scummvm/sword2/controls.cpp
Torbjörn Andersson 412f7105f0 Fixed evil regression #2. Restarting the game, or using the "start" debug
command, would close the global script variables and player object
resources, without reopening them again. This made them fair game for the
resource expiration mechanism. The player object is probably referenced
often enough to stay alive, but the variables died on me pretty quickly,
causing ScummVM to crash.

I've also added a "reslist" debug command to make this sort of things
easier to spot. By default it only lists resources with refCount > 0. Use
"reslist 0" to see all the cached resources as well.

svn-id: r14958
2004-09-08 07:10:54 +00:00

1661 lines
40 KiB
C++

/* Copyright (C) 1994-2004 Revolution Software Ltd
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*/
#include "common/stdafx.h"
#include "common/rect.h"
#include "common/config-manager.h"
#include "sword2/sword2.h"
#include "sword2/controls.h"
#include "sword2/defs.h"
#include "sword2/logic.h"
#include "sword2/resman.h"
#include "sword2/driver/d_draw.h"
#include "sword2/driver/d_sound.h"
#define MAX_STRING_LEN 64 // 20 was too low; better to be safe ;)
#define CHARACTER_OVERLAP 2 // overlap characters by 3 pixels
// our fonts start on SPACE character (32)
#define SIZE_OF_CHAR_SET (256 - 32)
#define MAX_WIDGETS 25
namespace Sword2 {
class Widget;
/**
* Base class for all dialogs.
*/
class Dialog {
private:
int _numWidgets;
Widget *_widgets[MAX_WIDGETS];
bool _finish;
int _result;
public:
Gui *_gui;
Dialog(Gui *gui);
virtual ~Dialog();
void registerWidget(Widget *widget);
virtual void paint();
virtual void setResult(int result);
int run();
virtual void onAction(Widget *widget, int result = 0) {}
};
/**
* Base class for all widgets.
*/
class Widget {
protected:
Dialog *_parent;
SpriteInfo *_sprites;
struct WidgetSurface {
byte *_surface;
bool _original;
};
WidgetSurface *_surfaces;
int _numStates;
int _state;
Common::Rect _hitRect;
public:
Widget(Dialog *parent, int states);
virtual ~Widget();
void createSurfaceImage(int state, uint32 res, int x, int y, uint32 pc);
void linkSurfaceImage(Widget *from, int state, int x, int y);
void createSurfaceImages(uint32 res, int x, int y);
void linkSurfaceImages(Widget *from, int x, int y);
void setHitRect(int x, int y, int width, int height);
bool isHit(int16 x, int16 y);
void setState(int state);
int getState();
virtual void paint(Common::Rect *clipRect = NULL);
virtual void onMouseEnter() {}
virtual void onMouseExit() {}
virtual void onMouseMove(int x, int y) {}
virtual void onMouseDown(int x, int y) {}
virtual void onMouseUp(int x, int y) {}
virtual void onWheelUp(int x, int y) {}
virtual void onWheelDown(int x, int y) {}
virtual void onKey(KeyboardEvent *ke) {}
virtual void onTick() {}
virtual void releaseMouse(int x, int y) {}
};
/**
* This class is used to draw text in dialogs, buttons, etc.
*/
class FontRendererGui {
private:
Gui *_gui;
struct Glyph {
byte *_data;
int _width;
int _height;
};
Glyph _glyph[SIZE_OF_CHAR_SET];
int _fontId;
public:
enum {
kAlignLeft,
kAlignRight,
kAlignCenter
};
FontRendererGui(Gui *gui, int fontId);
~FontRendererGui();
void fetchText(uint32 textId, byte *buf);
int getCharWidth(byte c);
int getCharHeight(byte c);
int getTextWidth(byte *text);
int getTextWidth(uint32 textId);
void drawText(byte *text, int x, int y, int alignment = kAlignLeft);
void drawText(uint32 textId, int x, int y, int alignment = kAlignLeft);
};
FontRendererGui::FontRendererGui(Gui *gui, int fontId)
: _gui(gui), _fontId(fontId) {
byte *font = _gui->_vm->_resman->openResource(fontId);
FrameHeader *head;
SpriteInfo sprite;
sprite.type = RDSPR_NOCOMPRESSION | RDSPR_TRANS;
for (int i = 0; i < SIZE_OF_CHAR_SET; i++) {
head = (FrameHeader *) _gui->_vm->fetchFrameHeader(font, i);
sprite.data = (byte *) (head + 1);
sprite.w = head->width;
sprite.h = head->height;
_gui->_vm->_graphics->createSurface(&sprite, &_glyph[i]._data);
_glyph[i]._width = head->width;
_glyph[i]._height = head->height;
}
_gui->_vm->_resman->closeResource(fontId);
}
FontRendererGui::~FontRendererGui() {
for (int i = 0; i < SIZE_OF_CHAR_SET; i++)
_gui->_vm->_graphics->deleteSurface(_glyph[i]._data);
}
void FontRendererGui::fetchText(uint32 textId, byte *buf) {
byte *data = _gui->_vm->fetchTextLine(_gui->_vm->_resman->openResource(textId / SIZE), textId & 0xffff);
int i;
for (i = 0; data[i + 2]; i++) {
if (buf)
buf[i] = data[i + 2];
}
buf[i] = 0;
_gui->_vm->_resman->closeResource(textId / SIZE);
}
int FontRendererGui::getCharWidth(byte c) {
if (c < 32)
return 0;
return _glyph[c - 32]._width;
}
int FontRendererGui::getCharHeight(byte c) {
if (c < 32)
return 0;
return _glyph[c - 32]._height;
}
int FontRendererGui::getTextWidth(byte *text) {
int textWidth = 0;
for (int i = 0; text[i]; i++)
if (text[i] >= ' ')
textWidth += (getCharWidth(text[i]) - CHARACTER_OVERLAP);
return textWidth;
}
int FontRendererGui::getTextWidth(uint32 textId) {
byte text[MAX_STRING_LEN];
fetchText(textId, text);
return getTextWidth(text);
}
void FontRendererGui::drawText(byte *text, int x, int y, int alignment) {
SpriteInfo sprite;
int i;
if (alignment != kAlignLeft) {
int textWidth = getTextWidth(text);
switch (alignment) {
case kAlignRight:
x -= textWidth;
break;
case kAlignCenter:
x -= (textWidth / 2);
break;
}
}
sprite.x = x;
sprite.y = y;
for (i = 0; text[i]; i++) {
if (text[i] >= ' ') {
sprite.w = getCharWidth(text[i]);
sprite.h = getCharHeight(text[i]);
_gui->_vm->_graphics->drawSurface(&sprite, _glyph[text[i] - 32]._data);
sprite.x += (getCharWidth(text[i]) - CHARACTER_OVERLAP);
}
}
}
void FontRendererGui::drawText(uint32 textId, int x, int y, int alignment) {
byte text[MAX_STRING_LEN];
fetchText(textId, text);
drawText(text, x, y, alignment);
}
//
// Dialog class functions
//
Dialog::Dialog(Gui *gui)
: _numWidgets(0), _finish(false), _result(0), _gui(gui) {
_gui->_vm->setFullPalette(CONTROL_PANEL_PALETTE);
_gui->_vm->_graphics->clearScene();
// HACK: Since the dialogs don't do normal scene updates we need to
// trigger a full redraw manually.
_gui->_vm->_graphics->setNeedFullRedraw();
_gui->_vm->_graphics->updateDisplay();
}
Dialog::~Dialog() {
for (int i = 0; i < _numWidgets; i++)
delete _widgets[i];
}
void Dialog::registerWidget(Widget *widget) {
if (_numWidgets < MAX_WIDGETS)
_widgets[_numWidgets++] = widget;
}
void Dialog::paint() {
_gui->_vm->_graphics->clearScene();
for (int i = 0; i < _numWidgets; i++)
_widgets[i]->paint();
}
void Dialog::setResult(int result) {
_result = result;
_finish = true;
}
int Dialog::run() {
uint32 oldFilter = _gui->_vm->setEventFilter(0);
int i;
paint();
int16 oldMouseX = -1;
int16 oldMouseY = -1;
while (!_finish) {
// So that the menu icons will reach their full size
_gui->_vm->_graphics->processMenu();
_gui->_vm->_graphics->updateDisplay(false);
int16 newMouseX = _gui->_vm->_mouseX;
int16 newMouseY = _gui->_vm->_mouseY + 40;
MouseEvent *me = _gui->_vm->mouseEvent();
KeyboardEvent *ke = _gui->_vm->keyboardEvent();
if (ke) {
if (ke->keycode == 27)
setResult(0);
else if (ke->keycode == '\n' || ke->keycode == '\r')
setResult(1);
}
int oldHit = -1;
int newHit = -1;
// Find out which widget the mouse was over the last time, and
// which it is currently over. This assumes the widgets do not
// overlap.
for (i = 0; i < _numWidgets; i++) {
if (_widgets[i]->isHit(oldMouseX, oldMouseY))
oldHit = i;
if (_widgets[i]->isHit(newMouseX, newMouseY))
newHit = i;
}
// Was the mouse inside a widget the last time?
if (oldHit >= 0) {
if (newHit != oldHit)
_widgets[oldHit]->onMouseExit();
}
// Is the mouse currently in a widget?
if (newHit >= 0) {
if (newHit != oldHit)
_widgets[newHit]->onMouseEnter();
if (me) {
switch (me->buttons) {
case RD_LEFTBUTTONDOWN:
_widgets[newHit]->onMouseDown(newMouseX, newMouseY);
break;
case RD_LEFTBUTTONUP:
_widgets[newHit]->onMouseUp(newMouseX, newMouseY);
break;
case RD_WHEELUP:
_widgets[newHit]->onWheelUp(newMouseX, newMouseY);
break;
case RD_WHEELDOWN:
_widgets[newHit]->onWheelDown(newMouseX, newMouseY);
break;
}
}
}
// Some events are passed to the widgets regardless of where
// the mouse cursor is.
for (i = 0; i < _numWidgets; i++) {
if (me && me->buttons == RD_LEFTBUTTONUP) {
// So that slider widgets will know when the
// user releases the mouse button, even if the
// cursor is outside of the slider's hit area.
_widgets[i]->releaseMouse(newMouseX, newMouseY);
}
// This is to make it easier to drag the slider widget
if (newMouseX != oldMouseX || newMouseY != oldMouseY)
_widgets[i]->onMouseMove(newMouseX, newMouseY);
if (ke)
_widgets[i]->onKey(ke);
_widgets[i]->onTick();
}
oldMouseX = newMouseX;
oldMouseY = newMouseY;
_gui->_vm->_system->delay_msecs(20);
if (_gui->_vm->_quit)
setResult(0);
}
_gui->_vm->setEventFilter(oldFilter);
return _result;
}
//
// Widget functions
//
Widget::Widget(Dialog *parent, int states)
: _parent(parent), _numStates(states), _state(0) {
_sprites = (SpriteInfo *) calloc(states, sizeof(SpriteInfo));
_surfaces = (WidgetSurface *) calloc(states, sizeof(WidgetSurface));
_hitRect.left = _hitRect.right = _hitRect.top = _hitRect.bottom = -1;
}
Widget::~Widget() {
for (int i = 0; i < _numStates; i++) {
if (_surfaces[i]._original)
_parent->_gui->_vm->_graphics->deleteSurface(_surfaces[i]._surface);
}
free(_sprites);
free(_surfaces);
}
void Widget::createSurfaceImage(int state, uint32 res, int x, int y, uint32 pc) {
byte *file, *colTablePtr = NULL;
AnimHeader *anim_head;
FrameHeader *frame_head;
CdtEntry *cdt_entry;
uint32 spriteType = RDSPR_TRANS;
// open anim resource file, point to base
file = _parent->_gui->_vm->_resman->openResource(res);
anim_head = _parent->_gui->_vm->fetchAnimHeader(file);
cdt_entry = _parent->_gui->_vm->fetchCdtEntry(file, pc);
frame_head = _parent->_gui->_vm->fetchFrameHeader(file, pc);
// If the frame is flipped. (Only really applicable to frames using
// offsets.)
if (cdt_entry->frameType & FRAME_FLIPPED)
spriteType |= RDSPR_FLIP;
// Which compression was used?
switch (anim_head->runTimeComp) {
case NONE:
spriteType |= RDSPR_NOCOMPRESSION;
break;
case RLE256:
spriteType |= RDSPR_RLE256;
break;
case RLE16:
spriteType |= RDSPR_RLE256;
// Points to just after last cdt_entry, i.e. start of colour
// table
colTablePtr = (byte *) (anim_head + 1) +
anim_head->noAnimFrames * sizeof(CdtEntry);
break;
}
_sprites[state].x = x;
_sprites[state].y = y;
_sprites[state].w = frame_head->width;
_sprites[state].h = frame_head->height;
_sprites[state].scale = 0;
_sprites[state].type = spriteType;
_sprites[state].blend = anim_head->blend;
// Points to just after frame header, ie. start of sprite data
_sprites[state].data = (byte *) (frame_head + 1);
_parent->_gui->_vm->_graphics->createSurface(&_sprites[state], &_surfaces[state]._surface);
_surfaces[state]._original = true;
// Release the anim resource
_parent->_gui->_vm->_resman->closeResource(res);
}
void Widget::linkSurfaceImage(Widget *from, int state, int x, int y) {
_sprites[state].x = x;
_sprites[state].y = y;
_sprites[state].w = from->_sprites[state].w;
_sprites[state].h = from->_sprites[state].h;
_sprites[state].scale = from->_sprites[state].scale;
_sprites[state].type = from->_sprites[state].type;
_sprites[state].blend = from->_sprites[state].blend;
_surfaces[state]._surface = from->_surfaces[state]._surface;
_surfaces[state]._original = false;
}
void Widget::createSurfaceImages(uint32 res, int x, int y) {
for (int i = 0; i < _numStates; i++)
createSurfaceImage(i, res, x, y, i);
}
void Widget::linkSurfaceImages(Widget *from, int x, int y) {
for (int i = 0; i < from->_numStates; i++)
linkSurfaceImage(from, i, x, y);
}
void Widget::setHitRect(int x, int y, int width, int height) {
_hitRect.left = x;
_hitRect.right = x + width;
_hitRect.top = y;
_hitRect.bottom = y + height;
}
bool Widget::isHit(int16 x, int16 y) {
return _hitRect.left >= 0 && _hitRect.contains(x, y);
}
void Widget::setState(int state) {
if (state != _state) {
_state = state;
paint();
}
}
int Widget::getState() {
return _state;
}
void Widget::paint(Common::Rect *clipRect) {
_parent->_gui->_vm->_graphics->drawSurface(&_sprites[_state], _surfaces[_state]._surface, clipRect);
}
/**
* Standard button class.
*/
class Button : public Widget {
public:
Button(Dialog *parent, int x, int y, int w, int h)
: Widget(parent, 2) {
setHitRect(x, y, w, h);
}
virtual void onMouseExit() {
setState(0);
}
virtual void onMouseDown(int x, int y) {
setState(1);
}
virtual void onMouseUp(int x, int y) {
if (getState() != 0) {
setState(0);
_parent->onAction(this);
}
}
};
/**
* Scroll buttons are used to scroll the savegame list. The difference between
* this and a normal button is that we want this to repeat.
*/
class ScrollButton : public Widget {
private:
uint32 _holdCounter;
public:
ScrollButton(Dialog *parent, int x, int y, int w, int h)
: Widget(parent, 2), _holdCounter(0) {
setHitRect(x, y, w, h);
}
virtual void onMouseExit() {
setState(0);
}
virtual void onMouseDown(int x, int y) {
setState(1);
_parent->onAction(this);
_holdCounter = 0;
}
virtual void onMouseUp(int x, int y) {
setState(0);
}
virtual void onTick() {
if (getState() != 0) {
_holdCounter++;
if (_holdCounter > 16 && (_holdCounter % 4) == 0)
_parent->onAction(this);
}
}
};
/**
* A switch is a button that changes state when clicked, and keeps that state
* until clicked again.
*/
class Switch : public Widget {
private:
bool _holding, _value;
int _upState, _downState;
public:
Switch(Dialog *parent, int x, int y, int w, int h)
: Widget(parent, 2), _holding(false), _value(false),
_upState(0), _downState(1) {
setHitRect(x, y, w, h);
}
// The sound mute switches have 0 as their "down" state and 1 as
// their "up" state, so this function is needed to get consistent
// behaviour.
void reverseStates() {
_upState = 1;
_downState = 0;
}
void setValue(bool value) {
_value = value;
if (_value)
setState(_downState);
else
setState(_upState);
}
bool getValue() {
return _value;
}
virtual void onMouseExit() {
if (_holding && !_value)
setState(_upState);
_holding = false;
}
virtual void onMouseDown(int x, int y) {
_holding = true;
setState(_downState);
}
virtual void onMouseUp(int x, int y) {
if (_holding) {
_holding = false;
_value = !_value;
if (_value)
setState(_downState);
else
setState(_upState);
_parent->onAction(this, getState());
}
}
};
/**
* A slider is used to specify a value within a pre-defined range.
*/
class Slider : public Widget {
private:
Widget *_background;
bool _dragging;
int _value, _targetValue;
int _maxValue;
int _dragOffset;
int posFromValue(int value) {
return _hitRect.left + (value * (_hitRect.width() - 38)) / _maxValue;
}
int valueFromPos(int x) {
return (int) ((double) (_maxValue * (x - _hitRect.left)) / (double) (_hitRect.width() - 38) + 0.5);
}
public:
Slider(Dialog *parent, Widget *background, int max,
int x, int y, int w, int h, Widget *base = NULL)
: Widget(parent, 1), _background(background),
_dragging(false), _value(0), _targetValue(0),
_maxValue(max) {
setHitRect(x, y, w, h);
if (base)
linkSurfaceImages(base, x, y);
else
createSurfaceImages(3406, x, y);
}
virtual void paint(Common::Rect *clipRect = NULL) {
// This will redraw a bit more than is strictly necessary,
// but I doubt that will make any noticeable difference.
_background->paint(&_hitRect);
Widget::paint(clipRect);
}
void setValue(int value) {
_value = value;
_targetValue = value;
_sprites[0].x = posFromValue(_value);
paint();
}
int getValue() {
return _value;
}
virtual void onMouseMove(int x, int y) {
if (_dragging) {
int newX = x - _dragOffset;
int newValue;
if (newX < _hitRect.left)
newX = _hitRect.left;
else if (newX + 38 > _hitRect.right)
newX = _hitRect.right - 38;
_sprites[0].x = newX;
newValue = valueFromPos(newX);
if (newValue != _value) {
_value = newValue;
_targetValue = newValue;
_parent->onAction(this, newValue);
}
paint();
}
}
virtual void onMouseDown(int x, int y) {
if (x >= _sprites[0].x && x < _sprites[0].x + 38) {
_dragging = true;
_dragOffset = x - _sprites[0].x;
} else if (x < _sprites[0].x) {
if (_targetValue > 0)
_targetValue--;
} else {
if (_targetValue < _maxValue)
_targetValue++;
}
}
virtual void releaseMouse(int x, int y) {
if (_dragging)
_dragging = false;
}
virtual void onTick() {
if (!_dragging) {
int target = posFromValue(_targetValue);
if (target != _sprites[0].x) {
if (target < _sprites[0].x) {
_sprites[0].x -= 4;
if (_sprites[0].x < target)
_sprites[0].x = target;
} else if (target > _sprites[0].x) {
_sprites[0].x += 4;
if (_sprites[0].x > target)
_sprites[0].x = target;
}
int newValue = valueFromPos(_sprites[0].x);
if (newValue != _value) {
_value = newValue;
_parent->onAction(this, newValue);
}
paint();
}
}
}
};
/**
* A "mini" dialog is usually a yes/no question, but also used for the
* restart/restore dialog at the beginning of the game.
*/
class MiniDialog : public Dialog {
private:
uint32 _headerTextId;
uint32 _okTextId;
uint32 _cancelTextId;
FontRendererGui *_fr;
Widget *_panel;
Button *_okButton;
Button *_cancelButton;
public:
MiniDialog(Gui *gui, uint32 headerTextId, uint32 okTextId = 149618688, uint32 cancelTextId = 149618689)
: Dialog(gui), _headerTextId(headerTextId), _okTextId(okTextId), _cancelTextId(cancelTextId) {
_fr = new FontRendererGui(_gui, _gui->_vm->_controlsFontId);
_panel = new Widget(this, 1);
_panel->createSurfaceImages(1996, 203, 104);
_okButton = new Button(this, 243, 214, 24, 24);
_okButton->createSurfaceImages(2002, 243, 214);
_cancelButton = new Button(this, 243, 276, 24, 24);
_cancelButton->linkSurfaceImages(_okButton, 243, 276);
registerWidget(_panel);
registerWidget(_okButton);
registerWidget(_cancelButton);
}
~MiniDialog() {
delete _fr;
}
virtual void paint() {
Dialog::paint();
if (_headerTextId)
_fr->drawText(_headerTextId, 310, 134, FontRendererGui::kAlignCenter);
_fr->drawText(_okTextId, 270, 214);
_fr->drawText(_cancelTextId, 270, 276);
}
virtual void onAction(Widget *widget, int result = 0) {
if (widget == _okButton)
setResult(1);
else if (widget == _cancelButton)
setResult(0);
}
};
/**
* The game settings dialog.
*/
class OptionsDialog : public Dialog {
private:
FontRendererGui *_fr;
Widget *_panel;
Switch *_objectLabelsSwitch;
Switch *_subtitlesSwitch;
Switch *_reverseStereoSwitch;
Switch *_musicSwitch;
Switch *_speechSwitch;
Switch *_fxSwitch;
Slider *_musicSlider;
Slider *_speechSlider;
Slider *_fxSlider;
Slider *_gfxSlider;
Widget *_gfxPreview;
Button *_okButton;
Button *_cancelButton;
public:
OptionsDialog(Gui *gui) : Dialog(gui) {
_fr = new FontRendererGui(gui, gui->_vm->_controlsFontId);
_panel = new Widget(this, 1);
_panel->createSurfaceImages(3405, 0, 40);
_objectLabelsSwitch = new Switch(this, 304, 100, 53, 32);
_objectLabelsSwitch->createSurfaceImages(3687, 304, 100);
_subtitlesSwitch = new Switch(this, 510, 100, 53, 32);
_subtitlesSwitch->linkSurfaceImages(_objectLabelsSwitch, 510, 100);
_reverseStereoSwitch = new Switch(this, 304, 293, 53, 32);
_reverseStereoSwitch->linkSurfaceImages(_objectLabelsSwitch, 304, 293);
_musicSwitch = new Switch(this, 516, 157, 40, 32);
_musicSwitch->createSurfaceImages(3315, 516, 157);
_musicSwitch->reverseStates();
_speechSwitch = new Switch(this, 516, 205, 40, 32);
_speechSwitch->linkSurfaceImages(_musicSwitch, 516, 205);
_speechSwitch->reverseStates();
_fxSwitch = new Switch(this, 516, 250, 40, 32);
_fxSwitch->linkSurfaceImages(_musicSwitch, 516, 250);
_fxSwitch->reverseStates();
_musicSlider = new Slider(this, _panel, 16, 309, 161, 170, 27);
_speechSlider = new Slider(this, _panel, 14, 309, 208, 170, 27, _musicSlider);
_fxSlider = new Slider(this, _panel, 14, 309, 254, 170, 27, _musicSlider);
_gfxSlider = new Slider(this, _panel, 3, 309, 341, 170, 27, _musicSlider);
_gfxPreview = new Widget(this, 4);
_gfxPreview->createSurfaceImages(256, 495, 310);
_okButton = new Button(this, 203, 382, 53, 32);
_okButton->createSurfaceImages(901, 203, 382);
_cancelButton = new Button(this, 395, 382, 53, 32);
_cancelButton->linkSurfaceImages(_okButton, 395, 382);
registerWidget(_panel);
registerWidget(_objectLabelsSwitch);
registerWidget(_subtitlesSwitch);
registerWidget(_reverseStereoSwitch);
registerWidget(_musicSwitch);
registerWidget(_speechSwitch);
registerWidget(_fxSwitch);
registerWidget(_musicSlider);
registerWidget(_speechSlider);
registerWidget(_fxSlider);
registerWidget(_gfxSlider);
registerWidget(_gfxPreview);
registerWidget(_okButton);
registerWidget(_cancelButton);
_gui->readOptionSettings();
_objectLabelsSwitch->setValue(_gui->_pointerTextSelected);
_subtitlesSwitch->setValue(_gui->_subtitles);
_reverseStereoSwitch->setValue(_gui->_stereoReversed);
_musicSwitch->setValue(!_gui->_vm->_sound->isMusicMute());
_speechSwitch->setValue(!_gui->_vm->_sound->isSpeechMute());
_fxSwitch->setValue(!_gui->_vm->_sound->isFxMute());
_musicSlider->setValue(_gui->_vm->_sound->getMusicVolume());
_speechSlider->setValue(_gui->_vm->_sound->getSpeechVolume());
_fxSlider->setValue(_gui->_vm->_sound->getFxVolume());
_gfxSlider->setValue(_gui->_vm->_graphics->getRenderLevel());
_gfxPreview->setState(_gui->_vm->_graphics->getRenderLevel());
}
~OptionsDialog() {
delete _fr;
}
virtual void paint() {
Dialog::paint();
int maxWidth = 0;
int width;
uint32 alignTextIds[] = {
149618700, // object labels
149618702, // music volume
149618703, // speech volume
149618704, // fx volume
149618705, // graphics quality
149618709, // reverse stereo
};
for (int i = 0; i < ARRAYSIZE(alignTextIds); i++) {
width = _fr->getTextWidth(alignTextIds[i]);
if (width > maxWidth)
maxWidth = width;
}
// Options
_fr->drawText(149618698, 321, 55, FontRendererGui::kAlignCenter);
// Subtitles
_fr->drawText(149618699, 500, 103, FontRendererGui::kAlignRight);
// Object labels
_fr->drawText(149618700, 299 - maxWidth, 103);
// Music volume
_fr->drawText(149618702, 299 - maxWidth, 161);
// Speech volume
_fr->drawText(149618703, 299 - maxWidth, 208);
// FX volume
_fr->drawText(149618704, 299 - maxWidth, 254);
// Reverse stereo
_fr->drawText(149618709, 299 - maxWidth, 296);
// Graphics quality
_fr->drawText(149618705, 299 - maxWidth, 341);
// Ok
_fr->drawText(149618688, 193, 382, FontRendererGui::kAlignRight);
// Cancel
_fr->drawText(149618689, 385, 382, FontRendererGui::kAlignRight);
}
virtual void onAction(Widget *widget, int result = 0) {
// Since there is music playing while the dialog is displayed
// we need to update music volume immediately.
if (widget == _musicSwitch) {
_gui->_vm->_sound->muteMusic(result != 0);
} else if (widget == _musicSlider) {
_gui->_vm->_sound->setMusicVolume(result);
_gui->_vm->_sound->muteMusic(result == 0);
_musicSwitch->setValue(result != 0);
} else if (widget == _speechSlider) {
_speechSwitch->setValue(result != 0);
} else if (widget == _fxSlider) {
_fxSwitch->setValue(result != 0);
} else if (widget == _gfxSlider) {
_gfxPreview->setState(result);
_gui->updateGraphicsLevel(result);
} else if (widget == _okButton) {
_gui->_subtitles = _subtitlesSwitch->getValue();
_gui->_pointerTextSelected = _objectLabelsSwitch->getValue();
_gui->_stereoReversed = _reverseStereoSwitch->getValue();
// Apply the changes
_gui->_vm->_sound->muteMusic(!_musicSwitch->getValue());
_gui->_vm->_sound->muteSpeech(!_speechSwitch->getValue());
_gui->_vm->_sound->muteFx(!_fxSwitch->getValue());
_gui->_vm->_sound->setMusicVolume(_musicSlider->getValue());
_gui->_vm->_sound->setSpeechVolume(_speechSlider->getValue());
_gui->_vm->_sound->setFxVolume(_fxSlider->getValue());
_gui->_vm->_sound->buildPanTable(_gui->_stereoReversed);
_gui->updateGraphicsLevel(_gfxSlider->getValue());
_gui->writeOptionSettings();
setResult(1);
} else if (widget == _cancelButton) {
// Revert the changes
_gui->readOptionSettings();
setResult(0);
}
}
};
// FIXME: Move these into some class
enum {
kSaveDialog,
kLoadDialog
};
// Slot button actions. Note that keyboard input generates positive actions
enum {
kSelectSlot = -1,
kDeselectSlot = -2,
kWheelDown = -3,
kWheelUp = -4,
kStartEditing = -5,
kCursorTick = -6
};
class Slot : public Widget {
private:
int _mode;
FontRendererGui *_fr;
byte _text[SAVE_DESCRIPTION_LEN];
bool _clickable;
bool _editable;
public:
Slot(Dialog *parent, int x, int y, int w, int h)
: Widget(parent, 2), _clickable(false), _editable(false) {
setHitRect(x, y, w, h);
_text[0] = 0;
}
void setMode(int mode) {
_mode = mode;
}
void setClickable(bool clickable) {
_clickable = clickable;
}
void setEditable(bool editable) {
_editable = editable;
}
bool isEditable() {
return _editable;
}
void setText(FontRendererGui *fr, int slot, byte *text) {
_fr = fr;
if (text)
sprintf((char *) _text, "%d. %s", slot, text);
else
sprintf((char *) _text, "%d. ", slot);
}
byte *getText() {
return &_text[0];
}
virtual void paint(Common::Rect *clipRect = NULL) {
Widget::paint();
// HACK: The main dialog is responsible for drawing the text
// when in editing mode.
if (!_editable)
_fr->drawText(_text, _sprites[0].x + 16, _sprites[0].y + 4 + 2 * getState());
}
virtual void onMouseDown(int x, int y) {
if (_clickable) {
if (getState() == 0) {
setState(1);
_parent->onAction(this, kSelectSlot);
if (_mode == kSaveDialog)
_parent->onAction(this, kStartEditing);
} else if (_mode == kLoadDialog) {
setState(0);
_parent->onAction(this, kDeselectSlot);
}
}
}
virtual void onWheelUp(int x, int y) {
_parent->onAction(this, kWheelUp);
}
virtual void onWheelDown(int x, int y) {
_parent->onAction(this, kWheelDown);
}
virtual void onKey(KeyboardEvent *ke) {
if (_editable) {
if (ke->keycode == 8)
_parent->onAction(this, 8);
else if (ke->ascii >= ' ' && ke->ascii <= 255) {
// Accept the character if the font renderer
// has what looks like a valid glyph for it.
if (_fr->getCharWidth(ke->ascii))
_parent->onAction(this, ke->ascii);
}
}
}
virtual void onTick() {
if (_editable)
_parent->onAction(this, kCursorTick);
}
void setY(int y) {
for (int i = 0; i < _numStates; i++)
_sprites[i].y = y;
setHitRect(_hitRect.left, y, _hitRect.width(), _hitRect.height());
}
int getY() {
return _sprites[0].y;
}
};
class SaveLoadDialog : public Dialog {
private:
int _mode, _selectedSlot;
byte _editBuffer[SAVE_DESCRIPTION_LEN];
int _editPos, _firstPos;
int _cursorTick;
FontRendererGui *_fr1;
FontRendererGui *_fr2;
Widget *_panel;
Slot *_slotButton[8];
ScrollButton *_zupButton;
ScrollButton *_upButton;
ScrollButton *_downButton;
ScrollButton *_zdownButton;
Button *_okButton;
Button *_cancelButton;
public:
SaveLoadDialog(Gui *gui, int mode)
: Dialog(gui), _mode(mode), _selectedSlot(-1) {
int i;
// FIXME: The "control font" and the "red font" are currently
// always the same font, so one should be eliminated.
_fr1 = new FontRendererGui(_gui, _gui->_vm->_controlsFontId);
_fr2 = new FontRendererGui(_gui, _gui->_vm->_redFontId);
_panel = new Widget(this, 1);
_panel->createSurfaceImages(2016, 0, 40);
for (i = 0; i < 4; i++) {
_slotButton[i] = new Slot(this, 114, 0, 384, 36);
_slotButton[i]->createSurfaceImages(2006 + i, 114, 0);
_slotButton[i]->setMode(mode);
_slotButton[i + 4] = new Slot(this, 114, 0, 384, 36);
_slotButton[i + 4]->linkSurfaceImages(_slotButton[i], 114, 0);
_slotButton[i + 4]->setMode(mode);
}
updateSlots();
_zupButton = new ScrollButton(this, 516, 65, 17, 17);
_zupButton->createSurfaceImages(1982, 516, 65);
_upButton = new ScrollButton(this, 516, 85, 17, 17);
_upButton->createSurfaceImages(2067, 516, 85);
_downButton = new ScrollButton(this, 516, 329, 17, 17);
_downButton->createSurfaceImages(1986, 516, 329);
_zdownButton = new ScrollButton(this, 516, 350, 17, 17);
_zdownButton->createSurfaceImages(1988, 516, 350);
_okButton = new Button(this, 130, 377, 24, 24);
_okButton->createSurfaceImages(2002, 130, 377);
_cancelButton = new Button(this, 350, 377, 24, 24);
_cancelButton->linkSurfaceImages(_okButton, 350, 377);
registerWidget(_panel);
for (i = 0; i < 8; i++)
registerWidget(_slotButton[i]);
registerWidget(_zupButton);
registerWidget(_upButton);
registerWidget(_downButton);
registerWidget(_zdownButton);
registerWidget(_okButton);
registerWidget(_cancelButton);
}
~SaveLoadDialog() {
delete _fr1;
delete _fr2;
}
// There aren't really a hundred different button objects of course,
// there are only eight. Re-arrange them to simulate scrolling.
void updateSlots() {
for (int i = 0; i < 8; i++) {
Slot *slot = _slotButton[(_gui->_baseSlot + i) % 8];
FontRendererGui *fr;
byte description[SAVE_DESCRIPTION_LEN];
slot->setY(72 + i * 36);
if (_gui->_baseSlot + i == _selectedSlot) {
slot->setEditable(_mode == kSaveDialog);
slot->setState(1);
fr = _fr2;
} else {
slot->setEditable(false);
slot->setState(0);
fr = _fr1;
}
if (_gui->_vm->getSaveDescription(_gui->_baseSlot + i, description) == SR_OK) {
slot->setText(fr, _gui->_baseSlot + i, description);
slot->setClickable(true);
} else {
slot->setText(fr, _gui->_baseSlot + i, NULL);
slot->setClickable(_mode == kSaveDialog);
}
if (slot->isEditable())
drawEditBuffer(slot);
else
slot->paint();
}
}
virtual void onAction(Widget *widget, int result = 0) {
if (widget == _zupButton) {
if (_gui->_baseSlot > 0) {
if (_gui->_baseSlot >= 8)
_gui->_baseSlot -= 8;
else
_gui->_baseSlot = 0;
updateSlots();
}
} else if (widget == _upButton) {
if (_gui->_baseSlot > 0) {
_gui->_baseSlot--;
updateSlots();
}
} else if (widget == _downButton) {
if (_gui->_baseSlot < 92) {
_gui->_baseSlot++;
updateSlots();
}
} else if (widget == _zdownButton) {
if (_gui->_baseSlot < 92) {
if (_gui->_baseSlot <= 84)
_gui->_baseSlot += 8;
else
_gui->_baseSlot = 92;
updateSlots();
}
} else if (widget == _okButton) {
setResult(1);
} else if (widget == _cancelButton) {
setResult(0);
} else {
Slot *slot = (Slot *) widget;
int textWidth;
byte tmp;
int i;
int j;
switch (result) {
case kWheelUp:
onAction(_upButton);
break;
case kWheelDown:
onAction(_downButton);
break;
case kSelectSlot:
case kDeselectSlot:
if (result == kSelectSlot)
_selectedSlot = _gui->_baseSlot + (slot->getY() - 72) / 35;
else if (result == kDeselectSlot)
_selectedSlot = -1;
for (i = 0; i < 8; i++)
if (widget == _slotButton[i])
break;
for (j = 0; j < 8; j++) {
if (j != i) {
_slotButton[j]->setEditable(false);
_slotButton[j]->setState(0);
}
}
break;
case kStartEditing:
if (_selectedSlot >= 10)
_firstPos = 5;
else
_firstPos = 4;
strcpy((char *) _editBuffer, (char *) slot->getText());
_editPos = strlen((char *) _editBuffer);
_cursorTick = 0;
_editBuffer[_editPos] = '_';
_editBuffer[_editPos + 1] = 0;
slot->setEditable(true);
drawEditBuffer(slot);
break;
case kCursorTick:
_cursorTick++;
if (_cursorTick == 7) {
_editBuffer[_editPos] = ' ';
drawEditBuffer(slot);
} else if (_cursorTick == 14) {
_cursorTick = 0;
_editBuffer[_editPos] = '_';
drawEditBuffer(slot);
}
break;
case 8:
if (_editPos > _firstPos) {
_editBuffer[_editPos - 1] = _editBuffer[_editPos];
_editBuffer[_editPos--] = 0;
drawEditBuffer(slot);
}
break;
default:
tmp = _editBuffer[_editPos];
_editBuffer[_editPos] = 0;
textWidth = _fr2->getTextWidth(_editBuffer);
_editBuffer[_editPos] = tmp;
if (textWidth < 340 && _editPos < SAVE_DESCRIPTION_LEN - 2) {
_editBuffer[_editPos + 1] = _editBuffer[_editPos];
_editBuffer[_editPos + 2] = 0;
_editBuffer[_editPos++] = result;
drawEditBuffer(slot);
}
break;
}
}
}
void drawEditBuffer(Slot *slot) {
if (_selectedSlot == -1)
return;
// This will redraw a bit more than is strictly necessary,
// but I doubt that will make any noticeable difference.
slot->paint();
_fr2->drawText(_editBuffer, 130, 78 + (_selectedSlot - _gui->_baseSlot) * 36);
}
virtual void paint() {
Dialog::paint();
if (_mode == kLoadDialog) {
// Restore
_fr1->drawText(149618690, 165, 377);
} else {
// Save
_fr1->drawText(149618691, 165, 377);
}
// Cancel
_fr1->drawText(149618689, 382, 377);
}
virtual void setResult(int result) {
// Cancel
if (result == 0) {
Dialog::setResult(result);
return;
}
// Save / Restore
if (_selectedSlot == -1)
return;
if (_mode == kSaveDialog) {
if (_editPos <= _firstPos)
return;
_editBuffer[_editPos] = 0;
uint32 rv = _gui->_vm->saveGame(_selectedSlot, (byte *) &_editBuffer[_firstPos]);
if (rv != SR_OK) {
uint32 textId;
switch (rv) {
case SR_ERR_FILEOPEN:
textId = 213516674;
break;
default: // SR_ERR_WRITEFAIL
textId = 213516676;
break;
}
_gui->_vm->displayMsg(_gui->_vm->fetchTextLine(_gui->_vm->_resman->openResource(textId / SIZE), textId & 0xffff) + 2, 0);
result = 0;
}
} else {
uint32 rv = _gui->_vm->restoreGame(_selectedSlot);
if (rv != SR_OK) {
uint32 textId;
switch (rv) {
case SR_ERR_FILEOPEN:
textId = 213516670;
break;
case SR_ERR_INCOMPATIBLE:
textId = 213516671;
break;
default: // SR_ERR_READFAIL
textId = 213516673;
break;
}
_gui->_vm->displayMsg(_gui->_vm->fetchTextLine(_gui->_vm->_resman->openResource(textId / SIZE), textId & 0xffff) + 2, 0);
result = 0;
} else {
// Prime system with a game cycle
// Reset the graphic 'BuildUnit' list before a
// new logic list (see fnRegisterFrame)
_gui->_vm->resetRenderLists();
// Reset the mouse hot-spot list (see
// fnRegisterMouse and fnRegisterFrame)
_gui->_vm->resetMouseList();
if (_gui->_vm->_logic->processSession())
error("restore 1st cycle failed??");
}
}
Dialog::setResult(result);
}
};
Gui::Gui(Sword2Engine *vm) : _vm(vm), _baseSlot(0) {
int i;
for (i = 0; i < ARRAYSIZE(_musicVolume); i++) {
_musicVolume[i] = (i * 255) / (ARRAYSIZE(_musicVolume) - 1);
if ((i * 255) % (ARRAYSIZE(_musicVolume) - 1))
_musicVolume[i]++;
}
for (i = 0; i < ARRAYSIZE(_soundVolume); i++) {
_soundVolume[i] = (i * 255) / (ARRAYSIZE(_soundVolume) - 1);
if ((i * 255) % (ARRAYSIZE(_soundVolume) - 1))
_soundVolume[i]++;
}
ConfMan.registerDefault("music_volume", _musicVolume[12]);
ConfMan.registerDefault("speech_volume", _soundVolume[10]);
ConfMan.registerDefault("sfx_volume", _soundVolume[10]);
ConfMan.registerDefault("music_mute", false);
ConfMan.registerDefault("speech_mute", false);
ConfMan.registerDefault("sfx_mute", false);
ConfMan.registerDefault("gfx_details", 2);
ConfMan.registerDefault("subtitles", false);
ConfMan.registerDefault("reverse_stereo", false);
}
void Gui::readOptionSettings(void) {
_subtitles = ConfMan.getBool("subtitles");
_pointerTextSelected = ConfMan.getBool("object_labels");
_stereoReversed = ConfMan.getBool("reverse_stereo");
updateGraphicsLevel((uint8) ConfMan.getInt("gfx_details"));
_vm->_sound->setMusicVolume((16 * ConfMan.getInt("music_volume")) / 255);
_vm->_sound->setSpeechVolume((14 * ConfMan.getInt("speech_volume")) / 255);
_vm->_sound->setFxVolume((14 * ConfMan.getInt("sfx_volume")) / 255);
_vm->_sound->muteMusic(ConfMan.getBool("music_mute"));
_vm->_sound->muteSpeech(ConfMan.getBool("speech_mute"));
_vm->_sound->muteFx(ConfMan.getBool("sfx_mute"));
_vm->_sound->buildPanTable(_stereoReversed);
}
void Gui::writeOptionSettings(void) {
ConfMan.set("music_volume", _musicVolume[_vm->_sound->getMusicVolume()]);
ConfMan.set("speech_volume", _soundVolume[_vm->_sound->getSpeechVolume()]);
ConfMan.set("sfx_volume", _soundVolume[_vm->_sound->getFxVolume()]);
ConfMan.set("music_mute", _vm->_sound->isMusicMute());
ConfMan.set("speech_mute", _vm->_sound->isSpeechMute());
ConfMan.set("sfx_mute", _vm->_sound->isFxMute());
ConfMan.set("gfx_details", _vm->_graphics->getRenderLevel());
ConfMan.set("subtitles", _subtitles);
ConfMan.set("object_labels", _pointerTextSelected);
ConfMan.set("reverse_stereo", _stereoReversed);
ConfMan.flushToDisk();
}
uint32 Gui::restoreControl(void) {
// returns 0 for no restore
// 1 for restored ok
SaveLoadDialog loadDialog(this, kLoadDialog);
return loadDialog.run();
}
void Gui::saveControl(void) {
SaveLoadDialog saveDialog(this, kSaveDialog);
_vm->_system->setFeatureState(OSystem::kFeatureVirtualKeyboard, true);
saveDialog.run();
_vm->_system->setFeatureState(OSystem::kFeatureVirtualKeyboard, false);
}
bool Gui::startControl(void) {
while (1) {
MiniDialog startDialog(this, 0, 149618693, 149618690);
if (startDialog.run())
return true;
if (_vm->_quit)
return false;
if (restoreControl())
return false;
if (_vm->_quit)
return false;
}
return true;
}
void Gui::quitControl(void) {
MiniDialog quitDialog(this, 149618692);
if (quitDialog.run())
_vm->closeGame();
}
void Gui::restartControl(void) {
uint32 temp_demo_flag;
MiniDialog restartDialog(this, 149618693);
if (!restartDialog.run())
return;
_vm->_graphics->closeMenuImmediately();
// Restart the game. To do this, we must...
// Stop music instantly!
_vm->killMusic();
// In case we were dead - well we're not anymore!
Logic::_scriptVars[DEAD] = 0;
// Restart the game. Clear all memory and reset the globals
temp_demo_flag = Logic::_scriptVars[DEMO];
// Remove all resources from memory, including player object and
// global variables
_vm->_resman->removeAll();
// Reopen global variables resource and player object
_vm->setupPersistentResources();
Logic::_scriptVars[DEMO] = temp_demo_flag;
// Free all the route memory blocks from previous game
_vm->_logic->_router->freeAllRouteMem();
// Call the same function that first started us up
_vm->startGame();
// Prime system with a game cycle
// Reset the graphic 'BuildUnit' list before a new logic list
// (see fnRegisterFrame)
_vm->resetRenderLists();
// Reset the mouse hot-spot list (see fnRegisterMouse and
// fnRegisterFrame)
_vm->resetMouseList();
_vm->_graphics->closeMenuImmediately();
// FOR THE DEMO - FORCE THE SCROLLING TO BE RESET!
// - this is taken from fnInitBackground
// switch on scrolling (2 means first time on screen)
_vm->_thisScreen.scroll_flag = 2;
if (_vm->_logic->processSession())
error("restart 1st cycle failed??");
// So palette not restored immediately after control panel - we want
// to fade up instead!
_vm->_thisScreen.new_palette = 99;
}
void Gui::optionControl(void) {
OptionsDialog optionsDialog(this);
optionsDialog.run();
return;
}
void Gui::updateGraphicsLevel(int newLevel) {
if (newLevel < 0)
newLevel = 0;
else if (newLevel > 3)
newLevel = 3;
_vm->_graphics->setRenderLevel(newLevel);
// update our global variable - which needs to be checked when dimming
// the palette in PauseGame() in sword2.cpp (since palette-matching
// cannot be done with dimmed palette so we turn down one notch while
// dimmed, if at top level)
_currentGraphicsLevel = newLevel;
}
} // End of namespace Sword2