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no longer treated as duplicates, even if they have the same target and directory. Also, pass these parameters to the ConfMan, so that the correct version of the game is started. svn-id: r41504
471 lines
11 KiB
C++
471 lines
11 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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* 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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* 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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* $URL$
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* $Id$
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*
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*/
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#include <common/scummsys.h>
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#include <engines/engine.h>
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#include <engines/metaengine.h>
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#include <engines/game.h>
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#include <base/plugins.h>
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#include <common/fs.h>
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#include <common/events.h>
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#include "dc.h"
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#include "icon.h"
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#include "label.h"
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#include <ronin/gddrive.h>
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#define MAX_GAMES 100
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#define MAX_DIR 100
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void draw_solid_quad(float x1, float y1, float x2, float y2,
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int c0, int c1, int c2, int c3)
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{
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struct polygon_list mypoly;
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struct packed_colour_vertex_list myvertex;
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mypoly.cmd =
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TA_CMD_POLYGON|TA_CMD_POLYGON_TYPE_OPAQUE|TA_CMD_POLYGON_SUBLIST|
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TA_CMD_POLYGON_STRIPLENGTH_2|TA_CMD_POLYGON_PACKED_COLOUR|
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TA_CMD_POLYGON_GOURAUD_SHADING;
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mypoly.mode1 = TA_POLYMODE1_Z_ALWAYS|TA_POLYMODE1_NO_Z_UPDATE;
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mypoly.mode2 =
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TA_POLYMODE2_BLEND_SRC|TA_POLYMODE2_FOG_DISABLED;
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mypoly.texture = 0;
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mypoly.red = mypoly.green = mypoly.blue = mypoly.alpha = 0;
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ta_commit_list(&mypoly);
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myvertex.cmd = TA_CMD_VERTEX;
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myvertex.ocolour = 0;
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myvertex.z = 0.5;
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myvertex.u = 0.0;
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myvertex.v = 0.0;
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myvertex.colour = c0;
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myvertex.x = x1;
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myvertex.y = y1;
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ta_commit_list(&myvertex);
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myvertex.colour = c1;
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myvertex.x = x2;
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ta_commit_list(&myvertex);
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myvertex.colour = c2;
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myvertex.x = x1;
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myvertex.y = y2;
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ta_commit_list(&myvertex);
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myvertex.colour = c3;
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myvertex.x = x2;
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myvertex.cmd |= TA_CMD_VERTEX_EOS;
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ta_commit_list(&myvertex);
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}
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void draw_trans_quad(float x1, float y1, float x2, float y2,
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int c0, int c1, int c2, int c3)
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{
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struct polygon_list mypoly;
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struct packed_colour_vertex_list myvertex;
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mypoly.cmd =
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TA_CMD_POLYGON|TA_CMD_POLYGON_TYPE_TRANSPARENT|TA_CMD_POLYGON_SUBLIST|
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TA_CMD_POLYGON_STRIPLENGTH_2|TA_CMD_POLYGON_PACKED_COLOUR|
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TA_CMD_POLYGON_GOURAUD_SHADING;
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mypoly.mode1 = TA_POLYMODE1_Z_ALWAYS|TA_POLYMODE1_NO_Z_UPDATE;
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mypoly.mode2 =
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TA_POLYMODE2_BLEND_SRC_ALPHA|TA_POLYMODE2_BLEND_DST_INVALPHA|
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TA_POLYMODE2_FOG_DISABLED|TA_POLYMODE2_ENABLE_ALPHA;
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mypoly.texture = 0;
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mypoly.red = mypoly.green = mypoly.blue = mypoly.alpha = 0;
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ta_commit_list(&mypoly);
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myvertex.cmd = TA_CMD_VERTEX;
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myvertex.ocolour = 0;
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myvertex.z = 0.5;
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myvertex.u = 0.0;
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myvertex.v = 0.0;
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myvertex.colour = c0;
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myvertex.x = x1;
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myvertex.y = y1;
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ta_commit_list(&myvertex);
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myvertex.colour = c1;
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myvertex.x = x2;
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ta_commit_list(&myvertex);
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myvertex.colour = c2;
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myvertex.x = x1;
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myvertex.y = y2;
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ta_commit_list(&myvertex);
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myvertex.colour = c3;
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myvertex.x = x2;
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myvertex.cmd |= TA_CMD_VERTEX_EOS;
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ta_commit_list(&myvertex);
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}
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struct Game
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{
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char dir[256];
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char filename_base[256];
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char text[256];
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Common::Language language;
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Common::Platform platform;
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Icon icon;
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Label label;
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};
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struct Dir
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{
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char name[252];
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char deficon[256];
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Common::FSNode node;
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};
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static Game the_game;
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static bool isIcon(const Common::FSNode &entry)
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{
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int l = entry.getDisplayName().size();
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if (l>4 && !strcasecmp(entry.getDisplayName().c_str()+l-4, ".ICO"))
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return true;
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else
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return false;
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}
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static bool loadIcon(Game &game, Dir *dirs, int num_dirs)
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{
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char icofn[520];
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sprintf(icofn, "%s%s.ICO", game.dir, game.filename_base);
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if (game.icon.load(icofn))
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return true;
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for (int i=0; i<num_dirs; i++)
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if (!strcmp(dirs[i].name, game.dir) &&
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dirs[i].deficon[0]) {
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sprintf(icofn, "%s%s", game.dir, dirs[i].deficon);
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if (game.icon.load(icofn))
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return true;
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break;
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}
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return false;
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}
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static void makeDefIcon(Icon &icon)
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{
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#include "deficon.h"
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icon.load(scummvm_icon, sizeof(scummvm_icon));
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}
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static bool uniqueGame(const char *base, const char *dir,
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Common::Language lang, Common::Platform plf,
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Game *games, int cnt)
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{
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while (cnt--)
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if (!strcmp(dir, games->dir) &&
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!stricmp(base, games->filename_base) &&
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lang == games->language &&
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plf == games->platform)
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return false;
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else
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games++;
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return true;
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}
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static int findGames(Game *games, int max)
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{
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Dir *dirs = new Dir[MAX_DIR];
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int curr_game = 0, curr_dir = 0, num_dirs = 1;
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dirs[0].node = Common::FSNode("");
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while (curr_game < max && curr_dir < num_dirs) {
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strncpy(dirs[curr_dir].name, dirs[curr_dir].node.getPath().c_str(), 252);
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dirs[curr_dir].name[251] = '\0';
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dirs[curr_dir].deficon[0] = '\0';
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Common::FSList files, fslist;
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dirs[curr_dir++].node.getChildren(fslist, Common::FSNode::kListAll);
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for (Common::FSList::const_iterator entry = fslist.begin(); entry != fslist.end();
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++entry) {
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if (entry->isDirectory()) {
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if (num_dirs < MAX_DIR && strcasecmp(entry->getDisplayName().c_str(),
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"install")) {
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dirs[num_dirs].node = *entry;
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num_dirs++;
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}
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} else
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if (isIcon(*entry))
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strcpy(dirs[curr_dir-1].deficon, entry->getDisplayName().c_str());
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else
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files.push_back(*entry);
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}
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GameList candidates = EngineMan.detectGames(files);
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for (GameList::const_iterator ge = candidates.begin();
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ge != candidates.end(); ++ge)
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if (curr_game < max) {
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strcpy(games[curr_game].filename_base, ge->gameid().c_str());
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strcpy(games[curr_game].dir, dirs[curr_dir-1].name);
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games[curr_game].language = ge->language();
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games[curr_game].platform = ge->platform();
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if (uniqueGame(games[curr_game].filename_base,
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games[curr_game].dir,
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games[curr_game].language,
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games[curr_game].platform, games, curr_game)) {
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strcpy(games[curr_game].text, ge->description().c_str());
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#if 0
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printf("Registered game <%s> (l:%d p:%d) in <%s> <%s> because of <%s> <*>\n",
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games[curr_game].text,
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(int)games[curr_game].language,
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(int)games[curr_game].platform,
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games[curr_game].dir, games[curr_game].filename_base,
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dirs[curr_dir-1].name);
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#endif
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curr_game++;
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}
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}
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}
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for (int i=0; i<curr_game; i++)
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if (!loadIcon(games[i], dirs, num_dirs))
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makeDefIcon(games[i].icon);
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delete[] dirs;
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return curr_game;
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}
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int getCdState()
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{
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unsigned int param[4];
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gdGdcGetDrvStat(param);
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return param[0];
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}
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static void drawBackground()
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{
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draw_solid_quad(20.0, 20.0, 620.0, 460.0,
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0xff0000, 0x00ff00, 0x0000ff, 0xffffff);
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}
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void waitForDisk()
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{
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Label lab;
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int wasopen = 0;
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ta_sync();
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void *mark = ta_txmark();
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lab.create_texture("Please insert game CD.");
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//printf("waitForDisk, cdstate = %d\n", getCdState());
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for (;;) {
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int s = getCdState();
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if (s >= 6)
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wasopen = 1;
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if (s > 0 && s < 6 && wasopen) {
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cdfs_reinit();
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chdir("/");
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chdir("/");
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ta_sync();
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ta_txrelease(mark);
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return;
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}
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ta_begin_frame();
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drawBackground();
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ta_commit_end();
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lab.draw(166.0, 200.0, 0xffff2020);
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ta_commit_frame();
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int mousex = 0, mousey = 0;
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byte shiftFlags;
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int mask = getimask();
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setimask(15);
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handleInput(locked_get_pads(), mousex, mousey, shiftFlags);
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setimask(mask);
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}
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}
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static void drawGameLabel(Game &game, int pal, float x, float y,
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unsigned int argb, int fade = 0, float scale = 1.0)
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{
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unsigned int fade_alpha = (255-fade)<<24;
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game.icon.draw(x, y, x+32.0*scale, y+32.0*scale, pal, 0xffffff|fade_alpha);
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game.label.draw(x+54.0*scale, y+4.0*scale, argb|fade_alpha, scale);
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}
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int gameMenu(Game *games, int num_games)
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{
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int top_game = 0, selector_pos = 0;
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int mousex = 0, mousey = 0;
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float y;
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if (!num_games)
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return -1;
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for (;;) {
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if (getCdState()>=6)
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return -1;
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ta_begin_frame();
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drawBackground();
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ta_commit_end();
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y = 40.0;
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for (int i=top_game, cnt=0; cnt<10 && i<num_games; i++, cnt++) {
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int pal = 48+(i&15);
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if (cnt == selector_pos)
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draw_trans_quad(100.0, y, 590.0, y+32.0,
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0x7000ff00, 0x7000ff00, 0x7000ff00, 0x7000ff00);
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games[i].icon.setPalette(pal);
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drawGameLabel(games[i], pal, 50.0, y, (cnt == selector_pos?
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0xffff00 : 0xffffff));
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y += 40.0;
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}
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ta_commit_frame();
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byte shiftFlags;
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int event;
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int mask = getimask();
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setimask(15);
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event = handleInput(locked_get_pads(), mousex, mousey, shiftFlags);
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setimask(mask);
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if (event==-Common::EVENT_LBUTTONDOWN || event==Common::KEYCODE_RETURN || event==Common::KEYCODE_F5) {
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int selected_game = top_game + selector_pos;
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for (int fade=0; fade<=256; fade+=4) {
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ta_begin_frame();
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drawBackground();
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ta_commit_end();
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y = 40.0;
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if (fade < 256)
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for (int i=top_game, cnt=0; cnt<10 && i<num_games;
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i++, cnt++, y += 40.0)
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if (cnt != selector_pos)
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drawGameLabel(games[i], 48+(i&15), 50.0, y, 0xffffff, fade);
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y = (40.0/256.0 * (selector_pos + 1))*(256-fade) + 80.0/256.0*fade;
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float x = 50.0/256.0*(256-fade) + 160.0/256.0*fade;
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float scale = 1.0+9.0/256.0*fade;
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drawGameLabel(games[selected_game], 48+(selected_game&15), x, y,
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0xffff00, 0, scale);
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ta_commit_frame();
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}
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return selected_game;
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}
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if (mousey>=16) {
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if (selector_pos + top_game + 1 < num_games)
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if (++selector_pos >= 10) {
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--selector_pos;
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++top_game;
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}
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mousey -= 16;
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} else if (mousey<=-16) {
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if (selector_pos + top_game > 0)
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if (--selector_pos < 0) {
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++selector_pos;
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--top_game;
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}
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mousey += 16;
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}
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}
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}
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bool selectGame(char *&ret, char *&dir_ret, Common::Language &lang_ret, Common::Platform &plf_ret, Icon &icon)
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{
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Game *games = new Game[MAX_GAMES];
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int selected, num_games;
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ta_sync();
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void *mark = ta_txmark();
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for (;;) {
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num_games = findGames(games, MAX_GAMES);
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for (int i=0; i<num_games; i++) {
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games[i].icon.create_texture();
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games[i].label.create_texture(games[i].text);
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}
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selected = gameMenu(games, num_games);
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ta_sync();
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ta_txrelease(mark);
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if (selected == -1)
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waitForDisk();
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else
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break;
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}
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if (selected >= num_games)
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selected = -1;
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if (selected >= 0)
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the_game = games[selected];
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delete games;
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if (selected>=0) {
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#if 0
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chdir(the_game.dir);
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#else
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chdir("/");
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dir_ret = the_game.dir;
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#endif
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ret = the_game.filename_base;
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lang_ret = the_game.language;
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plf_ret = the_game.platform;
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icon = the_game.icon;
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return true;
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} else
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return false;
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}
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