scummvm/engines/tetraedge/game/inventory_menu.cpp

142 lines
4.3 KiB
C++

/* 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 "tetraedge/tetraedge.h"
#include "tetraedge/game/application.h"
#include "tetraedge/game/game.h"
#include "tetraedge/game/inventory_menu.h"
namespace Tetraedge {
InventoryMenu::InventoryMenu() {
}
void InventoryMenu::enter() {
Application *app = g_engine->getApplication();
if (g_engine->gameIsAmerzone())
g_engine->getGame()->setRunning(false);
app->mouseCursorLayout().load(app->defaultCursor());
_gui.buttonLayoutChecked("quitButton")->setEnable(true);
_gui.layoutChecked("inventoryMenu")->setVisible(true);
onInventoryButton();
}
void InventoryMenu::leave() {
Game *game = g_engine->getGame();
game->inventory().leave();
game->documentsBrowser().leave();
TeLayout *invMenu = _gui.layout("inventoryMenu");
if (invMenu)
invMenu->setVisible(false);
if (g_engine->gameIsAmerzone())
game->setRunning(true);
}
void InventoryMenu::load() {
setName("_inventoryMenu");
setSizeType(RELATIVE_TO_PARENT);
TeVector3f32 usersz = userSize();
setSize(TeVector3f32(1.0f, 1.0f, usersz.z()));
_gui.load("InventoryMenu/InventoryMenu.lua");
Game *game = g_engine->getGame();
if (g_engine->gameIsAmerzone()) {
_gui.layoutChecked("inventoryMenu")->setRatioMode(RATIO_MODE_NONE);
game->inventory().load();
game->documentsBrowser().load();
addChild(&game->inventory());
addChild(&game->documentsBrowser());
}
addChild(_gui.layoutChecked("inventoryMenu"));
_gui.buttonLayoutChecked("quitButton")->onMouseClickValidated()
.add(this, &InventoryMenu::onQuitButton);
// Quit background is only in Syberia 1 and 2 (not amerzone)
TeButtonLayout *quitBackground = _gui.buttonLayout("quitBackground");
if (quitBackground)
quitBackground->onMouseClickValidated().add(this, &InventoryMenu::onQuitButton);
_gui.buttonLayoutChecked("mainMenuButton")->onMouseClickValidated()
.add(this, &InventoryMenu::onMainMenuButton);
_gui.buttonLayoutChecked("documentsButton")->onMouseClickValidated()
.add(this, &InventoryMenu::onDocumentsButton);
_gui.buttonLayoutChecked("inventoryButton")->onMouseClickValidated()
.add(this, &InventoryMenu::onInventoryButton);
_gui.layoutChecked("inventoryMenu")->setVisible(false);
if (g_engine->gameIsAmerzone()) {
game->documentsBrowser().loadZoomed();
}
}
void InventoryMenu::unload() {
leave();
_gui.unload();
}
bool InventoryMenu::isVisible() {
TeLayout *menuLayout = _gui.layout("inventoryMenu");
return menuLayout->visible();
}
bool InventoryMenu::onDocumentsButton() {
_gui.buttonLayoutChecked("mainMenuButton")->setEnable(true);
_gui.buttonLayoutChecked("documentsButton")->setEnable(false);
_gui.buttonLayoutChecked("inventoryButton")->setEnable(true);
Game *game = g_engine->getGame();
game->inventory().leave();
game->documentsBrowser().enter();
return false;
}
bool InventoryMenu::onInventoryButton() {
_gui.buttonLayoutChecked("mainMenuButton")->setEnable(true);
_gui.buttonLayoutChecked("documentsButton")->setEnable(true);
_gui.buttonLayoutChecked("inventoryButton")->setEnable(false);
Game *game = g_engine->getGame();
game->inventory().enter();
game->documentsBrowser().leave();
return false;
}
bool InventoryMenu::onMainMenuButton() {
Application *app = g_engine->getApplication();
app->captureFade();
Game *game = g_engine->getGame();
game->_returnToMainMenu = true;
app->fade();
// Don't process any more events.
return true;
}
bool InventoryMenu::onQuitButton() {
leave();
return false;
}
bool InventoryMenu::onSaveButton(){
return false;
}
} // end namespace Tetraedge