scummvm/engines/dialogs.cpp
D G Turner aa26d5def4 ENGINES: Add error handling for GMM Gamestate Load/Save Usage.
As indicated by wjp, the Global Main Menu (GMM) did not check or report
on the returned error state from saveGameState() and loadGameState() usage.
This corrects this and adds a MessageDialog report of any failure.
2012-02-21 22:30:29 +00:00

354 lines
11 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "base/version.h"
#include "common/config-manager.h"
#include "common/events.h"
#include "common/str.h"
#include "common/system.h"
#include "common/translation.h"
#include "gui/about.h"
#include "gui/gui-manager.h"
#include "gui/message.h"
#include "gui/options.h"
#include "gui/saveload.h"
#include "gui/ThemeEngine.h"
#include "gui/ThemeEval.h"
#include "gui/widget.h"
#include "graphics/font.h"
#include "engines/dialogs.h"
#include "engines/engine.h"
#include "engines/metaengine.h"
#ifdef SMALL_SCREEN_DEVICE
#include "gui/KeysDialog.h"
#endif
class ConfigDialog : public GUI::OptionsDialog {
protected:
#ifdef SMALL_SCREEN_DEVICE
GUI::Dialog *_keysDialog;
#endif
public:
ConfigDialog(bool subtitleControls);
~ConfigDialog();
virtual void handleCommand(GUI::CommandSender *sender, uint32 cmd, uint32 data);
};
MainMenuDialog::MainMenuDialog(Engine *engine)
: GUI::Dialog("GlobalMenu"), _engine(engine) {
_backgroundType = GUI::ThemeEngine::kDialogBackgroundSpecial;
#ifndef DISABLE_FANCY_THEMES
_logo = 0;
if (g_gui.xmlEval()->getVar("Globals.ShowGlobalMenuLogo", 0) == 1 && g_gui.theme()->supportsImages()) {
_logo = new GUI::GraphicsWidget(this, "GlobalMenu.Logo");
_logo->useThemeTransparency(true);
_logo->setGfx(g_gui.theme()->getImageSurface(GUI::ThemeEngine::kImageLogoSmall));
} else {
GUI::StaticTextWidget *title = new GUI::StaticTextWidget(this, "GlobalMenu.Title", "ScummVM");
title->setAlign(Graphics::kTextAlignCenter);
}
#else
GUI::StaticTextWidget *title = new GUI::StaticTextWidget(this, "GlobalMenu.Title", "ScummVM");
title->setAlign(Graphics::kTextAlignCenter);
#endif
GUI::StaticTextWidget *version = new GUI::StaticTextWidget(this, "GlobalMenu.Version", gScummVMVersionDate);
version->setAlign(Graphics::kTextAlignCenter);
new GUI::ButtonWidget(this, "GlobalMenu.Resume", _("~R~esume"), 0, kPlayCmd, 'P');
_loadButton = new GUI::ButtonWidget(this, "GlobalMenu.Load", _("~L~oad"), 0, kLoadCmd);
// TODO: setEnabled -> setVisible
_loadButton->setEnabled(_engine->hasFeature(Engine::kSupportsLoadingDuringRuntime));
_saveButton = new GUI::ButtonWidget(this, "GlobalMenu.Save", _("~S~ave"), 0, kSaveCmd);
// TODO: setEnabled -> setVisible
_saveButton->setEnabled(_engine->hasFeature(Engine::kSupportsSavingDuringRuntime));
new GUI::ButtonWidget(this, "GlobalMenu.Options", _("~O~ptions"), 0, kOptionsCmd);
// The help button is disabled by default.
// To enable "Help", an engine needs to use a subclass of MainMenuDialog
// (at least for now, we might change how this works in the future).
_helpButton = new GUI::ButtonWidget(this, "GlobalMenu.Help", _("~H~elp"), 0, kHelpCmd);
new GUI::ButtonWidget(this, "GlobalMenu.About", _("~A~bout"), 0, kAboutCmd);
if (g_system->getOverlayWidth() > 320)
_rtlButton = new GUI::ButtonWidget(this, "GlobalMenu.RTL", _("~R~eturn to Launcher"), 0, kRTLCmd);
else
_rtlButton = new GUI::ButtonWidget(this, "GlobalMenu.RTL", _c("~R~eturn to Launcher", "lowres"), 0, kRTLCmd);
_rtlButton->setEnabled(_engine->hasFeature(Engine::kSupportsRTL));
new GUI::ButtonWidget(this, "GlobalMenu.Quit", _("~Q~uit"), 0, kQuitCmd);
_aboutDialog = new GUI::AboutDialog();
_optionsDialog = new ConfigDialog(_engine->hasFeature(Engine::kSupportsSubtitleOptions));
_loadDialog = new GUI::SaveLoadChooser(_("Load game:"), _("Load"));
_loadDialog->setSaveMode(false);
_saveDialog = new GUI::SaveLoadChooser(_("Save game:"), _("Save"));
_saveDialog->setSaveMode(true);
}
MainMenuDialog::~MainMenuDialog() {
delete _aboutDialog;
delete _optionsDialog;
delete _loadDialog;
delete _saveDialog;
}
void MainMenuDialog::handleCommand(GUI::CommandSender *sender, uint32 cmd, uint32 data) {
switch (cmd) {
case kPlayCmd:
close();
break;
case kLoadCmd:
load();
break;
case kSaveCmd:
save();
break;
case kOptionsCmd:
_optionsDialog->runModal();
break;
case kAboutCmd:
_aboutDialog->runModal();
break;
case kHelpCmd: {
GUI::MessageDialog dialog(
_("Sorry, this engine does not currently provide in-game help. "
"Please consult the README for basic information, and for "
"instructions on how to obtain further assistance."));
dialog.runModal();
}
break;
case kRTLCmd: {
Common::Event eventRTL;
eventRTL.type = Common::EVENT_RTL;
g_system->getEventManager()->pushEvent(eventRTL);
close();
}
break;
case kQuitCmd: {
Common::Event eventQ;
eventQ.type = Common::EVENT_QUIT;
g_system->getEventManager()->pushEvent(eventQ);
close();
}
break;
default:
GUI::Dialog::handleCommand(sender, cmd, data);
}
}
void MainMenuDialog::reflowLayout() {
if (_engine->hasFeature(Engine::kSupportsLoadingDuringRuntime))
_loadButton->setEnabled(_engine->canLoadGameStateCurrently());
if (_engine->hasFeature(Engine::kSupportsSavingDuringRuntime))
_saveButton->setEnabled(_engine->canSaveGameStateCurrently());
// Overlay size might have changed since the construction of the dialog.
// Update labels when it might be needed
// FIXME: it might be better to declare GUI::StaticTextWidget::setLabel() virtual
// and to reimplement it in GUI::ButtonWidget to handle the hotkey.
if (g_system->getOverlayWidth() > 320)
_rtlButton->setLabel(_rtlButton->cleanupHotkey(_("~R~eturn to Launcher")));
else
_rtlButton->setLabel(_rtlButton->cleanupHotkey(_c("~R~eturn to Launcher", "lowres")));
#ifndef DISABLE_FANCY_THEMES
if (g_gui.xmlEval()->getVar("Globals.ShowGlobalMenuLogo", 0) == 1 && g_gui.theme()->supportsImages()) {
if (!_logo)
_logo = new GUI::GraphicsWidget(this, "GlobalMenu.Logo");
_logo->useThemeTransparency(true);
_logo->setGfx(g_gui.theme()->getImageSurface(GUI::ThemeEngine::kImageLogoSmall));
GUI::StaticTextWidget *title = (GUI::StaticTextWidget *)findWidget("GlobalMenu.Title");
if (title) {
removeWidget(title);
title->setNext(0);
delete title;
}
} else {
GUI::StaticTextWidget *title = (GUI::StaticTextWidget *)findWidget("GlobalMenu.Title");
if (!title) {
title = new GUI::StaticTextWidget(this, "GlobalMenu.Title", "ScummVM");
title->setAlign(Graphics::kTextAlignCenter);
}
if (_logo) {
removeWidget(_logo);
_logo->setNext(0);
delete _logo;
_logo = 0;
}
}
#endif
Dialog::reflowLayout();
}
void MainMenuDialog::save() {
const Common::String gameId = ConfMan.get("gameid");
const EnginePlugin *plugin = 0;
EngineMan.findGame(gameId, &plugin);
int slot = _saveDialog->runModalWithPluginAndTarget(plugin, ConfMan.getActiveDomainName());
if (slot >= 0) {
Common::String result(_saveDialog->getResultString());
if (result.empty()) {
// If the user was lazy and entered no save name, come up with a default name.
#if defined(USE_SAVEGAME_TIMESTAMP)
TimeDate curTime;
g_system->getTimeAndDate(curTime);
curTime.tm_year += 1900; // fixup year
curTime.tm_mon++; // fixup month
result = Common::String::format("%04d.%02d.%02d / %02d:%02d:%02d", curTime.tm_year, curTime.tm_mon, curTime.tm_mday, curTime.tm_hour, curTime.tm_min, curTime.tm_sec);
#else
result = Common::String::format("Save %d", slot + 1);
#endif
}
Common::Error status = _engine->saveGameState(slot, result);
if (status.getCode() != Common::kNoError) {
Common::String failMessage = Common::String::format(_("Gamestate save failed (%s)! "
"Please consult the README for basic information, and for "
"instructions on how to obtain further assistance."), status.getDesc().c_str());
GUI::MessageDialog dialog(failMessage);
dialog.runModal();
}
close();
}
}
void MainMenuDialog::load() {
const Common::String gameId = ConfMan.get("gameid");
const EnginePlugin *plugin = 0;
EngineMan.findGame(gameId, &plugin);
int slot = _loadDialog->runModalWithPluginAndTarget(plugin, ConfMan.getActiveDomainName());
_engine->setGameToLoadSlot(slot);
if (slot >= 0)
close();
}
enum {
kKeysCmd = 'KEYS'
};
// FIXME: We use the empty string as domain name here. This tells the
// ConfigManager to use the 'default' domain for all its actions. We do that
// to get as close as possible to editing the 'active' settings.
//
// However, that requires bad & evil hacks in the ConfigManager code,
// and even then still doesn't work quite correctly.
// For example, if the transient domain contains 'false' for the 'fullscreen'
// flag, but the user used a hotkey to switch to windowed mode, then the dialog
// will display the wrong value anyway.
//
// Proposed solution consisting of multiple steps:
// 1) Add special code to the open() code that reads out everything stored
// in the transient domain that is controlled by this dialog, and updates
// the dialog accordingly.
// 2) Even more code is added to query the backend for current settings, like
// the fullscreen mode flag etc., and also updates the dialog accordingly.
// 3) The domain being edited is set to the active game domain.
// 4) If the dialog is closed with the "OK" button, then we remove everything
// stored in the transient domain (or at least everything corresponding to
// switches in this dialog.
// If OTOH the dialog is closed with "Cancel" we do no such thing.
//
// These changes will achieve two things at once: Allow us to get rid of using
// "" as value for the domain, and in fact provide a somewhat better user
// experience at the same time.
ConfigDialog::ConfigDialog(bool subtitleControls)
: GUI::OptionsDialog("", "GlobalConfig") {
//
// Sound controllers
//
addVolumeControls(this, "GlobalConfig.");
setVolumeSettingsState(true); // could disable controls by GUI options
//
// Subtitle speed and toggle controllers
//
if (subtitleControls) {
// Global talkspeed range of 0-255
addSubtitleControls(this, "GlobalConfig.", 255);
setSubtitleSettingsState(true); // could disable controls by GUI options
}
//
// Add the buttons
//
new GUI::ButtonWidget(this, "GlobalConfig.Ok", _("~O~K"), 0, GUI::kOKCmd);
new GUI::ButtonWidget(this, "GlobalConfig.Cancel", _("~C~ancel"), 0, GUI::kCloseCmd);
#ifdef SMALL_SCREEN_DEVICE
new GUI::ButtonWidget(this, "GlobalConfig.Keys", _("~K~eys"), 0, kKeysCmd);
_keysDialog = NULL;
#endif
}
ConfigDialog::~ConfigDialog() {
#ifdef SMALL_SCREEN_DEVICE
delete _keysDialog;
#endif
}
void ConfigDialog::handleCommand(GUI::CommandSender *sender, uint32 cmd, uint32 data) {
switch (cmd) {
case kKeysCmd:
#ifdef SMALL_SCREEN_DEVICE
//
// Create the sub dialog(s)
//
_keysDialog = new GUI::KeysDialog();
_keysDialog->runModal();
delete _keysDialog;
_keysDialog = NULL;
#endif
break;
default:
GUI::OptionsDialog::handleCommand (sender, cmd, data);
}
}