mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-28 04:34:50 +00:00
383 lines
10 KiB
C++
383 lines
10 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 "titanic/main_game_window.h"
|
|
#include "titanic/continue_save_dialog.h"
|
|
#include "titanic/debugger.h"
|
|
#include "titanic/game_manager.h"
|
|
#include "titanic/game_view.h"
|
|
#include "titanic/messages/messages.h"
|
|
#include "titanic/pet_control/pet_control.h"
|
|
#include "titanic/support/files_manager.h"
|
|
#include "titanic/titanic.h"
|
|
#include "common/config-manager.h"
|
|
#include "graphics/screen.h"
|
|
|
|
namespace Titanic {
|
|
|
|
CMainGameWindow::CMainGameWindow(TitanicEngine *vm): _vm(vm),
|
|
_priorLeftDownTime(0), _priorMiddleDownTime(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() {
|
|
delete _gameView;
|
|
delete _gameManager;
|
|
delete _project;
|
|
}
|
|
|
|
void CMainGameWindow::applicationStarting() {
|
|
// Set the video mode
|
|
CScreenManager *screenManager = CScreenManager::setCurrent();
|
|
screenManager->setMode(640, 480, 16, 0, true);
|
|
|
|
// Show the initial copyright & info screen for the game
|
|
if (!isLoadingFromLauncher()) {
|
|
Image image;
|
|
image.load("Bitmap/TITANIC");
|
|
_vm->_screen->blitFrom(image, Point(
|
|
SCREEN_WIDTH / 2 - image.w / 2,
|
|
SCREEN_HEIGHT / 2 - image.h / 2
|
|
));
|
|
|
|
// Delay for 5 seconds
|
|
const int NUM_STEPS = 20;
|
|
for (int idx = 0; idx < NUM_STEPS; ++idx) {
|
|
_vm->_events->sleep(5000 / NUM_STEPS);
|
|
if (_vm->_loadSaveSlot >= 0)
|
|
break;
|
|
}
|
|
}
|
|
|
|
// 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);
|
|
|
|
// 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->markAllDirty();
|
|
}
|
|
|
|
int CMainGameWindow::getSavegameSlot() {
|
|
_project = new CProjectItem();
|
|
_project->setFilename("starship.prj");
|
|
|
|
return selectSavegame();
|
|
}
|
|
|
|
bool CMainGameWindow::isLoadingFromLauncher() const {
|
|
return ConfMan.hasKey("save_slot");
|
|
}
|
|
|
|
int CMainGameWindow::selectSavegame() {
|
|
// If a savegame was selected from GMM during the startup, return it
|
|
if (g_vm->_loadSaveSlot != -1)
|
|
return g_vm->_loadSaveSlot;
|
|
|
|
// 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_PENDING_LOAD:
|
|
// Pending savegame to load
|
|
_gameManager->_gameState.setMode(GSMODE_INTERACTIVE);
|
|
_project->loadGame(_pendingLoadSlot);
|
|
_pendingLoadSlot = -1;
|
|
|
|
_gameManager->markAllDirty();
|
|
scrManager->setSurfaceBounds(SURFACE_PRIMARY, Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT));
|
|
|
|
// Intentional fall-through
|
|
// to draw loaded game
|
|
|
|
case GSMODE_INTERACTIVE:
|
|
case GSMODE_CUTSCENE:
|
|
if (_gameManager->_gameState._petActive)
|
|
drawPet(scrManager);
|
|
|
|
drawView();
|
|
drawViewContents(scrManager);
|
|
scrManager->drawCursors();
|
|
break;
|
|
|
|
case GSMODE_INSERT_CD:
|
|
scrManager->drawCursors();
|
|
_vm->_filesManager->insertCD(scrManager);
|
|
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 room, 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_INSERT_CD)
|
|
_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(g_vm->_events->getSpecialButtons(), mousePos); \
|
|
mouseChanged(); \
|
|
}
|
|
|
|
|
|
void CMainGameWindow::mouseMove(const Point &mousePos) {
|
|
if (!isMouseControlEnabled())
|
|
return;
|
|
|
|
HANDLE_MESSAGE(mouseMove)
|
|
}
|
|
|
|
void CMainGameWindow::leftButtonDown(const Point &mousePos) {
|
|
if (!isMouseControlEnabled())
|
|
return;
|
|
|
|
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) {
|
|
if (!isMouseControlEnabled())
|
|
return;
|
|
|
|
HANDLE_MESSAGE(leftButtonUp)
|
|
}
|
|
|
|
void CMainGameWindow::leftButtonDoubleClick(const Point &mousePos) {
|
|
if (!isMouseControlEnabled())
|
|
return;
|
|
|
|
HANDLE_MESSAGE(leftButtonDoubleClick)
|
|
}
|
|
|
|
void CMainGameWindow::middleButtonDown(const Point &mousePos) {
|
|
if (!isMouseControlEnabled())
|
|
return;
|
|
|
|
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) {
|
|
if (!isMouseControlEnabled())
|
|
return;
|
|
|
|
HANDLE_MESSAGE(middleButtonUp)
|
|
}
|
|
|
|
void CMainGameWindow::middleButtonDoubleClick(const Point &mousePos) {
|
|
if (!isMouseControlEnabled())
|
|
return;
|
|
|
|
HANDLE_MESSAGE(middleButtonDoubleClick)
|
|
}
|
|
|
|
void CMainGameWindow::mouseWheel(const Point &mousePos, bool wheelUp) {
|
|
if (!isMouseControlEnabled())
|
|
return;
|
|
|
|
_gameManager->_inputTranslator.mouseWheel(wheelUp, mousePos);
|
|
mouseChanged();
|
|
}
|
|
|
|
void CMainGameWindow::keyDown(Common::KeyState keyState) {
|
|
if (keyState.keycode == Common::KEYCODE_d && (keyState.flags & Common::KBD_CTRL)) {
|
|
// Attach to the debugger
|
|
_vm->_debugger->attach();
|
|
_vm->_debugger->onFrame();
|
|
|
|
} else if (keyState.keycode == Common::KEYCODE_c && (keyState.flags & Common::KBD_CTRL)) {
|
|
// Cheat action
|
|
if (_project && g_vm->canLoadGameStateCurrently()) {
|
|
CViewItem *newView = _project->parseView("Cheat Room.Node 1.Cheat Rooms View");
|
|
_gameManager->_gameState.changeView(newView, nullptr);
|
|
}
|
|
|
|
} else if (keyState.keycode == Common::KEYCODE_F5) {
|
|
// Show the GMM save dialog
|
|
g_vm->showScummVMSaveDialog();
|
|
} else if (keyState.keycode == Common::KEYCODE_F7) {
|
|
// Show the GMM load dialog
|
|
g_vm->showScummVMRestoreDialog();
|
|
} else if (_inputAllowed) {
|
|
_gameManager->_inputTranslator.keyDown(keyState);
|
|
}
|
|
}
|
|
|
|
bool CMainGameWindow::isMouseControlEnabled() const {
|
|
if (!_gameManager)
|
|
return false;
|
|
|
|
CScreenManager *screenMan = CScreenManager::_screenManagerPtr;
|
|
if (!screenMan || !screenMan->_mouseCursor)
|
|
return true;
|
|
|
|
return screenMan->_mouseCursor->_inputEnabled;
|
|
}
|
|
|
|
} // End of namespace Titanic
|