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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/util.h"
#include "mm/shared/utils/strings.h"
#include "mm/mm1/views_enh/game_messages.h"
#include "mm/mm1/events.h"
#include "mm/mm1/globals.h"
namespace MM {
namespace MM1 {
namespace ViewsEnh {
GameMessages::YesNo::YesNo() :
ScrollView("MessagesYesNo", g_events) {
_bounds = Common::Rect(234, 144, 320, 200);
addButton(&g_globals->_confirmIcons, Common::Point(0, 0), 0,
Common::KeyState(Common::KEYCODE_y, 'y'));
addButton(&g_globals->_confirmIcons, Common::Point(26, 0), 2,
Common::KeyState(Common::KEYCODE_n, 'n'));
}
bool GameMessages::YesNo::msgKeypress(const KeypressMessage &msg) {
// Pass on any Y/N button presses to the messages area
return send("GameMessages", msg);
}
/*------------------------------------------------------------------------*/
GameMessages::GameMessages() : ScrollText("GameMessages") {
setBounds(Common::Rect(0, 144, 234, 200));
}
void GameMessages::draw() {
ScrollText::draw();
if (_callback && !isDelayActive()) {
_yesNo.resetSelectedButton();
_yesNo.draw();
}
}
bool GameMessages::msgFocus(const FocusMessage &msg) {
MetaEngine::setKeybindingMode(_callback || _keyCallback ?
KeybindingMode::KBMODE_MENUS :
KeybindingMode::KBMODE_NORMAL);
return true;
}
bool GameMessages::msgInfo(const InfoMessage &msg) {
// Do a first draw to show 3d view at new position
g_events->redraw();
g_events->draw();
_callback = msg._callback;
_nCallback = msg._nCallback;
_keyCallback = msg._keyCallback;
_fontReduced = msg._fontReduced;
// Add the view
addView(this);
if (msg._largeMessage)
setBounds(Common::Rect(0, 90, 234, 200));
else
setBounds(Common::Rect(0, 144, 234, 200));
// Process the lines
clear();
for (const auto &line : msg._lines)
addText(line._text, -1, 0, (line.x > 0) ? ALIGN_MIDDLE : line._align, 0);
if (msg._delaySeconds)
delaySeconds(msg._delaySeconds);
return true;
}
bool GameMessages::msgKeypress(const KeypressMessage &msg) {
if (_keyCallback) {
_keyCallback(msg);
} else if (_callback) {
if (msg.keycode == Common::KEYCODE_n) {
close();
if (_nCallback)
_nCallback();
} else if (msg.keycode == Common::KEYCODE_y) {
close();
_callback();
}
} else {
// Displayed message, any keypress closes the window
// and passes control to the game
close();
if (msg.keycode != Common::KEYCODE_SPACE)
send("Game", msg);
}
return true;
}
bool GameMessages::msgAction(const ActionMessage &msg) {
if (_callback || _keyCallback) {
switch (msg._action) {
case KEYBIND_ESCAPE:
if (_keyCallback) {
_keyCallback(Common::KeyState(Common::KEYCODE_ESCAPE));
} else {
close();
if (_nCallback)
_nCallback();
}
return true;
case KEYBIND_SELECT:
if (_keyCallback) {
_keyCallback(Common::KeyState(Common::KEYCODE_RETURN));
} else {
close();
_callback();
}
return true;
default:
break;
}
} else {
// Single turn message display
close();
if (msg._action != KEYBIND_SELECT)
return send("Game", msg);
}
return false;
}
bool GameMessages::msgMouseDown(const MouseDownMessage &msg) {
// If yes/no prompting, also pass events to buttons view
if (_callback)
return send("MessagesYesNo", msg);
return msgAction(KeybindingAction(KEYBIND_SELECT));
}
bool GameMessages::msgMouseUp(const MouseUpMessage &msg) {
// If yes/no prompting, also pass events to buttons view
if (_callback)
return send("MessagesYesNo", msg);
return false;
}
void GameMessages::timeout() {
close();
if (_callback)
_callback();
}
} // namespace ViewsEnh
} // namespace MM1
} // namespace MM
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