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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 "xeen/swordsofxeen/swordsofxeen_menu.h"
#include "xeen/dialogs/credits_screen.h"
#include "xeen/dialogs/dialogs_difficulty.h"
#include "xeen/xeen.h"
namespace Xeen {
namespace SwordsOfXeen {
void MainMenu::show(XeenEngine *vm) {
MainMenu *dlg = new MainMenu(vm);
dlg->execute();
delete dlg;
}
MainMenu::MainMenu(XeenEngine *vm) : ButtonContainer(vm) {
loadButtons();
_start.load("start.int");
}
void MainMenu::execute() {
EventsManager &events = *_vm->_events;
Screen &screen = *_vm->_screen;
Sound &sound = *_vm->_sound;
int difficulty;
events.setCursor(0);
events.showCursor();
sound.playSong("newbrigh.m");
do {
// Draw the screen
screen.fadeOut();
screen.loadPalette("scr.pal");
_start.draw(0, 0, Common::Point(0, 0));
_start.draw(0, 1, Common::Point(160, 0));
screen.fadeIn(129);
bool redrawFlag = false;
do {
events.pollEventsAndWait();
checkEvents(_vm);
// Handle keypress
switch (_buttonValue) {
case Common::KEYCODE_ESCAPE:
// Exit game
_vm->_gameMode = GMODE_QUIT;
break;
case Common::KEYCODE_c:
case Common::KEYCODE_v:
// Show credits
CreditsScreen::show(_vm);
redrawFlag = true;
break;
case Common::KEYCODE_s:
// Start new game
difficulty = DifficultyDialog::show(_vm);
if (difficulty != -1) {
// Load a new game state and set the difficulty
_vm->_saves->newGame();
_vm->_party->_difficulty = (Difficulty)difficulty;
_vm->_gameMode = GMODE_PLAY_GAME;
}
break;
case Common::KEYCODE_l:
_vm->_saves->newGame();
if (_vm->_saves->loadGame())
_vm->_gameMode = GMODE_PLAY_GAME;
break;
default:
break;
}
} while (!_vm->shouldExit() && _vm->_gameMode == GMODE_NONE && !redrawFlag);
} while (!_vm->shouldExit() && _vm->_gameMode == GMODE_NONE);
screen.loadPalette("dark.pal");
}
void MainMenu::loadButtons() {
addButton(Common::Rect(93, 87, 227, 97), Common::KEYCODE_s);
addButton(Common::Rect(93, 98, 227, 108), Common::KEYCODE_l);
addButton(Common::Rect(93, 110, 227, 120), Common::KEYCODE_v);
}
} // End of namespace SwordsOfXeen
} // End of namespace Xeen
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