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scummvm/engines/xeen/dialogs/dialogs.cpp
T

199 lines
5.5 KiB
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/* 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 "common/scummsys.h"
#include "xeen/dialogs/dialogs.h"
#include "xeen/events.h"
#include "xeen/resources.h"
#include "xeen/screen.h"
#include "xeen/xeen.h"
namespace Xeen {
void ButtonContainer::saveButtons() {
_savedButtons.push(_buttons);
clearButtons();
}
/*
* Clears the current list of defined buttons
*/
void ButtonContainer::clearButtons() {
_buttons.clear();
}
void ButtonContainer::restoreButtons() {
_buttons = _savedButtons.pop();
}
void ButtonContainer::addButton(const Common::Rect &bounds, int val,
SpriteResource *sprites) {
_buttons.push_back(UIButton(bounds, val, _buttons.size() * 2, sprites, sprites != nullptr));
}
void ButtonContainer::addButton(const Common::Rect &bounds, int val,
int frameNum, SpriteResource *sprites) {
_buttons.push_back(UIButton(bounds, val, frameNum, sprites, sprites != nullptr));
}
void ButtonContainer::addPartyButtons(XeenEngine *vm) {
for (uint idx = 0; idx < MAX_ACTIVE_PARTY; ++idx) {
addButton(Common::Rect(Res.CHAR_FACES_X[idx], 150, Res.CHAR_FACES_X[idx] + 32, 182),
Common::KEYCODE_F1 + idx);
}
}
bool ButtonContainer::checkEvents(XeenEngine *vm) {
EventsManager &events = *vm->_events;
Party &party = *vm->_party;
Windows &windows = *_vm->_windows;
PendingEvent event;
_buttonValue = 0;
if (events.getEvent(event)) {
if (event._leftButton) {
Common::Point pt = events._mousePos;
// Check for party member glyphs being clicked
Common::Rect r(0, 0, 32, 32);
for (uint idx = 0; idx < party._activeParty.size(); ++idx) {
r.moveTo(Res.CHAR_FACES_X[idx], 150);
if (r.contains(pt)) {
_buttonValue = Common::KEYCODE_F1 + idx;
break;
}
}
// Check whether any button is selected
for (uint i = 0; i < _buttons.size(); ++i) {
if (_buttons[i]._bounds.contains(pt) && _buttons[i]._value) {
events.debounceMouse();
_buttonValue = _buttons[i]._value;
break;
}
}
if (!_buttonValue && _waitBounds.contains(pt)) {
_buttonValue = Common::KEYCODE_SPACE;
return true;
}
} else if (event.isKeyboard()) {
const Common::KeyCode &keycode = event._keyState.keycode;
if (keycode == Common::KEYCODE_KP8)
_buttonValue = Common::KEYCODE_UP;
else if (keycode == Common::KEYCODE_KP2)
_buttonValue = Common::KEYCODE_DOWN;
else if (keycode == Common::KEYCODE_KP_ENTER)
_buttonValue = Common::KEYCODE_RETURN;
else if (keycode != Common::KEYCODE_LCTRL && keycode != Common::KEYCODE_RCTRL
&& keycode != Common::KEYCODE_LALT && keycode != Common::KEYCODE_RALT)
_buttonValue = keycode;
if (_buttonValue)
_buttonValue |= (event._keyState.flags & ~Common::KBD_STICKY) << 16;
}
}
if (_buttonValue) {
// Check for a button matching the selected _buttonValue
Window &win = windows[39];
for (uint btnIndex = 0; btnIndex < _buttons.size(); ++btnIndex) {
UIButton &btn = _buttons[btnIndex];
if (btn._draw && btn._value == _buttonValue) {
// Found the correct button
// Draw button depressed
btn._sprites->draw(0, btn._selectedFrame, Common::Point(btn._bounds.left, btn._bounds.top));
win.setBounds(btn._bounds);
win.update();
// Slight delay
events.updateGameCounter();
events.wait(2);
// Redraw button in it's original non-depressed form
btn._sprites->draw(0, btn._frameNum, Common::Point(btn._bounds.left, btn._bounds.top));
win.setBounds(btn._bounds);
win.update();
break;
}
}
return true;
}
return false;
}
void ButtonContainer::drawButtons(XSurface *surface) {
for (uint btnIndex = 0; btnIndex < _buttons.size(); ++btnIndex) {
UIButton &btn = _buttons[btnIndex];
if (btn._draw) {
assert(btn._sprites);
btn._sprites->draw(*surface, btn._frameNum,
Common::Point(btn._bounds.left, btn._bounds.top));
}
}
}
bool ButtonContainer::doScroll(bool rollUp, bool fadeIn) {
if (_vm->_files->_ccNum) {
return Cutscenes::doScroll(rollUp, fadeIn);
} else {
saveButtons();
clearButtons();
bool result = Cutscenes::doScroll(rollUp, fadeIn);
restoreButtons();
return result;
}
}
void ButtonContainer::loadStrings(const Common::String &name) {
File f(name);
_textStrings.clear();
while (f.pos() < f.size())
_textStrings.push_back(f.readString());
f.close();
}
void ButtonContainer::loadStrings(const Common::String &name, int ccMode) {
File f(name, ccMode);
_textStrings.clear();
while (f.pos() < f.size())
_textStrings.push_back(f.readString());
f.close();
}
void ButtonContainer::setWaitBounds() {
_waitBounds = Common::Rect(8, 8, 224, 140);
}
/*------------------------------------------------------------------------*/
void SettingsBaseDialog::showContents(SpriteResource &title1, bool waitFlag) {
_vm->_events->pollEventsAndWait();
checkEvents(_vm);
}
} // End of namespace Xeen