Files
scummvm-cursorfix/engines/mm/xeen/dialogs/credits_screen.cpp
2026-02-02 04:50:13 +01:00

131 lines
3.7 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#include "mm/xeen/dialogs/credits_screen.h"
#include "mm/xeen/resources.h"
#include "mm/xeen/xeen.h"
namespace MM {
namespace Xeen {
void CreditsScreen::show(XeenEngine *vm) {
CreditsScreen *dlg = new CreditsScreen(vm);
switch (vm->getGameID()) {
case GType_Clouds:
dlg->execute(Res.CLOUDS_CREDITS);
break;
case GType_Swords:
dlg->execute(Res.SWORDS_CREDITS1);
dlg->execute(Res.SWORDS_CREDITS2);
break;
default:
dlg->execute(Res.DARK_SIDE_CREDITS);
break;
}
delete dlg;
}
void CreditsScreen::execute(const char *content) {
Screen &screen = *_vm->_screen;
Windows &windows = *_vm->_windows;
EventsManager &events = *_vm->_events;
// Handle drawing the credits screen
doScroll(true, false);
windows[GAME_WINDOW].close();
screen.loadBackground("marb.raw");
Common::String ttsMessage;
windows[0].writeString(content, false, &ttsMessage);
doScroll(false, false);
#ifdef USE_TTS
speakText(ttsMessage, (_vm->getGameID() != GType_Swords || content == Res.SWORDS_CREDITS1));
#endif
events.setCursor(0);
windows[0].update();
clearButtons();
// Wait for keypress
while (!_vm->shouldExit() && !events.isKeyMousePressed())
events.pollEventsAndWait();
#ifdef USE_TTS
_vm->stopTextToSpeech();
#endif
doScroll(true, false);
}
#ifdef USE_TTS
void CreditsScreen::speakText(const Common::String &text, bool firstCreditsScreen) const {
if (_vm->getGameID() == GType_Swords && firstCreditsScreen) {
uint index = 0;
// Developed/published by
_vm->sayText(getNextTextSection(text, index, 2));
// Next four headers are separate from their corresponding credits. First get the headers, then voice the person
// for the first header, and then voice the second header and second person
for (uint8 i = 0; i < 2; ++i) {
_vm->sayText(getNextTextSection(text, index));
Common::String nextHeader = getNextTextSection(text, index);
_vm->sayText(getNextTextSection(text, index));
_vm->sayText(nextHeader);
_vm->sayText(getNextTextSection(text, index));
}
// Same as first four headers, but with two people at a time instead of one
for (uint8 i = 0; i < 2; ++i) {
// First two headers
_vm->sayText(getNextTextSection(text, index));
Common::String nextHeader = getNextTextSection(text, index);
// First people listed
_vm->sayText(getNextTextSection(text, index));
Common::String nextHeaderPerson = getNextTextSection(text, index);
// Second person listed under first header
_vm->sayText(getNextTextSection(text, index));
// Next header
_vm->sayText(nextHeader);
_vm->sayText(nextHeaderPerson);
// Second person for second header
if (i == 0) {
_vm->sayText(getNextTextSection(text, index));
} else { // Last header has more than two people
_vm->sayText(text.substr(index));
}
}
} else {
_vm->sayText(text);
}
}
#endif
} // End of namespace Xeen
} // End of namespace MM