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179
engines/mm/mm1/views_enh/game_messages.cpp
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179
engines/mm/mm1/views_enh/game_messages.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "common/util.h"
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#include "mm/shared/utils/strings.h"
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#include "mm/mm1/views_enh/game_messages.h"
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#include "mm/mm1/events.h"
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#include "mm/mm1/globals.h"
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namespace MM {
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namespace MM1 {
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namespace ViewsEnh {
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GameMessages::YesNo::YesNo() :
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ScrollView("MessagesYesNo", g_events) {
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_bounds = Common::Rect(234, 144, 320, 200);
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addButton(&g_globals->_confirmIcons, Common::Point(0, 0), 0,
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Common::KeyState(Common::KEYCODE_y, 'y'));
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addButton(&g_globals->_confirmIcons, Common::Point(26, 0), 2,
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Common::KeyState(Common::KEYCODE_n, 'n'));
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}
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bool GameMessages::YesNo::msgKeypress(const KeypressMessage &msg) {
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// Pass on any Y/N button presses to the messages area
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return send("GameMessages", msg);
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}
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/*------------------------------------------------------------------------*/
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GameMessages::GameMessages() : ScrollText("GameMessages") {
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setBounds(Common::Rect(0, 144, 234, 200));
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}
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void GameMessages::draw() {
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ScrollText::draw();
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if (_callback && !isDelayActive()) {
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_yesNo.resetSelectedButton();
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_yesNo.draw();
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}
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}
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bool GameMessages::msgFocus(const FocusMessage &msg) {
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MetaEngine::setKeybindingMode(_callback || _keyCallback ?
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KeybindingMode::KBMODE_MENUS :
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KeybindingMode::KBMODE_NORMAL);
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return true;
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}
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bool GameMessages::msgInfo(const InfoMessage &msg) {
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// Do a first draw to show 3d view at new position
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g_events->redraw();
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g_events->draw();
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_callback = msg._callback;
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_nCallback = msg._nCallback;
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_keyCallback = msg._keyCallback;
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_fontReduced = msg._fontReduced;
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// Add the view
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addView(this);
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if (msg._largeMessage)
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setBounds(Common::Rect(0, 90, 234, 200));
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else
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setBounds(Common::Rect(0, 144, 234, 200));
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// Process the lines
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clear();
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for (const auto &line : msg._lines)
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addText(line._text, -1, 0, (line.x > 0) ? ALIGN_MIDDLE : line._align, 0);
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if (msg._delaySeconds)
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delaySeconds(msg._delaySeconds);
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return true;
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}
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bool GameMessages::msgKeypress(const KeypressMessage &msg) {
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if (_keyCallback) {
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_keyCallback(msg);
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} else if (_callback) {
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if (msg.keycode == Common::KEYCODE_n) {
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close();
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if (_nCallback)
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_nCallback();
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} else if (msg.keycode == Common::KEYCODE_y) {
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close();
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_callback();
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}
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} else {
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// Displayed message, any keypress closes the window
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// and passes control to the game
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close();
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if (msg.keycode != Common::KEYCODE_SPACE)
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send("Game", msg);
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}
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return true;
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}
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bool GameMessages::msgAction(const ActionMessage &msg) {
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if (_callback || _keyCallback) {
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switch (msg._action) {
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case KEYBIND_ESCAPE:
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if (_keyCallback) {
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_keyCallback(Common::KeyState(Common::KEYCODE_ESCAPE));
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} else {
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close();
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if (_nCallback)
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_nCallback();
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}
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return true;
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case KEYBIND_SELECT:
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if (_keyCallback) {
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_keyCallback(Common::KeyState(Common::KEYCODE_RETURN));
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} else {
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close();
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_callback();
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}
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return true;
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default:
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break;
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}
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} else {
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// Single turn message display
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close();
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if (msg._action != KEYBIND_SELECT)
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return send("Game", msg);
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}
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return false;
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}
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bool GameMessages::msgMouseDown(const MouseDownMessage &msg) {
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// If yes/no prompting, also pass events to buttons view
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if (_callback)
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return send("MessagesYesNo", msg);
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return msgAction(KeybindingAction(KEYBIND_SELECT));
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}
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bool GameMessages::msgMouseUp(const MouseUpMessage &msg) {
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// If yes/no prompting, also pass events to buttons view
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if (_callback)
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return send("MessagesYesNo", msg);
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return false;
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}
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void GameMessages::timeout() {
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close();
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if (_callback)
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_callback();
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}
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} // namespace ViewsEnh
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} // namespace MM1
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} // namespace MM
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