/* 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 . * */ /* * This code is based on the CRAB engine * * Copyright (c) Arvind Raja Yadav * * Licensed under MIT * */ #include "crab/ui/PauseMenu.h" namespace Crab { using namespace pyrodactyl::ui; using namespace pyrodactyl::image; void PauseMenu::load(rapidxml::xml_node *node) { _menu.load(node->first_node("menu")); _save.load(node->first_node("save")); if (nodeValid("bg", node)) _bg.load(node->first_node("bg")); } bool PauseMenu::draw(Button &back) { switch (_state) { case STATE_NORMAL: _bg.draw(); _menu.draw(); break; case STATE_OPTION: g_engine->_optionMenu->draw(back); return true; default: break; } return false; } PauseSignal PauseMenu::handleEvents(const Common::Event &event, Button &back) { switch (_state) { case STATE_NORMAL: _choice = _menu.handleEvents(event); if (_choice == -1) { if (back._hotkey.handleEvents(event)) return PS_RESUME; } else { switch (_choice) { case 0: _state = STATE_NORMAL; return PS_RESUME; case 1: if (g_engine->saveGameDialog()) { _state = STATE_NORMAL; return PS_SAVE; } else _state = STATE_NORMAL; break; case 2: if (g_engine->loadGameDialog()) { _state = STATE_NORMAL; return PS_LOAD; } else _state = STATE_NORMAL; break; case 3: _state = STATE_OPTION; break; case 4: return PS_HELP; case 5: return PS_QUIT_MENU; case 6: return PS_QUIT_GAME; default: break; } } break; case STATE_OPTION: if (g_engine->_optionMenu->handleEvents(back, event)) { g_engine->_optionMenu->reset(); _state = STATE_NORMAL; } break; case STATE_LOAD: if (g_engine->loadGameDialog()) return PS_LOAD; else _state = STATE_NORMAL; break; default: break; } return PS_NONE; } bool PauseMenu::disableHotkeys() { return (_state == STATE_SAVE && _save.disableHotkeys()) || (_state == STATE_OPTION && g_engine->_optionMenu->disableHotkeys()); } void PauseMenu::setUI() { _bg.setUI(); _menu.setUI(); _save.setUI(); } } // End of namespace Crab