void BootMode::_ReloadTranslatableMenus() { _SetupMainMenu(); _SetupOptionsMenu(); _SetupVideoOptionsMenu(); _SetupAudioOptionsMenu(); _SetupKeySettingsMenu(); _SetupJoySettingsMenu(); _SetupResolutionMenu(); }
BootMode::BootMode() : GameMode(MODE_MANAGER_BOOT_MODE), _boot_state(BOOT_STATE_INTRO), _exiting_to_new_game(false), _new_game_called(false), _menu_handler(this), _menu_bar_alpha(0.0f), _help_text_alpha(0.0f) { _current_instance = this; #ifdef DEBUG_FEATURES _debug_script_menu_open = false; // List the debug scripts _debug_scripts = vt_utils::ListDirectory("data/debug", ".lua"); _debug_script_menu.SetPosition(512.0f, 128.0f); _debug_script_menu.SetTextStyle(TextStyle("text24")); _debug_script_menu.SetAlignment(VIDEO_X_CENTER, VIDEO_Y_CENTER); _debug_script_menu.SetOptionAlignment(VIDEO_X_CENTER, VIDEO_Y_CENTER); _debug_script_menu.SetSelectMode(VIDEO_SELECT_SINGLE); _debug_script_menu.SetHorizontalWrapMode(VIDEO_WRAP_MODE_STRAIGHT); _debug_script_menu.SetCursorOffset(-50.0f, -28.0f); _debug_script_menu.SetSkipDisabled(true); _debug_script_menu.ClearOptions(); float debug_win_height = 20.0f * static_cast<float>(_debug_scripts.size()); _debug_script_menu.SetDimensions(300.0f, debug_win_height > 600.0f ? 600.0f : debug_win_height, 1, 255, 1, _debug_scripts.size()); for (std::string file : _debug_scripts) _debug_script_menu.AddOption(vt_utils::MakeUnicodeString(file)); // Create the debug window used as background _debug_scripts_window.Create(400.0f, 550.0f); _debug_scripts_window.SetPosition(310.0f, 58.0f); _debug_scripts_window.Hide(); #endif // Remove potential previous ambient overlays VideoManager->DisableFadeEffect(); // Note: Not translated on purpose. _version_text.SetStyle(TextStyle("text18")); std::string version_string = "Version 1.0.0 - Development version"; // NOTE: Only leave the " - " part for releases. version_string.append(" - "); version_string.append(__DATE__); _version_text.SetText(MakeUnicodeString(version_string)); // Get rid of the old table to make sure no old data is used. ScriptManager->DropGlobalTable("boot"); // Test the existence and validity of the boot script. ReadScriptDescriptor boot_script; if(!boot_script.OpenFile("data/boot_menu/boot.lua")) { PRINT_ERROR << "Failed to load boot data file" << std::endl; SystemManager->ExitGame(); return; } // Open the boot table spacename if(boot_script.OpenTablespace().empty()) { PRINT_ERROR << "The boot script file has not set a correct tablespace" << std::endl; SystemManager->ExitGame(); return; } boot_script.CloseTable(); // The namespace boot_script.CloseFile(); // Trigger the Initialize functions in the scene script component GetScriptSupervisor().AddScript("data/boot_menu/boot.lua"); GetScriptSupervisor().Initialize(this); // Load the menu bar and the help text _menu_bar.Load("data/gui/battle/battle_bottom_menu.png", 1024, 128); _SetupMainMenu(); _f1_help_text.SetStyle(TextStyle("text18")); // The timer that will be used to display the menu bar and the help text _boot_timer.Initialize(14000); _boot_timer.EnableManualUpdate(); _boot_timer.Run(); // Preload new game sound AudioManager->LoadSound("data/sounds/new_game.wav", this); }
void BootMode::ReloadTranslatedTexts() { _SetupMainMenu(); }
BootMode::BootMode() : _boot_state(BOOT_STATE_INTRO), _exiting_to_new_game(false), _has_modified_settings(false), _first_run(false), _key_setting_function(NULL), _joy_setting_function(NULL), _joy_axis_setting_function(NULL), _message_window(ustring(), 210.0f, 733.0f), _menu_bar_alpha(0.0f), _help_text_alpha(0.0f) { // Remove potential previous ambient overlays VideoManager->DisableFadeEffect(); IF_PRINT_DEBUG(BOOT_DEBUG) << "BootMode constructor invoked" << std::endl; mode_type = MODE_MANAGER_BOOT_MODE; // Note: Not translated on purpose. _version_text.SetStyle(TextStyle("text18")); std::string version_string = "Development Release - "; version_string.append(__DATE__); _version_text.SetText(MakeUnicodeString(version_string)); // Get rid of the old table to make sure no old data is used. ScriptManager->DropGlobalTable("boot"); // Test the existence and validity of the boot script. ReadScriptDescriptor boot_script; if(!boot_script.OpenFile("dat/config/boot.lua")) { PRINT_ERROR << "Failed to load boot data file" << std::endl; SystemManager->ExitGame(); return; } // Open the boot table spacename if(boot_script.OpenTablespace().empty()) { PRINT_ERROR << "The boot script file has not set a correct tablespace" << std::endl; SystemManager->ExitGame(); return; } boot_script.CloseTable(); // The namespace boot_script.CloseFile(); // Trigger the Initialize functions in the scene script component GetScriptSupervisor().AddScript("dat/config/boot.lua"); GetScriptSupervisor().Initialize(this); _options_window.Create(300.0f, 550.0f); _options_window.SetPosition(360.0f, 188.0f); _options_window.SetDisplayMode(VIDEO_MENU_INSTANT); _options_window.Hide(); // Setup all boot menu options and properties _SetupMainMenu(); _SetupOptionsMenu(); _SetupVideoOptionsMenu(); _SetupAudioOptionsMenu(); _SetupLanguageOptionsMenu(); _SetupKeySettingsMenu(); _SetupJoySettingsMenu(); _SetupResolutionMenu(); _active_menu = &_main_menu; // make sure message window is not visible _message_window.Hide(); // Load the menu bar and the help text _menu_bar.Load("img/menus/battle_bottom_menu.png", 1024, 128); _f1_help_text.SetStyle(TextStyle("text18")); // The timer that will be used to display the menu bar and the help text _boot_timer.Initialize(14000); _boot_timer.EnableManualUpdate(); _boot_timer.Run(); // Preload test sound AudioManager->LoadSound("snd/volume_test.wav", this); // Preload main sounds AudioManager->LoadSound("snd/confirm.wav", this); AudioManager->LoadSound("snd/cancel.wav", this); AudioManager->LoadSound("snd/bump.wav", this); AudioManager->LoadSound("snd/new_game.wav", this); } // BootMode::BootMode()