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