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engines/ultima/ultima8/gumps/difficulty_gump.cpp
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189
engines/ultima/ultima8/gumps/difficulty_gump.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/ultima8/gumps/difficulty_gump.h"
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#include "ultima/ultima8/gfx/render_surface.h"
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#include "ultima/ultima8/gfx/gump_shape_archive.h"
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#include "ultima/ultima8/gfx/palette_manager.h"
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#include "ultima/ultima8/gfx/texture.h"
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#include "ultima/ultima8/ultima8.h"
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#include "ultima/ultima8/games/game_data.h"
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#include "ultima/ultima8/kernel/mouse.h"
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#include "ultima/ultima8/world/world.h"
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#include "ultima/ultima8/gfx/shape.h"
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#include "ultima/ultima8/gfx/shape_frame.h"
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namespace Ultima {
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namespace Ultima8 {
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DEFINE_RUNTIME_CLASSTYPE_CODE(DifficultyGump)
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DifficultyGump::DifficultyGump()
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: ModalGump(0, 0, 5, 5), _highlighted(3), _buttonWidth(0),
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_buttonHeight(0) {
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}
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DifficultyGump::~DifficultyGump() {
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}
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static const int BUTTON_X = 158;
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static const int BUTTON_Y = 120;
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static const int BUTTON_SPACE = 17;
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static const int BUTTON_HEIGHT = 42;
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static const int RIGHT_FRAME_IDX_OFFSET = 16;
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// gumps: 73: "difficulty level"
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// 74-77: levels, 2 frames per level (left/right)
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void DifficultyGump::InitGump(Gump *newparent, bool take_focus) {
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ModalGump::InitGump(newparent, take_focus);
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Mouse *mouse = Mouse::get_instance();
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mouse->pushMouseCursor(Mouse::MOUSE_HAND);
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_dims.top = 0;
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_dims.left = 0;
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_dims.bottom = 480;
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_dims.right = 640;
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GumpShapeArchive *shapeArchive = GameData::get_instance()->getGumps();
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Shape *difficultyLevel = shapeArchive->getShape(73);
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Shape *levelShape[4];
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for (int s = 74; s < 78; s++) {
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levelShape[s - 74] = shapeArchive->getShape(s);
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}
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if (!difficultyLevel || !levelShape[0] || !levelShape[1] ||
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!levelShape[2] || !levelShape[3]) {
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error("Couldn't load shapes for difficulty level");
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return;
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}
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PaletteManager *palman = PaletteManager::get_instance();
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assert(palman);
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const Palette *pal = palman->getPalette(PaletteManager::Pal_Diff);
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assert(pal);
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difficultyLevel->setPalette(pal);
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for (int s = 0; s < 4; s++) {
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levelShape[s]->setPalette(pal);
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}
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const ShapeFrame *difficultyFrame = difficultyLevel->getFrame(0);
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if (!difficultyFrame) {
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error("Couldn't load shape frame for difficulty level");
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return;
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}
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Gump *diffGump = new Gump(185, 77, difficultyFrame->_width, difficultyFrame->_height);
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diffGump->SetShape(difficultyLevel, 0);
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diffGump->InitGump(this, false);
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for (int s = 0; s < 4; s++) {
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const int y = BUTTON_Y + (BUTTON_SPACE + BUTTON_HEIGHT) * s;
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const ShapeFrame *leftFrame = levelShape[s]->getFrame(0);
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const ShapeFrame *rightFrame = levelShape[s]->getFrame(1);
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if (!leftFrame || !rightFrame) {
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error("Couldn't load shape frame for difficulty level %d", s);
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return;
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}
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Gump *lGump = new Gump(BUTTON_X, y, leftFrame->_width, leftFrame->_height);
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lGump->SetShape(levelShape[s], 0);
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lGump->InitGump(this, false);
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lGump->SetIndex(s + 1);
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Gump *rGump = new Gump(BUTTON_X + leftFrame->_width, y, rightFrame->_width, rightFrame->_height);
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rGump->SetShape(levelShape[s], 1);
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rGump->InitGump(this, false);
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rGump->SetIndex(s + 1 + RIGHT_FRAME_IDX_OFFSET);
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_buttonHeight = MAX(_buttonHeight, leftFrame->_height);
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_buttonHeight = MAX(_buttonHeight, rightFrame->_height);
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_buttonWidth = MAX(_buttonWidth, static_cast<int16>(leftFrame->_width + rightFrame->_width));
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}
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// remove focus from children (just in case)
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if (_focusChild) _focusChild->OnFocus(false);
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_focusChild = 0;
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}
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void DifficultyGump::Close(bool no_del) {
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Mouse *mouse = Mouse::get_instance();
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mouse->popMouseCursor();
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ModalGump::Close(no_del);
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}
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void DifficultyGump::OnFocus(bool gain) {
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}
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void DifficultyGump::PaintThis(RenderSurface *surf, int32 lerp_factor, bool scaled) {
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// Paint a highlight around the current level
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int highlihght_y = BUTTON_Y + ((_highlighted - 1) * (BUTTON_SPACE + BUTTON_HEIGHT));
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uint32 color = TEX32_PACK_RGB(0x80, 0x80, 0x80);
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surf->fill32(color, BUTTON_X - 1, highlihght_y - 1, _buttonWidth + 2, _buttonHeight + 2);
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ModalGump::PaintThis(surf, lerp_factor, scaled);
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}
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void DifficultyGump::onMouseClick(int button, int32 mx, int32 my) {
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if (button == Mouse::BUTTON_LEFT) {
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Gump *gump = FindGump(mx, my);
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if (gump && gump->GetIndex() > 0) {
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int idx = gump->GetIndex();
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if (idx > RIGHT_FRAME_IDX_OFFSET)
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idx -= RIGHT_FRAME_IDX_OFFSET;
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selectEntry(idx);
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}
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}
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}
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bool DifficultyGump::OnKeyDown(int key, int mod) {
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if (ModalGump::OnKeyDown(key, mod)) return true;
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if (key == Common::KEYCODE_ESCAPE) {
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// Don't allow closing, we have to choose a difficulty.
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return true;
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} else if (key >= Common::KEYCODE_1 && key <= Common::KEYCODE_4) {
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selectEntry(key - Common::KEYCODE_1 + 1);
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} else if (key == Common::KEYCODE_UP) {
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_highlighted--;
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if (_highlighted < 1)
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_highlighted = 4;
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} else if (key == Common::KEYCODE_DOWN) {
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_highlighted++;
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if (_highlighted > 4)
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_highlighted = 1;
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} else if (key == Common::KEYCODE_RETURN) {
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selectEntry(_highlighted);
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} else {
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return false;
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}
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return true;
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}
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void DifficultyGump::selectEntry(int num) {
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debug(6, "selected difficulty %d", num);
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World::get_instance()->setGameDifficulty(num);
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Close();
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}
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} // End of namespace Ultima8
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} // End of namespace Ultima
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