The menu and help buttons on the sides of the frame are now functional, and the help screen is now also accessible. Also replaced the Frame class with a more general FullScreenImage that will be used across different game states.
106 lines
2.9 KiB
C++
106 lines
2.9 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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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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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "engines/nancy/state/help.h"
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#include "engines/nancy/nancy.h"
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#include "engines/nancy/commontypes.h"
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#include "engines/nancy/sound.h"
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#include "engines/nancy/input.h"
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#include "engines/nancy/cursor.h"
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#include "common/stream.h"
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namespace Nancy {
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namespace State {
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void Help::process() {
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switch (_state) {
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case kInit:
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init();
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// fall through
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case kBegin:
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begin();
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// fall through
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case kRun:
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run();
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break;
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case kWaitForSound:
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waitForSound();
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break;
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}
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}
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void Help::init() {
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Common::SeekableReadStream *chunk = _engine->getBootChunkStream("HELP");
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chunk->seek(0);
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char buf[10];
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chunk->read(buf, 10);
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_image.init(buf);
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chunk->skip(20);
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_hotspot.left = chunk->readUint16LE();
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_hotspot.top = chunk->readUint16LE();
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_hotspot.right = chunk->readUint16LE();
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_hotspot.bottom = chunk->readUint16LE();
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chunk = _engine->getBootChunkStream("MSND");
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chunk->seek(0);
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_sound.read(*chunk, SoundDescription::kMenu);
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_state = kBegin;
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}
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void Help::begin() {
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_engine->sound->loadSound(_sound);
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_engine->sound->playSound(_sound);
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_image.registerGraphics();
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_image.setVisible(true);
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_engine->cursorManager->setCursorType(CursorManager::kNormalArrow);
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_previousState = _engine->getPreviousGameState();
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_state = kRun;
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}
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void Help::run() {
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NancyInput input = _engine->input->getInput();
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if (_hotspot.contains(input.mousePos) && input.input & NancyInput::kLeftMouseButtonUp) {
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_engine->sound->playSound(0x18); // Hardcoded by original engine
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_state = kWaitForSound;
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}
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}
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void Help::waitForSound() {
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if (!_engine->sound->isSoundPlaying(18)) {
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_engine->setGameState((NancyEngine::GameState)_previousState);
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_engine->sound->stopSound(_sound);
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_state = kBegin;
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}
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}
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} // End of namespace State
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} // End of namespace Nancy
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