/* 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 3 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, see . * */ #include "engines/nancy/nancy.h" #include "engines/nancy/cursor.h" #include "engines/nancy/sound.h" #include "engines/nancy/input.h" #include "engines/nancy/util.h" #include "engines/nancy/graphics.h" #include "engines/nancy/state/mainmenu.h" #include "engines/nancy/state/scene.h" #include "engines/nancy/ui/button.h" #include "common/config-manager.h" namespace Common { DECLARE_SINGLETON(Nancy::State::MainMenu); } namespace Nancy { namespace State { void MainMenu::process() { switch (_state) { case kInit: init(); // fall through case kRun: run(); break; case kStop: stop(); break; } } void MainMenu::onStateEnter(const NancyState::NancyState prevState) { registerGraphics(); } bool MainMenu::onStateExit(const NancyState::NancyState nextState) { return _destroyOnExit; } void MainMenu::registerGraphics() { _background.registerGraphics(); for (auto &button : _buttons) { button->registerGraphics(); } g_nancy->_graphics->redrawAll(); } void MainMenu::clearButtonState() { for (auto &button : _buttons) { button->_isClicked = false; } } void MainMenu::init() { _menuData = GetEngineData(MENU); assert(_menuData); _background.init(_menuData->_imageName); _background.registerGraphics(); g_nancy->_cursor->setCursorType(CursorManager::kNormalArrow); g_nancy->setMouseEnabled(true); if (!g_nancy->_sound->isSoundPlaying("MSND")) { g_nancy->_sound->playSound("MSND"); } _buttons.resize(_menuData->_buttonDests.size()); for (uint i = 0; i < _menuData->_buttonDests.size(); ++i) { _buttons[i].reset(new UI::Button(5, _background._drawSurface, _menuData->_buttonDownSrcs[i], _menuData->_buttonDests[i], _menuData->_buttonHighlightSrcs.size() ? _menuData->_buttonHighlightSrcs[i] : Common::Rect(), _menuData->_buttonDisabledSrcs.size() ? _menuData->_buttonDisabledSrcs[i] : Common::Rect())); _buttons[i]->init(); _buttons[i]->setVisible(false); } registerGraphics(); // Disable continue if game was just started // Perhaps could be enabled always, and just load the latest save? if (!Scene::hasInstance()) { _buttons[3]->setDisabled(true); } else { if (NancySceneState.isRunningAd()) { // Always destroy current state to make sure music starts again NancySceneState.destroy(); if (ConfMan.hasKey("restore_after_ad", Common::ConfigManager::kTransientDomain)) { // Returning to running game, restore second chance ConfMan.setInt("save_slot", g_nancy->getMetaEngine()->getMaximumSaveSlot(), Common::ConfigManager::kTransientDomain); } else { // Not returning to running game, disable Continue button _buttons[3]->setDisabled(true); } } } _state = kRun; } void MainMenu::run() { NancyInput input = g_nancy->_input->getInput(); if (_selected != -1) { input.input &= ~NancyInput::kLeftMouseButtonUp; } for (uint i = 0; i < _buttons.size(); ++i) { auto &button = _buttons[i]; button->handleInput(input); if (_selected == -1 && button->_isClicked) { if (button->_isDisabled) { g_nancy->_sound->playSound("BUDE"); } else { g_nancy->_sound->playSound("BUOK"); } _selected = i; } } if (_selected != -1) { if (!g_nancy->_sound->isSoundPlaying("BUOK") && !g_nancy->_sound->isSoundPlaying("BUDE")) { if (_buttons[_selected]->_isDisabled) { _selected = -1; clearButtonState(); } else { _state = kStop; } } } g_nancy->_cursor->setCursorType(CursorManager::kNormalArrow); } void MainMenu::stop() { switch (_selected) { case 0: // Credits g_nancy->setState(NancyState::kCredits); break; case 1: // New Game if (Scene::hasInstance()) { NancySceneState.destroy(); // Destroy the existing Scene and create a new one } g_nancy->setState(NancyState::kScene); break; case 2: // Load and Save Game, TODO g_nancy->setState(NancyState::kLoadSave); break; case 3: // Continue g_nancy->setState(NancyState::kScene); break; case 4: // Second Chance if (Scene::hasInstance()) { NancySceneState.destroy(); // Destroy the existing Scene and create a new one } ConfMan.setInt("save_slot", g_nancy->getMetaEngine()->getMaximumSaveSlot(), Common::ConfigManager::kTransientDomain); g_nancy->setState(NancyState::kScene); break; case 5: // Game Setup g_nancy->setState(NancyState::kSetup); break; case 6: // Exit Game if (g_nancy->getEngineData("SDLG") && Nancy::State::Scene::hasInstance() && !g_nancy->_hasJustSaved) { if (!ConfMan.hasKey("sdlg_return", Common::ConfigManager::kTransientDomain)) { // Request the "Do you want to save before quitting" dialog ConfMan.setInt("sdlg_id", 0, Common::ConfigManager::kTransientDomain); _destroyOnExit = false; g_nancy->setState(NancyState::kSaveDialog); } else { // Dialog has returned _destroyOnExit = true; g_nancy->_graphics->suppressNextDraw(); uint ret = ConfMan.getInt("sdlg_return", Common::ConfigManager::kTransientDomain); ConfMan.removeKey("sdlg_return", Common::ConfigManager::kTransientDomain); switch (ret) { case 0 : // "Yes" switches to LoadSave g_nancy->setState(NancyState::kLoadSave); if (!ConfMan.getBool("originalsaveload")) { ConfMan.setBool("sdlg_save_and_quit", true, Common::ConfigManager::kTransientDomain); } break; case 1 : // "No" quits the game g_nancy->quitGame(); // fall through case 2 : // "Cancel" keeps us in the main menu _selected = -1; for (uint i = 0; i < _buttons.size(); ++i) { _buttons[i]->_isClicked = false; } _state = kRun; break; default: break; } } } else { // Earlier games had no "Do you want to save before quitting" dialog, directly quit g_nancy->quitGame(); // Fallback for when the ScummVM "Ask for confirmation on exit" option is enabled, and // the player clicks cancel _selected = -1; for (uint i = 0; i < _buttons.size(); ++i) { _buttons[i]->_isClicked = false; } _state = kRun; break; } break; case 7: // Help g_nancy->setState(NancyState::kHelp); break; case 8: // More Nancy Drew! if (Scene::hasInstance()) { // The second chance slot is used as temporary save. We make sure not to // overwrite it when selecting the ad button multiple times in a row. if (!ConfMan.hasKey("restore_after_ad", Common::ConfigManager::kTransientDomain)) { g_nancy->secondChance(); } ConfMan.setBool("restore_after_ad", true, Common::ConfigManager::kTransientDomain); NancySceneState.destroy(); } ConfMan.setBool("load_ad", true, Common::ConfigManager::kTransientDomain); g_nancy->setState(NancyState::kScene); break; } } } // End of namespace State } // End of namespace Nancy