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#include "OptionsDialog.h"
#include "Res.h"
#include "Board.h"
#include "SexyAppFramework/SexyAppBase.h"
#include "SexyAppFramework/WidgetManager.h"
#include "SexyAppFramework/Font.h"
#include "SexyAppFramework/DialogButton.h"
#include "SexyAppFramework/Checkbox.h"
#include "SexyAppFramework/Slider.h"

using namespace Sexy;


OptionsDialog::OptionsDialog(Board* b) :
Dialog(IMAGE_DIALOG_BOX, IMAGE_DIALOG_BUTTON, OptionsDialog::DIALOG_ID, true, _S("OPTIONS"), _S(""), _S("CLOSE"), Dialog::BUTTONS_FOOTER)
{
        mContentInsets = Insets(23, 20, 23, 20);
        mSpaceAfterHeader = 30;

        mBoard = b;

        SetHeaderFont(FONT_DEFAULT);
        SetLinesFont(FONT_DEFAULT);
        SetButtonFont(FONT_DEFAULT);

        SetColor(COLOR_HEADER, Color::Black);
        SetColor(COLOR_LINES, Color::Black);

        mMusicVolumeSlider = new Slider(IMAGE_SLIDER_TRACK, IMAGE_SLIDER_THUMB, OptionsDialog::MUSIC_SLIDER_ID, this);
        mMusicVolumeSlider->SetValue(gSexyAppBase->GetMusicVolume());

        mSfxVolumeSlider = new Slider(IMAGE_SLIDER_TRACK, IMAGE_SLIDER_THUMB, OptionsDialog::SFX_SLIDER_ID, this);
        mSfxVolumeSlider->SetValue(gSexyAppBase->GetSfxVolume());
       
        mQuitBtn = new DialogButton(IMAGE_DIALOG_BUTTON, OptionsDialog::QUIT_BTN_ID, this);
        mQuitBtn->mLabel = _S("QUIT GAME");
        mQuitBtn->SetFont(FONT_DEFAULT);

        m3DCheckbox = new Checkbox(IMAGE_CHECKBOX, IMAGE_CHECKBOX, OptionsDialog::HARDWARE_CHECKBOX_ID, this);
        mFSCheckbox = new Checkbox(IMAGE_CHECKBOX, IMAGE_CHECKBOX, OptionsDialog::FS_CHECKBOX_ID, this);
        mCustomCursorsCheckbox = new Checkbox(IMAGE_CHECKBOX, IMAGE_CHECKBOX, OptionsDialog::FS_CHECKBOX_ID, this);
}

//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
OptionsDialog::~OptionsDialog()
{
        delete mMusicVolumeSlider;
        delete mSfxVolumeSlider;
        delete mQuitBtn;
        delete mCustomCursorsCheckbox;
        delete m3DCheckbox;
        delete mFSCheckbox;
}

//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void OptionsDialog::Draw(Graphics* g)
{
        Dialog::Draw(g);

        // Let's draw some labels for the sliders
        g->SetFont(FONT_DEFAULT);
        g->SetColor(Color::Black);

        // We draw the X/Y at the slider's X/Y but we subtract off the dialog box's
        // X/Y's from that. Why? The slider's XY's are in absolute screen coordinates,
        // as are the dialog boxes. But as you may recall from Board::Draw(), where
        // we explain graphics translation, once we get inside the draw loop of a
        // widget, the graphics object is already moved (translated) to the widget's
        // coordinates. Thus, in using the Graphics object, g, (0, 0) is located
        // at the top left corner of the widget (our dialog box). So we
        // just take the difference between the widget locations to produce the
        // actual location we want to drawour text at:
        g->DrawString(_S("Music volume:"), mMusicVolumeSlider->mX - mX,
                mMusicVolumeSlider->mY - mY - mMusicVolumeSlider->mHeight);

        g->DrawString(_S("Sound volume:"), mSfxVolumeSlider->mX - mX,
                mSfxVolumeSlider->mY - mY - mSfxVolumeSlider->mHeight);

        // Do the same for the checkboxes:
        g->DrawString(_S("3D Mode:"), m3DCheckbox->mX - mX - 25, m3DCheckbox->mY - mY - m3DCheckbox->mHeight + 20);
        g->DrawString(_S("Full Screen:"), mFSCheckbox->mX - mX - 25, mFSCheckbox->mY - mY - mFSCheckbox->mHeight + 20);
        g->DrawString(_S("Custom Cursors:"), mCustomCursorsCheckbox->mX - mX - 25,
                                        mCustomCursorsCheckbox->mY - mY - mCustomCursorsCheckbox->mHeight + 20);

}


//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void OptionsDialog::AddedToManager(WidgetManager* theWidgetManager)
{
        Dialog::AddedToManager(theWidgetManager);
        theWidgetManager->AddWidget(mMusicVolumeSlider);
        theWidgetManager->AddWidget(mSfxVolumeSlider);
        theWidgetManager->AddWidget(mQuitBtn);

        int checkWidth = IMAGE_CHECKBOX->GetWidth() / 2;
        m3DCheckbox->mUncheckedRect = Rect(0, 0, checkWidth, IMAGE_CHECKBOX->GetHeight());
        m3DCheckbox->mCheckedRect = Rect(checkWidth, 0, checkWidth, IMAGE_CHECKBOX->GetHeight());

        mFSCheckbox->mUncheckedRect = Rect(0, 0, checkWidth, IMAGE_CHECKBOX->GetHeight());
        mFSCheckbox->mCheckedRect = Rect(checkWidth, 0, checkWidth, IMAGE_CHECKBOX->GetHeight());

        mCustomCursorsCheckbox->mUncheckedRect = Rect(0, 0, checkWidth, IMAGE_CHECKBOX->GetHeight());
        mCustomCursorsCheckbox->mCheckedRect = Rect(checkWidth, 0, checkWidth, IMAGE_CHECKBOX->GetHeight());

        m3DCheckbox->mChecked = gSexyAppBase->Is3DAccelerated();
        mFSCheckbox->mChecked = !gSexyAppBase->mIsWindowed;
        mCustomCursorsCheckbox->mChecked = gSexyAppBase->mCustomCursorsEnabled;

        theWidgetManager->AddWidget(m3DCheckbox);
        theWidgetManager->AddWidget(mFSCheckbox);
        theWidgetManager->AddWidget(mCustomCursorsCheckbox);
}

//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void OptionsDialog::RemovedFromManager(WidgetManager* theWidgetManager)
{
        Dialog::RemovedFromManager(theWidgetManager);
        theWidgetManager->RemoveWidget(mMusicVolumeSlider);
        theWidgetManager->RemoveWidget(mSfxVolumeSlider);
        theWidgetManager->RemoveWidget(mQuitBtn);
        theWidgetManager->RemoveWidget(mCustomCursorsCheckbox);
        theWidgetManager->RemoveWidget(m3DCheckbox);
        theWidgetManager->RemoveWidget(mFSCheckbox);
}

//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void OptionsDialog::Resize(int theX, int theY, int theWidth, int theHeight)
{
        Dialog::Resize(theX, theY, theWidth, theHeight);

        mMusicVolumeSlider->Resize(theX + mContentInsets.mLeft + 50,
                theY + 100, 245, IMAGE_SLIDER_THUMB->GetHeight());

        mSfxVolumeSlider->Layout(LAY_SameLeft | LAY_Below | LAY_SameWidth | LAY_SameHeight,
                mMusicVolumeSlider, 0, 40, 0, 0);

        mQuitBtn->Layout(LAY_SameLeft | LAY_SameSize | LAY_Above, mYesButton);

        m3DCheckbox->Layout(LAY_SameLeft | LAY_Below, mSfxVolumeSlider, 0, 40, 0, 0);
        m3DCheckbox->Resize(m3DCheckbox->mX, m3DCheckbox->mY,
                IMAGE_CHECKBOX->mWidth / 2, IMAGE_CHECKBOX->mHeight);

        mFSCheckbox->Layout(LAY_SameTop | LAY_SameWidth | LAY_SameHeight | LAY_Right, m3DCheckbox, 80);

        mCustomCursorsCheckbox->Layout(LAY_SameTop | LAY_SameWidth | LAY_SameHeight | LAY_Right, mFSCheckbox, 80);
}

//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void OptionsDialog::SliderVal(int theId, double theVal)
{
        if (theId == OptionsDialog::MUSIC_SLIDER_ID)
        {
                // Let's set the music volume to whatever the slider position is
                gSexyAppBase->SetMusicVolume(theVal);
        }
        else if (theId == OptionsDialog::SFX_SLIDER_ID)
        {
                // Set the sound value
                gSexyAppBase->SetSfxVolume(theVal);

                if (!mSfxVolumeSlider->mDragging)
                        gSexyAppBase->PlaySample(SOUND_TIMER);
        }
}

//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void OptionsDialog::ButtonDepress(int theId)
{
        Dialog::ButtonDepress(theId);

        // Previously, before framework 1.2, the line below looked like:
        // else if (theId == 2000 + mId)
        // With the 1.2 changes, there's just 1 slight incompatibility.
        // If the DialogListener for a dialog your app (by default), and
        // you don't implement your own DialogButton(De)press method (see V12Demo for
        // more info on this), and instead are trapping button presses within ButtonDepress
        // inside the dialog itself, then instead of the button ID being 2000 or 3000 + mId,
        // it's just 0 for no/cancel/1-button dialog, and 1 for yes/ok. Hence we changed our
        // check to look for 0, which is our default single close button at the bottom of this
        // dialog.
        if (theId == ID_YES)
        {
                // Close button pressed. Tell the app to remove ourselves. This
                // will automatically safe delete the dialog at a later time.
                // Let's apply the 3D and fullscreen mode settings first though.
                // We call SwitchScreenMode. The first parameter is whether or not to run
                // windowed (false means fullscreen), the second is whether or not to do 3d.
                gSexyAppBase->SwitchScreenMode(!mFSCheckbox->mChecked, m3DCheckbox->mChecked);

                gSexyAppBase->EnableCustomCursors(mCustomCursorsCheckbox->mChecked);

                gSexyAppBase->KillDialog(this);

                mBoard->OptionsDialogDone();
        }
        else if (theId == mQuitBtn->mId)
        {
                // Quit button pressed. Shut down the app.
                gSexyAppBase->Shutdown();
        }

}

//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void OptionsDialog::CheckboxChecked(int theId, bool checked)
{
        // We'll wait until the dialog box is closed before actually applying any effects,
        // since it's rather jarring if as soon as a user clicks the 3d or fullscreen
        // toggle buttons to change right then and there.

        if (theId == m3DCheckbox->mId)
        {
                if (checked)
                {
                        // Turn on 3D acceleration. But we need to check if the user is
                        // even allowed to have it on. Some cards are just not compatible
                        // with the framework (less than 8MB RAM for instance):
                        if (!gSexyAppBase->Is3DAccelerationSupported())
                        {
                                // It's not supported. Don't let the checkbox get checked.
                                // Display an error dialog to the user to let them know why this happened.
                                // The reason we don't use a Popup or Windows-based message box here is because
                                // if the user was in full screen mode, they might not see the error message. Using
                                // a game dialog box is the safest way to warn them.
                                m3DCheckbox->SetChecked(false);
                                gSexyAppBase->DoDialog(OptionsDialog::MESSAGE_BOX_ID, true, _S("Not Supported"),
                                        _S("Hardware acceleration can not be enabled on this computer. \nYour \
                                        video card does not meet the minimum requirements for this game."
),
                                        _S("OK"), Dialog::BUTTONS_FOOTER);
                        }
                        else if(!gSexyAppBase->Is3DAccelerationRecommended())
                        {
                                // We can also check if 3D acceleration is not recommended for this computer
                                // with a call to Is3DAccelerationRecommended. This allows the user to override
                                // the default setting, but with a warning that it might not work or might cause
                                // problems. Some cards fail the detection process but wind up being OK to use.
                                gSexyAppBase->DoDialog(OptionsDialog::MESSAGE_BOX_ID, true, _S("Warning"),
                                        _S("Your video card may not fully support this feature.\n\
                                        If you experience slower performance, please disable Hardware Acceleration."
),
                                        _S("OK"), Dialog::BUTTONS_FOOTER);
                        }

                }
        }
        else if (theId == mFSCheckbox->mId)
        {
                // Believe it or not, some people are not allowed to play in windowed mode.
                // You can only run in windowed mode if your desktop is 16 or 32 bit, and
                // if the resolution of their desktop is GREATER THAN the resolution of the
                // game. It doesn't make sense to run a 800x600 game windowed when your desktop
                // is 800x600 or less.
                // We can determine if the user is not allowed to run in windowed mode by
                // checking the value of SexyAppBase's mForceFullScreen variable.
                if (gSexyAppBase->mForceFullscreen && !checked)
                {
                        gSexyAppBase->DoDialog(OptionsDialog::MESSAGE_BOX_ID, true, _S("No Windowed Mode"),
                                _S("Windowed mode is only available if your desktop is running in\n\
                                either 16 bit or 32 bit color mode, which it is not."
), _S("OK"), Dialog::BUTTONS_FOOTER);

                        // re-check the box to indicate that fullscreen is still the selected mode:
                        mFSCheckbox->SetChecked(true);
                }
        }
}