/* 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 "tetraedge/tetraedge.h" #include "tetraedge/game/application.h" #include "tetraedge/game/game.h" #include "tetraedge/game/inventory_menu.h" namespace Tetraedge { InventoryMenu::InventoryMenu() { } void InventoryMenu::enter() { Application *app = g_engine->getApplication(); if (g_engine->gameIsAmerzone()) g_engine->getGame()->setRunning(false); app->mouseCursorLayout().load(app->defaultCursor()); _gui.buttonLayoutChecked("quitButton")->setEnable(true); _gui.layoutChecked("inventoryMenu")->setVisible(true); onInventoryButton(); } void InventoryMenu::leave() { Game *game = g_engine->getGame(); game->inventory().leave(); game->documentsBrowser().leave(); TeLayout *invMenu = _gui.layout("inventoryMenu"); if (invMenu) invMenu->setVisible(false); if (g_engine->gameIsAmerzone()) game->setRunning(true); } void InventoryMenu::load() { setName("_inventoryMenu"); setSizeType(RELATIVE_TO_PARENT); TeVector3f32 usersz = userSize(); setSize(TeVector3f32(1.0f, 1.0f, usersz.z())); _gui.load("InventoryMenu/InventoryMenu.lua"); Game *game = g_engine->getGame(); if (g_engine->gameIsAmerzone()) { _gui.layoutChecked("inventoryMenu")->setRatioMode(RATIO_MODE_NONE); game->inventory().load(); game->documentsBrowser().load(); addChild(&game->inventory()); addChild(&game->documentsBrowser()); } addChild(_gui.layoutChecked("inventoryMenu")); _gui.buttonLayoutChecked("quitButton")->onMouseClickValidated() .add(this, &InventoryMenu::onQuitButton); // Quit background is only in Syberia 1 and 2 (not amerzone) TeButtonLayout *quitBackground = _gui.buttonLayout("quitBackground"); if (quitBackground) quitBackground->onMouseClickValidated().add(this, &InventoryMenu::onQuitButton); _gui.buttonLayoutChecked("mainMenuButton")->onMouseClickValidated() .add(this, &InventoryMenu::onMainMenuButton); _gui.buttonLayoutChecked("documentsButton")->onMouseClickValidated() .add(this, &InventoryMenu::onDocumentsButton); _gui.buttonLayoutChecked("inventoryButton")->onMouseClickValidated() .add(this, &InventoryMenu::onInventoryButton); _gui.layoutChecked("inventoryMenu")->setVisible(false); if (g_engine->gameIsAmerzone()) { game->documentsBrowser().loadZoomed(); } } void InventoryMenu::unload() { leave(); _gui.unload(); } bool InventoryMenu::isVisible() { TeLayout *menuLayout = _gui.layout("inventoryMenu"); return menuLayout->visible(); } bool InventoryMenu::onDocumentsButton() { _gui.buttonLayoutChecked("mainMenuButton")->setEnable(true); _gui.buttonLayoutChecked("documentsButton")->setEnable(false); _gui.buttonLayoutChecked("inventoryButton")->setEnable(true); Game *game = g_engine->getGame(); game->inventory().leave(); game->documentsBrowser().enter(); return false; } bool InventoryMenu::onInventoryButton() { _gui.buttonLayoutChecked("mainMenuButton")->setEnable(true); _gui.buttonLayoutChecked("documentsButton")->setEnable(true); _gui.buttonLayoutChecked("inventoryButton")->setEnable(false); Game *game = g_engine->getGame(); game->inventory().enter(); game->documentsBrowser().leave(); return false; } bool InventoryMenu::onMainMenuButton() { Application *app = g_engine->getApplication(); app->captureFade(); Game *game = g_engine->getGame(); game->_returnToMainMenu = true; app->fade(); // Don't process any more events. return true; } bool InventoryMenu::onQuitButton() { leave(); return false; } bool InventoryMenu::onSaveButton(){ return false; } } // end namespace Tetraedge