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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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "bbvs/dialogs.h"
#include "common/events.h"
#include "gui/widget.h"
#include "engines/advancedDetector.h"
namespace GUI {
class CommandSender;
}
namespace Bbvs {
struct MenuButton {
const char *label;
uint32 cmd;
};
static const MenuButton kMenuButtons[] = {
// Main menu
{"New Game", kCmdNewGame},
{"Continue", kCmdContinue},
{"Options", kCmdOptions},
{"Mini Games", kCmdMiniGames},
{"Quit", kCmdQuit},
// Options
{"Uninstall", kCmdUninstall},
{"Credits", kCmdCredits},
{"Opening", kCmdOpening},
{"Chicks 'n' Stuff", kCmdChicksNStuff},
{"Back ..", kCmdBack},
// Minigames
{"Hock-A-Loogie", kCmdHockALoogie},
{"Bug Justice", kCmdBugJustice},
{"Court Chaos", kCmdCourtChaos},
{"Air Guitar", kCmdAirGuitar},
{"Back ..", kCmdBack}
};
static const MenuButton kMenuButtonsRu[] = {
// Main menu
{"\xBD\xDE\xD2\xD0\xEF \xD8\xD3\xE0\xD0", kCmdNewGame},
{"\xBF\xE0\xDE\xD4\xDE\xDB\xD6\xD8\xE2\xEC", kCmdContinue},
{"\xB5\xE9\xD5 ..", kCmdOptions},
{"\xBC\xD8\xDD\xD8 \xB8\xD3\xE0\xEB", kCmdMiniGames},
{"\xB2\xEB\xE5\xDE\xD4", kCmdQuit},
// Options
{"\xB4\xD5\xD8\xDD\xE1\xE2\xD0\xDB\xDB\xEF\xE6\xD8\xEF", kCmdUninstall},
{"\xB0\xD2\xE2\xDE\xE0\xEB", kCmdCredits},
{"\xBF\xE0\xDE\xDB\xDE\xD3", kCmdOpening},
{"\xC0\xD5\xDA\xDB\xD0\xDC\xD0", kCmdChicksNStuff},
{"\xBD\xD0\xD7\xD0\xD4 ..", kCmdBack},
// Minigames
{"\xC1\xDD\xD0\xD9\xDF\xD5\xE0", kCmdHockALoogie},
{"\xB6\xE3\xDA\xDE\xD6\xD0\xE0\xDA\xD0", kCmdBugJustice},
{"\xBF\xE2\xD5\xDD\xD8\xE1", kCmdCourtChaos},
{"\xB6\xD8\xD0\xDE\xD9 \xB7\xD2\xE3\xDA", kCmdAirGuitar},
{"\xBD\xD0\xD7\xD0\xD4 ..", kCmdBack}
};
MainMenu::MainMenu(BbvsEngine *vm) : Dialog(0, 0, 1, 1), _vm(vm) {
init();
}
MainMenu::~MainMenu() {
}
void MainMenu::init() {
_buttons[0] = new GUI::ButtonWidget(this, 0, 0, 1, 1, "", 0, 0);
_buttons[1] = new GUI::ButtonWidget(this, 0, 0, 1, 1, "", 0, 0);
_buttons[2] = new GUI::ButtonWidget(this, 0, 0, 1, 1, "", 0, 0);
_buttons[3] = new GUI::ButtonWidget(this, 0, 0, 1, 1, "", 0, 0);
_buttons[4] = new GUI::ButtonWidget(this, 0, 0, 1, 1, "", 0, 0);
gotoMenuScreen(kMainMenuScr);
}
void MainMenu::reflowLayout() {
const int screenW = _vm->_system->getOverlayWidth();
const int screenH = _vm->_system->getOverlayHeight();
const int buttonWidth = screenW * 70 / 320;
const int buttonHeight = screenH * 14 / 240;
const int buttonPadding = screenW * 3 / 320;
_w = 2 * buttonWidth + buttonPadding;
_h = 3 * buttonHeight + 3 * buttonPadding;
_x = (screenW - _w) / 2;
_y = screenH - _h - 2;
int x = 0, y = 0;
x = 0;
y = 0;
_buttons[0]->resize(x, y, buttonWidth, buttonHeight);
x += buttonWidth + buttonPadding;
_buttons[1]->resize(x, y, buttonWidth, buttonHeight);
x = 0;
y += buttonHeight + buttonPadding;
_buttons[2]->resize(x, y, buttonWidth, buttonHeight);
x += buttonWidth + buttonPadding;
_buttons[3]->resize(x, y, buttonWidth, buttonHeight);
x = (_w - buttonWidth) / 2; // Center the last button
y += buttonHeight + buttonPadding;
_buttons[4]->resize(x, y, buttonWidth, buttonHeight);
GUI::Dialog::reflowLayout();
}
void MainMenu::handleCommand(GUI::CommandSender *sender, uint32 command, uint32 data) {
switch (command) {
// Main menu
case kCmdNewGame:
close();
_vm->newGame();
break;
case kCmdContinue:
close();
_vm->continueGameFromQuickSave();
break;
case kCmdOptions:
gotoMenuScreen(kOptionsMenuScr);
break;
case kCmdMiniGames:
gotoMenuScreen(kMiniGamesMenuScr);
break;
case kCmdQuit:
close();
_vm->quitGame();
break;
// Options menu
case kCmdUninstall:
break;
case kCmdCredits:
gotoScene(45);
break;
case kCmdOpening:
gotoScene(43);
break;
case kCmdChicksNStuff:
gotoScene(41);
break;
// Minigames menu
case kCmdHockALoogie:
gotoScene(27);
break;
case kCmdBugJustice:
gotoScene(29);
break;
case kCmdCourtChaos:
gotoScene(28);
break;
case kCmdAirGuitar:
gotoScene(30);
break;
case kCmdBack:
gotoMenuScreen(kMainMenuScr);
break;
default:
Dialog::handleCommand(sender, command, data);
}
}
void MainMenu::gotoMenuScreen(int screen) {
for (int i = 0; i < 5; ++i) {
const MenuButton *btn;
if (_vm->_gameDescription->language == Common::RU_RUS) {
btn = &kMenuButtonsRu[screen * 5 + i];
} else {
btn = &kMenuButtons[screen * 5 + i];
}
_buttons[i]->setLabel(btn->label);
_buttons[i]->setCmd(btn->cmd);
_buttons[i]->setEnabled(btn->cmd != 0);
}
// Enable the "Continue" button if a savegame at slot 0 exists
if (screen == kMainMenuScr)
_buttons[1]->setEnabled(canContinue());
}
bool MainMenu::canContinue() {
return _vm->existsSavegame(0);
}
void MainMenu::gotoScene(int sceneNum) {
close();
_vm->setNewSceneNum(sceneNum);
}
} // End of namespace Hugo
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