279 lines
7.4 KiB
C++
279 lines
7.4 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "engines/nancy/nancy.h"
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#include "engines/nancy/cursor.h"
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#include "engines/nancy/sound.h"
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#include "engines/nancy/input.h"
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#include "engines/nancy/util.h"
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#include "engines/nancy/graphics.h"
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#include "engines/nancy/state/mainmenu.h"
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#include "engines/nancy/state/scene.h"
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#include "engines/nancy/ui/button.h"
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#include "common/config-manager.h"
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namespace Common {
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DECLARE_SINGLETON(Nancy::State::MainMenu);
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}
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namespace Nancy {
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namespace State {
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void MainMenu::process() {
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switch (_state) {
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case kInit:
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init();
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// fall through
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case kRun:
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run();
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break;
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case kStop:
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stop();
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break;
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}
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}
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void MainMenu::onStateEnter(const NancyState::NancyState prevState) {
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registerGraphics();
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}
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bool MainMenu::onStateExit(const NancyState::NancyState nextState) {
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return _destroyOnExit;
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}
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void MainMenu::registerGraphics() {
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_background.registerGraphics();
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for (auto &button : _buttons) {
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button->registerGraphics();
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}
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g_nancy->_graphics->redrawAll();
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}
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void MainMenu::clearButtonState() {
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for (auto &button : _buttons) {
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button->_isClicked = false;
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}
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}
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void MainMenu::init() {
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_menuData = GetEngineData(MENU);
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assert(_menuData);
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_background.init(_menuData->_imageName);
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_background.registerGraphics();
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g_nancy->_cursor->setCursorType(CursorManager::kNormalArrow);
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g_nancy->setMouseEnabled(true);
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if (!g_nancy->_sound->isSoundPlaying("MSND")) {
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g_nancy->_sound->playSound("MSND");
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}
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_buttons.resize(_menuData->_buttonDests.size());
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for (uint i = 0; i < _menuData->_buttonDests.size(); ++i) {
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_buttons[i].reset(new UI::Button(5, _background._drawSurface,
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_menuData->_buttonDownSrcs[i], _menuData->_buttonDests[i],
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_menuData->_buttonHighlightSrcs.size() ? _menuData->_buttonHighlightSrcs[i] : Common::Rect(),
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_menuData->_buttonDisabledSrcs.size() ? _menuData->_buttonDisabledSrcs[i] : Common::Rect()));
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_buttons[i]->init();
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_buttons[i]->setVisible(false);
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}
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registerGraphics();
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// Disable continue if game was just started
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// Perhaps could be enabled always, and just load the latest save?
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if (!Scene::hasInstance()) {
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_buttons[3]->setDisabled(true);
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} else {
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if (NancySceneState.isRunningAd()) {
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// Always destroy current state to make sure music starts again
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NancySceneState.destroy();
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if (ConfMan.hasKey("restore_after_ad", Common::ConfigManager::kTransientDomain)) {
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// Returning to running game, restore second chance
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ConfMan.setInt("save_slot", g_nancy->getMetaEngine()->getMaximumSaveSlot(), Common::ConfigManager::kTransientDomain);
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} else {
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// Not returning to running game, disable Continue button
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_buttons[3]->setDisabled(true);
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}
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}
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}
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_state = kRun;
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}
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void MainMenu::run() {
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NancyInput input = g_nancy->_input->getInput();
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if (_selected != -1) {
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input.input &= ~NancyInput::kLeftMouseButtonUp;
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}
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for (uint i = 0; i < _buttons.size(); ++i) {
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auto &button = _buttons[i];
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button->handleInput(input);
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if (_selected == -1 && button->_isClicked) {
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if (button->_isDisabled) {
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g_nancy->_sound->playSound("BUDE");
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} else {
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g_nancy->_sound->playSound("BUOK");
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}
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_selected = i;
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}
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}
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if (_selected != -1) {
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if (!g_nancy->_sound->isSoundPlaying("BUOK") && !g_nancy->_sound->isSoundPlaying("BUDE")) {
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if (_buttons[_selected]->_isDisabled) {
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_selected = -1;
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clearButtonState();
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} else {
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_state = kStop;
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}
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}
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}
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g_nancy->_cursor->setCursorType(CursorManager::kNormalArrow);
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}
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void MainMenu::stop() {
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switch (_selected) {
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case 0:
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// Credits
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g_nancy->setState(NancyState::kCredits);
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break;
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case 1:
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// New Game
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if (Scene::hasInstance()) {
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NancySceneState.destroy(); // Destroy the existing Scene and create a new one
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}
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g_nancy->setState(NancyState::kScene);
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break;
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case 2:
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// Load and Save Game, TODO
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g_nancy->setState(NancyState::kLoadSave);
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break;
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case 3:
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// Continue
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g_nancy->setState(NancyState::kScene);
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break;
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case 4:
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// Second Chance
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if (Scene::hasInstance()) {
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NancySceneState.destroy(); // Destroy the existing Scene and create a new one
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}
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ConfMan.setInt("save_slot", g_nancy->getMetaEngine()->getMaximumSaveSlot(), Common::ConfigManager::kTransientDomain);
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g_nancy->setState(NancyState::kScene);
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break;
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case 5:
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// Game Setup
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g_nancy->setState(NancyState::kSetup);
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break;
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case 6:
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// Exit Game
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if (g_nancy->getEngineData("SDLG") && Nancy::State::Scene::hasInstance() && !g_nancy->_hasJustSaved) {
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if (!ConfMan.hasKey("sdlg_return", Common::ConfigManager::kTransientDomain)) {
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// Request the "Do you want to save before quitting" dialog
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ConfMan.setInt("sdlg_id", 0, Common::ConfigManager::kTransientDomain);
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_destroyOnExit = false;
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g_nancy->setState(NancyState::kSaveDialog);
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} else {
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// Dialog has returned
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_destroyOnExit = true;
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g_nancy->_graphics->suppressNextDraw();
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uint ret = ConfMan.getInt("sdlg_return", Common::ConfigManager::kTransientDomain);
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ConfMan.removeKey("sdlg_return", Common::ConfigManager::kTransientDomain);
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switch (ret) {
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case 0 :
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// "Yes" switches to LoadSave
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g_nancy->setState(NancyState::kLoadSave);
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if (!ConfMan.getBool("originalsaveload")) {
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ConfMan.setBool("sdlg_save_and_quit", true, Common::ConfigManager::kTransientDomain);
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}
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break;
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case 1 :
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// "No" quits the game
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g_nancy->quitGame();
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// fall through
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case 2 :
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// "Cancel" keeps us in the main menu
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_selected = -1;
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for (uint i = 0; i < _buttons.size(); ++i) {
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_buttons[i]->_isClicked = false;
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}
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_state = kRun;
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break;
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default:
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break;
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}
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}
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} else {
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// Earlier games had no "Do you want to save before quitting" dialog, directly quit
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g_nancy->quitGame();
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// Fallback for when the ScummVM "Ask for confirmation on exit" option is enabled, and
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// the player clicks cancel
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_selected = -1;
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for (uint i = 0; i < _buttons.size(); ++i) {
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_buttons[i]->_isClicked = false;
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}
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_state = kRun;
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break;
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}
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break;
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case 7:
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// Help
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g_nancy->setState(NancyState::kHelp);
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break;
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case 8:
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// More Nancy Drew!
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if (Scene::hasInstance()) {
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// The second chance slot is used as temporary save. We make sure not to
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// overwrite it when selecting the ad button multiple times in a row.
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if (!ConfMan.hasKey("restore_after_ad", Common::ConfigManager::kTransientDomain)) {
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g_nancy->secondChance();
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}
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ConfMan.setBool("restore_after_ad", true, Common::ConfigManager::kTransientDomain);
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NancySceneState.destroy();
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}
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ConfMan.setBool("load_ad", true, Common::ConfigManager::kTransientDomain);
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g_nancy->setState(NancyState::kScene);
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break;
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}
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}
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} // End of namespace State
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} // End of namespace Nancy
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