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/* 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/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),
_timeOut(0), _startTime(0), _fadeSteps(0) {
}
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::kPlatformDOS) {
_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));
_menuStrings = 0;
_options = 0;
_availItems = 0;
_selection = 0;
}
~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::kPlatformDOS) {
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;
_menuObjId = _mscMenuObjId = _sfxMenuObjId = 0;
_sfxStatus = _mscStatus = 0;
}
~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");
default:
break;
}
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, Graphics::PixelFormat::createFormatCLUT8());
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
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