DinkSmallwoodHD/source/GUI/GameMenu.cpp
seth 950ca4e6f9 * Sprite blits that hang out of the game area are now rejected in some situations, to match functionality of Dink 1.08. (Bloop the fish on 1.08 looked right because it was getting ddraw errors when trying to draw the "blank" numbers because they were too big for the screen)
* A LOAD_SEQUENCE done after a LOAD_SEQUENCE_NOW in dink.ini is now ignored to match V1.08 functionality.  This fixes the issue of a fish turning into an old man in Bloop the fish
* Alt-Q now closes Dink, to match 1.08
* Fixed issue with bubble magic not having a transparent background in Bloop the fish (was due to some changes to make fake magic/weapon icons work on mobiles.. I'll have to redo that later)
* Fixed issue with slow nagivation in Broken Windows due to too much logging about scripts being run
* (Bugfix) copy_bmp_to_screen issue where it might try to blit a 24 bit image onto 8 bit fixed (fixed incorrect images in Broken Windows)
* (Bugfix) key-<key num>.c scripts are no longer sometimes loaded multiple times
* Some tweaks to keyboard input so Broken Windows typing area works better, "," and "." are supported.  Escape is as well but it also brings up Dink HD's menu which isn't great, but at least it works
* (Bugfix) Default transparency for LEFTALIGN things is now correctly white instead of sometimes not transparent
- Note:  Just to be safe, save state version has changed, so old save states won't load

git-svn-id: svn://rtsoft.com/rtsvn/projects/RTDink@1500 353e56fe-9613-0410-8469-b96ad8e6f29c
2017-09-21 11:57:45 +00:00

1426 lines
40 KiB
C++

#include "PlatformPrecomp.h"
#include "GameMenu.h"
#include "Entity/EntityUtils.h"
#include "MainMenu.h"
#include "Component/FPSControlComponent.h"
#include "Component/CursorComponent.h"
#include "Component/InventoryComponent.h"
#include "Component/ActionButtonComponent.h"
#include "DebugMenu.h"
#include "PauseMenu.h"
#include "PopUpMenu.h"
#include "Component/DragControlComponent.h"
#include "QuickTipMenu.h"
#include "Entity/SelectButtonWithCustomInputComponent.h"
#include "Entity/ArcadeInputComponent.h"
#ifdef _DEBUG
#define AUTO_SAVE_MS (1000*8)
#else
#define AUTO_SAVE_MS (1000*60*5)
#endif
void UpdatePauseMenuPosition(Entity *pBG);
void ShowQuickMessage(string msg)
{
Entity *pMenu = GetEntityRoot()->GetEntityByName("GameMenu");
//assert(pMenu);
if (!pMenu)
{
// pMenu = GetEntityRoot();
return;
}
Entity *pEnt = CreateTextLabelEntity(pMenu, "GameMsg", GetScreenSizeXf()/2, iPhoneMapY(100), msg);
//SetupTextEntity(pEnt, FONT_LARGE);
SetAlignmentEntity(pEnt, ALIGNMENT_CENTER);
FadeInEntity(pEnt);
FadeOutAndKillEntity(pEnt, true, 1000, 1000);
}
void GameOnSelect(VariantList *pVList) //0=vec2 point of click, 1=entity sent from
{
Entity *pEntClicked = pVList->m_variant[1].GetEntity();
Entity *pMenu = GetEntityRoot()->GetEntityByName("GameMenu");
//LogMsg("Clicked %s entity at %s", pEntClicked->GetName().c_str(),pVList->m_variant[1].Print().c_str());
if (pEntClicked->GetName() == "pause")
{
if (g_dglos.g_wait_for_button.active == true)
{
//sjoy.joybit[5] = TRUE
g_dglo.m_dirInput[DINK_INPUT_BUTTON5] = true;
g_dglo.m_dirInputFinished[DINK_INPUT_BUTTON5] = true;
//if we ONLY want the game to handle this, we'd enable this return...
//return;
}
if (!pMenu->GetEntityByName("PauseMenu"))
{
pMenu->RemoveComponentByName("FocusInput");
PauseMenuCreate(pMenu);
}
}
if (pEntClicked->GetName() == "attack")
{
if (DinkIsWaitingForSkippableDialog())
{
if (DinkSkipDialogLine())
{
//g_dglo.m_dirInputFinished[DINK_INPUT_BUTTON1] = true;
//don't really attack
return;
}
}
g_dglo.m_dirInput[DINK_INPUT_BUTTON1] = true;
return;
}
if (pEntClicked->GetName() == "magic")
{
if (DinkIsWaitingForSkippableDialog())
{
if (DinkSkipDialogLine())
{
//g_dglo.m_dirInputFinished[DINK_INPUT_BUTTON1] = true;
//don't really attack
return;
}
}
g_dglo.m_dirInput[DINK_INPUT_BUTTON3] = true;
return;
}
if (pEntClicked->GetName() == "inventory")
{
if (IsDisabledEntity(pEntClicked)) return;
g_dglo.m_dirInput[DINK_INPUT_BUTTON4] = true;
g_dglo.m_dirInputFinished[DINK_INPUT_BUTTON4] = true;
//DisableAllButtonsEntity(pEntClicked);
return;
}
if (pEntClicked->GetName() == "examine")
{
g_dglo.m_dirInput[DINK_INPUT_BUTTON2] = true;
//SendFakeInputMessageToEntity(GetEntityRoot(), MESSAGE_TYPE_GUI_CLICK_END, pVList->m_variant[0].GetVector2()); //otherwise the menu may never get the touch release message
return;
}
if (pEntClicked->GetName() == "arrow_up")
{
g_dglo.m_dirInput[DINK_INPUT_UP] = true;
g_dglo.m_dirInputFinished[DINK_INPUT_UP] = true; //turn off right away
return;
}
if (pEntClicked->GetName() == "arrow_down")
{
g_dglo.m_dirInput[DINK_INPUT_DOWN] = true;
g_dglo.m_dirInputFinished[DINK_INPUT_DOWN] = true; //turn off right away
return;
}
if (pEntClicked->GetName() == "select")
{
g_dglo.m_dirInput[DINK_INPUT_BUTTON1] = true;
g_dglo.m_dirInputFinished[DINK_INPUT_BUTTON1] = true; //turn off right away
return;
}
if (pEntClicked->GetName() == "viewMode")
{
LogMsg("Got viewmode command");
g_dglo.ToggleView();
return;
}
if (pEntClicked->GetName() == "speedup")
{
if (g_dglo.m_bSpeedUpMode)
{
//turn it off
GetAudioManager()->Play("audio/speedup_end.wav");
DinkSetSpeedUpMode(false);
FlashStopEntity(pEntClicked);
SetAlphaEntity(pEntClicked, GetApp()->GetVar("gui_transparency")->GetFloat());
} else
{
//turn it on
GetAudioManager()->Play("audio/speedup_start.wav");
DinkSetSpeedUpMode(true);
FlashStartEntity(pEntClicked, 2500);
}
return;
}
//GetEntityRoot()->PrintTreeAsText(); //useful for debugging
}
void GameOnStopSelect(VariantList *pVList) //0=vec2 point of click, 1=entity sent from
{
Entity *pEntClicked = pVList->m_variant[1].GetEntity();
Entity *pMenu = GetEntityRoot()->GetEntityByName("GameMenu");
//LogMsg("UNClicked %s entity at %s", pEntClicked->GetName().c_str(),pVList->m_variant[1].Print().c_str());
if (pEntClicked->GetName() == "attack")
{
g_dglo.m_dirInputFinished[DINK_INPUT_BUTTON1] = true;
return;
}
if (pEntClicked->GetName() == "magic")
{
g_dglo.m_dirInputFinished[DINK_INPUT_BUTTON3] = true;
return;
}
if (pEntClicked->GetName() == "inventory")
{
g_dglo.m_dirInputFinished[DINK_INPUT_BUTTON4] = true;
return;
}
if (pEntClicked->GetName() == "examine")
{
g_dglo.m_dirInputFinished[DINK_INPUT_BUTTON2] = true;
return;
}
if (pEntClicked->GetName() == "speedup")
{
return;
}
//GetEntityRoot()->PrintTreeAsText(); //useful for debugging
}
void KillControls(float fadeTimeMS)
{
Entity *pControls =GetEntityRoot()->GetEntityByName("Controls");
if (!pControls) return;
if (fadeTimeMS != 0)
{
pControls->SetName("DYING"); //so we won't find it again
RemoveFocusIfNeeded(pControls);
VariantList vList(pControls);
pControls->GetFunction("OnKillingControls")->sig_function(&vList); //just in case someone wants to listen to this message to do
//something like stop a fade in-in progress
FadeEntity(pControls, true, 0, fadeTimeMS, 0);
}
g_dglo.m_lastGameMode = DINK_GAME_MODE_NONE;
g_dglo.m_bFullKeyboardActive = false;
KillEntity(pControls, fadeTimeMS);
}
void AddViewModeHotspot(Entity *pBG)
{
if (!GetApp()->GetUsingTouchScreen()) return;
CL_Vec2f vBarSize = iPhoneMap(CL_Vec2f(220,35));
if (IsIPADSize)
{
vBarSize = iPhoneMap(CL_Vec2f(310,35));
}
if (GetApp()->GetIconsOnLeft())
{
vBarSize = iPhoneMap(CL_Vec2f(180,35));
if (IsIPADSize)
{
vBarSize = iPhoneMap(CL_Vec2f(270,35));
}
}
Entity * pButtonEntity = CreateButtonHotspot(pBG, "viewMode", iPhoneMap(CL_Vec2f(70,0)), vBarSize);
pButtonEntity->GetVar("color")->Set(MAKE_RGBA(255,0,0,0));
pButtonEntity->GetShared()->GetFunction("OnTouchStart")->sig_function.connect(&GameOnSelect);
if (GetApp()->GetIconsOnLeft())
{
pButtonEntity->GetVar("pos2d")->Set(iPhoneMap(CL_Vec2f(100,0)));
}
CL_Vec2f vPos = pButtonEntity->GetVar("pos2d")->GetVector2();
CL_Vec2f vSize = pButtonEntity->GetVar("size2d")->GetVector2();
if (GetApp()->GetVar("showViewHint")->GetUINT32() == 1)
{
GetApp()->GetVar("showViewHint")->Set(uint32(0)); //so this won't be shown again
//give hint to the user about clicking it
//add a bg bar to make the text easier to see
//go above the GUI menu otherwise it's fading will effect us
Entity * pOverlay = CreateOverlayRectEntity(pBG->GetParent(), vPos, vSize, MAKE_RGBA(0,0,0,150));
//make the label on top
CL_Vec2f vLabelPos = vSize/2; //remember, we're a child of the box above, so 0 means the left part of the box, not the screen
Entity *pLabel = CreateTextLabelEntity(pOverlay, "label",vLabelPos.x, vLabelPos.y, "Tap here to toggle view");
SetAlignmentEntity(pLabel, ALIGNMENT_CENTER);
//fade them in
FadeInEntity(pOverlay, true, 500, 1000);
//fade them out
FadeOutAndKillEntity(pOverlay, true, 1400, 2500);
}
}
float FlipXIfNeeded(float x)
{
if (GetApp()->GetIconsOnLeft())
{
return GetScreenSizeXf()-x;
}
return x;
}
CL_Vec2f FlipXIfNeeded(CL_Vec2f vPos)
{
if (GetApp()->GetIconsOnLeft())
{
vPos.x = GetScreenSizeXf()-vPos.x;
}
return vPos;
}
void AddSpeedUpButton(Entity *pBG)
{
if (!GetApp()->GetUsingTouchScreen()) return;
GetBaseApp()->GetEntityRoot()->RemoveEntityByName("speedup", true);
CL_Vec2f vPos = FlipXIfNeeded (iPhoneMap(CL_Vec2f(480-115, 4)));
if (IsIPADSize)
{
vPos = CL_Vec2f(FlipXIfNeeded(GetScreenSizeXf()-4), 4);
}
/*if (IsIphone4())
{
vPos = CL_Vec2f(GetScreenSizeXf()-170, 4);
}
*/
Entity * pButtonEntity = CreateOverlayButtonEntity(pBG, "speedup", ReplaceWithLargeInFileName("interface/iphone/speed_up_button.rttex"), vPos.x, vPos.y);
pButtonEntity->GetVar("ignoreTouchesOutsideRect")->Set(uint32(1)); //ignore touch-up messages not in our rect
SetAlignmentEntity(pButtonEntity, ALIGNMENT_UPPER_RIGHT);
if (GetApp()->GetIconsOnLeft()) SetAlignmentEntity(pButtonEntity, ALIGNMENT_UPPER_LEFT);
SetButtonClickSound(pButtonEntity, ""); //no sound
SetAlphaEntity(pButtonEntity, GetApp()->GetVar("gui_transparency")->GetFloat());
//pButtonEntity->GetVar("alpha")->Set(trans);
pButtonEntity->GetShared()->GetFunction("OnOverStart")->sig_function.connect(&GameOnSelect);
pButtonEntity->GetShared()->GetFunction("OnOverEnd")->sig_function.connect(&GameOnStopSelect);
}
void BuildMouseModeControls(float fadeTimeMS)
{
Entity *pBG = GetEntityRoot()->GetEntityByName("GameMenu");
if (!pBG)
{
assert(!"herm");
return;
}
pBG = pBG->AddEntity(new Entity("Controls"));
Entity *pVirtualStickEnt = pBG->AddEntity(new Entity);
pVirtualStickEnt->AddComponent(new CursorComponent);
}
void OnGameKillKeyboard(VariantList *pVList)
{
g_dglo.m_bFullKeyboardActive = false;
//g_dglo.m_bLastFullKeyboardActive = false;
}
void OnGameProcessHWKey(VariantList *pVList)
{
if (pVList->Get(0).GetFloat() != MESSAGE_TYPE_GUI_CHAR) return;
byte c = toupper(char(pVList->Get(2).GetUINT32()));
if (c > 26 && c < 255 )
{
switch (c)
{
case 77:
case 109:
//open map
g_dglo.m_dirInput[DINK_INPUT_BUTTON6] = true;
g_dglo.m_dirInputFinished[DINK_INPUT_BUTTON6] = true;
break;
default:
if (DinkCanRunScriptNow())
{
if (c == 44) c = 188; //convert , to , on old dink mapping, used by some dmods
if (c == 46) c = 190; //convert . to . on old dink mapping, used by some dmods
DinkLoadPlayerScript(string("key-" + toString(int(c))));
}
}
}
//LogMsg("Got a %c (%d)", char(pVList->Get(2).GetUINT32()), pVList->Get(2).GetUINT32());
}
void OnGameProcessKey(VariantList *pVList)
{
if (DinkCanRunScriptNow())
{
char c = toupper(char(pVList->Get(1).GetUINT32()));
if (c > 28 && c < 255)
{
switch (c)
{
/*
case 32:
case 54:
case 55:
case 37:
case 38:
case 39:
case 40:
*/
case 77:
//open map
g_dglo.m_dirInput[DINK_INPUT_BUTTON6] = true;
g_dglo.m_dirInputFinished[DINK_INPUT_BUTTON6] = true;
break;
default:
DinkLoadPlayerScript(string("key-"+toString(toupper(c))));
}
}
}
//LogMsg("Got a %c (%d)", char(pVList->Get(1).GetUINT32()), pVList->Get(1).GetUINT32());
}
void BuildFullKeyboardControls(float fadeTimeMS)
{
Entity *pBG = GetEntityRoot()->GetEntityByName("GameMenu");
if (!pBG)
{
assert(!"herm");
return;
}
pBG = pBG->AddEntity(new Entity("Controls"));
Entity *pInput = CreateInputTextEntity(pBG, "input", -500,100, "");
EntityComponent *pInputComp = pInput->GetComponentByName("InputTextRender");
pInputComp->GetVar("filtering")->Set(uint32(InputTextRenderComponent::FILTERING_LOOSE));
pInputComp->GetFunction("ActivateKeyboard")->sig_function(NULL); //open it now
pInputComp->GetFunction("CloseKeyboard")->sig_function.connect(&OnGameKillKeyboard); //get notified when it closes
pInputComp->GetFunction("OnChar")->sig_function.connect(&OnGameProcessKey); //get notified when it closes
pInputComp->GetVar("inputLengthMax")->Set(uint32(255));
Entity *pBut = CreateTextButtonEntity(pBG, "close_keyboard", 200, 5, "Close Keyboard", false);
//and run a function here so we can turn it off globally
pBut->GetFunction("OnButtonSelected")->sig_function.connect(&OnGameKillKeyboard);
//pVirtualStickEnt->AddComponent(new CursorComponent);
}
void BuildInventoryControls(float fadeTimeMS)
{
Entity *pBG = GetEntityRoot()->GetEntityByName("GameMenu");
if (!pBG)
{
assert(!"herm");
return;
}
pBG = pBG->AddEntity(new Entity("Controls"));
AddViewModeHotspot(pBG);
GetEntityRoot()->GetComponentByName("ArcadeInput")->GetVar("trackball_mode")->Set(uint32(ArcadeInputComponent::TRACKBALL_MODE_MENU_SELECTION));
if (IsInFlingMode())
{
Entity *pStick = pBG->AddEntity(new Entity());
pStick->AddComponent(new FPSControlComponent);
//add an actual selection button
Entity *pButtonEntity = CreateOverlayButtonEntity(pBG, "select", ReplaceWithLargeInFileName("interface/iphone/button_arrow_back.rttex"),
iPadMapX(864), iPadMapY(120));
pButtonEntity->GetVar("alpha")->Set(GetApp()->GetVar("gui_transparency")->GetFloat());
//FadeInEntity(pButtonEntity);
pButtonEntity->GetShared()->GetFunction("OnButtonSelected")->sig_function.connect(&GameOnSelect);
if (GetApp()->GetIconsOnLeft()) SetAlignmentEntity(pButtonEntity, ALIGNMENT_UPPER_RIGHT);
//pButtonEntity->GetShared()->GetFunction("OnOverEnd")->sig_function.connect(&GameOnStopSelect);
SetButtonStyleEntity(pButtonEntity, Button2DComponent::BUTTON_STYLE_CLICK_ON_TOUCH);
SetButtonClickSound(pButtonEntity, ""); //no sound
}
Entity *pVirtualStickEnt = pBG->AddEntity(new Entity(new InventoryComponent));
if (g_dglo.GetActiveView() != DinkGlobals::VIEW_ZOOMED && IsDrawingDinkStatusBar())
{
float trans = 0.0f;
Entity *pButtonEntity;
pButtonEntity = CreateButtonHotspot(pBG, "attack", iPhoneMap(113, 272), iPhoneMap(55, 46));
pButtonEntity->GetVar("alpha")->Set(trans);
pButtonEntity->GetShared()->GetFunction("OnOverStart")->sig_function.connect(&GameOnSelect);
pButtonEntity->GetShared()->GetFunction("OnOverEnd")->sig_function.connect(&GameOnStopSelect);
SetButtonClickSound(pButtonEntity, ""); //no sound
//I made this touchspot too big on purpose, easier to hit it.
pButtonEntity = CreateButtonHotspot(pBG, "attack", iPhoneMap(412, 272), iPhoneMap(62, 46));
pButtonEntity->GetVar("alpha")->Set(trans);
pButtonEntity->GetShared()->GetFunction("OnOverStart")->sig_function.connect(&GameOnSelect);
pButtonEntity->GetShared()->GetFunction("OnOverEnd")->sig_function.connect(&GameOnStopSelect);
SetTouchPaddingEntity(pButtonEntity, CL_Rectf(20,15,40,40));
SetButtonClickSound(pButtonEntity, ""); //no sound
}
}
void BuildShowingBMPControls(float fadeTimeMS)
{
Entity *pBG = GetEntityRoot()->GetEntityByName("GameMenu");
if (!pBG)
{
assert(!"herm");
return;
}
pBG = pBG->AddEntity(new Entity("Controls"));
Entity * pButtonEntity = CreateButtonHotspot(pBG, "select", CL_Vec2f(40, 40), GetScreenSize());
//pButtonEntity->GetVar("alpha")->Set(trans);
pButtonEntity->GetVar("color")->Set(MAKE_RGBA(0,0,0,0)); //invisible
pButtonEntity->GetFunction("OnOverStart")->sig_function.connect(&GameOnSelect);
pButtonEntity->GetFunction("OnOverEnd")->sig_function.connect(&GameOnStopSelect);
SetButtonClickSound(pButtonEntity, ""); //no sound
if (!IsDesktop())
{
Entity *pLabel = CreateTextLabelEntity(pBG, "label", GetScreenSizeXf() / 2, iPhoneMapY(285), "(tap to continue)");
SetAlignmentEntity(pLabel, ALIGNMENT_CENTER);
}
}
void BuildControls(float fadeTimeMS)
{
Entity *pBG = GetEntityRoot()->GetEntityByName("GameMenu");
if (!pBG)
{
assert(!"herm");
return;
}
pBG = pBG->AddEntity(new Entity("Controls"));
float iconX = FlipXIfNeeded(iPhoneMapX(400));
float iconStartY = iPhoneMapY(-2);
float iconSpacerY = iPhoneMapY(97);
float trans = 0.0f;
Entity *pButtonEntity;
if (GetApp()->GetUsingTouchScreen())
{
if (g_dglo.GetActiveView() != DinkGlobals::VIEW_ZOOMED && IsDrawingDinkStatusBar())
{
//not zoomed in
if (IsIPADSize)
{
iconX = FlipXIfNeeded(864);
iconStartY = 120;
iconSpacerY = iPhoneMapY(72);
} else if (IsIphone4Size)
{
iconX = FlipXIfNeeded(820);
iconStartY = 5;
}
} else
{
//adjust for fullscreen view
if (IsIPADSize)
{
iconX = FlipXIfNeeded(890);
iconStartY = 100;
iconSpacerY = iPhoneMapY(72);
} else if (IsIphone4Size)
{
iconX = FlipXIfNeeded(820);
iconStartY = 5;
iconSpacerY = iPhoneMapY(76);
} else
{
//old iphone
iconSpacerY = iPhoneMapY(76);
iconX = FlipXIfNeeded(iPhoneMapX(416));
}
}
float iconY = iconStartY;
//make the area where if you touch it the screen zoom will change
AddViewModeHotspot(pBG);
//game icons
pButtonEntity = CreateOverlayButtonEntity(pBG, "inventory", ReplaceWithLargeInFileName("interface/iphone/button_inventory.rttex"), iconX, iconY);
if (GetApp()->GetIconsOnLeft()) SetAlignmentEntity(pButtonEntity, ALIGNMENT_UPPER_RIGHT);
pButtonEntity->GetVar("alpha")->Set(trans);
iconY += iconSpacerY;
pButtonEntity->GetShared()->GetFunction("OnOverStart")->sig_function.connect(&GameOnSelect);
pButtonEntity->GetShared()->GetFunction("OnOverEnd")->sig_function.connect(&GameOnStopSelect);
SetButtonClickSound(pButtonEntity, ""); //no sound
pButtonEntity = CreateActionButtonEntity(pBG, "magic", ReplaceWithLargeInFileName("interface/iphone/button_magic_base.rttex"), iconX, iconY);
iconY += iconSpacerY;
if (GetApp()->GetIconsOnLeft()) SetAlignmentEntity(pButtonEntity, ALIGNMENT_UPPER_RIGHT);
pButtonEntity->GetVar("alpha")->Set(trans);
pButtonEntity->GetShared()->GetFunction("OnOverStart")->sig_function.connect(&GameOnSelect);
pButtonEntity->GetShared()->GetFunction("OnOverEnd")->sig_function.connect(&GameOnStopSelect);
SetButtonClickSound(pButtonEntity, ""); //no sound
pButtonEntity = CreateOverlayButtonEntity(pBG, "examine", ReplaceWithLargeInFileName("interface/iphone/button_examine.rttex"), iconX, iconY);
iconY += iconSpacerY;
if (GetApp()->GetIconsOnLeft()) SetAlignmentEntity(pButtonEntity, ALIGNMENT_UPPER_RIGHT);
pButtonEntity->GetVar("alpha")->Set(trans);
pButtonEntity->GetShared()->GetFunction("OnOverStart")->sig_function.connect(&GameOnSelect);
pButtonEntity->GetShared()->GetFunction("OnOverEnd")->sig_function.connect(&GameOnStopSelect);
//SetButtonRepeatDelayMS(pButtonEntity, 1);
//pButtonEntity->GetComponentByName("Button2D")->GetVar("buttonStyle")->Set((uint32) Button2DComponent::BUTTON_STYLE_CLICK_ON_TOUCH);
SetButtonClickSound(pButtonEntity, ""); //no sound
pButtonEntity->GetParent()->MoveEntityToBottomByAddress(pButtonEntity);
if (g_dglo.GetActiveView() != DinkGlobals::VIEW_ZOOMED && IsDrawingDinkStatusBar())
{
pButtonEntity = CreateButtonHotspot(pBG, "magic", CL_Vec2f(iPhoneMapX(113), iPhoneMapY(272)), CL_Vec2f(iPhoneMapX(55), iPhoneMapY(46)), Button2DComponent::BUTTON_STYLE_CLICK_ON_TOUCH);
pButtonEntity->GetVar("alpha")->Set(trans);
pButtonEntity->GetShared()->GetFunction("OnOverStart")->sig_function.connect(&GameOnSelect);
pButtonEntity->GetShared()->GetFunction("OnOverEnd")->sig_function.connect(&GameOnStopSelect);
SetButtonClickSound(pButtonEntity, ""); //no sound
//I made this touchspot too big on purpose, easier to hit it.
pButtonEntity = CreateButtonHotspot(pBG, "attack", CL_Vec2f(iPhoneMapX(412), iPhoneMapY(272)), CL_Vec2f(iPhoneMapX(62), iPhoneMapY(46)), Button2DComponent::BUTTON_STYLE_CLICK_ON_TOUCH);
iconY += iconSpacerY;
pButtonEntity->GetVar("alpha")->Set(trans);
pButtonEntity->GetShared()->GetFunction("OnOverStart")->sig_function.connect(&GameOnSelect);
pButtonEntity->GetShared()->GetFunction("OnOverEnd")->sig_function.connect(&GameOnStopSelect);
pButtonEntity->GetVar("ignoreTouchesOutsideRect")->Set(uint32(1)); //ignore touch-up messages not in our rect
SetButtonRepeatDelayMS(pButtonEntity, 0);
SetTouchPaddingEntity(pButtonEntity, CL_Rectf(20,15,40,40));
SetButtonClickSound(pButtonEntity, ""); //no sound
} else
{
pButtonEntity = CreateActionButtonEntity(pBG, "attack", ReplaceWithLargeInFileName("interface/iphone/button_item_base.rttex"), iconX, iconY);
if (GetApp()->GetIconsOnLeft()) SetAlignmentEntity(pButtonEntity, ALIGNMENT_UPPER_RIGHT);
iconY += iconSpacerY;
pButtonEntity->GetVar("alpha")->Set(trans);
pButtonEntity->GetShared()->GetFunction("OnOverStart")->sig_function.connect(&GameOnSelect);
pButtonEntity->GetShared()->GetFunction("OnOverEnd")->sig_function.connect(&GameOnStopSelect);
pButtonEntity->GetVar("ignoreTouchesOutsideRect")->Set(uint32(1)); //ignore touch-up messages not in our rect
SetButtonClickSound(pButtonEntity, ""); //no sound
pButtonEntity->GetParent()->MoveEntityToBottomByAddress(pButtonEntity);
}
FadeEntity(pBG, true, GetApp()->GetVar("gui_transparency")->GetFloat(), fadeTimeMS, 0);
}
eControlStyle controlStyle = (eControlStyle) GetApp()->GetVar("controlStyle")->GetUINT32();
switch(controlStyle)
{
case CONTROLS_JOYPAD:
case CONTROLS_FLING:
{
Entity *pVirtualStickEnt = pBG->AddEntity(new Entity());
pVirtualStickEnt->AddComponent(new FPSControlComponent);
if (GetApp()->GetUsingTouchScreen())
{
bool moveStick = false;
if (g_dglo.GetActiveView() != DinkGlobals::VIEW_ZOOMED && IsDrawingDinkStatusBar())
{
moveStick = true;
//ignore touches around the magic button
Entity *pVirtualStickArrowEnt = pBG->GetEntityByName("arrow_gui"); //in case we need it later on
/*
EntityComponent *pFilter = pVirtualStickArrowEnt->AddComponent(new FilterInputComponent);
pFilter->GetVar("mode")->Set(uint32(FilterInputComponent::MODE_IGNORE_ABSOLUTE_CLIP_RECT));
pFilter->GetVar("clipRect")->Set(CL_Rectf(iPhoneMapX(113), iPhoneMapY(272),iPhoneMapX(113+55), iPhoneMapY(272+46)));
*/
}
if (moveStick)
{
//make some changes to the virtual pad arrow to fit this layout better
Entity *pVirtualStickArrowEnt = pBG->GetEntityByName("arrow_gui"); //in case we need it later on
CL_Vec2f vArrowPos = CL_Vec2f(FlipXIfNeeded(iPhoneMapX(80)), iPhoneMapY(201));
if (IsIPADSize)
{
vArrowPos = CL_Vec2f( FlipXIfNeeded(149-30), 520+30);
if (IsInFlingMode())
{
vArrowPos.y = C_FLING_JOYSTICK_Y;
}
}
pVirtualStickArrowEnt->GetVar("pos2d")->Set(vArrowPos);
}
}
}
break;
case CONTROLS_DRAG_ANYWHERE:
{
Entity *pControls = pBG->AddEntity(new Entity());
pControls->AddComponent(new DragControlComponent);
}
break;
default:
assert(!"Just no");
}
}
void BuildDialogModeControls(float fadeTimeMS)
{
Entity *pBG = GetEntityRoot()->GetEntityByName("GameMenu");
if (!pBG)
{
assert(!"herm");
return;
}
pBG = pBG->AddEntity(new Entity("Controls"));
pBG->AddComponent(new CursorComponent); //for mouse control of dialog
if (!GetApp()->GetUsingTouchScreen()) return;
float trans = 0.0f;
Entity *pButtonEntity;
//GetEntityRoot()->GetComponentByName("ArcadeInput")->GetVar("trackball_mode")->Set(uint32(ArcadeInputComponent::TRACKBALL_MODE_MENU_SELECTION));
//make the area where if you touch it the screen zoom will change
AddViewModeHotspot(pBG);
//game icons
float posX = iPhoneMapX(1);
CL_Vec2f vUpArrowPos = iPhoneMap(posX,70);
CL_Vec2f vDownArrowPos = iPhoneMap(posX,212);
CL_Vec2f vOkPos = iPhoneMap(409, 136+90);
if (g_dglo.GetActiveView() != DinkGlobals::VIEW_ZOOMED)
{
float posX = iPhoneMapX(10);
vUpArrowPos = iPhoneMap(posX,46);
vDownArrowPos = iPhoneMap(posX,181);
vOkPos = iPhoneMap(398,110+70);
}
if (IsIPADSize)
{
posX = 17;
vUpArrowPos = CL_Vec2f(posX,277+50);
vDownArrowPos = CL_Vec2f(posX,404+50);
vOkPos = CL_Vec2f(815+50,330+60+70);
if (g_dglo.GetActiveView() == DinkGlobals::VIEW_ZOOMED)
{
posX = 2;
vUpArrowPos = CL_Vec2f(posX,277+50+100);
vDownArrowPos = CL_Vec2f(posX,404+50+100);
vOkPos = CL_Vec2f(815+50+10,330+60+80+70);
}
}
if (IsInFlingMode())
{
Entity *pStick = pBG->AddEntity(new Entity());
pStick->AddComponent(new FPSControlComponent);
/*
posX = 47;
vUpArrowPos = CL_Vec2f(posX, (277+50+90)-20);
vDownArrowPos = CL_Vec2f(posX, (404+50+90) + 20);
*/
}
if (GetApp()->GetIconsOnLeft())
{
//flip controls around
vUpArrowPos = FlipXIfNeeded(vUpArrowPos);
vDownArrowPos = FlipXIfNeeded(vDownArrowPos);
vOkPos = FlipXIfNeeded(vOkPos);
}
if (!IsInFlingMode())
{
pButtonEntity = CreateOverlayButtonEntity(pBG, "arrow_up", ReplaceWithLargeInFileName("interface/iphone/button_arrow_up.rttex"), vUpArrowPos.x, vUpArrowPos.y);
pButtonEntity->GetVar("alpha")->Set(trans);
pButtonEntity->GetShared()->GetFunction("OnOverStart")->sig_function.connect(&GameOnSelect);
pButtonEntity->GetShared()->GetFunction("OnOverEnd")->sig_function.connect(&GameOnStopSelect);
SetButtonClickSound(pButtonEntity, ""); //no sound
Entity * pUp = pButtonEntity;
if (GetApp()->GetIconsOnLeft()) SetAlignmentEntity(pButtonEntity, ALIGNMENT_UPPER_RIGHT);
pButtonEntity = CreateOverlayButtonEntity(pBG, "arrow_down", ReplaceWithLargeInFileName("interface/iphone/button_arrow_down.rttex"), vDownArrowPos.x, vDownArrowPos.y);
pButtonEntity->GetVar("alpha")->Set(trans);
pButtonEntity->GetShared()->GetFunction("OnOverStart")->sig_function.connect(&GameOnSelect);
if (GetApp()->GetIconsOnLeft()) SetAlignmentEntity(pButtonEntity, ALIGNMENT_UPPER_RIGHT);
pButtonEntity->GetShared()->GetFunction("OnOverEnd")->sig_function.connect(&GameOnStopSelect);
SetButtonClickSound(pButtonEntity, ""); //no sound
Entity * pDown = pButtonEntity;
}
pButtonEntity = CreateOverlayButtonEntity(pBG, "select", ReplaceWithLargeInFileName("interface/iphone/button_arrow_back.rttex"), vOkPos.x, vOkPos.y);
pButtonEntity->GetVar("alpha")->Set(trans);
pButtonEntity->GetShared()->GetFunction("OnButtonSelected")->sig_function.connect(&GameOnSelect);
if (GetApp()->GetIconsOnLeft()) SetAlignmentEntity(pButtonEntity, ALIGNMENT_UPPER_RIGHT);
//pButtonEntity->GetShared()->GetFunction("OnOverEnd")->sig_function.connect(&GameOnStopSelect);
//SetButtonStyleEntity(pButtonEntity, Button2DComponent::BUTTON_STYLE_CLICK_ON_TOUCH_RELEASE);
SetButtonClickSound(pButtonEntity, ""); //no sound
//SetButtonRepeatDelayMS(pButtonEntity, 1);
Entity * pSelect = pButtonEntity;
FadeEntity(pBG, true, GetApp()->GetVar("gui_transparency")->GetFloat(), fadeTimeMS, 0);
if (g_dglo.GetActiveView() != DinkGlobals::VIEW_ZOOMED)
{
if (IsDrawingDinkStatusBar())
{
//let's let the punch icon also select, it just feels natural
pButtonEntity = CreateButtonHotspot(pBG, "select", CL_Vec2f(iPhoneMapX(412), iPhoneMapY(272)), CL_Vec2f(iPhoneMapX(62), iPhoneMapY(46)));
pButtonEntity->GetVar("alpha")->Set(trans);
pButtonEntity->GetShared()->GetFunction("OnOverStart")->sig_function.connect(&GameOnSelect);
pButtonEntity->GetShared()->GetFunction("OnOverEnd")->sig_function.connect(&GameOnStopSelect);
SetButtonClickSound(pButtonEntity, ""); //no sound
}
}
}
void RecomputeAspectRatio();
void UpdateControlsGUIIfNeeded()
{
if (g_dglo.m_lastGameMode != GetDinkGameMode()
|| g_dglo.m_lastSubGameMode != GetDinkSubGameMode()
//|| g_dglo.m_bWaitingForSkippableConversation != DinkIsWaitingForSkippableDialog()
|| g_dglo.m_lastActiveView != g_dglo.GetActiveView()
|| g_dglo.m_lastIsUpdatingDinkStatusBar != IsDrawingDinkStatusBar()
|| g_dglo.m_bFullKeyboardActive != g_dglo.m_bLastFullKeyboardActive
)
{
if (g_dglo.m_bLastFullKeyboardActive && g_dglo.m_bFullKeyboardActive)
{
//don't care, leave the keyboard up
return;
}
//kill any existing controls
KillControls(300);
g_dglo.m_lastGameMode = GetDinkGameMode();
g_dglo.m_lastSubGameMode = GetDinkSubGameMode();
g_dglo.m_bWaitingForSkippableConversation = DinkIsWaitingForSkippableDialog();
g_dglo.m_lastActiveView = g_dglo.GetActiveView();
g_dglo.m_lastIsUpdatingDinkStatusBar = IsDrawingDinkStatusBar();
g_dglo.m_bLastFullKeyboardActive = g_dglo.m_bFullKeyboardActive;
GetEntityRoot()->GetComponentByName("ArcadeInput")->GetVar("trackball_mode")->Set(uint32(ArcadeInputComponent::TRACKBALL_MODE_WALKING));
Entity *pMainMenu = GetEntityRoot()->GetEntityByName("GameMenu");
RecomputeAspectRatio();
AddSpeedUpButton(pMainMenu);
UpdatePauseMenuPosition(pMainMenu);
if (g_dglo.m_bFullKeyboardActive)
{
BuildFullKeyboardControls(300);
return;
}
if (g_dglo.m_lastSubGameMode == DINK_SUB_GAME_MODE_DIALOG)
{
BuildDialogModeControls(300);
return;
}
if (g_dglo.m_lastSubGameMode == DINK_SUB_GAME_MODE_SHOWING_BMP)
{
BuildShowingBMPControls(300);
return;
}
if (g_dglo.m_lastGameMode == DINK_GAME_MODE_INVENTORY)
{
BuildInventoryControls(300);
return;
}
if (g_dglo.m_lastGameMode == DINK_GAME_MODE_MOUSE)
{
BuildMouseModeControls(300);
return;
}
BuildControls(300);
}
}
void OnGameMenuDelete(VariantList *pVList)
{
finiObjects();
}
void ApplyAspectRatioGLMatrix();
void OnGameMenuRender(VariantList *pVList)
{
//apply matrix
glMatrixMode(GL_MODELVIEW);
//well, we might as well always clear the BG, because some dmods like redink1 set transparency in the status bar which causes glitches if we don't
if (g_dglo.GetActiveView() != DinkGlobals::VIEW_ZOOMED)
{
//clear background if needed
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
}
//apply scale offset
ApplyAspectRatioGLMatrix();
updateFrame();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
//remove matrix
}
void OnAutoSave(VariantList *pVList)
{
if (GetDinkGameState() == DINK_GAME_STATE_PLAYING && DinkGetHealthPercent() > 0.3f)
{
if (GetDinkGameMode() == DINK_GAME_MODE_NORMAL &&
( GetDinkSubGameMode() == DINK_SUB_GAME_MODE_NORMAL || GetDinkSubGameMode() == DINK_SUB_GAME_MODE_NONE)
)
{
SaveAutoSave();
//reschedule this function to run again in a bit
GetMessageManager()->CallEntityFunction(pVList->Get(0).GetEntity(), AUTO_SAVE_MS, "OnAutoSave", pVList);
return;
}
}
//if we got here, we failed to save due to it being dangerous because of low health. Let's try again in a few seconds...
GetMessageManager()->CallEntityFunction(pVList->Get(0).GetEntity(), 5000, "OnAutoSave", pVList);
}
void OnArcadeInput(VariantList *pVList)
{
int vKey = pVList->Get(0).GetUINT32();
bool bIsDown = pVList->Get(1).GetUINT32() != 0;
//LogMsg("GameMenuArcade: Key %d, down is %d", vKey, int(bIsDown));
switch (vKey)
{
case 9: //tab
//LogMsg("Tab: %d", int(bIsDown));
DinkSetSpeedUpMode(bIsDown);
break;
case VIRTUAL_KEY_CUSTOM_QUIT: //tab
//LogMsg("Tab: %d", int(bIsDown));
LogMsg("Quitting");
break;
case VIRTUAL_KEY_F1:
if (bIsDown)
SaveStateWithExtra();
break;
case VIRTUAL_KEY_F8:
{
if (bIsDown)
{
if (GetDinkGameState() == DINK_GAME_STATE_PLAYING)
{
string fName = DinkGetSavePath() + "quicksave.dat";
if (FileExists(fName))
{
LoadStateWithExtra();
}
else
{
ShowQuickMessage("No state to load yet.");
}
}
else
{
ShowQuickMessage("(can't load state yet, still loading game!)");
}
}
}
break;
case VIRTUAL_KEY_GAME_MAGIC:
if (bIsDown)
{
if (DinkIsWaitingForSkippableDialog())
{
if (DinkSkipDialogLine())
{
return;
}
}
g_dglo.m_dirInput[DINK_INPUT_BUTTON3] = true;
} else
{
g_dglo.m_dirInputFinished[DINK_INPUT_BUTTON3] = true;
}
break;
//EXAMINE
case VIRTUAL_KEY_GAME_TALK:
/*
if (DinkIsWaitingForSkippableDialog())
{
if (DinkSkipDialogLine())
{
return;
}
}
*/
if (bIsDown)
{
g_dglo.m_dirInput[DINK_INPUT_BUTTON2] = true;
} else
{
g_dglo.m_dirInputFinished[DINK_INPUT_BUTTON2] = true;
}
break;
case VIRTUAL_KEY_GAME_INVENTORY: //inventory
if (bIsDown)
{
g_dglo.m_dirInput[DINK_INPUT_BUTTON4] = true;
} else
{
g_dglo.m_dirInputFinished[DINK_INPUT_BUTTON4] = true;
}
break;
case VIRTUAL_KEY_GAME_FIRE: //select//atack
if (bIsDown)
{
if (DinkIsWaitingForSkippableDialog())
{
if (DinkSkipDialogLine())
{
return;
}
}
g_dglo.m_dirInput[DINK_INPUT_BUTTON1] = true;
} else
{
g_dglo.m_dirInputFinished[DINK_INPUT_BUTTON1] = true;
}
break;
}
if (GetDinkSubGameMode() == DINK_SUB_GAME_MODE_DIALOG || GetDinkGameMode() == DINK_GAME_MODE_INVENTORY || GetDinkGameMode() ==
DINK_GAME_MODE_MOUSE)
{
switch(vKey)
{
case VIRTUAL_KEY_DIR_LEFT:
SendKey(DINK_INPUT_LEFT, bIsDown);
break;
case VIRTUAL_KEY_DIR_RIGHT:
SendKey(DINK_INPUT_RIGHT, bIsDown);
break;
case VIRTUAL_KEY_DIR_UP:
SendKey(DINK_INPUT_UP, bIsDown);
break;
case VIRTUAL_KEY_DIR_DOWN:
SendKey(DINK_INPUT_DOWN, bIsDown);
break;
}
}
}
void OnRawCharInput(VariantList *pVList)
{
int vKey = pVList->Get(0).GetUINT32();
bool bIsDown = pVList->Get(1).GetUINT32() != 0;
//LogMsg("GameMenuRaw: Key %d, down is %d", vKey, int(bIsDown));
}
void UpdatePauseMenuPosition(Entity *pBG)
{
Entity *pPause = pBG->GetEntityByName("pause");
assert(pPause);
CL_Vec2f vPausePos = CL_Vec2f(12,0);
if (IsLargeScreen())
{
vPausePos = CL_Vec2f(27,0);
}
vPausePos.x = FlipXIfNeeded(vPausePos.x);
pPause->GetVar("pos2d")->Set(vPausePos);
if (GetApp()->GetIconsOnLeft())
{
SetAlignmentEntity(pPause, ALIGNMENT_UPPER_RIGHT);
} else
{
SetAlignmentEntity(pPause, ALIGNMENT_UPPER_LEFT);
}
}
void GameFinishLoading(Entity *pBG)
{
float trans = rt_max(0.4, GetApp()->GetVar("gui_transparency")->GetFloat());
Entity *pButtonEntity;
DestroyUnusedTextures();
pButtonEntity = CreateOverlayButtonEntity(pBG, "pause", ReplaceWithLargeInFileName("interface/iphone/pause_icon.rttex"), 0, 0);
UpdatePauseMenuPosition(pBG);
SetTouchPaddingEntity(pButtonEntity, CL_Rectf(0,0,0,0));
//SetButtonStyleEntity(pButtonEntity, Button2DComponent::BUTTON_STYLE_CLICK_ON_TOUCH);
AddHotKeyToButton(pButtonEntity, VIRTUAL_KEY_BACK);
//AddHotKeyToButton(pButtonEntity, VIRTUAL_KEY_PROPERTIES);
pButtonEntity->GetShared()->GetFunction("OnButtonSelected")->sig_function.connect(&GameOnSelect);
SetButtonClickSound(pButtonEntity, ""); //no sound
if (!GetApp()->GetUsingTouchScreen())
{
pButtonEntity->GetVar("alpha")->Set(0.0f);
} else
{
pButtonEntity->GetVar("alpha")->Set(trans);
}
FadeOutAndKillEntity(pBG->GetEntityByName("game_loading"), true, 300, 50);
pBG->GetShared()->GetFunction("OnRender")->sig_function.connect(&OnGameMenuRender);
pBG->GetShared()->GetFunction("OnDelete")->sig_function.connect(&OnGameMenuDelete);
GetBaseApp()->m_sig_arcade_input.connect(pBG->GetFunction("OnArcadeInput")->sig_function);
pBG->GetShared()->GetFunction("OnArcadeInput")->sig_function.connect(&OnArcadeInput);
//if (IsDesktop())
{
static bool bOneTimeKeyboardAttach = false;
if (!bOneTimeKeyboardAttach)
{
GetBaseApp()->m_sig_input.connect(&OnGameProcessHWKey);
bOneTimeKeyboardAttach = true;
}
}
/*
GetBaseApp()->m_sig_raw_keyboard.connect(pBG->GetFunction("OnRawCharInput")->sig_function);
pBG->GetShared()->GetFunction("OnRawCharInput")->sig_function.connect(&OnRawCharInput);
*/
AddSpeedUpButton(pBG);
SetDinkGameState(DINK_GAME_STATE_PLAYING);
if (GetPrimaryGLX() != 0)
{
SetupOrtho();
DinkOnForeground(); //rebuild lost surfaces
if (GetDinkGameState() != DINK_GAME_STATE_PLAYING)
{
PrepareForGL();
}
}
if (AUTO_SAVE_MS != 0)
{
//AutoSave
pBG->GetFunction("OnAutoSave")->sig_function.connect(&OnAutoSave);
VariantList vList(pBG);
GetMessageManager()->CallEntityFunction(pBG, AUTO_SAVE_MS, "OnAutoSave", &vList);
}
}
void GameSetProgressBar(float progress)
{
Entity *pBar = GetEntityRoot()->GetEntityByName("bar");
if (pBar)
{
pBar->GetComponentByName("ProgressBar")->GetVar("progress")->Set(progress);
}
}
void ShowQuickTip(VariantList *pVList)
{
Entity *pBG = pVList->m_variant[0].GetEntity();
CreateQuickTip(pBG, pVList->m_variant[1].GetString(), false);
}
void GameLoadPiece(VariantList *pVList)
{
Entity *pBG = pVList->m_variant[0].GetEntity();
string stateToLoad = pVList->m_variant[2].GetString();
float &progress = pBG->GetVar("progress")->GetFloat();
int gameIdToLoad = pVList->m_variant[1].GetUINT32();
if (pBG->GetVar("didInit")->GetUINT32() == 0)
{
//initialize Dink
if (!InitDinkEngine())
{
LogMsg("Error initializing videohw");
Entity *pMenu = DinkQuitGame();
PopUpCreate(pMenu, "Error initializing Dink engine. Don't know why!", "", "cancel", "Continue", "", "", true);
return;
}
pBG->GetVar("didInit")->Set(uint32(1));
}
if (progress == 1)
{
//we're done
GameFinishLoading(pBG);
return;
}
if (!stateToLoad.empty())
{
//loading a state
if (progress == 0)
{
//first time, setup paths only
bool bSuccess = LoadState(stateToLoad, true);
if (!bSuccess)
{
RemoveFile(stateToLoad, false);
WriteLastPathSaved("");
Entity *pMenu = DinkQuitGame();
PopUpCreate(pMenu, "Error loading save state. Probably an older version, sorry.", "", "cancel", "Continue", "", "", true);
return;
}
} else
{
bool bSuccess = LoadState(stateToLoad, false);
if (!IsInString(stateToLoad, "autosave.dat"))
{
//instead of removing it, let it stay around in case there is a game crash?
//RemoveFile(stateToLoad, false); //SETH changed 8/28/2017
}
//we're done
progress = 1;
g_dglo.m_curLoadState = FINISHED_LOADING;
GameSetProgressBar(progress);
VariantList vList(pBG, uint32(gameIdToLoad), stateToLoad);
GetMessageManager()->CallEntityFunction(pBG, 1, "GameLoadPiece", &vList);
return;
}
}
if (!LoadGameChunk(gameIdToLoad, progress))
{
LogMsg("Error initializing game engine");
return;
}
GameSetProgressBar(progress);
//reschedule this to run again
VariantList vList(pBG, uint32(gameIdToLoad), stateToLoad);
GetMessageManager()->CallEntityFunction(pBG, 1, "GameLoadPiece", &vList);
}
Entity * GameCreate(Entity *pParentEnt, int gameIDToLoad, string stateToLoad, string msgToShow)
{
Entity *pBG = pParentEnt->AddEntity(new Entity("GameMenu"));
AddFocusIfNeeded(pBG);
Entity *pLoading = CreateOverlayEntity(pBG, "game_loading", ReplaceWithDeviceNameInFileName("interface/iphone/bkgd_stone.rttex"), 0,0);
if (msgToShow.empty())
{
msgToShow = "Loading...";
}
Entity *pLabel = CreateTextLabelEntity(pLoading, "load_label", GetScreenSizeXf()/2, GetScreenSizeYf()/2, msgToShow);
SetupTextEntity(pLabel, FONT_LARGE);
SetAlignmentEntity(pLabel, ALIGNMENT_CENTER);
pBG->GetFunction("GameLoadPiece")->sig_function.connect(&GameLoadPiece);
VariantList vList(pBG, uint32(gameIDToLoad), stateToLoad);
GetMessageManager()->CallEntityFunction(pBG, 501, "GameLoadPiece", &vList);
SlideScreen(pBG, true);
Entity *pProgressBar = pLoading->AddEntity(new Entity("bar"));
EntityComponent *pBar = pProgressBar->AddComponent(new ProgressBarComponent);
pProgressBar->GetVar("pos2d")->Set(CL_Vec2f(iPhoneMapX(80),iPhoneMapY(120)));
pProgressBar->GetVar("size2d")->Set(CL_Vec2f(iPhoneMapX(310),iPhoneMapY(15)));
pProgressBar->GetVar("color")->Set(MAKE_RGBA(200,200,0,60));
pBar->GetVar("interpolationTimeMS")->Set(uint32(1)); //update faster
pBar->GetVar("borderColor")->Set(MAKE_RGBA(200,200,0,180));
pBG->GetFunction("ShowQuickTip")->sig_function.connect(&ShowQuickTip);
return pBG;
}
bool IsInFlingMode()
{
return (GetApp()->GetShared()->GetVar("controlStyle")->GetUINT32() == CONTROLS_FLING);
}