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scummvm-cursorfix/engines/ultima/nuvie/menus/game_menu_dialog.cpp
2026-02-02 04:50:13 +01:00

194 lines
7.0 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 "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