scummvm/engines/titanic/main_game_window.cpp

351 lines
9.3 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 "common/config-manager.h"
#include "titanic/titanic.h"
#include "titanic/continue_save_dialog.h"
#include "titanic/game_manager.h"
#include "titanic/game_view.h"
#include "titanic/main_game_window.h"
#include "titanic/messages/messages.h"
#include "titanic/pet_control/pet_control.h"
namespace Titanic {
CMainGameWindow::CMainGameWindow(TitanicEngine *vm): _vm(vm),
_specialButtons(0), _priorLeftDownTime(0),
_priorMiddleDownTime(0), _priorRightDownTime(0) {
_gameView = nullptr;
_gameManager = nullptr;
_project = nullptr;
_inputAllowed = false;
_image = nullptr;
_cursor = nullptr;
_pendingLoadSlot = -1;
// Set the window as an event target
vm->_events->addTarget(this);
}
CMainGameWindow::~CMainGameWindow() {
}
bool CMainGameWindow::Create() {
Image image;
image.load("TITANIC");
// TODO: Stuff
return true;
}
void CMainGameWindow::applicationStarting() {
// Set the video mode
CScreenManager *screenManager = CScreenManager::setCurrent();
screenManager->setMode(640, 480, 16, 0, true);
// Set up the game project, and get game slot
int saveSlot = getSavegameSlot();
if (saveSlot == -2)
return;
// Create game view and manager
_gameView = new CSTGameView(this);
_gameManager = new CGameManager(_project, _gameView, g_vm->_mixer);
_gameView->setGameManager(_gameManager);
// Load either a new game or selected existing save
_project->loadGame(saveSlot);
_inputAllowed = true;
_gameManager->_gameState.setMode(GSMODE_INTERACTIVE);
// TODO: Cursor/image
// Generate starting messages for entering the view, node, and room.
// Note the old fields are nullptr, since there's no previous view/node/room
CViewItem *view = _gameManager->_gameState._gameLocation.getView();
CEnterViewMsg enterViewMsg(nullptr, view);
enterViewMsg.execute(view, nullptr, MSGFLAG_SCAN);
CNodeItem *node = view->findNode();
CEnterNodeMsg enterNodeMsg(nullptr, node);
enterNodeMsg.execute(node, nullptr, MSGFLAG_SCAN);
CRoomItem *room = view->findRoom();
CEnterRoomMsg enterRoomMsg(nullptr, room);
enterRoomMsg.execute(room, nullptr, MSGFLAG_SCAN);
_gameManager->initBounds();
}
int CMainGameWindow::getSavegameSlot() {
_project = new CProjectItem();
_project->setFilename("starship.prj");
return selectSavegame();
}
int CMainGameWindow::selectSavegame() {
// If the user selected a savegame from the launcher, return it
if (ConfMan.hasKey("save_slot"))
return ConfMan.getInt("save_slot");
CContinueSaveDialog dialog;
bool hasSavegames = false;
// Loop through save slots to find any existing save slots
for (int idx = 0; idx < MAX_SAVES; ++idx) {
CString saveName = g_vm->getSavegameName(idx);
if (!saveName.empty()) {
dialog.addSavegame(idx, saveName);
hasSavegames = true;
}
}
// If there are savegames, show the select dialog and get a choice.
// If there aren't, return -1 to indicate starting a new game
return hasSavegames ? dialog.show() : -1;
}
void CMainGameWindow::setActiveView(CViewItem *viewItem) {
_gameManager->_gameState._gameLocation.setView(viewItem);
CResourceKey key;
if (viewItem->getResourceKey(&key)) {
// Create a surface based on the key
_gameView->createSurface(key);
}
}
void CMainGameWindow::draw() {
if (_gameManager) {
if (!_gameView->_surface) {
CViewItem *view = _gameManager->getView();
if (view)
setActiveView(view);
}
CScreenManager *scrManager = CScreenManager::setCurrent();
scrManager->clearSurface(SURFACE_BACKBUFFER, &_gameManager->_bounds);
switch (_gameManager->_gameState._mode) {
case GSMODE_INTERACTIVE:
case GSMODE_CUTSCENE:
if (_gameManager->_gameState._petActive)
drawPet(scrManager);
drawView();
drawViewContents(scrManager);
scrManager->drawCursors();
break;
case GSMODE_5:
g_vm->_filesManager->debug(scrManager);
break;
case GSMODE_PENDING_LOAD:
// Pending savegame to load
_gameManager->_gameState.setMode(GSMODE_INTERACTIVE);
_vm->_window->_project->loadGame(_pendingLoadSlot);
break;
default:
break;
}
}
}
void CMainGameWindow::drawPet(CScreenManager *screenManager) {
if (_gameView && _gameView->_surface) {
CPetControl *petControl = _gameManager->_project->getPetControl();
if (petControl)
petControl->draw(screenManager);
}
}
void CMainGameWindow::drawView() {
if (_gameView->_surface)
_gameView->drawView();
}
void CMainGameWindow::drawViewContents(CScreenManager *screenManager) {
// Get a reference to the reference, validating that it's present
if (!screenManager)
return;
CViewItem *view = _gameManager->getView();
if (!view)
return;
CNodeItem *node = view->findNode();
if (!node)
return;
CRoomItem *room = node->findRoom();
if (!room)
return;
double xVal = 0.0, yVal = 0.0;
room->calcNodePosition(node->_nodePos, xVal, yVal);
// Iterate through drawing all the items in the scene except any item
// that's currently being dragged
for (CTreeItem *treeItem = view; treeItem; treeItem = treeItem->scan(view)) {
if (treeItem != _gameManager->_dragItem)
treeItem->draw(screenManager);
}
// Finally draw the drag item if there is one
if (_gameManager->_dragItem)
_gameManager->_dragItem->draw(screenManager);
}
void CMainGameWindow::mouseChanged() {
if (_gameManager->_gameState._mode != GSMODE_5)
_gameManager->update();
}
void CMainGameWindow::loadGame(int slotId) {
_pendingLoadSlot = slotId;
_gameManager->_gameState.setMode(GSMODE_PENDING_LOAD);
}
void CMainGameWindow::onIdle() {
if (!_inputAllowed)
return;
CGameManager *gameManager = _gameManager;
if (!gameManager)
return;
// Let the game manager perform any game updates
gameManager->update();
if (gameManager->_gameState._quitGame) {
// Game needs to shut down
_vm->quitGame();
}
}
#define HANDLE_MESSAGE(METHOD) if (_inputAllowed) { \
_gameManager->_inputTranslator.METHOD(_specialButtons, mousePos); \
mouseChanged(); \
}
void CMainGameWindow::mouseMove(const Point &mousePos) {
HANDLE_MESSAGE(mouseMove)
}
void CMainGameWindow::leftButtonDown(const Point &mousePos) {
_specialButtons |= MK_LBUTTON;
if ((_vm->_events->getTicksCount() - _priorLeftDownTime) < DOUBLE_CLICK_TIME) {
_priorLeftDownTime = 0;
leftButtonDoubleClick(mousePos);
} else {
_priorLeftDownTime = _vm->_events->getTicksCount();
HANDLE_MESSAGE(leftButtonDown)
}
}
void CMainGameWindow::leftButtonUp(const Point &mousePos) {
_specialButtons &= ~MK_LBUTTON;
HANDLE_MESSAGE(leftButtonUp)
}
void CMainGameWindow::leftButtonDoubleClick(const Point &mousePos) {
HANDLE_MESSAGE(leftButtonDoubleClick)
}
void CMainGameWindow::middleButtonDown(const Point &mousePos) {
_specialButtons |= MK_MBUTTON;
if ((_vm->_events->getTicksCount() - _priorMiddleDownTime) < DOUBLE_CLICK_TIME) {
_priorMiddleDownTime = 0;
middleButtonDoubleClick(mousePos);
} else {
_priorMiddleDownTime = _vm->_events->getTicksCount();
HANDLE_MESSAGE(middleButtonDown)
}
}
void CMainGameWindow::middleButtonUp(const Point &mousePos) {
_specialButtons &= ~MK_MBUTTON;
HANDLE_MESSAGE(middleButtonUp)
}
void CMainGameWindow::middleButtonDoubleClick(const Point &mousePos) {
HANDLE_MESSAGE(middleButtonDoubleClick)
}
void CMainGameWindow::rightButtonDown(const Point &mousePos) {
_specialButtons |= MK_RBUTTON;
if ((_vm->_events->getTicksCount() - _priorRightDownTime) < DOUBLE_CLICK_TIME) {
_priorRightDownTime = 0;
rightButtonDoubleClick(mousePos);
} else {
_priorRightDownTime = _vm->_events->getTicksCount();
HANDLE_MESSAGE(rightButtonDown)
}
}
void CMainGameWindow::rightButtonUp(const Point &mousePos) {
_specialButtons &= ~MK_RBUTTON;
HANDLE_MESSAGE(rightButtonUp)
}
void CMainGameWindow::rightButtonDoubleClick(const Point &mousePos) {
HANDLE_MESSAGE(rightButtonDoubleClick)
}
void CMainGameWindow::charPress(char c) {
}
void CMainGameWindow::keyDown(Common::KeyState keyState) {
handleKbdSpecial(keyState);
if (keyState.keycode == Common::KEYCODE_d && (keyState.flags & Common::KBD_CTRL)) {
// Attach to the debugger
_vm->_debugger->attach();
_vm->_debugger->onFrame();
}
if (_inputAllowed)
_gameManager->_inputTranslator.keyDown(keyState);
}
void CMainGameWindow::keyUp(Common::KeyState keyState) {
handleKbdSpecial(keyState);
}
void CMainGameWindow::handleKbdSpecial(Common::KeyState keyState) {
if (keyState.flags & Common::KBD_CTRL)
_specialButtons |= MK_CONTROL;
else
_specialButtons &= ~MK_CONTROL;
if (keyState.flags & Common::KBD_SHIFT)
_specialButtons |= MK_SHIFT;
else
_specialButtons &= ~MK_SHIFT;
}
} // End of namespace Titanic