/* 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 "stdafx.h" #include "dialogs.h" #include "sound.h" #include "sound/mididrv.h" #include "scumm.h" #include "imuse.h" #include "gui/newgui.h" #include "gui/ListWidget.h" #include "common/config-file.h" #ifdef _MSC_VER # pragma warning( disable : 4068 ) #endif struct ResString { int num; char string[80]; }; // String maps static const char* string_map_table_custom[] = { "Master Volume :", //0 "Music Volume :", //1 "SFX Volume :", //2 "+", //3 "-", //4 "Sound", //5 "Keys", //6 "About", //7 "Pocket ScummVM", //8 "Build " SCUMMVM_VERSION " (" SCUMMVM_CVS ")", //9 "ScummVM http://scummvm.sourceforge.net", //10 "All games (c) LucasArts", //11 "Quit", //12 "Pause", //13 "Save", //14 "Skip", //15 "Hide", //16 "Options", //17 "Misc", //18 "Show speech subtitles", //19 "Amiga palette conversion", //20 "Except:", //21 "Simon the Sorcerer (c) Adventuresoft", //22 "Close" //23 }; static ResString string_map_table_v7[] = { {96, "game name and version"}, //that's how it's supposed to be {77, "Select a game to LOAD"}, {76, "Name your SAVE game"}, {70, "save"}, //boot8 {71, "load"}, //boot9 {72, "play"}, //boot10 {73, "cancel"}, //boot11 {74, "quit"}, //boot12 {75, "ok"}, //boot13 {85, "game paused"}, // boot3 /* this is the almost complete string map for v7 {63, "how may I serve you?"}, {64, "the dig v1.0"}, //(game name/version) {67, "text display only"}, {68, "c:\\dig"}, //boot007 (save path ?) {69, "the dig"}, //boot21 (game name) {70, "save"}, //boot8 {71, "load"}, //boot9 {72, "play"}, //boot10 {73, "cancel"}, //boot11 {74, "quit"}, //boot12 {75, "ok"}, //boot13 {76, "name your save game"}, //boot19 {77, "select a game to load"}, //boot20 {78, "you must enter a name"},//boot14 {79, "saving '%s'"}, //boot17 {80, "loading '%s'"}, //boot18 {81, "the game was NOT saved"}, //boot15 {82, "the game was NOT loaded"}, //boot16 {83, "how may I serve you?"}, {84, "how may I serve you?"}, {85, "game paused"}, // boot3 {86, "Are you sure you want to restart"}, {87, "Are you sure you want to quit?"}, //boot05 {89, "how may I serve you?"}, {90, "music"}, //boot22 {91, "voice"}, //boot23 {92, "sfx"}, //boot24 {93, "disabled"}, //boot25 {94, "text speed"}, //boot26 {95, "text display"}, //boot27 {96, "the dig v1.0"},*/ }; static ResString string_map_table_v6[] = { {117, "How may I serve you?"}, {109, "Select a game to LOAD"}, {108, "Name your SAVE game"}, {96, "Save"}, {97, "Load"}, {98, "Play"}, {99, "Cancel"}, {100, "Quit"}, {101, "Ok"}, {93, "Game paused"}, }; static ResString string_map_table_v5[] = { {28, "How may I serve you?"}, {20, "Select a game to LOAD"}, {19, "Name your SAVE game"}, {7, "Save"}, {8, "Load"}, {9, "Play"}, {10, "Cancel"}, {11, "Quit"}, {12, "Ok"}, {4, "Game paused"} }; #pragma mark - void ScummDialog::addResText(int x, int y, int w, int h, int resID) { // Get the string const char *str = queryResString(resID); if (!str) str = "Dummy!"; new StaticTextWidget(this, x, y, w, h, str, kTextAlignCenter); } const char *ScummDialog::queryResString(int stringno) { char *result; int string; if (stringno == 0) return NULL; if (_scumm->_features & GF_AFTER_V7) string = _scumm->_vars[string_map_table_v7[stringno - 1].num]; else if (_scumm->_features & GF_AFTER_V6) string = _scumm->_vars[string_map_table_v6[stringno - 1].num]; else string = string_map_table_v5[stringno - 1].num; result = (char *)_scumm->getStringAddress(string); if (result && *result == '/') { _scumm->translateText((char*)result, (char*)&_scumm->transText); strcpy((char*)result, (char*)&_scumm->transText); } if (!result) { // Gracelessly degrade to english :) if (_scumm->_features & GF_AFTER_V6) return string_map_table_v6[stringno - 1].string; else return string_map_table_v5[stringno - 1].string; } return result; } const char *ScummDialog::queryCustomString(int stringno) { return string_map_table_custom[stringno]; } #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, Scumm *scumm) : ScummDialog(gui, scumm, 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, 90); _savegameList->setNumberingMode(kListNumberingZero); // Get savegame names ScummVM::StringList l; char name[32]; for (int i = 0; i <= 80; i++) { // 80 - got this value from the old GUI _scumm->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->_saveLoadSlot = _savegameList->getSelected(); _scumm->_saveLoadCompatible = false; _scumm->_saveLoadFlag = 1; // 1 for save, I assume (Painelf) strcpy(_scumm->_saveLoadName, _savegameList->getSelectedString().c_str()); close(); } break; case kListItemDoubleClickedCmd: case kLoadCmd: if (_savegameList->getSelected() >= 0 && !_savegameList->getSelectedString().isEmpty()) { _scumm->_saveLoadSlot = _savegameList->getSelected(); _scumm->_saveLoadCompatible = false; _scumm->_saveLoadFlag = 2; // 2 for load. Magic number anyone? close(); } break; case kPlayCmd: close(); break; case kOptionsCmd: _scumm->optionsDialog(); break; case kQuitCmd: { _scumm->_system->quit(); } break; default: Dialog::handleCommand(sender, cmd, data); } } #pragma mark - enum { kSoundCmd = 'SOUN', kKeysCmd = 'KEYS', kAboutCmd = 'ABOU', kMiscCmd = 'OPTN' }; OptionsDialog::OptionsDialog(NewGui *gui, Scumm *scumm) : ScummDialog(gui, scumm, 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 _aboutDialog = new AboutDialog(gui, scumm); _soundDialog = new SoundDialog(gui, scumm); } OptionsDialog::~OptionsDialog() { delete _aboutDialog; delete _soundDialog; } void OptionsDialog::handleCommand(CommandSender *sender, uint32 cmd, uint32 data) { switch (cmd) { case kSoundCmd: _soundDialog->open(); break; case kKeysCmd: break; case kAboutCmd: _aboutDialog->open(); break; case kMiscCmd: break; default: Dialog::handleCommand(sender, cmd, data); } } #pragma mark - AboutDialog::AboutDialog(NewGui *gui, Scumm *scumm) : ScummDialog(gui, scumm, 30, 20, 260, 124) { addButton(110, 100, 40, 16, CUSTOM_STRING(23), kCloseCmd, 'C'); // Close dialog - FIXME new StaticTextWidget(this, 10, 10, 240, 16, "ScummVM " SCUMMVM_VERSION " (" SCUMMVM_CVS ")", kTextAlignCenter); new StaticTextWidget(this, 10, 30, 240, 16, "http://scummvm.sourceforge.net", kTextAlignCenter); new StaticTextWidget(this, 10, 50, 240, 16, "All games (c) LucasArts", kTextAlignCenter); new StaticTextWidget(this, 10, 64, 240, 16, "Except", kTextAlignCenter); new StaticTextWidget(this, 10, 78, 240, 16, "Simon the Sorcerer (c) Adventuresoft", kTextAlignCenter); } #pragma mark - PauseDialog::PauseDialog(NewGui *gui, Scumm *scumm) : ScummDialog(gui, scumm, 35, 80, 250, 16) { addResText(4, 4, 250-8, 16, 10); } #pragma mark - SoundDialog::SoundDialog(NewGui *gui, Scumm *scumm) : ScummDialog(gui, scumm, 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() { 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: { // 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->setVolume(_soundVolumeSfx); _scumm->_mixer->setMusicVolume(_soundVolumeMusic); g_config->setInt("master_volume", _soundVolumeMaster); g_config->setInt("music_volume", _soundVolumeMusic); g_config->setInt("sfx_volume", _soundVolumeSfx); g_config->flush(); } case kCancelCmd: close(); break; default: Dialog::handleCommand(sender, cmd, data); } }