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https://github.com/libretro/scummvm.git
synced 2024-12-03 15:41:41 +00:00
put stuff in util.h into namespace ScummVM; fixed stupid bug in String class; took painelf's patch which implements save/load dialog in new GUI and fixed it slightly; various other minor changes
svn-id: r4591
This commit is contained in:
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d66c9ea2b2
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6e6c3c3c96
@ -27,8 +27,13 @@
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/*
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* TODO:
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* - Allow escape to abort changes
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* - Add key repeat (for backspace, etc)
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* - Abort changes when ESC is pressed or the selection changes
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* - When the editing of a string is ended by return, we might consider sending
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* a message. Return means that the edit was confirmed. Hence the SaveDialog
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* could immediatly do the save in a trivial fashion.
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* - Handle double clicks: either start editing of the selected item, or
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* send a cmd to our target (i.e. as specified via setCmd or setDoubleCmd)
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* This will allow a double click in the load dialog to immediatly load the game
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*/
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@ -37,13 +42,13 @@
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ListWidget::ListWidget(Dialog *boss, int x, int y, int w, int h)
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: Widget(boss, x, y, w - kScrollBarWidth, h)
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: Widget(boss, x, y, w - kScrollBarWidth, h), CommandSender(boss)
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{
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_flags = WIDGET_ENABLED | WIDGET_CLEARBG | WIDGET_RETAIN_FOCUS | WIDGET_WANT_TICKLE;
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_type = kListWidget;
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_numberingMode = kListNumberingOne;
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_entriesPerPage = (_h - 4) / LINE_HEIGHT;
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_currentPos = 3;
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_currentPos = 0;
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_selectedItem = -1;
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_scrollBar = new ScrollBarWidget(boss, _x + _w, _y, kScrollBarWidth, _h);
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_scrollBar->setTarget(this);
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@ -53,38 +58,20 @@ ListWidget::ListWidget(Dialog *boss, int x, int y, int w, int h)
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_editable = true;
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_editMode = false;
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// FIXME - fill in dummy data for now
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_list.push_back("A simple game?");
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_list.push_back("This space for rent!");
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_list.push_back("To be or not to be...");
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_list.push_back("It's not easy come up with dummy text :-)");
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_list.push_back("Foo bar baz");
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_list.push_back("Empty slots follow:");
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_list.push_back("");
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_list.push_back("");
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_list.push_back("Now again a filled slot");
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_list.push_back("We need some more text!");
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_list.push_back("Because only this way...");
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_list.push_back("...can you see the scrollbar...");
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_list.push_back("...and verify that it works!");
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_list.push_back("One");
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_list.push_back("Two");
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_list.push_back("Three");
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_list.push_back("Four");
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_list.push_back("The End");
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_scrollBar->_numEntries = _list.size();
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_scrollBar->_entriesPerPage = _entriesPerPage;
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_scrollBar->_currentPos = _currentPos;
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_scrollBar->recalc();
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}
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ListWidget::~ListWidget()
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{
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}
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void ListWidget::scrollBarRecalc()
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{
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_scrollBar->_numEntries = _list.size();
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_scrollBar->_entriesPerPage = _entriesPerPage;
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_scrollBar->_currentPos = _currentPos;
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_scrollBar->recalc();
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}
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void ListWidget::handleMouseDown(int x, int y, int button)
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{
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int oldSelectedItem = _selectedItem;
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@ -220,19 +207,19 @@ void ListWidget::handleCommand(CommandSender *sender, uint32 cmd, uint32 data)
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void ListWidget::drawWidget(bool hilite)
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{
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NewGui *gui = _boss->getGui();
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int i, pos;
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String buffer;
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NewGui *gui = _boss->getGui();
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int i, pos, len = _list.size();
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ScummVM::String buffer;
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// Draw the list items
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// FIXME - this is just a temporary demo hack
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for (i = 0, pos = _currentPos; i < _entriesPerPage; i++, pos++) {
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for (i = 0, pos = _currentPos; i < _entriesPerPage && pos < len; i++, pos++) {
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if (_numberingMode == kListNumberingZero || _numberingMode == kListNumberingOne) {
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char temp[10];
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sprintf(temp, "%2d. ", (pos + _numberingMode));
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buffer = temp;
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} else
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buffer = "";
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buffer += _list[pos];
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gui->drawString(buffer, _x+5, _y+2 + LINE_HEIGHT * i, _w - 10,
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@ -33,7 +33,8 @@ enum {
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};
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/* ListWidget */
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class ListWidget : public Widget, public CommandReceiver {
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class ListWidget : public Widget, public CommandReceiver, public CommandSender {
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typedef ScummVM::StringList StringList;
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protected:
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StringList _list;
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bool _editable;
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@ -48,9 +49,10 @@ public:
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ListWidget(Dialog *boss, int x, int y, int w, int h);
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virtual ~ListWidget();
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void setList(const StringList& list) { _list = list; }
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void setList(const StringList& list) { _list = list; scrollBarRecalc(); }
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const StringList& getList() const { return _list; }
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int getSelected() const { return _selectedItem; }
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const ScummVM::String& getSelectedString() const { return _list[_selectedItem]; }
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void setNumberingMode(int numberingMode) { _numberingMode = numberingMode; }
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virtual void handleMouseDown(int x, int y, int button);
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@ -58,6 +60,8 @@ public:
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virtual void handleKeyUp(char key, int modifiers);
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virtual void handleCommand(CommandSender *sender, uint32 cmd, uint32 data);
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void scrollBarRecalc();
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protected:
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void drawWidget(bool hilite);
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void lostFocusWidget();
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@ -29,6 +29,8 @@
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* - Auto-repeat: if one clicks & holds on one of the arrows, then after a
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* brief delay, it should start to contiously scroll
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* - Allow for a horizontal scrollbar, too?
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* - If there are less items than fit on one pages, no scrolling can be done
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* and we thus should not highlight the arrows/slider.
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*/
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#define UP_DOWN_BOX_HEIGHT 10
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@ -172,8 +174,8 @@ void ScrollBarWidget::checkBounds(int old_pos)
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void ScrollBarWidget::recalc()
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{
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_sliderHeight = (_h - 2 * UP_DOWN_BOX_HEIGHT) * _entriesPerPage / _numEntries;
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if (_sliderHeight < 4)
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_sliderHeight = 4;
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if (_sliderHeight < UP_DOWN_BOX_HEIGHT)
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_sliderHeight = UP_DOWN_BOX_HEIGHT;
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_sliderPos =
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UP_DOWN_BOX_HEIGHT + (_h - 2 * UP_DOWN_BOX_HEIGHT - _sliderHeight + 1) * _currentPos / (_numEntries -
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@ -24,6 +24,7 @@
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#include "newgui.h"
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#include "dialog.h"
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#include "widget.h"
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#include "scumm.h"
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#include "ListWidget.h"
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Dialog::~Dialog()
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@ -248,6 +249,15 @@ enum {
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kQuitCmd = 'QUIT'
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};
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/*
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* TODO
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* - Maybe go back to the old way of differentiating between the save and the load mode?
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* This would include that in the load mode the list is not editable.
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* - Currently the savegame list is only loaded once when the dialog is created. Instead,
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* it should be loaded whenever the dialog is opened. Might want to add an open()
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* method to Dialog for that.
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*/
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SaveLoadDialog::SaveLoadDialog(NewGui *gui)
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: Dialog (gui, 30, 20, 260, 124)
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{
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@ -269,16 +279,41 @@ SaveLoadDialog::SaveLoadDialog(NewGui *gui)
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// FIXME - test
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_savegameList = new ListWidget(this, 10, 40, 180, 74);
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// Get savegame names
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ScummVM::StringList l;
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char name[32];
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Scumm *s = _gui->getScumm();
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for (int i = 0; i <= 80; i++) { // 80 I got from old gui
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s->getSavegameName(i, name);
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l.push_back(name);
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}
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((ListWidget *)_savegameList)->setList(l);
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}
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void SaveLoadDialog::handleCommand(CommandSender *sender, uint32 cmd, uint32 data)
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{
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switch (cmd) {
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case kSaveCmd:
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//printf("Saving game in slot %d\n", _savegameList->getSelected());
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if (_savegameList->getSelectedString()[0] != 0) {
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Scumm *s = _gui->getScumm();
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s->_saveLoadSlot = _savegameList->getSelected();
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s->_saveLoadCompatible = false;
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s->_saveLoadFlag = 1; // 1 for save, I assume (Painelf)
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strcpy(s->_saveLoadName, _savegameList->getSelectedString());
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close();
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}
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break;
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case kLoadCmd:
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//printf("Loading game in slot %d\n", _savegameList->getSelected());
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if (_savegameList->getSelectedString()[0] != 0) {
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Scumm *s = _gui->getScumm();
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s->_saveLoadSlot = _savegameList->getSelected();
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s->_saveLoadCompatible = false;
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s->_saveLoadFlag = 2; // 2 for load. Magic number anyone?
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close();
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}
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break;
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case kPlayCmd:
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close();
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@ -23,6 +23,7 @@
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#include "scummsys.h"
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#include "widget.h"
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#include "ListWidget.h"
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class NewGui;
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@ -83,7 +84,7 @@ public:
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virtual void handleCommand(CommandSender *sender, uint32 cmd, uint32 data);
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protected:
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Widget* _savegameList;
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ListWidget* _savegameList;
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};
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4
newgui.h
4
newgui.h
@ -45,7 +45,7 @@ public:
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void pop() { if (_size > 0) _stack[--_size] = 0; }
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};
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typedef List<OSystem::Event> EventList;
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typedef ScummVM::List<OSystem::Event> EventList;
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// This class hopefully will replace the old Gui class completly one day
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class NewGui {
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@ -69,6 +69,8 @@ public:
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NewGui(Scumm *s);
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void handleEvent(const OSystem::Event &event) { _eventList.push_back(event); }
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Scumm *getScumm() { return _s; }
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protected:
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Scumm *_s;
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14
scummvm.cpp
14
scummvm.cpp
@ -1264,8 +1264,18 @@ void Scumm::waitForTimer(int msec_delay) {
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// if newgui is running, copy event to EventList, and let the GUI handle it itself
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// we might consider this approach for ScummLoop as well, and clean up the current mess
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if (_newgui->isActive())
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if (_newgui->isActive()) {
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if (event.event_code == OSystem::EVENT_MOUSEMOVE) {
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mouse.x = event.mouse.x;
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mouse.y = event.mouse.y;
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_system->set_mouse_pos(event.mouse.x, event.mouse.y);
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#if !defined(__MORPHOS__)
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_system->update_screen();
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#endif
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}
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_newgui->handleEvent(event);
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continue;
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}
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switch(event.event_code) {
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case OSystem::EVENT_KEYDOWN:
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@ -1285,7 +1295,7 @@ void Scumm::waitForTimer(int msec_delay) {
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g_debugger.attach(this);
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else if (event.kbd.keycode=='s')
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resourceStats();
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} else if (!_newgui->isActive())
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} else
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_keyPressed = event.kbd.ascii; // Normal key press, pass on to the game.
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break;
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5
util.cpp
5
util.cpp
@ -82,6 +82,8 @@ void ClearBlendCache(byte *palette, int weight)
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#pragma mark -
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namespace ScummVM {
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String::String(const char *str)
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{
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_refCount = new int(1);
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@ -123,7 +125,7 @@ String& String::operator =(const char* str)
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_len = len;
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memcpy(_str, str, _len + 1);
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} if (_len > 0) {
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} else if (_len > 0) {
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decRefCount();
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_refCount = new int(1);
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@ -223,3 +225,4 @@ void String::ensureCapacity(int new_len, bool keep_old)
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_str = newStr;
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}
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}; // End of namespace ScummVM
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10
util.h
10
util.h
@ -23,12 +23,13 @@
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#include "scummsys.h"
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int RGBMatch(byte *palette, int r, int g, int b);
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int Blend(int src, int dst, byte *palette);
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void ClearBlendCache(byte *palette, int weight);
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namespace ScummVM {
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template <class T>
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class List {
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protected:
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@ -117,6 +118,7 @@ protected:
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}
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};
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class String {
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protected:
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int *_refCount;
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@ -148,13 +150,17 @@ protected:
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void decRefCount();
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};
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class StringList : public List<String> {
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public:
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void push_back(const char* str)
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{
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ensureCapacity(_size + 1);
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_data[_size++] = str;
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_data[_size] = str;
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_size++;
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}
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};
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}; // End of namespace ScummVM
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#endif
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