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engines/ultima/nuvie/menus/game_menu_dialog.cpp
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193
engines/ultima/nuvie/menus/game_menu_dialog.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 "ultima/nuvie/core/nuvie_defs.h"
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#include "ultima/nuvie/gui/gui.h"
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#include "ultima/nuvie/gui/gui_types.h"
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#include "ultima/nuvie/gui/gui_button.h"
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#include "ultima/nuvie/gui/gui_callback.h"
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#include "ultima/nuvie/gui/gui_area.h"
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#include "ultima/nuvie/gui/gui_dialog.h"
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#include "ultima/nuvie/menus/game_menu_dialog.h"
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#include "ultima/nuvie/menus/video_dialog.h"
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#include "ultima/nuvie/menus/audio_dialog.h"
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#include "ultima/nuvie/menus/gameplay_dialog.h"
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#include "ultima/nuvie/menus/input_dialog.h"
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#include "ultima/nuvie/menus/cheats_dialog.h"
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#include "ultima/nuvie/core/events.h"
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#include "ultima/nuvie/keybinding/keys.h"
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#include "ultima/nuvie/nuvie.h"
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namespace Ultima {
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namespace Nuvie {
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static const int GMD_WIDTH = 150;
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static const int GMD_HEIGHT = 135;
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GameMenuDialog::GameMenuDialog(CallBack *callback)
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: GUI_Dialog(Game::get_game()->get_game_x_offset() + (Game::get_game()->get_game_width() - GMD_WIDTH) / 2,
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Game::get_game()->get_game_y_offset() + (Game::get_game()->get_game_height() - GMD_HEIGHT) / 2,
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GMD_WIDTH, GMD_HEIGHT, 244, 216, 131, GUI_DIALOG_UNMOVABLE), callback_object(callback) {
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init();
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grab_focus();
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}
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bool GameMenuDialog::init() {
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int width = 132;
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int height = 12;
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int buttonX = 9;
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int buttonY = 9;
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int row_h = 13;
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b_index_num = -1;
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last_index = 0;
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GUI *gui = GUI::get_gui();
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save_button = new GUI_Button(this, buttonX, buttonY, width, height, "Save Game", gui->get_font(), BUTTON_TEXTALIGN_CENTER, 0, this, 0);
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AddWidget(save_button);
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button_index[last_index] = save_button;
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load_button = new GUI_Button(this, buttonX, buttonY += row_h, width, height, "Load Game", gui->get_font(), BUTTON_TEXTALIGN_CENTER, 0, this, 0);
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AddWidget(load_button);
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button_index[++last_index] = load_button;
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video_button = new GUI_Button(this, buttonX, buttonY += row_h, width, height, "Video Options", gui->get_font(), BUTTON_TEXTALIGN_CENTER, 0, this, 0);
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AddWidget(video_button);
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button_index[++last_index] = video_button;
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audio_button = new GUI_Button(this, buttonX, buttonY += row_h, width, height, "Audio Options", gui->get_font(), BUTTON_TEXTALIGN_CENTER, 0, this, 0);
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AddWidget(audio_button);
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button_index[++last_index] = audio_button;
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input_button = new GUI_Button(this, buttonX, buttonY += row_h, width, height, "Input Options", gui->get_font(), BUTTON_TEXTALIGN_CENTER, 0, this, 0);
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AddWidget(input_button);
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button_index[++last_index] = input_button;
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gameplay_button = new GUI_Button(this, buttonX, buttonY += row_h, width, height, "Gameplay Options", gui->get_font(), BUTTON_TEXTALIGN_CENTER, 0, this, 0);
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AddWidget(gameplay_button);
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button_index[++last_index] = gameplay_button;
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cheats_button = new GUI_Button(this, buttonX, buttonY += row_h, width, height, "Cheats", gui->get_font(), BUTTON_TEXTALIGN_CENTER, 0, this, 0);
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AddWidget(cheats_button);
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button_index[++last_index] = cheats_button;
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continue_button = new GUI_Button(this, buttonX, buttonY += row_h, width, height, "Back to Game", gui->get_font(), BUTTON_TEXTALIGN_CENTER, 0, this, 0);
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AddWidget(continue_button);
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button_index[++last_index] = continue_button;
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quit_button = new GUI_Button(this, buttonX, buttonY += row_h, width, height, "Quit", gui->get_font(), BUTTON_TEXTALIGN_CENTER, 0, this, 0);
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AddWidget(quit_button);
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button_index[++last_index] = quit_button;
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return true;
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}
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GameMenuDialog::~GameMenuDialog() {
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}
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GUI_status GameMenuDialog::close_dialog() {
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Delete(); // mark dialog as deleted. it will be freed by the GUI object
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callback_object->callback(GAMEMENUDIALOG_CB_DELETE, nullptr, this);
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GUI::get_gui()->unlock_input();
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return GUI_YUM;
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}
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GUI_status GameMenuDialog::KeyDown(const Common::KeyState &key) {
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KeyBinder *keybinder = Game::get_game()->get_keybinder();
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ActionType a = keybinder->get_ActionType(key);
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switch (keybinder->GetActionKeyType(a)) {
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case NORTH_KEY:
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if (b_index_num != -1)
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button_index[b_index_num]->set_highlighted(false);
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if (b_index_num <= 0)
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b_index_num = last_index;
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else
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b_index_num = b_index_num - 1;
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button_index[b_index_num]->set_highlighted(true);
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break;
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case SOUTH_KEY:
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if (b_index_num != -1)
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button_index[b_index_num]->set_highlighted(false);
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if (b_index_num == last_index)
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b_index_num = 0;
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else
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b_index_num += 1;
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button_index[b_index_num]->set_highlighted(true);
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break;
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case DO_ACTION_KEY:
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if (b_index_num != -1) return button_index[b_index_num]->Activate_button();
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break;
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case CANCEL_ACTION_KEY:
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return close_dialog();
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default:
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keybinder->handle_always_available_keys(a);
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break;
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}
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return GUI_YUM;
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}
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GUI_status GameMenuDialog::callback(uint16 msg, GUI_CallBack *caller, void *data) {
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GUI *gui = GUI::get_gui();
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if (caller == this) {
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close_dialog();
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} else if (caller == save_button) {
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close_dialog();
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// Redraw so the dialog does not show in the save thumbnail
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gui->force_full_redraw();
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gui->Display();
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gui->get_screen()->update();
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g_engine->saveGameDialog();
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} else if (caller == load_button) {
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g_engine->loadGameDialog();
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close_dialog();
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} else if (caller == video_button) {
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GUI_Widget *video_dialog;
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video_dialog = new VideoDialog(this);
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GUI::get_gui()->AddWidget(video_dialog);
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gui->lock_input(video_dialog);
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} else if (caller == audio_button) {
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GUI_Widget *audio_dialog;
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audio_dialog = new AudioDialog(this);
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GUI::get_gui()->AddWidget(audio_dialog);
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gui->lock_input(audio_dialog);
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} else if (caller == input_button) {
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GUI_Widget *input_dialog;
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input_dialog = new InputDialog(this);
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GUI::get_gui()->AddWidget(input_dialog);
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gui->lock_input(input_dialog);
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} else if (caller == gameplay_button) {
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GUI_Widget *gameplay_dialog;
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gameplay_dialog = new GameplayDialog(this);
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GUI::get_gui()->AddWidget(gameplay_dialog);
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gui->lock_input(gameplay_dialog);
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} else if (caller == cheats_button) {
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GUI_Widget *cheats_dialog;
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cheats_dialog = new CheatsDialog(this);
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GUI::get_gui()->AddWidget(cheats_dialog);
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gui->lock_input(cheats_dialog);
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} else if (caller == continue_button) {
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return close_dialog();
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} else if (caller == quit_button) {
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Game::get_game()->get_event()->quitDialog();
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} else {
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gui->lock_input(this);
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return GUI_PASS;
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}
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return GUI_YUM;
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}
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} // End of namespace Nuvie
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} // End of namespace Ultima
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