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https://github.com/scummvm/scummvm.git
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240 lines
8.1 KiB
C++
240 lines
8.1 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "common/textconsole.h"
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#include "tetraedge/tetraedge.h"
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#include "tetraedge/game/credits.h"
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#include "tetraedge/game/game.h"
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#include "tetraedge/game/application.h"
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namespace Tetraedge {
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Credits::Credits() : _animCounter(0), _returnToOptions(false) {
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}
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void Credits::enter(bool returnToOptions) {
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_returnToOptions = returnToOptions;
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_animCounter = 0;
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_timer.start();
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// TODO: set _field0x50 = 0;
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_gui.load("menus/credits/credits.lua");
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Application *app = g_engine->getApplication();
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app->frontLayout().addChild(_gui.layoutChecked("menu"));
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Common::Path musicPath(_gui.value("musicPath").toString(), '/');
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if (!app->music().isPlaying() || app->music().path() != musicPath) {
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app->music().stop();
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app->music().load(musicPath);
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app->music().play();
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app->music().volume(1.0f);
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}
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TeButtonLayout *bgbtn = _gui.buttonLayout("background");
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if (bgbtn) {
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bgbtn->onMouseClickValidated().add(this, &Credits::onQuitButton);
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}
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TeCurveAnim2<TeLayout, TeVector3f32> *posAnim = _gui.layoutPositionLinearAnimation("scrollTextPositionAnim");
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if (!posAnim)
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error("Credits gui - couldn't find scrollTextPositionAnim");
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posAnim->onFinished().add(this, &Credits::onAnimFinished);
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posAnim->_callbackObj = _gui.layoutChecked("text");
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posAnim->_callbackMethod = &TeLayout::setPosition;
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posAnim->play();
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TeCurveAnim2<TeLayout, TeVector3f32> *anchorAnim = _gui.layoutAnchorLinearAnimation("scrollTextAnchorAnim");
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if (!anchorAnim)
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error("Credits gui - couldn't find scrollTextAnchorAnim");
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anchorAnim->_callbackObj = _gui.layoutChecked("text");
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anchorAnim->_callbackMethod = &TeLayout::setAnchor;
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anchorAnim->play();
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if (g_engine->gameType() == TetraedgeEngine::kSyberia) {
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TeCurveAnim2<TeLayout, TeVector3f32> *bgPosAnim = _gui.layoutPositionLinearAnimation("scrollBackgroundPositionAnim");
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if (!bgPosAnim)
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error("Credits gui - couldn't find scrollBackgroundPositionAnim");
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bgPosAnim->_callbackObj = _gui.layoutChecked("backgroundSprite");
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bgPosAnim->_callbackMethod = &TeLayout::setAnchor;
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bgPosAnim->play();
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}
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_curveAnim._runTimer.pausable(false);
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_curveAnim.stop();
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_curveAnim._startVal = TeColor(0xff, 0xff, 0xff, 0);
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_curveAnim._endVal = TeColor(0xff, 0xff, 0xff, 0xff);
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Common::Array<float> curve;
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curve.push_back(0.0f);
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curve.push_back(0.0f);
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curve.push_back(0.0f);
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curve.push_back(0.0f);
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curve.push_back(1.0f);
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_curveAnim._repeatCount = 1;
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_curveAnim.setCurve(curve);
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_curveAnim._duration = 12000;
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if (g_engine->gameType() == TetraedgeEngine::kSyberia) {
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TeLayout *backgrounds = _gui.layoutChecked("Backgrounds");
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if (_animCounter < backgrounds->childCount()) {
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TeSpriteLayout *bgchild = dynamic_cast<TeSpriteLayout *>(backgrounds->child(_animCounter));
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if (!bgchild)
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error("Child of backgrounds is not a TeSpriteLayout");
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_curveAnim._callbackObj = bgchild;
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_curveAnim._callbackMethod = &TeLayout::setColor;
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_curveAnim.play();
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bgchild->setVisible(true);
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const Common::String bgAnimName = bgchild->name() + "Anim";
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TeCurveAnim2<TeLayout, TeVector3f32> *bgPosAnim = _gui.layoutPositionLinearAnimation(bgAnimName);
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if (!bgPosAnim)
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error("Couldn't find bg position anim %s", bgAnimName.c_str());
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bgPosAnim->_callbackObj = bgchild;
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bgPosAnim->_callbackMethod = &TeLayout::setPosition;
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bgPosAnim->play();
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}
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} else {
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// Syberia 2
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TeLayout *foreground = _gui.layoutChecked("foreground1");
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_curveAnim._callbackObj = foreground;
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_curveAnim._callbackMethod = &TeLayout::setColor;
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_curveAnim.play();
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_gui.buttonLayoutChecked("quitButton")->onMouseClickValidated().add(this, &Credits::onQuitButton);
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//
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// WORKAROUND: These are set to PanScan ratio 1.0, but with our code
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// but that shrinks them down to pillarboxed. Force back to full size.
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//
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_gui.layoutChecked("foreground1")->setRatioMode(TeILayout::RATIO_MODE_NONE);
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_gui.layoutChecked("foreground")->setRatioMode(TeILayout::RATIO_MODE_NONE);
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}
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_curveAnim.onFinished().add(this, &Credits::onBackgroundAnimFinished);
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}
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void Credits::leave() {
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//
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// Slightly different to original.. stop *all* position/anchor animations
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// - Syberia 2 only stops certain animations but this works for both.
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//
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for (auto &anim : _gui.layoutPositionLinearAnimations()) {
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anim._value->stop();
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}
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for (auto &anim : _gui.layoutAnchorLinearAnimations()) {
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anim._value->stop();
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}
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_curveAnim.stop();
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_curveAnim.onFinished().remove(this, &Credits::onBackgroundAnimFinished);
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if (_gui.loaded()) {
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Application *app = g_engine->getApplication();
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app->captureFade();
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app->frontLayout().removeChild(_gui.layoutChecked("menu"));
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_timer.stop();
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_gui.unload();
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if (_returnToOptions) {
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app->optionsMenu().enter();
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} else {
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// WORKAROUND: Ensure game is left before opening menu to
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// stop inventory button appearing in menu.
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g_engine->getGame()->leave(true);
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app->mainMenu().enter();
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}
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app->fade();
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}
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}
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bool Credits::onAnimFinished() {
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leave();
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return false;
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}
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bool Credits::onBackgroundAnimFinished() {
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if (g_engine->gameType() == TetraedgeEngine::kSyberia)
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return onBackgroundAnimFinishedSyb1();
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else
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return onBackgroundAnimFinishedSyb2();
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}
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bool Credits::onBackgroundAnimFinishedSyb2() {
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const TeColor white = TeColor(0xff, 0xff, 0xff, 0xff);
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const TeColor clear = TeColor(0xff, 0xff, 0xff, 0);
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if (_curveAnim._startVal != white) {
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_curveAnim._startVal = white;
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_curveAnim._endVal = clear;
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TeSpriteLayout *fgLayout = _gui.spriteLayout("foreground");
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TeVariant fgFile = _gui.value(Common::String::format("foregrounds%d", _animCounter));
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fgLayout->load(Common::Path(fgFile.toString()));
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} else {
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_curveAnim._startVal = clear;
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_curveAnim._endVal = white;
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TeSpriteLayout *fgLayout = _gui.spriteLayout("foreground1");
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TeVariant fgFile = _gui.value(Common::String::format("foregrounds%d", _animCounter));
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fgLayout->load(Common::Path(fgFile.toString()));
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}
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_curveAnim.play();
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_animCounter++;
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return false;
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}
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bool Credits::onBackgroundAnimFinishedSyb1() {
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_animCounter++;
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TeLayout *backgrounds = _gui.layoutChecked("Backgrounds");
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if (_animCounter < backgrounds->childCount()) {
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TeSpriteLayout *bgchild = dynamic_cast<TeSpriteLayout *>(backgrounds->child(_animCounter));
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if (!bgchild)
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error("Children of credits Backgrounds should be Sprites.");
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_curveAnim._callbackObj = bgchild;
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_curveAnim._callbackMethod = &TeLayout::setColor;
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_curveAnim.play();
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bgchild->setVisible(true);
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const Common::String bgAnimName = bgchild->name() + "Anim";
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TeCurveAnim2<TeLayout, TeVector3f32> *bgPosAnim = _gui.layoutPositionLinearAnimation(bgAnimName);
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if (!bgPosAnim)
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error("Couldn't find bg position anim %s", bgAnimName.c_str());
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bgPosAnim->_callbackObj = bgchild;
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bgPosAnim->_callbackMethod = &TeLayout::setPosition;
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bgPosAnim->play();
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}
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return false;
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}
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bool Credits::onPadButtonUp(uint button) {
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// Original calls this function here but it seems unnecessary?
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//TeLayout *buttonsLayout = _gui.layout("buttons");
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if (button & 2) // TODO; which button is 2?
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leave();
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return false;
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}
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bool Credits::onQuitButton() {
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if (g_engine->gameType() == TetraedgeEngine::kSyberia) {
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TeCurveAnim2<TeLayout, TeVector3f32> *anim1 = _gui.layoutPositionLinearAnimation("scrollTextPositionAnim");
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anim1->stop();
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TeCurveAnim2<TeLayout, TeVector3f32> *anim2 = _gui.layoutAnchorLinearAnimation("scrollTextAnchorAnim");
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anim2->stop();
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}
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leave();
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return true;
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}
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} // end namespace Tetraedge
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