scummvm/engines/titanic/continue_save_dialog.cpp
2018-05-20 23:40:20 +02:00

237 lines
6.4 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/continue_save_dialog.h"
#include "titanic/support/movie_manager.h"
#include "titanic/titanic.h"
#include "common/error.h"
#include "common/str-array.h"
#include "graphics/screen.h"
namespace Titanic {
#define SAVEGAME_SLOTS_COUNT 5
#define RESTORE_X 346
#define RESTORE_Y 94
#define START_X 370
#define START_Y 276
CContinueSaveDialog::CContinueSaveDialog() {
g_vm->_events->addTarget(this);
_highlightedSlot = _selectedSlot = -999;
_restoreState = _startState = -1;
_mouseDown = false;
_evilTwinShown = false;
for (int idx = 0; idx < SAVEGAME_SLOTS_COUNT; ++idx) {
Rect slotRect = getSlotBounds(idx);
_slotNames[idx].setFontNumber(0);
_slotNames[idx].setBounds(slotRect);
_slotNames[idx].resize(3);
_slotNames[idx].setMaxCharsPerLine(22);
_slotNames[idx].setHasBorder(false);
_slotNames[idx].setup();
}
}
CContinueSaveDialog::~CContinueSaveDialog() {
g_vm->_events->removeTarget();
}
void CContinueSaveDialog::addSavegame(int slot, const CString &name) {
if (_saves.size() < SAVEGAME_SLOTS_COUNT) {
_slotNames[_saves.size()].setText(name);
_saves.push_back(SaveEntry(slot, name));
}
}
Rect CContinueSaveDialog::getSlotBounds(int index) {
return Rect(360, 164 + index * 19, 556, 180 + index * 19);
}
int CContinueSaveDialog::show() {
// Load images for the dialog
loadImages();
// Render the view
render();
// Event loop waiting for selection
while (!g_vm->shouldQuit() && _selectedSlot == -999) {
g_vm->_events->pollEventsAndWait();
if (g_vm->_loadSaveSlot != -1)
_selectedSlot = g_vm->_loadSaveSlot;
}
if (g_vm->shouldQuit())
_selectedSlot = -2;
return _selectedSlot;
}
void CContinueSaveDialog::loadImages() {
_backdrop.load("Bitmap/BACKDROP");
_evilTwin.load("Bitmap/EVILTWIN");
_restoreD.load("Bitmap/RESTORED");
_restoreU.load("Bitmap/RESTOREU");
_restoreF.load("Bitmap/RESTOREF");
_startD.load("Bitmap/STARTD");
_startU.load("Bitmap/STARTU");
_startF.load("Bitmap/STARTF");
}
void CContinueSaveDialog::render() {
Graphics::Screen &screen = *g_vm->_screen;
screen.clear();
screen.blitFrom(_backdrop, Common::Point(48, 22));
CScreenManager::_screenManagerPtr->setSurfaceBounds(SURFACE_PRIMARY,
Rect(48, 22, 48 + _backdrop.w, 22 + _backdrop.h));
if (_evilTwinShown)
screen.blitFrom(_evilTwin, Common::Point(78, 59));
_restoreState = _startState = -1;
renderButtons();
renderSlots();
}
void CContinueSaveDialog::renderButtons() {
Graphics::Screen &screen = *g_vm->_screen;
Rect restoreRect(RESTORE_X, RESTORE_Y, RESTORE_X + _restoreU.w, RESTORE_Y + _restoreU.h);
Rect startRect(START_X, START_Y, START_X + _startU.w, START_Y + _startU.h);
// Determine the current state for the buttons
int restoreState, startState;
if (!restoreRect.contains(_mousePos))
restoreState = 0;
else
restoreState = _mouseDown ? 1 : 2;
if (!startRect.contains(_mousePos))
startState = 0;
else
startState = _mouseDown ? 1 : 2;
// Draw the start button
if (startState != _startState) {
_startState = startState;
switch (_startState) {
case 0:
screen.blitFrom(_startU, Common::Point(START_X, START_Y));
break;
case 1:
screen.blitFrom(_startD, Common::Point(START_X, START_Y));
break;
case 2:
screen.blitFrom(_startF, Common::Point(START_X, START_Y));
break;
default:
break;
}
}
// Draw the restore button
if (restoreState != _restoreState) {
_restoreState = restoreState;
switch (_restoreState) {
case 0:
screen.blitFrom(_restoreU, Common::Point(RESTORE_X, RESTORE_Y));
break;
case 1:
screen.blitFrom(_restoreD, Common::Point(RESTORE_X, RESTORE_Y));
break;
case 2:
screen.blitFrom(_restoreF, Common::Point(RESTORE_X, RESTORE_Y));
break;
default:
break;
}
}
}
void CContinueSaveDialog::renderSlots() {
for (int idx = 0; idx < (int)_saves.size(); ++idx) {
byte rgb = (_highlightedSlot == idx) ? 255 : 0;
_slotNames[idx].setColor(rgb, rgb, rgb);
_slotNames[idx].setLineColor(0, rgb, rgb, rgb);
_slotNames[idx].draw(CScreenManager::_screenManagerPtr);
}
}
void CContinueSaveDialog::mouseMove(const Point &mousePos) {
_mousePos = mousePos;
renderButtons();
}
void CContinueSaveDialog::leftButtonDown(const Point &mousePos) {
Rect eye1(188, 190, 192, 195), eye2(209, 192, 213, 197);
if (g_vm->_events->isSpecialPressed(MK_SHIFT) &&
(eye1.contains(mousePos) || eye2.contains(mousePos))) {
// Show the Easter Egg "Evil Twin"
_evilTwinShown = true;
render();
} else {
// Standard mouse handling
_mouseDown = true;
mouseMove(mousePos);
}
}
void CContinueSaveDialog::leftButtonUp(const Point &mousePos) {
Rect restoreRect(RESTORE_X, RESTORE_Y, RESTORE_X + _restoreU.w, RESTORE_Y + _restoreU.h);
Rect startRect(START_X, START_Y, START_X + _startU.w, START_Y + _startU.h);
_mouseDown = false;
if (_evilTwinShown) {
_evilTwinShown = false;
render();
return;
}
if (restoreRect.contains(mousePos)) {
// Flag to exit dialog and load highlighted slot. If no slot was
// selected explicitly, then fall back on loading the first slot
_selectedSlot = (_highlightedSlot == -999) ? _saves[0]._slot :
_saves[_highlightedSlot]._slot;
} else if (startRect.contains(mousePos)) {
// Start a new game
_selectedSlot = -1;
} else {
// Check whether a filled in slot was selected
for (uint idx = 0; idx < _saves.size(); ++idx) {
if (getSlotBounds(idx).contains(mousePos)) {
_highlightedSlot = idx;
render();
break;
}
}
}
}
void CContinueSaveDialog::keyDown(Common::KeyState keyState) {
if (keyState.keycode == Common::KEYCODE_ESCAPE)
_selectedSlot = EXIT_GAME;
}
} // End of namespace Titanic