diff options
Diffstat (limited to 'src/core/Frontend.cpp')
-rw-r--r-- | src/core/Frontend.cpp | 190 |
1 files changed, 186 insertions, 4 deletions
diff --git a/src/core/Frontend.cpp b/src/core/Frontend.cpp index 445b23c1..04d7a8a2 100644 --- a/src/core/Frontend.cpp +++ b/src/core/Frontend.cpp @@ -150,6 +150,14 @@ const char* FrontendFilenames[][2] = { #define MENU_Y(y) StretchY(y) #endif +#ifdef XBOX_MESSAGE_SCREEN +bool CMenuManager::m_bDialogOpen = false; +uint32 CMenuManager::m_nDialogHideTimer = 0; +PauseModeTime CMenuManager::m_nDialogHideTimerPauseMode = 0; +bool CMenuManager::m_bSaveWasSuccessful = false; +wchar* CMenuManager::m_pDialogText = nil; +#endif + #define PREPARE_MENU_HEADER \ CFont::SetRightJustifyOn(); \ CFont::SetFontStyle(FONT_LOCALE(FONT_HEADING)); \ @@ -1351,9 +1359,12 @@ CMenuManager::DrawStandardMenus(bool activeScreen) if (m_nCurrScreen == MENUPAGE_DELETING_IN_PROGRESS) { SmallMessageScreen("FEDL_WR"); - } else if (m_nCurrScreen == MENUPAGE_SAVING_IN_PROGRESS) { + } +#ifndef XBOX_MESSAGE_SCREEN + else if (m_nCurrScreen == MENUPAGE_SAVING_IN_PROGRESS) { SmallMessageScreen("FESZ_WR"); } +#endif } // --MIAMI: Done @@ -3215,6 +3226,10 @@ CMenuManager::PrintStats() void CMenuManager::Process(void) { +#ifdef XBOX_MESSAGE_SCREEN + ProcessDialogTimer(); +#endif + if (TheCamera.GetScreenFadeStatus() != FADE_0) return; @@ -4863,6 +4878,129 @@ float CMenuManager::StretchY(float y) return SCREEN_STRETCH_Y(y); } +#ifdef XBOX_MESSAGE_SCREEN +void +CMenuManager::CloseDialog(void) +{ + // We don't have this on PC GXT :shrug: + static wchar* gameSaved = AllocUnicode("Game saved successfully!"); + + if (m_bSaveWasSuccessful && DialogTextCmp("FESZ_WR")) { + m_bSaveWasSuccessful = false; // i don't know where XBOX resets that + m_pDialogText = gameSaved; + SetDialogTimer(1000); + ProcessDialogTimer(); + } else { + ToggleDialog(false); + } + +} + +void +CMenuManager::ProcessDialogTimer(void) +{ + if (!m_bDialogOpen || m_nDialogHideTimer == 0) + return; + + // Also XBOX has unified time source for in-game/menu, but we don't have that + if (m_bMenuActive && CTimer::GetTimeInMilliseconds() > m_nDialogHideTimer || !m_bMenuActive && CTimer::GetTimeInMillisecondsPauseMode() > m_nDialogHideTimerPauseMode) { + + // This is originally activePage.funcs->closePage() + CloseDialog(); + } +} + +void +CMenuManager::SetDialogTimer(uint32 timer) +{ + // XBOX iterates some page list(actives?) and then sets timer variable of specified page to specified value. We only have dialog right now. + // Also XBOX has unified time source for in-game/menu, but we don't have that, thus 2 timer variables... + + m_nDialogHideTimer = CTimer::GetTimeInMilliseconds() + timer; + m_nDialogHideTimerPauseMode = CTimer::GetTimeInMillisecondsPauseMode() + timer; +} + +void +CMenuManager::SetDialogText(const char* key) +{ + // There are many things going around here, idk why + m_pDialogText = TheText.Get(key); +} + +bool +CMenuManager::DialogTextCmp(const char* key) +{ + wchar *value = TheText.Get(key); + wchar *i = m_pDialogText; + for (; *i != '\0' && *value != '\0'; i++, value++) { + if (*i != *value) + return false; + } + return *i == '\0' && *value == '\0'; +} + +void +CMenuManager::ToggleDialog(bool toggle) +{ + // This originally calls some mysterious function on enable and close CB on disable, along with decreasing some counter. Which is no use for dialog + + // XBOX doesn't do that + if (toggle) + m_nDialogHideTimer = 0; + + m_bDialogOpen = toggle; +} + +void +DrawDialogBg(float offset, uint8 alpha) +{ + CSprite2d::Draw2DPolygon(SCALE_AND_CENTER_X(84.f + offset), MENU_Y(126.f + offset), + SCALE_AND_CENTER_X(512.f + offset), MENU_Y(109.f + offset), + SCALE_AND_CENTER_X(100.f + offset), MENU_Y(303.f + offset), + SCALE_AND_CENTER_X(474.f + offset), MENU_Y(311.f + offset), CRGBA(107, 193, 236, alpha)); + CSprite2d::Draw2DPolygon(SCALE_AND_CENTER_X(523.f + offset), MENU_Y(108.f + offset), + SCALE_AND_CENTER_X(542.f + offset), MENU_Y(107.f + offset), + SCALE_AND_CENTER_X(485.f + offset), MENU_Y(310.f + offset), + SCALE_AND_CENTER_X(516.f + offset), MENU_Y(311.f + offset), CRGBA(107, 193, 236, alpha)); +} + +void +CMenuManager::DrawOverlays(void) +{ + // This is stripped to show only Dialog box, XBOX does much more in here. + + if (!m_bDialogOpen) + return; + + DefinedState(); + + CSprite2d::DrawRect(CRect(0, SCREEN_HEIGHT, SCREEN_WIDTH, 0), CRGBA(0, 0, 0, 160)); + + // Ofc this is not hardcoded like that on Xbox, it should be a texture + DrawDialogBg(20.f, 160); // shadow + DrawDialogBg(0.f, 255); + + CFont::SetBackgroundOff(); + CFont::SetPropOn(); + CFont::SetJustifyOn(); + CFont::SetBackGroundOnlyTextOn(); + CFont::SetFontStyle(FONT_LOCALE(FONT_STANDARD)); + CFont::SetCentreSize(SCREEN_SCALE_X(380.0f)); + CFont::SetCentreOn(); + CFont::SetColor(CRGBA(LABEL_COLOR.r, LABEL_COLOR.g, LABEL_COLOR.b, 255)); + CFont::SetDropShadowPosition(2); + CFont::SetDropColor(CRGBA(0, 0, 0, 255)); + // Both of those are 0.9 on Xbox, which is ofcouse wrong... + CFont::SetScale(SCREEN_SCALE_X(BIGTEXT_X_SCALE), SCREEN_SCALE_Y(BIGTEXT_Y_SCALE)); + + int x = SCREEN_WIDTH / 2.f - SCREEN_SCALE_X(30.0f); + int y = SCREEN_HEIGHT / 2.f - SCREEN_SCALE_Y(30.0f); + int numOfLines = CFont::GetNumberLines(x, y, m_pDialogText); + CFont::PrintString(x, y - SCREEN_SCALE_Y(numOfLines / 2.f), m_pDialogText); + CFont::DrawFonts(); +} +#endif + void CMenuManager::ProcessFileActions() { @@ -4872,9 +5010,14 @@ CMenuManager::ProcessFileActions() #ifdef USE_DEBUG_SCRIPT_LOADER scriptToLoad = 0; #endif + +#ifdef XBOX_MESSAGE_SCREEN + SetDialogText("FELD_WR"); + ToggleDialog(true); +#else if (!m_bGameNotLoaded) MessageScreen("FELD_WR", true); - +#endif DoSettingsBeforeStartingAGame(); m_bWantToLoad = true; } else @@ -4907,6 +5050,41 @@ CMenuManager::ProcessFileActions() } case MENUPAGE_SAVING_IN_PROGRESS: { +#ifdef XBOX_MESSAGE_SCREEN + if (m_bDialogOpen && DialogTextCmp("FESZ_WR")) { + PauseModeTime startTime = CTimer::GetTimeInMillisecondsPauseMode(); + int8 SaveSlot = PcSaveHelper.SaveSlot(m_nCurrSaveSlot); + PcSaveHelper.PopulateSlotInfo(); + + // Original code, but we don't want redundant saving text if it doesn't +#if 0 + CTimer::Update(); // not on Xbox, who updates it? + + // it compensates the lag to show saving text always one second... how cute + int dialogDur = Max(1, startTime - CTimer::GetTimeInMillisecondsPauseMode() + 1000); +#else + int dialogDur = 1; +#endif + + if (SaveSlot) { + // error. PC code + ToggleDialog(false); + SwitchToNewScreen(MENUPAGE_SAVE_CUSTOM_WARNING); + strncpy(aScreens[m_nCurrScreen].m_ScreenName, "FET_SG", 8); + strncpy(aScreens[m_nCurrScreen].m_aEntries[0].m_EntryName, "FES_CMP", 8); + + } else { + m_bSaveWasSuccessful = true; + SetDialogTimer(dialogDur); + ProcessDialogTimer(); + RequestFrontEndShutDown(); + } + + } else { + SetDialogText("FESZ_WR"); + ToggleDialog(true); + } +#else static bool waitedForScreen = false; if (waitedForScreen) { @@ -4922,7 +5100,7 @@ CMenuManager::ProcessFileActions() waitedForScreen = false; } else if (m_nMenuFadeAlpha >= 255) waitedForScreen = true; - +#endif break; } } @@ -4939,7 +5117,11 @@ CMenuManager::SwitchMenuOnAndOff() && (!m_bMenuActive || m_nCurrScreen == MENUPAGE_PAUSE_MENU || m_nCurrScreen == MENUPAGE_CHOOSE_SAVE_SLOT || m_nCurrScreen == MENUPAGE_SAVE_CHEAT_WARNING) || m_bShutDownFrontEndRequested || m_bStartUpFrontEndRequested) { - if (m_nCurrScreen != MENUPAGE_LOADING_IN_PROGRESS) { + if (m_nCurrScreen != MENUPAGE_LOADING_IN_PROGRESS +#ifdef XBOX_MESSAGE_SCREEN + && m_nCurrScreen != MENUPAGE_SAVING_IN_PROGRESS +#endif + ) { DoRWStuffStartOfFrame(0, 0, 0, 0, 0, 0, 255); DoRWStuffEndOfFrame(); DoRWStuffStartOfFrame(0, 0, 0, 0, 0, 0, 255); |