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