Files
scummvm/engines/tetraedge/game/notifier.cpp
T
Matthew Duggan f84785ff3a TETRAEDGE: Cleanups, started working on credits etc
Scrolling text now mostly works, but isn't clipped to the dialog box.
2023-01-16 17:36:43 +01:00

140 lines
4.1 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 "tetraedge/tetraedge.h"
#include "tetraedge/game/game.h"
#include "tetraedge/game/notifier.h"
#include "tetraedge/te/te_layout.h"
namespace Tetraedge {
Notifier::Notifier() {
}
void Notifier::launchNextnotifier() {
TeCurveAnim2<Te3DObject2, TeColor> *colorAnim = _gui.colorLinearAnimation("fadeIn");
assert(colorAnim);
if (colorAnim->_runTimer.running())
return;
colorAnim = _gui.colorLinearAnimation("fadeOut");
if (!colorAnim->_runTimer.running()) {
colorAnim = _gui.colorLinearAnimation("visible");
bool abort = true;
if (!colorAnim->_runTimer.running()) {
abort = _notifierDataArray.empty();
}
if (abort)
return;
}
unload();
load();
if (_notifierDataArray.empty())
return;
TeVariant textformat = _gui.value("textFormat");
Common::String formattedName = Common::String::format(textformat.toString().c_str(), _notifierDataArray[0]._name.c_str());
TeITextLayout *text = _gui.textLayout("text");
text->setText(formattedName);
if (!_notifierDataArray[0]._imgpath.empty()) {
_gui.spriteLayoutChecked("image")->load(_notifierDataArray[0]._imgpath);
}
_gui.layoutChecked("notifier")->setVisible(true);
colorAnim = _gui.colorLinearAnimation("fadeIn");
colorAnim->_callbackObj = _gui.layoutChecked("sprite");
colorAnim->play();
colorAnim = _gui.colorLinearAnimation("fadeInImage");
colorAnim->_callbackObj = _gui.layoutChecked("image");
colorAnim->play();
_notifierDataArray.remove_at(0);
}
void Notifier::load() {
_gui.load("menus/Notifier.lua");
TeLayout *notifierLayout = _gui.layout("notifier");
Game *game = g_engine->getGame();
game->addNoScale2Child(notifierLayout);
notifierLayout->setVisible(false);
TeCurveAnim2<Te3DObject2, TeColor> *fadeIn = _gui.colorLinearAnimation("fadeIn");
fadeIn->onFinished().add(this, &Notifier::onFadeInFinished);
TeCurveAnim2<Te3DObject2, TeColor> *visible = _gui.colorLinearAnimation("visible");
visible->onFinished().add(this, &Notifier::onVisibleFinished);
TeCurveAnim2<Te3DObject2, TeColor> *fadeOut = _gui.colorLinearAnimation("fadeOut");
fadeOut->onFinished().add(this, &Notifier::onFadeOutFinished);
}
bool Notifier::onFadeInFinished() {
TeCurveAnim2<Te3DObject2, TeColor> *colorAnim = _gui.colorLinearAnimation("visible");
colorAnim->_callbackObj = _gui.layout("sprite");
colorAnim->play();
colorAnim = _gui.colorLinearAnimation("visibleImage");
colorAnim->_callbackObj = _gui.layout("image");
colorAnim->play();
return false;
}
bool Notifier::onFadeOutFinished() {
TeLayout *notifierLayout = _gui.layout("notifier");
notifierLayout->setVisible(false);
launchNextnotifier();
return false;
}
bool Notifier::onVisibleFinished() {
TeCurveAnim2<Te3DObject2, TeColor> *colorAnim = _gui.colorLinearAnimation("fadeOut");
colorAnim->_callbackObj = _gui.layout("sprite");
colorAnim->play();
colorAnim = _gui.colorLinearAnimation("fadeOutImage");
colorAnim->_callbackObj = _gui.layout("image");
colorAnim->play();
return false;
}
void Notifier::push(const Common::String &name, const Common::String &imgpath) {
notifierData n = {name, imgpath};
_notifierDataArray.push_back(n);
launchNextnotifier();
}
void Notifier::unload() {
TeLayout *layout = _gui.layout("notifier");
g_engine->getGame()->removeNoScale2Child(layout);
_gui.unload();
}
} // end namespace Tetraedge