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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 "mm/mm1/views_enh/character_select.h"
#include "mm/mm1/events.h"
#include "mm/mm1/globals.h"
namespace MM {
namespace MM1 {
namespace ViewsEnh {
CharacterSelect::CharacterSelect() : PartyView("CharacterSelect") {
_bounds = Common:: Rect(225, 144, 320, 200);
}
void CharacterSelect::draw() {
ScrollView::draw();
_fontReduced = true;
writeString(0, 0, STRING["enhdialogs.character_select.title"]);
}
bool CharacterSelect::msgAction(const ActionMessage &msg) {
if (msg._action == KEYBIND_ESCAPE) {
close();
g_events->send(g_events->focusedView()->getName(),
GameMessage("CHAR_SELECTED", -1));
return true;
} else {
return PartyView::msgAction(msg);
}
}
bool CharacterSelect::canSwitchToChar(Character *dst) {
close();
// Signal the character that was selected
int charNum = g_globals->_party.indexOf(dst);
g_events->send(g_events->focusedView()->getName(),
GameMessage("CHAR_SELECTED", charNum));
// Return false, because we don't want the character that was
// selected to be actually switched to
return false;
}
} // namespace ViewsEnh
} // namespace MM1
} // namespace MM
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