mirror of
https://github.com/scummvm/scummvm.git
synced 2025-04-02 10:52:32 -04:00
452 lines
12 KiB
C++
452 lines
12 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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/*
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* This code is based on the CRAB engine
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*
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* Copyright (c) Arvind Raja Yadav
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*
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* Licensed under MIT
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*
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*/
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#include "crab/mainmenu.h"
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#include "crab/XMLDoc.h"
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namespace Crab {
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using namespace pyrodactyl::music;
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using namespace pyrodactyl::image;
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using namespace pyrodactyl::text;
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using namespace pyrodactyl::input;
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using namespace pyrodactyl::ui;
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//------------------------------------------------------------------------
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// Purpose: Constructor
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//------------------------------------------------------------------------
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MainMenu::MainMenu() {
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XMLDoc conf(g_engine->_filePath->_mainmenuL);
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if (conf.ready()) {
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rapidxml::xml_node<char> *node = conf.doc()->first_node("main_menu");
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if (nodeValid(node)) {
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_meMain.load(node->first_node("main"));
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_logo.load(node->first_node("logo"));
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_back.load(node->first_node("back"));
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if (!g_engine->_optionMenu->_loaded) {
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g_engine->_optionMenu->load(node->first_node("option")->first_attribute("path")->value());
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g_engine->_optionMenu->_loaded = true;
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}
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_mod.load(node->first_node("mod")->first_attribute("path")->value());
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_credits.load(node->first_node("credits")->first_attribute("path")->value());
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{
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XMLDoc loadconf(node->first_node("load")->first_attribute("path")->value());
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if (loadconf.ready()) {
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rapidxml::xml_node<char> *loadnode = loadconf.doc()->first_node("load_menu");
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if (nodeValid(loadnode))
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g_engine->_loadMenu->load(loadnode);
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}
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}
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{
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XMLDoc helpconf(node->first_node("help")->first_attribute("path")->value());
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if (helpconf.ready()) {
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rapidxml::xml_node<char> *hnode = helpconf.doc()->first_node("help");
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if (nodeValid(hnode))
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g_engine->_helpScreen->load(hnode);
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}
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}
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if (nodeValid("scene", node)) {
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rapidxml::xml_node<char> *snode = node->first_node("scene");
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if (nodeValid("bg", snode))
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_bg.load(snode->first_node("bg"));
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if (nodeValid("lights", snode)) {
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rapidxml::xml_node<char> *lnode = snode->first_node("lights");
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for (rapidxml::xml_node<char> *n = lnode->first_node("img"); n != nullptr; n = n->next_sibling("img"))
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_lights.push_back(n);
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}
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}
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if (nodeValid("difficulty", node)) {
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rapidxml::xml_node<char> *dinode = node->first_node("difficulty");
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if (nodeValid("bg", dinode))
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_diff._bg.load(dinode->first_node("bg"));
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if (nodeValid("menu", dinode))
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_diff._menu.load(dinode->first_node("menu"));
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if (nodeValid("heading", dinode))
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_diff._heading.load(dinode->first_node("heading"));
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}
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if (nodeValid("prompt", node)) {
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rapidxml::xml_node<char> *prnode = node->first_node("prompt");
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_save.load(prnode);
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if (nodeValid("warning", prnode))
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_warning.load(prnode->first_node("warning"));
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if (nodeValid("bg", prnode))
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_bgSave.load(prnode->first_node("bg"));
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if (nodeValid("accept", prnode))
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_accept.load(prnode->first_node("accept"));
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if (nodeValid("cancel", prnode))
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_cancel.load(prnode->first_node("cancel"));
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}
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if (nodeValid("music", node)) {
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loadNum(_musicKey._normal, "normal", node->first_node("music"));
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loadNum(_musicKey._credits, "credits", node->first_node("music"));
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}
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if ((g_engine->getFeatures() & ADGF_DEMO) && nodeValid("demo", node)) {
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rapidxml::xml_node<char> *denode = node->first_node("demo");
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if (nodeValid("steam", denode))
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_steam.load(denode->first_node("steam"));
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if (nodeValid("direct", denode))
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_direct.load(denode->first_node("direct"));
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}
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}
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}
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if (g_engine->_tempData->_credits)
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changeState(STATE_CREDITS, true);
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else
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changeState(STATE_NORMAL, true);
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g_engine->_tempData->_credits = false;
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g_engine->_filePath->_currentR = g_engine->_filePath->_mainmenuR;
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}
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//------------------------------------------------------------------------
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// Purpose: Event/input handling Events
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//------------------------------------------------------------------------
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void MainMenu::handleEvents(Common::Event &event, bool &shouldChangeState, GameStateID &newStateId) {
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g_engine->_mouse->handleEvents(event);
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if (_state != STATE_CREDITS) {
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int choice = _meMain.handleEvents(event);
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if (choice >= 0) {
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for (uint i = 0; i < _meMain._element.size(); ++i)
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_meMain._element[i].state(i == (uint)choice);
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switch (choice) {
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case 0:
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if (g_engine->_loadMenu->selectNewestFile()) {
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changeState(STATE_NORMAL);
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shouldChangeState = true;
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newStateId = GAMESTATE_LOAD_GAME;
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}
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break;
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case 1:
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changeState(STATE_DIFF);
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break;
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case 2:
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changeState(STATE_LOAD);
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g_engine->_loadMenu->scanDir();
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break;
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case 3:
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changeState(STATE_OPTIONS);
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break;
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case 4:
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changeState(STATE_MOD);
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break;
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case 5:
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changeState(STATE_HELP);
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break;
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case 6:
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changeState(STATE_CREDITS);
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_credits.reset();
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break;
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case 7:
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shouldChangeState = true;
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newStateId = GAMESTATE_EXIT;
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break;
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default:
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break;
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}
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}
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}
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if (g_engine->_inputManager->state(IU_BACK) || ((_back.handleEvents(event) != BUAC_IGNORE) &&
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(_state != STATE_SAVENAME && _state != STATE_CREDITS))) {
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if (_state == STATE_SAVENAME)
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changeState(STATE_DIFF);
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else if (_state != STATE_NORMAL)
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changeState(STATE_NORMAL);
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}
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switch (_state) {
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case STATE_NORMAL:
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if ((g_engine->getFeatures() & ADGF_DEMO) && _steam.handleEvents(event) == BUAC_LCLICK) {
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// Open steam in browser window
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g_system->openUrl("https://store.steampowered.com/app/292400/");
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}
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if ((g_engine->getFeatures() & ADGF_DEMO) && _direct.handleEvents(event) == BUAC_LCLICK) {
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// Open humble widget in browser window
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g_system->openUrl("https://www.humblebundle.com/store/unrest/Udg6Ytd8Dfw");
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}
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break;
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case STATE_OPTIONS:
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if (g_engine->_optionMenu->handleEvents(_back, event))
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changeState(STATE_NORMAL);
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break;
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case STATE_CREDITS:
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if (_credits.handleEvents(event))
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changeState(STATE_NORMAL);
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break;
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case STATE_LOAD:
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if (g_engine->loadGameDialog()) {
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shouldChangeState = true;
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newStateId = GAMESTATE_LOAD_GAME;
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}
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changeState(STATE_NORMAL);
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return;
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case STATE_DIFF: {
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int choice = _diff._menu.handleEvents(event);
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// First menu option is Non-iron man, second is iron man
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// For the second choice, we must display a prompt to choose the name of the save game
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if (choice == 0) {
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g_engine->_tempData->_ironman = false;
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shouldChangeState = true;
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newStateId = GAMESTATE_NEW_GAME;
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} else if (choice == 1)
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changeState(STATE_SAVENAME);
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} break;
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case STATE_SAVENAME:
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if (_save.handleEvents(event) || (_accept.handleEvents(event)) != BUAC_IGNORE) {
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if (_save._text != "") {
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g_engine->_tempData->_filename = _save._text;
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g_engine->_tempData->_ironman = true;
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shouldChangeState = true;
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newStateId = GAMESTATE_NEW_GAME;
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} else
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debug("Please enter a valid filename for the iron man save.");
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} else if (_cancel.handleEvents(event) != BUAC_IGNORE)
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changeState(STATE_DIFF);
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break;
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case STATE_MOD:
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if (_mod.handleEvents(event))
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changeState(STATE_NORMAL);
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break;
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case STATE_HELP:
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g_engine->_helpScreen->handleEvents(event);
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break;
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default:
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break;
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}
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}
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//------------------------------------------------------------------------
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// Purpose: Internal Events
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//------------------------------------------------------------------------
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void MainMenu::internalEvents(bool &shouldChangeState, GameStateID &newStateId) {
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// Make the lights flicker
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for (auto &i : _lights)
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i.internalEvents();
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if (_state == STATE_OPTIONS)
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g_engine->_optionMenu->internalEvents();
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}
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//------------------------------------------------------------------------
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// Purpose: We need to toggle button visibility
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// and enable/disable keyboard for each state change
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//------------------------------------------------------------------------
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void MainMenu::changeState(MenuState ms, const bool &start) {
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// Start = true means this is the first run, and no music is playing
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// Just play the appropriate music
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if (start) {
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if (ms == STATE_CREDITS)
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g_engine->_musicManager->playMusic(_musicKey._credits);
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else
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g_engine->_musicManager->playMusic(_musicKey._normal);
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} else {
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// This is not our first run, which means some music track is already playing
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// Only change tracks when going from main menu->credits or credits->main menu
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if (_state == STATE_CREDITS && ms != STATE_CREDITS)
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g_engine->_musicManager->playMusic(_musicKey._normal);
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else if (_state != STATE_CREDITS && ms == STATE_CREDITS)
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g_engine->_musicManager->playMusic(_musicKey._credits);
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}
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// Disable keymapper if switching state to input savename so inputs do not get "eaten".
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KeyBindingMode mode = (ms == STATE_SAVENAME ? KBM_NONE : KBM_GAME);
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g_engine->_inputManager->setKeyBindingMode(mode);
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// Set current state
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_state = ms;
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// We are entering the normal state, i.e outside all menus - reset color of menu items
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if (_state == STATE_NORMAL) {
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for (uint i = 0; i < _meMain._element.size(); ++i)
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_meMain._element[i].state(false);
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}
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// Enable keyboard navigation if outside all menus, otherwise disable it
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_meMain.useKeyboard((_state == STATE_NORMAL));
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// Continue button is only enabled if there is a save to load
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_meMain._element[0]._visible = !g_engine->_loadMenu->empty();
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// Enable credits and quit button if outside all menus, otherwise disable it
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_meMain._element[6]._visible = (_state == STATE_NORMAL);
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_meMain._element[7]._visible = (_state == STATE_NORMAL);
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// If switching to help screen, load latest image otherwise remove it from memory
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if (_state == STATE_HELP)
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g_engine->_helpScreen->refresh();
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else
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g_engine->_helpScreen->clear();
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}
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//------------------------------------------------------------------------
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// Purpose: Drawing function
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//------------------------------------------------------------------------
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void MainMenu::draw() {
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_bg.draw();
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for (auto &i : _lights)
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i.draw();
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switch (_state) {
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case STATE_NORMAL:
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// Draw the logo
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_logo.draw();
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// Draw the game name and mod path if a mod is loaded
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if (g_engine->_filePath->_modCur != "res/default.xml") {
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g_engine->_textManager->draw(g_engine->_screenSettings->_cur.w / 2, g_engine->_screenSettings->_cur.h / 2, "Unrest", 0, 0, ALIGN_CENTER);
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//g_engine->_textManager->draw(g_engine->_screenSettings->cur.w / 2, g_engine->_screenSettings->cur.h / 2 + 50, g_engine->_filePath->mod_cur, 5, 1, ALIGN_CENTER);
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}
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_meMain.draw();
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if (g_engine->getFeatures() & ADGF_DEMO) {
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g_engine->_textManager->draw(_logo.x + _logo.w, _logo.y + _logo.h / 2, "Demo", 0, 0, ALIGN_CENTER);
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_steam.draw();
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_direct.draw();
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}
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break;
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case STATE_OPTIONS:
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g_engine->_optionMenu->draw(_back);
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_meMain.draw();
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break;
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case STATE_CREDITS:
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_credits.draw();
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break;
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case STATE_DIFF:
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_diff._bg.draw();
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_diff._heading.draw();
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_diff._menu.draw();
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_back.draw();
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_meMain.draw();
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break;
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case STATE_SAVENAME:
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_bgSave.draw();
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_warning.draw();
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_save.draw();
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_accept.draw();
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_cancel.draw();
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_meMain.draw();
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break;
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case STATE_MOD:
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_mod.draw();
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_back.draw();
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_meMain.draw();
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break;
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case STATE_HELP:
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g_engine->_helpScreen->draw();
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_back.draw();
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_meMain.draw();
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break;
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default:
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break;
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}
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g_engine->_mouse->draw();
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}
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void MainMenu::setUI() {
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_meMain.setUI();
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_logo.setUI();
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_back.setUI();
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g_engine->_optionMenu->setUI();
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_mod.setUI();
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g_engine->_loadMenu->setUI();
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g_engine->_helpScreen->setUI();
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_credits.setUI();
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_accept.setUI();
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_cancel.setUI();
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_bg.setUI();
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for (auto &i : _lights)
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i.setUI();
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_diff._menu.setUI();
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_diff._bg.setUI();
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_diff._heading.setUI();
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_save.setUI();
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_warning.setUI();
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_bgSave.setUI();
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if(g_engine->getFeatures() & ADGF_DEMO) {
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_steam.setUI();
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_direct.setUI();
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}
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}
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} // End of namespace Crab
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