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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 "engines/nancy/nancy.h"
#include "engines/nancy/cursor.h"
#include "engines/nancy/sound.h"
#include "engines/nancy/input.h"
#include "engines/nancy/util.h"
#include "engines/nancy/graphics.h"
#include "engines/nancy/state/mainmenu.h"
#include "engines/nancy/state/scene.h"
#include "engines/nancy/ui/button.h"
#include "common/config-manager.h"
namespace Common {
DECLARE_SINGLETON(Nancy::State::MainMenu);
}
namespace Nancy {
namespace State {
MainMenu::~MainMenu() {
for (auto *button : _buttons) {
delete button;
}
}
void MainMenu::process() {
switch (_state) {
case kInit:
init();
// fall through
case kRun:
run();
break;
case kStop:
stop();
break;
}
}
void MainMenu::onStateEnter(const NancyState::NancyState prevState) {
registerGraphics();
}
bool MainMenu::onStateExit(const NancyState::NancyState nextState) {
return _destroyOnExit;
}
void MainMenu::registerGraphics() {
_background.registerGraphics();
for (auto *button : _buttons) {
button->registerGraphics();
}
g_nancy->_graphics->redrawAll();
}
void MainMenu::clearButtonState() {
for (auto *button : _buttons) {
button->_isClicked = false;
}
}
void MainMenu::init() {
_menuData = GetEngineData(MENU);
assert(_menuData);
_background.init(_menuData->_imageName);
_background.registerGraphics();
g_nancy->_cursor->setCursorType(CursorManager::kNormalArrow);
g_nancy->setMouseEnabled(true);
if (!g_nancy->_sound->isSoundPlaying("MSND")) {
g_nancy->_sound->playSound("MSND");
}
for (uint i = 0; i < _menuData->_buttonDests.size(); ++i) {
_buttons.push_back(new UI::Button(5, _background._drawSurface,
_menuData->_buttonDownSrcs[i], _menuData->_buttonDests[i],
_menuData->_buttonHighlightSrcs.size() ? _menuData->_buttonHighlightSrcs[i] : Common::Rect(),
_menuData->_buttonDisabledSrcs.size() ? _menuData->_buttonDisabledSrcs[i] : Common::Rect()));
_buttons.back()->init();
_buttons.back()->setVisible(false);
}
registerGraphics();
// Disable continue if game was just started
// Perhaps could be enabled always, and just load the latest save?
if (!Scene::hasInstance()) {
_buttons[3]->setDisabled(true);
} else {
if (NancySceneState.isRunningAd()) {
// Always destroy current state to make sure music starts again
NancySceneState.destroy();
if (ConfMan.hasKey("restore_after_ad", Common::ConfigManager::kTransientDomain)) {
// Returning to running game, restore second chance
ConfMan.setInt("save_slot", g_nancy->getMetaEngine()->getMaximumSaveSlot(), Common::ConfigManager::kTransientDomain);
} else {
// Not returning to running game, disable Continue button
_buttons[3]->setDisabled(true);
}
}
}
_state = kRun;
}
void MainMenu::run() {
NancyInput input = g_nancy->_input->getInput();
if (_selected != -1) {
input.input &= ~NancyInput::kLeftMouseButtonUp;
}
for (uint i = 0; i < _buttons.size(); ++i) {
auto *button = _buttons[i];
button->handleInput(input);
if (_selected == -1 && button->_isClicked) {
if (button->_isDisabled) {
g_nancy->_sound->playSound("BUDE");
} else {
g_nancy->_sound->playSound("BUOK");
}
_selected = i;
}
}
if (_selected != -1) {
if (!g_nancy->_sound->isSoundPlaying("BUOK") && !g_nancy->_sound->isSoundPlaying("BUDE")) {
if (_buttons[_selected]->_isDisabled) {
_selected = -1;
clearButtonState();
} else {
_state = kStop;
}
}
}
g_nancy->_cursor->setCursorType(CursorManager::kNormalArrow);
}
void MainMenu::stop() {
switch (_selected) {
case 0:
// Credits
g_nancy->setState(NancyState::kCredits);
break;
case 1:
// New Game
if (Scene::hasInstance()) {
NancySceneState.destroy(); // Destroy the existing Scene and create a new one
}
g_nancy->setState(NancyState::kScene);
break;
case 2:
// Load and Save Game, TODO
g_nancy->setState(NancyState::kLoadSave);
break;
case 3:
// Continue
g_nancy->setState(NancyState::kScene);
break;
case 4:
// Second Chance
if (Scene::hasInstance()) {
NancySceneState.destroy(); // Destroy the existing Scene and create a new one
}
ConfMan.setInt("save_slot", g_nancy->getMetaEngine()->getMaximumSaveSlot(), Common::ConfigManager::kTransientDomain);
g_nancy->setState(NancyState::kScene);
break;
case 5:
// Game Setup
g_nancy->setState(NancyState::kSetup);
break;
case 6:
// Exit Game
if (g_nancy->getEngineData("SDLG") && Nancy::State::Scene::hasInstance() && !g_nancy->_hasJustSaved) {
if (!ConfMan.hasKey("sdlg_return", Common::ConfigManager::kTransientDomain)) {
// Request the "Do you want to save before quitting" dialog
ConfMan.setInt("sdlg_id", 0, Common::ConfigManager::kTransientDomain);
_destroyOnExit = false;
g_nancy->setState(NancyState::kSaveDialog);
} else {
// Dialog has returned
_destroyOnExit = true;
g_nancy->_graphics->suppressNextDraw();
uint ret = ConfMan.getInt("sdlg_return", Common::ConfigManager::kTransientDomain);
ConfMan.removeKey("sdlg_return", Common::ConfigManager::kTransientDomain);
switch (ret) {
case 0 :
// "Yes" switches to LoadSave
g_nancy->setState(NancyState::kLoadSave);
break;
case 1 :
// "No" quits the game
g_nancy->quitGame();
// fall through
case 2 :
// "Cancel" keeps us in the main menu
_selected = -1;
for (uint i = 0; i < _buttons.size(); ++i) {
_buttons[i]->_isClicked = false;
}
_state = kRun;
break;
default:
break;
}
}
} else {
// Earlier games had no "Do you want to save before quitting" dialog, directly quit
g_nancy->quitGame();
// Fallback for when the ScummVM "Ask for confirmation on exit" option is enabled, and
// the player clicks cancel
_selected = -1;
for (uint i = 0; i < _buttons.size(); ++i) {
_buttons[i]->_isClicked = false;
}
_state = kRun;
break;
}
break;
case 7:
// Help
g_nancy->setState(NancyState::kHelp);
break;
case 8:
// More Nancy Drew!
if (Scene::hasInstance()) {
// The second chance slot is used as temporary save. We make sure not to
// overwrite it when selecting the ad button multiple times in a row.
if (!ConfMan.hasKey("restore_after_ad", Common::ConfigManager::kTransientDomain)) {
g_nancy->secondChance();
}
ConfMan.setBool("restore_after_ad", true, Common::ConfigManager::kTransientDomain);
NancySceneState.destroy();
}
ConfMan.setBool("load_ad", true, Common::ConfigManager::kTransientDomain);
g_nancy->setState(NancyState::kScene);
break;
}
}
} // End of namespace State
} // End of namespace Nancy
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