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