1 /*
2 * Copyright 2010-2014 OpenXcom Developers.
3 *
4 * This file is part of OpenXcom.
5 *
6 * OpenXcom is free software: you can redistribute it and/or modify
7 * it under the terms of the GNU General Public License as published by
8 * the Free Software Foundation, either version 3 of the License, or
9 * (at your option) any later version.
10 *
11 * OpenXcom is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 * GNU General Public License for more details.
15 *
16 * You should have received a copy of the GNU General Public License
17 * along with OpenXcom. If not, see <http://www.gnu.org/licenses/>.
18 */
19 #include "MainMenuState.h"
20 #include <sstream>
21 #include "../version.h"
22 #include "../Engine/Game.h"
23 #include "../Resource/ResourcePack.h"
24 #include "../Engine/Language.h"
25 #include "../Engine/Screen.h"
26 #include "../Engine/Palette.h"
27 #include "../Interface/TextButton.h"
28 #include "../Interface/Window.h"
29 #include "../Interface/Text.h"
30 #include "../Engine/Music.h"
31 #include "../Interface/Cursor.h"
32 #include "../Interface/FpsCounter.h"
33 #include "NewGameState.h"
34 #include "NewBattleState.h"
35 #include "ListLoadState.h"
36 #include "OptionsVideoState.h"
37
38 namespace OpenXcom
39 {
40
41 /**
42 * Initializes all the elements in the Main Menu window.
43 * @param game Pointer to the core game.
44 */
MainMenuState(Game * game)45 MainMenuState::MainMenuState(Game *game) : State(game)
46 {
47 // Create objects
48 _window = new Window(this, 256, 160, 32, 20, POPUP_BOTH);
49 _btnNewGame = new TextButton(92, 20, 64, 90);
50 _btnNewBattle = new TextButton(92, 20, 164, 90);
51 _btnLoad = new TextButton(92, 20, 64, 118);
52 _btnOptions = new TextButton(92, 20, 164, 118);
53 _btnQuit = new TextButton(192, 20, 64, 146);
54 _txtTitle = new Text(256, 30, 32, 45);
55
56 // Set palette
57 setPalette("PAL_GEOSCAPE", 0);
58
59 add(_window);
60 add(_btnNewGame);
61 add(_btnNewBattle);
62 add(_btnLoad);
63 add(_btnOptions);
64 add(_btnQuit);
65 add(_txtTitle);
66
67 centerAllSurfaces();
68
69 // Set up objects
70 _window->setColor(Palette::blockOffset(8)+5);
71 _window->setBackground(_game->getResourcePack()->getSurface("BACK01.SCR"));
72
73 _btnNewGame->setColor(Palette::blockOffset(8)+5);
74 _btnNewGame->setText(tr("STR_NEW_GAME"));
75 _btnNewGame->onMouseClick((ActionHandler)&MainMenuState::btnNewGameClick);
76
77 _btnNewBattle->setColor(Palette::blockOffset(8)+5);
78 _btnNewBattle->setText(tr("STR_NEW_BATTLE"));
79 _btnNewBattle->onMouseClick((ActionHandler)&MainMenuState::btnNewBattleClick);
80
81 _btnLoad->setColor(Palette::blockOffset(8)+5);
82 _btnLoad->setText(tr("STR_LOAD_SAVED_GAME"));
83 _btnLoad->onMouseClick((ActionHandler)&MainMenuState::btnLoadClick);
84
85 _btnOptions->setColor(Palette::blockOffset(8)+5);
86 _btnOptions->setText(tr("STR_OPTIONS"));
87 _btnOptions->onMouseClick((ActionHandler)&MainMenuState::btnOptionsClick);
88
89 _btnQuit->setColor(Palette::blockOffset(8)+5);
90 _btnQuit->setText(tr("STR_QUIT"));
91 _btnQuit->onMouseClick((ActionHandler)&MainMenuState::btnQuitClick);
92
93 _txtTitle->setColor(Palette::blockOffset(8)+10);
94 _txtTitle->setAlign(ALIGN_CENTER);
95 _txtTitle->setBig();
96 std::wostringstream title;
97 title << tr("STR_OPENXCOM") << L"\x02";
98 title << Language::utf8ToWstr(OPENXCOM_VERSION_SHORT) << Language::utf8ToWstr(OPENXCOM_VERSION_GIT);
99 _txtTitle->setText(title.str());
100
101 // Set music
102 _game->getResourcePack()->playMusic("GMSTORY");
103
104 _game->getCursor()->setColor(Palette::blockOffset(15)+12);
105 _game->getFpsCounter()->setColor(Palette::blockOffset(15)+12);
106 }
107
108 /**
109 *
110 */
~MainMenuState()111 MainMenuState::~MainMenuState()
112 {
113
114 }
115
116 /**
117 * Opens the New Game window.
118 * @param action Pointer to an action.
119 */
btnNewGameClick(Action *)120 void MainMenuState::btnNewGameClick(Action *)
121 {
122 _game->pushState(new NewGameState(_game));
123 }
124
125 /**
126 * Opens the New Battle screen.
127 * @param action Pointer to an action.
128 */
btnNewBattleClick(Action *)129 void MainMenuState::btnNewBattleClick(Action *)
130 {
131 _game->pushState(new NewBattleState(_game));
132 }
133
134 /**
135 * Opens the Load Game screen.
136 * @param action Pointer to an action.
137 */
btnLoadClick(Action *)138 void MainMenuState::btnLoadClick(Action *)
139 {
140 _game->pushState(new ListLoadState(_game, OPT_MENU));
141 }
142
143 /**
144 * Opens the Options screen.
145 * @param action Pointer to an action.
146 */
btnOptionsClick(Action *)147 void MainMenuState::btnOptionsClick(Action *)
148 {
149 Options::backupDisplay();
150 _game->pushState(new OptionsVideoState(_game, OPT_MENU));
151 }
152
153 /**
154 * Quits the game.
155 * @param action Pointer to an action.
156 */
btnQuitClick(Action *)157 void MainMenuState::btnQuitClick(Action *)
158 {
159 _game->quit();
160 }
161
162 /**
163 * Updates the scale.
164 * @param dX delta of X;
165 * @param dY delta of Y;
166 */
resize(int & dX,int & dY)167 void MainMenuState::resize(int &dX, int &dY)
168 {
169 dX = Options::baseXResolution;
170 dY = Options::baseYResolution;
171 Screen::updateScale(Options::geoscapeScale, Options::geoscapeScale, Options::baseXGeoscape, Options::baseYGeoscape, true);
172 dX = Options::baseXResolution - dX;
173 dY = Options::baseYResolution - dY;
174 State::resize(dX, dY);
175 }
176 }
177