mirror of
https://github.com/libretro/scummvm.git
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351 lines
9.3 KiB
C++
351 lines
9.3 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "common/config-manager.h"
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#include "titanic/titanic.h"
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#include "titanic/continue_save_dialog.h"
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#include "titanic/game_manager.h"
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#include "titanic/game_view.h"
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#include "titanic/main_game_window.h"
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#include "titanic/messages/messages.h"
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#include "titanic/pet_control/pet_control.h"
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namespace Titanic {
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CMainGameWindow::CMainGameWindow(TitanicEngine *vm): _vm(vm),
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_specialButtons(0), _priorLeftDownTime(0),
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_priorMiddleDownTime(0), _priorRightDownTime(0) {
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_gameView = nullptr;
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_gameManager = nullptr;
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_project = nullptr;
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_inputAllowed = false;
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_image = nullptr;
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_cursor = nullptr;
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_pendingLoadSlot = -1;
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// Set the window as an event target
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vm->_events->addTarget(this);
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}
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CMainGameWindow::~CMainGameWindow() {
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}
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bool CMainGameWindow::Create() {
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Image image;
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image.load("TITANIC");
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// TODO: Stuff
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return true;
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}
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void CMainGameWindow::applicationStarting() {
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// Set the video mode
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CScreenManager *screenManager = CScreenManager::setCurrent();
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screenManager->setMode(640, 480, 16, 0, true);
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// Set up the game project, and get game slot
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int saveSlot = getSavegameSlot();
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if (saveSlot == -2)
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return;
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// Create game view and manager
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_gameView = new CSTGameView(this);
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_gameManager = new CGameManager(_project, _gameView, g_vm->_mixer);
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_gameView->setGameManager(_gameManager);
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// Load either a new game or selected existing save
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_project->loadGame(saveSlot);
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_inputAllowed = true;
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_gameManager->_gameState.setMode(GSMODE_INTERACTIVE);
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// TODO: Cursor/image
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// Generate starting messages for entering the view, node, and room.
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// Note the old fields are nullptr, since there's no previous view/node/room
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CViewItem *view = _gameManager->_gameState._gameLocation.getView();
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CEnterViewMsg enterViewMsg(nullptr, view);
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enterViewMsg.execute(view, nullptr, MSGFLAG_SCAN);
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CNodeItem *node = view->findNode();
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CEnterNodeMsg enterNodeMsg(nullptr, node);
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enterNodeMsg.execute(node, nullptr, MSGFLAG_SCAN);
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CRoomItem *room = view->findRoom();
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CEnterRoomMsg enterRoomMsg(nullptr, room);
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enterRoomMsg.execute(room, nullptr, MSGFLAG_SCAN);
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_gameManager->initBounds();
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}
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int CMainGameWindow::getSavegameSlot() {
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_project = new CProjectItem();
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_project->setFilename("starship.prj");
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return selectSavegame();
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}
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int CMainGameWindow::selectSavegame() {
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// If the user selected a savegame from the launcher, return it
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if (ConfMan.hasKey("save_slot"))
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return ConfMan.getInt("save_slot");
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CContinueSaveDialog dialog;
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bool hasSavegames = false;
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// Loop through save slots to find any existing save slots
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for (int idx = 0; idx < MAX_SAVES; ++idx) {
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CString saveName = g_vm->getSavegameName(idx);
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if (!saveName.empty()) {
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dialog.addSavegame(idx, saveName);
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hasSavegames = true;
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}
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}
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// If there are savegames, show the select dialog and get a choice.
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// If there aren't, return -1 to indicate starting a new game
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return hasSavegames ? dialog.show() : -1;
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}
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void CMainGameWindow::setActiveView(CViewItem *viewItem) {
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_gameManager->_gameState._gameLocation.setView(viewItem);
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CResourceKey key;
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if (viewItem->getResourceKey(&key)) {
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// Create a surface based on the key
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_gameView->createSurface(key);
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}
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}
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void CMainGameWindow::draw() {
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if (_gameManager) {
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if (!_gameView->_surface) {
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CViewItem *view = _gameManager->getView();
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if (view)
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setActiveView(view);
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}
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CScreenManager *scrManager = CScreenManager::setCurrent();
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scrManager->clearSurface(SURFACE_BACKBUFFER, &_gameManager->_bounds);
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switch (_gameManager->_gameState._mode) {
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case GSMODE_INTERACTIVE:
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case GSMODE_CUTSCENE:
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if (_gameManager->_gameState._petActive)
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drawPet(scrManager);
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drawView();
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drawViewContents(scrManager);
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scrManager->drawCursors();
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break;
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case GSMODE_5:
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g_vm->_filesManager->debug(scrManager);
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break;
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case GSMODE_PENDING_LOAD:
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// Pending savegame to load
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_gameManager->_gameState.setMode(GSMODE_INTERACTIVE);
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_vm->_window->_project->loadGame(_pendingLoadSlot);
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break;
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default:
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break;
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}
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}
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}
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void CMainGameWindow::drawPet(CScreenManager *screenManager) {
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if (_gameView && _gameView->_surface) {
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CPetControl *petControl = _gameManager->_project->getPetControl();
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if (petControl)
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petControl->draw(screenManager);
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}
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}
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void CMainGameWindow::drawView() {
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if (_gameView->_surface)
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_gameView->drawView();
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}
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void CMainGameWindow::drawViewContents(CScreenManager *screenManager) {
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// Get a reference to the reference, validating that it's present
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if (!screenManager)
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return;
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CViewItem *view = _gameManager->getView();
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if (!view)
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return;
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CNodeItem *node = view->findNode();
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if (!node)
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return;
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CRoomItem *room = node->findRoom();
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if (!room)
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return;
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double xVal = 0.0, yVal = 0.0;
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room->calcNodePosition(node->_nodePos, xVal, yVal);
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// Iterate through drawing all the items in the scene except any item
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// that's currently being dragged
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for (CTreeItem *treeItem = view; treeItem; treeItem = treeItem->scan(view)) {
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if (treeItem != _gameManager->_dragItem)
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treeItem->draw(screenManager);
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}
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// Finally draw the drag item if there is one
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if (_gameManager->_dragItem)
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_gameManager->_dragItem->draw(screenManager);
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}
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void CMainGameWindow::mouseChanged() {
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if (_gameManager->_gameState._mode != GSMODE_5)
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_gameManager->update();
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}
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void CMainGameWindow::loadGame(int slotId) {
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_pendingLoadSlot = slotId;
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_gameManager->_gameState.setMode(GSMODE_PENDING_LOAD);
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}
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void CMainGameWindow::onIdle() {
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if (!_inputAllowed)
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return;
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CGameManager *gameManager = _gameManager;
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if (!gameManager)
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return;
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// Let the game manager perform any game updates
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gameManager->update();
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if (gameManager->_gameState._quitGame) {
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// Game needs to shut down
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_vm->quitGame();
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}
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}
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#define HANDLE_MESSAGE(METHOD) if (_inputAllowed) { \
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_gameManager->_inputTranslator.METHOD(_specialButtons, mousePos); \
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mouseChanged(); \
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}
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void CMainGameWindow::mouseMove(const Point &mousePos) {
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HANDLE_MESSAGE(mouseMove)
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}
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void CMainGameWindow::leftButtonDown(const Point &mousePos) {
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_specialButtons |= MK_LBUTTON;
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if ((_vm->_events->getTicksCount() - _priorLeftDownTime) < DOUBLE_CLICK_TIME) {
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_priorLeftDownTime = 0;
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leftButtonDoubleClick(mousePos);
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} else {
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_priorLeftDownTime = _vm->_events->getTicksCount();
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HANDLE_MESSAGE(leftButtonDown)
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}
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}
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void CMainGameWindow::leftButtonUp(const Point &mousePos) {
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_specialButtons &= ~MK_LBUTTON;
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HANDLE_MESSAGE(leftButtonUp)
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}
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void CMainGameWindow::leftButtonDoubleClick(const Point &mousePos) {
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HANDLE_MESSAGE(leftButtonDoubleClick)
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}
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void CMainGameWindow::middleButtonDown(const Point &mousePos) {
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_specialButtons |= MK_MBUTTON;
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if ((_vm->_events->getTicksCount() - _priorMiddleDownTime) < DOUBLE_CLICK_TIME) {
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_priorMiddleDownTime = 0;
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middleButtonDoubleClick(mousePos);
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} else {
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_priorMiddleDownTime = _vm->_events->getTicksCount();
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HANDLE_MESSAGE(middleButtonDown)
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}
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}
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void CMainGameWindow::middleButtonUp(const Point &mousePos) {
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_specialButtons &= ~MK_MBUTTON;
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HANDLE_MESSAGE(middleButtonUp)
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}
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void CMainGameWindow::middleButtonDoubleClick(const Point &mousePos) {
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HANDLE_MESSAGE(middleButtonDoubleClick)
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}
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void CMainGameWindow::rightButtonDown(const Point &mousePos) {
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_specialButtons |= MK_RBUTTON;
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if ((_vm->_events->getTicksCount() - _priorRightDownTime) < DOUBLE_CLICK_TIME) {
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_priorRightDownTime = 0;
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rightButtonDoubleClick(mousePos);
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} else {
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_priorRightDownTime = _vm->_events->getTicksCount();
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HANDLE_MESSAGE(rightButtonDown)
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}
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}
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void CMainGameWindow::rightButtonUp(const Point &mousePos) {
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_specialButtons &= ~MK_RBUTTON;
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HANDLE_MESSAGE(rightButtonUp)
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}
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void CMainGameWindow::rightButtonDoubleClick(const Point &mousePos) {
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HANDLE_MESSAGE(rightButtonDoubleClick)
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}
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void CMainGameWindow::charPress(char c) {
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}
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void CMainGameWindow::keyDown(Common::KeyState keyState) {
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handleKbdSpecial(keyState);
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if (keyState.keycode == Common::KEYCODE_d && (keyState.flags & Common::KBD_CTRL)) {
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// Attach to the debugger
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_vm->_debugger->attach();
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_vm->_debugger->onFrame();
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}
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if (_inputAllowed)
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_gameManager->_inputTranslator.keyDown(keyState);
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}
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void CMainGameWindow::keyUp(Common::KeyState keyState) {
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handleKbdSpecial(keyState);
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}
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void CMainGameWindow::handleKbdSpecial(Common::KeyState keyState) {
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if (keyState.flags & Common::KBD_CTRL)
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_specialButtons |= MK_CONTROL;
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else
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_specialButtons &= ~MK_CONTROL;
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if (keyState.flags & Common::KBD_SHIFT)
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_specialButtons |= MK_SHIFT;
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else
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_specialButtons &= ~MK_SHIFT;
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}
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} // End of namespace Titanic
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