Patch #1637824: AGI: Allow mouse use in save / load dialogs

svn-id: r25467
This commit is contained in:
Eugene Sandulenko 2007-02-10 16:34:45 +00:00
parent 4c1f958297
commit 1cfac7fda3

View File

@ -458,18 +458,21 @@ const char *AgiEngine::getSavegameFilename(int num) {
sprintf(saveLoadSlot, "%s.%.3d", _targetName.c_str(), num);
return saveLoadSlot;
}
int AgiEngine::selectSlot() {
int i, key, active = 0;
int rc = -1;
int hm = 2, vm = 3; /* box margins */
int xmin, xmax, slotClicked;
char desc[NUM_SLOTS][40];
int textCentre, buttonLength, buttonX[2], buttonY;
const char *buttonText[] = { " OK ", "Cancel", NULL };
for (i = 0; i < NUM_SLOTS; i++) {
char fileName[MAX_PATH];
Common::InSaveFile *in;
debugC(4, kDebugLevelMain | kDebugLevelSavegame, "Game id seems to be %s", _targetName.c_str());
debugC(4, kDebugLevelMain | kDebugLevelSavegame, "Current game id is %s", _targetName.c_str());
sprintf(fileName, "%s", getSavegameFilename(i));
if (!(in = _saveFileMan->openForLoading(fileName))) {
debugC(4, kDebugLevelMain | kDebugLevelSavegame, "File %s does not exist", fileName);
@ -489,6 +492,15 @@ int AgiEngine::selectSlot() {
}
}
textCentre = GFX_WIDTH / CHAR_LINES / 2;
buttonLength = 6;
buttonX[0] = (textCentre - 3 * buttonLength / 2) * CHAR_COLS;
buttonX[1] = (textCentre + buttonLength / 2) * CHAR_COLS;
buttonY = (vm + 17) * CHAR_LINES;
for (i = 0; i < 2; i++)
_gfx->drawButton(buttonX[i], buttonY, buttonText[i], 0, 0, MSG_BOX_TEXT, MSG_BOX_COLOUR);
for (;;) {
char dstr[64];
for (i = 0; i < NUM_SLOTS; i++) {
@ -496,9 +508,8 @@ int AgiEngine::selectSlot() {
printText(dstr, 0, hm + 1, vm + 4 + i,
(40 - 2 * hm) - 1, i == active ? MSG_BOX_COLOUR : MSG_BOX_TEXT,
i == active ? MSG_BOX_TEXT : MSG_BOX_COLOUR);
}
_gfx->pollTimer(); /* msdos driver -> does nothing */
key = doPollKeyboard();
switch (key) {
@ -510,6 +521,22 @@ int AgiEngine::selectSlot() {
rc = -1;
goto getout;
case BUTTON_LEFT:
if (_gfx->testButton(buttonX[0], buttonY, buttonText[0])) {
rc = active;
strncpy(_game.strings[MAX_STRINGS], desc[i], MAX_STRINGLEN);
goto press;
}
if (_gfx->testButton(buttonX[1], buttonY, buttonText[1])) {
rc = -1;
goto getout;
}
xmin = (hm + 1) * CHAR_COLS;
xmax = xmin + CHAR_COLS * 34;
if ((int)g_mouse.x >= xmin && (int)g_mouse.x <= xmax) {
slotClicked = ((int)g_mouse.y-1)/CHAR_COLS-(vm+4);
if (slotClicked >= 0 && slotClicked < NUM_SLOTS)
active = slotClicked;
}
break;
case KEY_DOWN:
active++;
@ -552,8 +579,6 @@ int AgiEngine::saveGameDialog() {
drawWindow(hp, vp, GFX_WIDTH - hp, GFX_HEIGHT - vp);
printText("Select a slot in which you wish to save the game:",
0, hm + 1, vm + 1, w, MSG_BOX_TEXT, MSG_BOX_COLOUR);
printText("Press ENTER to select, ESC cancels",
0, hm + 1, vm + 17, w, MSG_BOX_TEXT, MSG_BOX_COLOUR);
slot = selectSlot();
if (slot < 0)
@ -568,7 +593,7 @@ int AgiEngine::saveGameDialog() {
_gfx->flushBlock(3 * CHAR_COLS, 11 * CHAR_LINES - 1,
37 * CHAR_COLS, 12 * CHAR_LINES);
getString(2, 11, 33, MAX_STRINGS);
getString(2, 11, 31, MAX_STRINGS);
_gfx->printCharacter(3, 11, _game.cursorChar, MSG_BOX_COLOUR, MSG_BOX_TEXT);
do {
mainCycle();
@ -625,8 +650,6 @@ int AgiEngine::loadGameDialog() {
drawWindow(hp, vp, GFX_WIDTH - hp, GFX_HEIGHT - vp);
printText("Select a game which you wish to\nrestore:",
0, hm + 1, vm + 1, w, MSG_BOX_TEXT, MSG_BOX_COLOUR);
printText("Press ENTER to select, ESC cancels",
0, hm + 1, vm + 17, w, MSG_BOX_TEXT, MSG_BOX_COLOUR);
slot = selectSlot();