES_STRING(4), kSaveCmd, 'S'); // Save addButton(200, 40, 54, 16, RES_STRING(5), kLoadCmd, 'L'); // Load addButton(200, 60, 54, 16, RES_STRING(6), kPlayCmd, 'P'); // Play addButton(200, 80, 54, 16, CUSTOM_STRING(17), kOptionsCmd, 'O'); // Options addButton(200, 100, 54, 16, RES_STRING(8), kQuitCmd, 'Q'); // Quit _savegameList = new ListWidget(this, 10, 20, 180, 94); _savegameList->setNumberingMode(kListNumberingZero); // Get savegame names ScummVM::StringList l; char name[32]; Scumm *s = _gui->getScumm(); for (int i = 0; i <= 80; i++) { // 80 - got this value from the old GUI s->getSavegameName(i, name); l.push_back(name); } _savegameList->setList(l); } void SaveLoadDialog::handleCommand(CommandSender *sender, uint32 cmd, uint32 data) { switch (cmd) { case kListItemChangedCmd: case kSaveCmd: if (_savegameList->getSelected() >= 1 && !_savegameList->getSelectedString().isEmpty()) { Scumm *s = _gui->getScumm(); s->_saveLoadSlot = _savegameList->getSelected(); s->_saveLoadCompatible = false; s->_saveLoadFlag = 1; // 1 for save, I assume (Painelf) strcpy(s->_saveLoadName, _savegameList->getSelectedString()); close(); } break; case kListItemDoubleClickedCmd: case kLoadCmd: if (_savegameList->getSelected() >= 0 && !_savegameList->getSelectedString().isEmpty()) { Scumm *s = _gui->getScumm(); s->_saveLoadSlot = _savegameList->getSelected(); s->_saveLoadCompatible = false; s->_saveLoadFlag = 2; // 2 for load. Magic number anyone? close(); } break; case kPlayCmd: close(); break; case kOptionsCmd: _gui->optionsDialog(); break; case kQuitCmd: exit(1); break; default: Dialog::handleCommand(sender, cmd, data); } } #pragma mark - enum { kSoundCmd = 'SOUN', kKeysCmd = 'KEYS', kAboutCmd = 'ABOU', kMiscCmd = 'OPTN' }; OptionsDialog::OptionsDialog(NewGui *gui) : Dialog (gui, 50, 80, 210, 60) { addButton( 10, 10, 40, 16, CUSTOM_STRING(5), kSoundCmd, 'S'); // Sound addButton( 80, 10, 40, 16, CUSTOM_STRING(6), kKeysCmd, 'K'); // Keys addButton(150, 10, 40, 16, CUSTOM_STRING(7), kAboutCmd, 'A'); // About addButton( 10, 35, 40, 16, CUSTOM_STRING(18), kMiscCmd, 'M'); // Misc addButton(150, 35, 40, 16, CUSTOM_STRING(23), kCloseCmd, 'C'); // Close dialog - FIXME } void OptionsDialog::handleCommand(CommandSender *sender, uint32 cmd, uint32 data) { switch (cmd) { case kSoundCmd: _gui->soundDialog(); break; case kKeysCmd: break; case kAboutCmd: _gui->aboutDialog(); break; case kMiscCmd: break; default: Dialog::handleCommand(sender, cmd, data); } } #pragma mark - AboutDialog::AboutDialog(NewGui *gui) : Dialog (gui, 30, 10, 260, 134) { addButton(110, 110, 40, 16, CUSTOM_STRING(23), kCloseCmd, 'C'); // Close dialog - FIXME new StaticTextWidget(this, 10, 17, 240, 16, "Build " SCUMMVM_VERSION " (" SCUMMVM_CVS ")", kTextAlignCenter); new StaticTextWidget(this, 10, 37, 240, 16, "ScummVM http://scummvm.sourceforge.net", kTextAlignCenter); new StaticTextWidget(this, 10, 67, 240, 16, "All games (c) LucasArts", kTextAlignCenter); new StaticTextWidget(this, 10, 84, 240, 16, "Except", kTextAlignCenter); new StaticTextWidget(this, 10, 97, 240, 16, "Simon the Sorcerer (c) Adventuresoft", kTextAlignCenter); } PauseDialog::PauseDialog(NewGui *gui) : Dialog (gui, 50, 80, 220, 16) { addResText(4, 4, 220, 16, 10); } SoundDialog::SoundDialog(NewGui *gui) : Dialog (gui, 30, 20, 260, 110) { // set up dialog addButton(70, 90, 54, 16, "OK", kOKCmd, 'O'); // Confirm dialog addButton(136, 90, 54, 16, "Cancel", kCancelCmd, 'C'); // Abort dialog new StaticTextWidget(this, 20, 17, 85, 16, "Master volume:", kTextAlignRight); new StaticTextWidget(this, 20, 37, 85, 16, "Music volume:", kTextAlignRight); new StaticTextWidget(this, 20, 57, 85, 16, "SFX volume:", kTextAlignRight); masterVolumeSlider = new SliderWidget(this, 110, 13, 80, 16, "Volume1", kMasterVolumeChanged); musicVolumeSlider = new SliderWidget(this, 110, 33, 80, 16, "Volume2", kMusicVolumeChanged); sfxVolumeSlider = new SliderWidget(this, 110, 53, 80, 16, "Volume3", kSfxVolumeChanged); masterVolumeSlider->setMinValue(0); masterVolumeSlider->setMaxValue(256); musicVolumeSlider->setMinValue(0); musicVolumeSlider->setMaxValue(256); sfxVolumeSlider->setMinValue(0); sfxVolumeSlider->setMaxValue(256); masterVolumeLabel = new StaticTextWidget(this, 195, 17, 60, 16, "Volume1", kTextAlignLeft); musicVolumeLabel = new StaticTextWidget(this, 195, 37, 60, 16, "Volume2", kTextAlignLeft); sfxVolumeLabel = new StaticTextWidget(this, 195, 57, 60, 16, "Volume3", kTextAlignLeft); masterVolumeLabel->setFlags(WIDGET_CLEARBG); musicVolumeLabel->setFlags(WIDGET_CLEARBG); sfxVolumeLabel->setFlags(WIDGET_CLEARBG); } void SoundDialog::open() { Scumm *scumm = _gui->getScumm(); Dialog::open(); // get current variables _soundVolumeMaster = scumm->_sound->_sound_volume_master; _soundVolumeMusic = scumm->_sound->_sound_volume_music; _soundVolumeSfx = scumm->_sound->_sound_volume_sfx; masterVolumeSlider->setValue(_soundVolumeMaster); musicVolumeSlider->setValue(_soundVolumeMusic); sfxVolumeSlider->setValue(_soundVolumeSfx); masterVolumeLabel->setValue(_soundVolumeMaster); musicVolumeLabel->setValue(_soundVolumeMusic); sfxVolumeLabel->setValue(_soundVolumeSfx); } void SoundDialog::handleCommand(CommandSender *sender, uint32 cmd, uint32 data) { switch (cmd) { case kMasterVolumeChanged: _soundVolumeMaster = masterVolumeSlider->getValue(); masterVolumeLabel->setValue(_soundVolumeMaster); masterVolumeLabel->draw(); break; case kMusicVolumeChanged: _soundVolumeMusic = musicVolumeSlider->getValue(); musicVolumeLabel->setValue(_soundVolumeMusic); musicVolumeLabel->draw(); break; case kSfxVolumeChanged: _soundVolumeSfx = sfxVolumeSlider->getValue(); sfxVolumeLabel->setValue(_soundVolumeSfx); sfxVolumeLabel->draw(); break; case kOKCmd: { Scumm *scumm = _gui->getScumm(); // FIXME: Look at Fingolfins comments in Gui::handleSoundDialogCommand(), gui.cpp scumm->_sound->_sound_volume_master = _soundVolumeMaster; // Master scumm->_sound->_sound_volume_music = _soundVolumeMusic; // Music scumm->_sound->_sound_volume_sfx = _soundVolumeSfx; // SFX scumm->_imuse->set_music_volume(_soundVolumeMusic); scumm->_imuse->set_master_volume(_soundVolumeMaster); scumm->_mixer->set_volume(_soundVolumeSfx); scumm->_mixer->set_music_volume(_soundVolumeMusic); scummcfg->set("master_volume", _soundVolumeMaster); scummcfg->set("music_volume", _soundVolumeMusic); scummcfg->set("sfx_volume", _soundVolumeSfx); scummcfg->flush(); } case kCancelCmd: close(); break; default: Dialog::handleCommand(sender, cmd, data); } }