SHERLOCK: Implemented save game dialog event handling

This commit is contained in:
Paul Gilbert 2015-04-21 18:25:06 -05:00
parent 6fe65dc719
commit 3186016370
7 changed files with 540 additions and 24 deletions

View File

@ -24,6 +24,7 @@
#include "sherlock/saveload.h"
#include "sherlock/scalpel/scalpel.h"
#include "sherlock/tattoo/tattoo.h"
#include "common/system.h"
#include "engines/advancedDetector.h"
namespace Sherlock {
@ -105,13 +106,33 @@ SaveStateList SherlockMetaEngine::listSaves(const char *target) const {
}
int SherlockMetaEngine::getMaximumSaveSlot() const {
return NUM_SAVEGAME_SLOTS;
return MAX_SAVEGAME_SLOTS;
}
void SherlockMetaEngine::removeSaveState(const char *target, int slot) const {
Common::String filename = Common::String::format("%s.%03d", target, slot);
g_system->getSavefileManager()->removeSavefile(filename);
}
SaveStateDescriptor SherlockMetaEngine::querySaveMetaInfos(const char *target, int slot) const {
Common::String filename = Common::String::format("%s.%03d", target, slot);
Common::InSaveFile *f = g_system->getSavefileManager()->openForLoading(filename);
if (f) {
Sherlock::SherlockSavegameHeader header;
Sherlock::SaveManager::readSavegameHeader(f, header);
delete f;
// Create the return descriptor
SaveStateDescriptor desc(slot, header._saveName);
desc.setThumbnail(header._thumbnail);
desc.setSaveDate(header._year, header._month, header._day);
desc.setSaveTime(header._hour, header._minute);
desc.setPlayTime(header._totalFrames * GAME_FRAME_TIME);
return desc;
}
return SaveStateDescriptor();
}

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@ -29,9 +29,21 @@
namespace Sherlock {
const int ENV_POINTS[6][3] = {
{ 41, 80, 61 }, // Exit
{ 81, 120, 101 }, // Load
{ 121, 160, 141 }, // Save
{ 161, 200, 181 }, // Up
{ 201, 240, 221 }, // Down
{ 241, 280, 261 } // Quit
};
/*----------------------------------------------------------------*/
SaveManager::SaveManager(SherlockEngine *vm, const Common::String &target) :
_vm(vm), _target(target) {
_saveThumb = nullptr;
_envMode = SAVEMODE_NONE;
}
SaveManager::~SaveManager() {
@ -44,23 +56,80 @@ SaveManager::~SaveManager() {
/**
* Shows the in-game dialog interface for loading and saving games
*/
void SaveManager::show() {
void SaveManager::drawInterface() {
Screen &screen = *_vm->_screen;
UserInterface &ui = *_vm->_ui;
// Create a list of savegame slots
createSavegameList();
// TODO
screen._backBuffer1.fillRect(Common::Rect(0, CONTROLS_Y, SHERLOCK_SCREEN_WIDTH, CONTROLS_Y + 10), BORDER_COLOR);
screen._backBuffer1.fillRect(Common::Rect(0, CONTROLS_Y + 10, 2, SHERLOCK_SCREEN_HEIGHT), BORDER_COLOR);
screen._backBuffer1.fillRect(Common::Rect(318, CONTROLS_Y + 10, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT), BORDER_COLOR);
screen._backBuffer1.fillRect(Common::Rect(0, 199, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT), BORDER_COLOR);
screen._backBuffer1.fillRect(Common::Rect(2, CONTROLS_Y + 10, SHERLOCK_SCREEN_WIDTH - 2, SHERLOCK_SCREEN_HEIGHT - 2), INV_BACKGROUND);
screen.makeButton(Common::Rect(ENV_POINTS[0][0], CONTROLS_Y, ENV_POINTS[0][1], CONTROLS_Y + 10),
ENV_POINTS[0][2] - screen.stringWidth("Exit") / 2, "Exit");
screen.makeButton(Common::Rect(ENV_POINTS[1][0], CONTROLS_Y, ENV_POINTS[1][1], CONTROLS_Y + 10),
ENV_POINTS[1][2] - screen.stringWidth("Load") / 2, "Load");
screen.makeButton(Common::Rect(ENV_POINTS[2][0], CONTROLS_Y, ENV_POINTS[2][1], CONTROLS_Y + 10),
ENV_POINTS[2][2] - screen.stringWidth("Save") / 2, "Save");
screen.makeButton(Common::Rect(ENV_POINTS[3][0], CONTROLS_Y, ENV_POINTS[3][1], CONTROLS_Y + 10),
ENV_POINTS[3][2] - screen.stringWidth("Up") / 2, "Up");
screen.makeButton(Common::Rect(ENV_POINTS[4][0], CONTROLS_Y, ENV_POINTS[4][1], CONTROLS_Y + 10),
ENV_POINTS[4][2] - screen.stringWidth("Down") / 2, "Down");
screen.makeButton(Common::Rect(ENV_POINTS[5][0], CONTROLS_Y, ENV_POINTS[5][1], CONTROLS_Y + 10),
ENV_POINTS[5][2] - screen.stringWidth("Quit") / 2, "Quit");
if (!_savegameIndex)
screen.buttonPrint(Common::Point(ENV_POINTS[3][2], CONTROLS_Y), COMMAND_NULL, 0, "Up");
if (_savegameIndex == MAX_SAVEGAME_SLOTS - 5)
screen.buttonPrint(Common::Point(ENV_POINTS[4][2], CONTROLS_Y), COMMAND_NULL, 0, "Down");
for (int idx = _savegameIndex; idx < _savegameIndex + 5; ++idx)
{
screen.gPrint(Common::Point(6, CONTROLS_Y + 11 + (idx - _savegameIndex) * 10),
INV_FOREGROUND, "%d.", idx + 1);
screen.gPrint(Common::Point(24, CONTROLS_Y + 11 + (idx - _savegameIndex) * 10),
INV_FOREGROUND, "%s", _savegames[idx]);
}
if (!ui._windowStyle) {
screen.slamRect(Common::Rect(0, CONTROLS_Y, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT));
} else {
ui.summonWindow();
}
_envMode = SAVEMODE_NONE;
}
/**
* Build up a savegame list, with empty slots given an explicit Empty message
*/
void SaveManager::createSavegameList() {
Screen &screen = *_vm->_screen;
_savegames.clear();
for (int idx = 0; idx < NUM_SAVEGAME_SLOTS; ++idx)
for (int idx = 0; idx < MAX_SAVEGAME_SLOTS; ++idx)
_savegames.push_back("-EMPTY");
SaveStateList saveList = getSavegameList(_target);
for (uint idx = 0; idx < saveList.size(); ++idx)
_savegames[saveList[idx].getSaveSlot()] = saveList[idx].getDescription();
// Ensure the names will fit on the screen
for (uint idx = 0; idx < _savegames.size(); ++idx) {
int width = screen.stringWidth(_savegames[idx]) + 24;
if (width > 308) {
// It won't fit in, so remove characters until it does
do {
width -= screen.charWidth(_savegames[idx].lastChar());
_savegames[idx].deleteLastChar();
} while (width > 300);
}
}
}
/**
@ -81,7 +150,7 @@ SaveStateList SaveManager::getSavegameList(const Common::String &target) {
const char *ext = strrchr(file->c_str(), '.');
int slot = ext ? atoi(ext + 1) : -1;
if (slot >= 0 && slot < NUM_SAVEGAME_SLOTS) {
if (slot >= 0 && slot < MAX_SAVEGAME_SLOTS) {
Common::InSaveFile *in = g_system->getSavefileManager()->openForLoading(*file);
if (in) {
@ -101,6 +170,9 @@ SaveStateList SaveManager::getSavegameList(const Common::String &target) {
const char *const SAVEGAME_STR = "SHLK";
#define SAVEGAME_STR_SIZE 4
/**
* Read in the header information for a savegame
*/
bool SaveManager::readSavegameHeader(Common::InSaveFile *in, SherlockSavegameHeader &header) {
char saveIdentBuffer[SAVEGAME_STR_SIZE + 1];
header._thumbnail = nullptr;
@ -135,6 +207,9 @@ bool SaveManager::readSavegameHeader(Common::InSaveFile *in, SherlockSavegameHea
return true;
}
/**
* Write out the header information for a savegame
*/
void SaveManager::writeSavegameHeader(Common::OutSaveFile *out, SherlockSavegameHeader &header) {
// Write out a savegame header
out->write(SAVEGAME_STR, SAVEGAME_STR_SIZE + 1);
@ -180,4 +255,106 @@ void SaveManager::createThumbnail() {
::createThumbnail(_saveThumb, (const byte *)_vm->_screen->getPixels(), SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT, thumbPalette);
}
/**
* Return the index of the button the mouse is over, if any
*/
int SaveManager::getHighlightedButton() const {
Common::Point pt = _vm->_events->mousePos();
for (int idx = 0; idx < 6; ++idx) {
if (pt.x > ENV_POINTS[idx][0] && pt.x < ENV_POINTS[idx][1] && pt.y > CONTROLS_Y
&& pt.y < (CONTROLS_Y + 10))
return idx;
}
return -1;
}
/**
* Handle highlighting buttons
*/
void SaveManager::highlightButtons(int btnIndex) {
Screen &screen = *_vm->_screen;
byte color = (btnIndex == 0) ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND;
screen.buttonPrint(Common::Point(ENV_POINTS[0][2], CONTROLS_Y), color, 1, "Exit");
if ((btnIndex == 1) || ((_envMode == 1) && (btnIndex != 2)))
screen.buttonPrint(Common::Point(ENV_POINTS[1][2], CONTROLS_Y), COMMAND_HIGHLIGHTED, true, "Load");
else
screen.buttonPrint(Common::Point(ENV_POINTS[1][2], CONTROLS_Y), COMMAND_FOREGROUND, true, "Load");
if ((btnIndex == 2) || ((_envMode == 2) && (btnIndex != 1)))
screen.buttonPrint(Common::Point(ENV_POINTS[2][2], CONTROLS_Y), COMMAND_HIGHLIGHTED, true, "Save");
else
screen.buttonPrint(Common::Point(ENV_POINTS[2][2], CONTROLS_Y), COMMAND_FOREGROUND, true, "Save");
if (btnIndex == 3 && _savegameIndex)
screen.buttonPrint(Common::Point(ENV_POINTS[3][2], CONTROLS_Y), COMMAND_HIGHLIGHTED, true, "Up");
else
if (_savegameIndex)
screen.buttonPrint(Common::Point(ENV_POINTS[3][2], CONTROLS_Y), COMMAND_FOREGROUND, true, "Up");
if ((btnIndex == 4) && (_savegameIndex < MAX_SAVEGAME_SLOTS - 5))
screen.buttonPrint(Common::Point(ENV_POINTS[4][2], CONTROLS_Y), COMMAND_HIGHLIGHTED, true, "Down");
else if (_savegameIndex < (MAX_SAVEGAME_SLOTS - 5))
screen.buttonPrint(Common::Point(ENV_POINTS[4][2], CONTROLS_Y), COMMAND_FOREGROUND, true, "Down");
color = (btnIndex == 5) ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND;
screen.buttonPrint(Common::Point(ENV_POINTS[5][2], CONTROLS_Y), color, 1, "Quit");
}
/**
* Load the game in the specified slot
*/
void SaveManager::loadGame(int slot) {
// TODO
}
/**
* Save the game in the specified slot with the given name
*/
void SaveManager::saveGame(int slot, const Common::String &name) {
// TODO
}
/**
* Make sure that the selected savegame is on-screen
*/
bool SaveManager::checkGameOnScreen(int slot) {
Screen &screen = *_vm->_screen;
// Check if it's already on-screen
if (slot != -1 && (slot < _savegameIndex || slot >= (_savegameIndex + 5))) {
_savegameIndex = slot;
screen._backBuffer1.fillRect(Common::Rect(3, CONTROLS_Y + 11, SHERLOCK_SCREEN_WIDTH - 2,
SHERLOCK_SCREEN_HEIGHT - 1), INV_BACKGROUND);
for (int idx = _savegameIndex; idx < (_savegameIndex + 5); ++idx) {
screen.gPrint(Common::Point(6, CONTROLS_Y + 11 + (idx - _savegameIndex) * 10),
INV_FOREGROUND, "%d.", idx + 1);
screen.gPrint(Common::Point(24, CONTROLS_Y + 11 + (idx - _savegameIndex) * 10),
INV_FOREGROUND, "%s", _savegames[idx].c_str());
}
screen.slamRect(Common::Rect(3, CONTROLS_Y + 11, 318, SHERLOCK_SCREEN_HEIGHT));
byte color = !_savegameIndex ? COMMAND_NULL : COMMAND_FOREGROUND;
screen.buttonPrint(Common::Point(ENV_POINTS[3][2], CONTROLS_Y), color, 1, "Up");
color = (_savegameIndex == (MAX_SAVEGAME_SLOTS - 5)) ? COMMAND_NULL : COMMAND_FOREGROUND;
screen.buttonPrint(Common::Point(ENV_POINTS[4][2], CONTROLS_Y), color, 1, "Down");
return true;
}
return false;
}
bool SaveManager::getFilename(int slot) {
// TODO
return false;
}
} // End of namespace Sherlock

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@ -31,9 +31,13 @@
namespace Sherlock {
#define NUM_SAVEGAME_SLOTS 99
#define MAX_SAVEGAME_SLOTS 99
#define SHERLOCK_SAVEGAME_VERSION 1
enum SaveMode { SAVEMODE_NONE = 0, SAVEMODE_LOAD = 1, SAVEMODE_SAVE = 2 };
extern const int ENV_POINTS[6][3];
struct SherlockSavegameHeader {
uint8 _version;
Common::String _saveName;
@ -49,15 +53,18 @@ class SaveManager {
private:
SherlockEngine *_vm;
Common::String _target;
Common::StringArray _savegames;
Graphics::Surface *_saveThumb;
void createSavegameList();
public:
Common::StringArray _savegames;
int _savegameIndex;
SaveMode _envMode;
public:
SaveManager(SherlockEngine *vm, const Common::String &target);
~SaveManager();
void show();
void drawInterface();
void createThumbnail();
@ -67,6 +74,16 @@ public:
static bool readSavegameHeader(Common::InSaveFile *in, SherlockSavegameHeader &header);
int getHighlightedButton() const;
void highlightButtons(int btnIndex);
void loadGame(int slot);
void saveGame(int slot, const Common::String &name);
bool checkGameOnScreen(int slot);
bool getFilename(int slot);
};
} // End of namespace Sherlock

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@ -38,6 +38,7 @@ SherlockEngine::SherlockEngine(OSystem *syst, const SherlockGameDescription *gam
_map = nullptr;
_people = nullptr;
_res = nullptr;
_saves = nullptr;
_scene = nullptr;
_screen = nullptr;
_sound = nullptr;
@ -58,6 +59,7 @@ SherlockEngine::~SherlockEngine() {
delete _journal;
delete _map;
delete _people;
delete _saves;
delete _scene;
delete _screen;
delete _sound;
@ -83,6 +85,7 @@ void SherlockEngine::initialize() {
_map = new Map(this);
_journal = new Journal(this);
_people = new People(this);
_saves = new SaveManager(this, _targetName);
_scene = new Scene(this);
_screen = new Screen(this);
_sound = new Sound(this);

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@ -39,6 +39,7 @@
#include "sherlock/map.h"
#include "sherlock/people.h"
#include "sherlock/resources.h"
#include "sherlock/saveload.h"
#include "sherlock/scene.h"
#include "sherlock/screen.h"
#include "sherlock/sound.h"
@ -89,6 +90,7 @@ public:
Map *_map;
People *_people;
Resources *_res;
SaveManager *_saves;
Scene *_scene;
Screen *_screen;
Sound *_sound;

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@ -65,15 +65,15 @@ const int SETUP_POINTS[12][4] = {
{ 219, 176, 316, 268 }, // Fade Style
{ 103, 176, 217, 160 }, // Window Open Style
{ 4, 176, 101, 53 }, // Portraits Toggle
{ 219, 187, 316, 268 } // Key Pad Accel. Toggle
{ 219, 187, 316, 268 } // _key Pad Accel. Toggle
};
const char COMMANDS[13] = "LMTPOCIUGJFS";
const char INVENTORY_COMMANDS[9] = { "ELUG-+,." };
const char *const PRESS_KEY_FOR_MORE = "Press any Key for More.";
const char *const PRESS_KEY_TO_CONTINUE = "Press any Key to Continue.";
const char *const PRESS_KEY_FOR_MORE = "Press any _key for More.";
const char *const PRESS_KEY_TO_CONTINUE = "Press any _key to Continue.";
const char *const MOPEN[] = {
"This cannot be opened", "It is already open", "It is locked", "Wait for Watson", " ", "."
@ -164,7 +164,7 @@ void Settings::drawInteface(bool flag) {
tempStr = Common::String::format("Portraits %s", SETUP_STRS0[people._portraitsOn]);
screen.makeButton(Common::Rect(SETUP_POINTS[10][0], SETUP_POINTS[10][1], SETUP_POINTS[10][2], SETUP_POINTS[10][1] + 10),
SETUP_POINTS[10][3] - screen.stringWidth(tempStr) / 2, tempStr);
tempStr = Common::String::format("Key Pad %s", _vm->_keyPadSpeed ? "Fast" : "Slow");
tempStr = Common::String::format("_key Pad %s", _vm->_keyPadSpeed ? "Fast" : "Slow");
screen.makeButton(Common::Rect(SETUP_POINTS[11][0], SETUP_POINTS[11][1], SETUP_POINTS[11][2], SETUP_POINTS[11][1] + 10),
SETUP_POINTS[11][3] - screen.stringWidth(tempStr) / 2, tempStr);
@ -183,7 +183,7 @@ void Settings::drawInteface(bool flag) {
}
}
int Settings::drawButtons(const Common::Point &pt, int key) {
int Settings::drawButtons(const Common::Point &pt, int _key) {
Events &events = *_vm->_events;
People &people = *_vm->_people;
Screen &screen = *_vm->_screen;
@ -196,7 +196,7 @@ int Settings::drawButtons(const Common::Point &pt, int key) {
for (int idx = 0; idx < 12; ++idx) {
if ((pt.x > SETUP_POINTS[idx][0] && pt.x < SETUP_POINTS[idx][2] && pt.y > SETUP_POINTS[idx][1]
&& pt.y < (SETUP_POINTS[idx][1] + 10) && (events._released || events._released))
|| (key == SETUP_NAMES[idx][0])) {
|| (_key == SETUP_NAMES[idx][0])) {
found = idx;
color = COMMAND_HIGHLIGHTED;
} else {
@ -238,7 +238,7 @@ int Settings::drawButtons(const Common::Point &pt, int key) {
screen.buttonPrint(Common::Point(SETUP_POINTS[idx][3], SETUP_POINTS[idx][1]), color, true, tempStr);
break;
case 11:
tempStr = Common::String::format("Key Pad %s", SETUP_STRS4[_vm->_keyPadSpeed]);
tempStr = Common::String::format("_key Pad %s", SETUP_STRS4[_vm->_keyPadSpeed]);
screen.buttonPrint(Common::Point(SETUP_POINTS[idx][3], SETUP_POINTS[idx][1]), color, true, tempStr);
break;
default:
@ -328,7 +328,7 @@ void UserInterface::handleInput() {
_keycode = Common::KEYCODE_INVALID;
// Check kbd and set the mouse released flag if Enter or space is pressed.
// Otherwise, the pressed key is stored for later use
// Otherwise, the pressed _key is stored for later use
if (events.kbHit()) {
Common::KeyState keyState = events.getKey();
@ -890,7 +890,304 @@ void UserInterface::lookInv() {
* Handles input when the file list window is being displayed
*/
void UserInterface::doEnvControl() {
// TODO
Events &events = *_vm->_events;
SaveManager &saves = *_vm->_saves;
Scene &scene = *_vm->_scene;
Screen &screen = *_vm->_screen;
Talk &talk = *_vm->_talk;
Common::Point mousePos = events.mousePos();
static const char ENV_COMMANDS[7] = "ELSUDQ";
byte color;
_key = _oldKey = -1;
_keyboardInput = false;
int found = saves.getHighlightedButton();
if (events._pressed || events._released)
{
events.clearKeyboard();
// Check for a filename entry being highlighted
int found1 = 0;
if ((events._pressed || events._released) && mousePos.y > (CONTROLS_Y + 10))
{
for (_selector = 0; (_selector < 5) && !found1; ++_selector)
if (mousePos.y > (CONTROLS_Y + 11 + _selector * 10) && mousePos.y < (CONTROLS_Y + 21 + _selector * 10))
found1 = 1;
if (_selector + saves._savegameIndex - 1 < MAX_SAVEGAME_SLOTS + (saves._envMode != 1))
_selector = _selector + saves._savegameIndex - 1;
else
_selector = -1;
if (!found1)
_selector = -1;
}
// Handle selecting buttons, if any
saves.highlightButtons(found);
if (found == 0 || found == 5)
saves._envMode = SAVEMODE_NONE;
}
if (_keycode) {
_key = toupper(_keycode);
// Escape _key will close the dialog
if (_key == Common::KEYCODE_ESCAPE)
_key = 'E';
if (_key == 'E' || _key == 'L' || _key == 'S' || _key == 'U' || _key == 'D' || _key == 'Q') {
const char *chP = strchr(ENV_COMMANDS, _key);
int btnIndex = !chP ? -1 : chP - ENV_COMMANDS;
saves.highlightButtons(btnIndex);
_keyboardInput = true;
if (_key == 'E' || _key == 'Q') {
saves._envMode = SAVEMODE_NONE;
} else if (_key >= '1' && _key <= '9') {
_keyboardInput = true;
_selector = _key - '1';
if (_selector >= MAX_SAVEGAME_SLOTS + (saves._envMode == 1 ? 0 : 1))
_selector = -1;
if (saves.checkGameOnScreen(_selector))
_oldSelector = _selector;
} else {
_selector = -1;
}
}
}
if (_selector != _oldSelector) {
if (_oldSelector != -1 && _oldSelector >= saves._savegameIndex && _oldSelector < (saves._savegameIndex + 5)) {
screen.print(Common::Point(6, CONTROLS_Y + 12 + (_oldSelector - saves._savegameIndex) * 10),
INV_FOREGROUND, 0, "%d.", _oldSelector + 1);
screen.print(Common::Point(24, CONTROLS_Y + 12 + (_oldSelector - saves._savegameIndex) * 10),
INV_FOREGROUND, 0, "%s", saves._savegames[_oldSelector]);
}
if (_selector != -1) {
screen.print(Common::Point(6, CONTROLS_Y + 12 + (_selector - saves._savegameIndex) * 10),
TALK_FOREGROUND, 0, "%d.", _selector + 1);
screen.print(Common::Point(24, CONTROLS_Y + 12 + (_selector - saves._savegameIndex) * 10),
TALK_FOREGROUND, 0, "%s", saves._savegames[_selector]);
}
_oldSelector = _selector;
}
if (events._released || _keyboardInput) {
if ((found == 0 && events._released) || _key == 'E') {
banishWindow();
_windowBounds.top = CONTROLS_Y1;
events._pressed = events._released = _keyboardInput = false;
_keycode = Common::KEYCODE_INVALID;
} else if ((found == 1 && events._released) || _key == 'L') {
saves._envMode = SAVEMODE_LOAD;
if (_selector != -1) {
saves.loadGame(_selector + 1);
}
} else if ((found == 2 && events._released) || _key == 'S') {
saves._envMode = SAVEMODE_SAVE;
if (_selector != -1) {
if (saves.checkGameOnScreen(_selector))
_oldSelector = _selector;
if (saves.getFilename(_selector)) {
saves.saveGame(_selector + 1, saves._savegames[_selector]);
banishWindow(1);
_windowBounds.top = CONTROLS_Y1;
_key = _oldKey = -1;
_keycode = Common::KEYCODE_INVALID;
_keyboardInput = false;
} else {
if (!talk._talkToAbort) {
screen._backBuffer1.fillRect(Common::Rect(6, CONTROLS_Y + 11 + (_selector - saves._savegameIndex) * 10,
SHERLOCK_SCREEN_WIDTH - 2, CONTROLS_Y + 20 + (_selector - saves._savegameIndex) * 10), INV_BACKGROUND);
screen.gPrint(Common::Point(6, CONTROLS_Y + 11 + (_selector - saves._savegameIndex) * 10), INV_FOREGROUND,
"%d.", _selector + 1);
screen.gPrint(Common::Point(24, CONTROLS_Y + 11 + (_selector - saves._savegameIndex) * 10), INV_FOREGROUND,
"%s", saves._savegames[_selector]);
screen.slamArea(6, CONTROLS_Y + 11 + (_selector - saves._savegameIndex) * 10, 311, 10);
_selector = _oldSelector = -1;
}
}
}
} else if (((found == 3 && events._released) || _key == 'U') && saves._savegameIndex) {
bool moreKeys;
do {
saves._savegameIndex--;
screen._backBuffer1.fillRect(Common::Rect(3, CONTROLS_Y + 11, SHERLOCK_SCREEN_WIDTH - 2,
SHERLOCK_SCREEN_HEIGHT - 1), INV_BACKGROUND);
for (int idx = saves._savegameIndex; idx < (saves._savegameIndex + 5); ++idx) {
color = INV_FOREGROUND;
if (idx == _selector && idx >= saves._savegameIndex && idx < (saves._savegameIndex + 5))
color = TALK_FOREGROUND;
screen.gPrint(Common::Point(6, CONTROLS_Y + 11 + (idx - saves._savegameIndex) * 10), color, "%d.", idx + 1);
screen.gPrint(Common::Point(24, CONTROLS_Y + 11 + (idx - saves._savegameIndex) * 10), color, "%s", saves._savegames[idx]);
}
screen.slamRect(Common::Rect(3, CONTROLS_Y + 11, SHERLOCK_SCREEN_WIDTH - 2, SHERLOCK_SCREEN_HEIGHT));
color = !saves._savegameIndex ? COMMAND_NULL : COMMAND_FOREGROUND;
screen.buttonPrint(Common::Point(ENV_POINTS[3][2], CONTROLS_Y), color, true, "Up");
color = (saves._savegameIndex == MAX_SAVEGAME_SLOTS - 5) ? COMMAND_NULL : COMMAND_FOREGROUND;
screen.buttonPrint(Common::Point(ENV_POINTS[4][2], CONTROLS_Y), color, true, "Down");
// Check for there are more pending U keys pressed
moreKeys = false;
if (events.kbHit()) {
Common::KeyState keyState = events.getKey();
_key = toupper(keyState.keycode);
moreKeys = _key == 'U';
}
} while ((saves._savegameIndex) && moreKeys);
} else if (((found == 4 && events._released) || _key == 'D') && saves._savegameIndex < (MAX_SAVEGAME_SLOTS - 5)) {
bool moreKeys;
do {
saves._savegameIndex++;
screen._backBuffer1.fillRect(Common::Rect(3, CONTROLS_Y + 11, SHERLOCK_SCREEN_WIDTH - 2,
SHERLOCK_SCREEN_HEIGHT - 1), INV_BACKGROUND);
for (int idx = saves._savegameIndex; idx < (saves._savegameIndex + 5); ++idx) {
if (idx == _selector && idx >= saves._savegameIndex && idx < (saves._savegameIndex + 5))
color = TALK_FOREGROUND;
else
color = INV_FOREGROUND;
screen.gPrint(Common::Point(6, CONTROLS_Y + 11 + (idx - saves._savegameIndex) * 10), color,
"%d.", idx + 1);
screen.gPrint(Common::Point(24, CONTROLS_Y + 11 + (idx - saves._savegameIndex) * 10), color,
"%s", saves._savegames[idx]);
}
screen.slamRect(Common::Rect(3, CONTROLS_Y + 11, SHERLOCK_SCREEN_WIDTH - 2, SHERLOCK_SCREEN_HEIGHT));
color = (!saves._savegameIndex) ? COMMAND_NULL : COMMAND_FOREGROUND;
screen.buttonPrint(Common::Point(ENV_POINTS[3][2], CONTROLS_Y), color, true, "Up");
color = (saves._savegameIndex == MAX_SAVEGAME_SLOTS - 5) ? COMMAND_NULL : COMMAND_FOREGROUND;
screen.buttonPrint(Common::Point(ENV_POINTS[4][2], CONTROLS_Y), color, true, "Down");
// Check for there are more pending D keys pressed
moreKeys = false;
if (events.kbHit()) {
Common::KeyState keyState;
_key = toupper(keyState.keycode);
moreKeys = _key == 'D';
}
} while (saves._savegameIndex < (MAX_SAVEGAME_SLOTS - 5) && moreKeys);
} else if ((found == 5 && events._released) || _key == 'Q') {
clearWindow();
screen.print(Common::Point(0, CONTROLS_Y + 20), INV_FOREGROUND, "Are you sure you wish to Quit ?");
screen.vgaBar(Common::Rect(0, CONTROLS_Y, SHERLOCK_SCREEN_WIDTH, CONTROLS_Y + 10), BORDER_COLOR);
screen.makeButton(Common::Rect(112, CONTROLS_Y, 150, CONTROLS_Y + 10), 136 - screen.stringWidth("Yes") / 2, "Yes");
screen.makeButton(Common::Rect(161, CONTROLS_Y, 209, CONTROLS_Y + 10), 184 - screen.stringWidth("No") / 2, "No");
screen.slamArea(112, CONTROLS_Y, 97, 10);
do {
scene.doBgAnim();
if (talk._talkToAbort)
return;
events.pollEventsAndWait();
events.setButtonState();
if (events.kbHit()) {
Common::KeyState keyState = events.getKey();
_key = toupper(keyState.keycode);
if (_key == 'X' && (keyState.flags & Common::KBD_ALT) != 0) {
_vm->quitGame();
events.pollEvents();
return;
}
if (_key == Common::KEYCODE_ESCAPE)
_key = 'N';
if (_key == Common::KEYCODE_RETURN || _key == Common::KEYCODE_SPACE) {
events._pressed = false;
events._released = true;
events._oldButtons = 0;
_keycode = Common::KEYCODE_INVALID;
}
}
if (events._pressed || events._released) {
if (mousePos.x > 112 && mousePos.x < 159 && mousePos.y > CONTROLS_Y && mousePos.y < (CONTROLS_Y + 9))
color = COMMAND_HIGHLIGHTED;
else
color = COMMAND_FOREGROUND;
screen.buttonPrint(Common::Point(136, CONTROLS_Y), color, true, "Yes");
if (mousePos.x > 161 && mousePos.x < 208 && mousePos.y > CONTROLS_Y && mousePos.y < (CONTROLS_Y + 9))
color = COMMAND_HIGHLIGHTED;
else
color = COMMAND_FOREGROUND;
screen.buttonPrint(Common::Point(184, CONTROLS_Y), color, true, "No");
}
if (mousePos.x > 112 && mousePos.x < 159 && mousePos.y > CONTROLS_Y && mousePos.y < (CONTROLS_Y + 9) && events._released)
_key = 'Y';
if (mousePos.x > 161 && mousePos.x < 208 && mousePos.y > CONTROLS_Y && mousePos.y < (CONTROLS_Y + 9) && events._released)
_key = 'N';
} while (!_vm->shouldQuit() && _key != 'Y' && _key != 'N');
if (_key == 'Y') {
_vm->quitGame();
events.pollEvents();
return;
} else {
screen.buttonPrint(Common::Point(184, CONTROLS_Y), COMMAND_HIGHLIGHTED, true, "No");
banishWindow(1);
_windowBounds.top = CONTROLS_Y1;
_key = -1;
}
} else {
if (_selector != -1) {
// Are we already in Load mode?
if (saves._envMode == SAVEMODE_LOAD) {
saves.loadGame(_selector + 1);
} else if (saves._envMode == SAVEMODE_SAVE || _selector == MAX_SAVEGAME_SLOTS) {
// We're alreaady in save mode, or pointed to an empty save slot
if (saves.checkGameOnScreen(_selector))
_oldSelector = _selector;
if (saves.getFilename(_selector)) {
saves.saveGame(_selector + 1, saves._savegames[_selector]);
banishWindow();
_windowBounds.top = CONTROLS_Y1;
_key = _oldKey = -1;
_keycode = Common::KEYCODE_INVALID;
_keyboardInput = false;
} else {
if (!talk._talkToAbort) {
screen._backBuffer1.fillRect(Common::Rect(6, CONTROLS_Y + 11 + (_selector - saves._savegameIndex) * 10,
317, CONTROLS_Y + 20 + (_selector - saves._savegameIndex) * 10), INV_BACKGROUND);
screen.gPrint(Common::Point(6, CONTROLS_Y + 11 + (_selector - saves._savegameIndex) * 10),
INV_FOREGROUND, 0, "%d.", _selector + 1);
screen.gPrint(Common::Point(24, CONTROLS_Y + 11 + (_selector - saves._savegameIndex) * 10),
INV_FOREGROUND, 0, "%s", saves._savegames[_selector]);
screen.slamArea(6, CONTROLS_Y + 11 + (_selector - saves._savegameIndex) * 10, 311, 10);
_selector = _oldSelector = -1;
}
}
}
}
}
}
}
/**
@ -1199,6 +1496,7 @@ void UserInterface::doLookControl() {
void UserInterface::doMainControl() {
Events &events = *_vm->_events;
Inventory &inv = *_vm->_inventory;
SaveManager &saves = *_vm->_saves;
Common::Point pt = events.mousePos();
if ((events._pressed || events._released) && pt.y > CONTROLS_Y) {
@ -1302,7 +1600,10 @@ void UserInterface::doMainControl() {
case 'F':
pushButton(10);
_menuMode = FILES_MODE;
environment();
saves.drawInterface();
_selector = _oldSelector = -1;
_windowOpen = true;
break;
case 'S':
pushButton(11);
@ -1699,10 +2000,6 @@ void UserInterface::journalControl() {
// TODO
}
void UserInterface::environment() {
// TODO
}
/**
* Handles input when the settings window is being shown
*/

View File

@ -99,7 +99,6 @@ private:
bool _lookScriptFlag;
Common::Rect _windowBounds;
Common::String _descStr;
int _windowStyle;
int _find;
int _oldUse;
private:
@ -124,7 +123,6 @@ private:
void doTalkControl();
void journalControl();
void environment();
void doControls();
void checkUseAction(const UseType *use, const Common::String &invName, const char *const messages[],
@ -138,6 +136,7 @@ public:
bool _endKeyActive;
int _invLookFlag;
int _temp1;
int _windowStyle;
public:
UserInterface(SherlockEngine *vm);
~UserInterface();