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308
engines/sherlock/scalpel/scalpel_saveload.cpp
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308
engines/sherlock/scalpel/scalpel_saveload.cpp
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/* 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "sherlock/scalpel/scalpel_fixed_text.h"
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#include "sherlock/scalpel/scalpel_saveload.h"
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#include "sherlock/scalpel/scalpel_screen.h"
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#include "sherlock/scalpel/scalpel.h"
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#include "backends/keymapper/keymapper.h"
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namespace Sherlock {
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namespace Scalpel {
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const int ENV_POINTS[6][3] = {
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{ 41, 80, 61 }, // Exit
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{ 81, 120, 101 }, // Load
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{ 121, 160, 141 }, // Save
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{ 161, 200, 181 }, // Up
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{ 201, 240, 221 }, // Down
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{ 241, 280, 261 } // Quit
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};
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/*----------------------------------------------------------------*/
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ScalpelSaveManager::ScalpelSaveManager(SherlockEngine *vm, const Common::String &target) :
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SaveManager(vm, target), _envMode(SAVEMODE_NONE) {
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_fixedTextExit = FIXED(LoadSave_Exit);
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_fixedTextLoad = FIXED(LoadSave_Load);
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_fixedTextSave = FIXED(LoadSave_Save);
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_fixedTextUp = FIXED(LoadSave_Up);
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_fixedTextDown = FIXED(LoadSave_Down);
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_fixedTextQuit = FIXED(LoadSave_Quit);
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_actionsIndexed[0] = kActionScalpelFilesExit;
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_actionsIndexed[1] = kActionScalpelFilesLoad;
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_actionsIndexed[2] = kActionScalpelFilesSave;
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_actionsIndexed[3] = kActionScalpelScrollUp;
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_actionsIndexed[4] = kActionScalpelScrollDown;
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_actionsIndexed[5] = kActionScalpelFilesQuit;
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_actionsIndexed[6] = kActionScalpelFiles1;
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_actionsIndexed[7] = kActionScalpelFiles2;
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_actionsIndexed[8] = kActionScalpelFiles3;
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_actionsIndexed[9] = kActionScalpelFiles4;
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_actionsIndexed[10] = kActionScalpelFiles5;
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_actionsIndexed[11] = kActionScalpelFiles6;
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_actionsIndexed[12] = kActionScalpelFiles7;
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_actionsIndexed[13] = kActionScalpelFiles8;
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_actionsIndexed[14] = kActionScalpelFiles9;
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_fixedTextQuitGameQuestion = FIXED(QuitGame_Question);
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_fixedTextQuitGameYes = FIXED(QuitGame_Yes);
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_fixedTextQuitGameNo = FIXED(QuitGame_No);
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}
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int ScalpelSaveManager::identifyUserButton(Common::CustomEventType action) {
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for (uint16 actionNr = 0; actionNr < ARRAYSIZE(_actionsIndexed); actionNr++) {
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if (action == _actionsIndexed[actionNr])
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return actionNr;
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}
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return -1;
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}
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void ScalpelSaveManager::drawInterface() {
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ScalpelScreen &screen = *(ScalpelScreen *)_vm->_screen;
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UserInterface &ui = *_vm->_ui;
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// Create a list of savegame slots
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createSavegameList();
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screen._backBuffer1.fillRect(Common::Rect(0, CONTROLS_Y, SHERLOCK_SCREEN_WIDTH, CONTROLS_Y + 10), BORDER_COLOR);
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screen._backBuffer1.fillRect(Common::Rect(0, CONTROLS_Y + 10, 2, SHERLOCK_SCREEN_HEIGHT), BORDER_COLOR);
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screen._backBuffer1.fillRect(Common::Rect(318, CONTROLS_Y + 10, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT), BORDER_COLOR);
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screen._backBuffer1.fillRect(Common::Rect(0, 199, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT), BORDER_COLOR);
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screen._backBuffer1.fillRect(Common::Rect(2, CONTROLS_Y + 10, SHERLOCK_SCREEN_WIDTH - 2, SHERLOCK_SCREEN_HEIGHT - 1), INV_BACKGROUND);
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screen.makeButton(Common::Rect(ENV_POINTS[0][0], CONTROLS_Y, ENV_POINTS[0][1], CONTROLS_Y + 10),
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ENV_POINTS[0][2], _fixedTextExit);
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screen.makeButton(Common::Rect(ENV_POINTS[1][0], CONTROLS_Y, ENV_POINTS[1][1], CONTROLS_Y + 10),
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ENV_POINTS[1][2], _fixedTextLoad);
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screen.makeButton(Common::Rect(ENV_POINTS[2][0], CONTROLS_Y, ENV_POINTS[2][1], CONTROLS_Y + 10),
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ENV_POINTS[2][2], _fixedTextSave);
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screen.makeButton(Common::Rect(ENV_POINTS[3][0], CONTROLS_Y, ENV_POINTS[3][1], CONTROLS_Y + 10),
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ENV_POINTS[3][2], _fixedTextUp);
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screen.makeButton(Common::Rect(ENV_POINTS[4][0], CONTROLS_Y, ENV_POINTS[4][1], CONTROLS_Y + 10),
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ENV_POINTS[4][2], _fixedTextDown);
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screen.makeButton(Common::Rect(ENV_POINTS[5][0], CONTROLS_Y, ENV_POINTS[5][1], CONTROLS_Y + 10),
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ENV_POINTS[5][2], _fixedTextQuit);
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if (!_savegameIndex)
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screen.buttonPrint(Common::Point(ENV_POINTS[3][2], CONTROLS_Y), COMMAND_NULL, 0, _fixedTextUp);
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if (_savegameIndex == MAX_SAVEGAME_SLOTS - ONSCREEN_FILES_COUNT)
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screen.buttonPrint(Common::Point(ENV_POINTS[4][2], CONTROLS_Y), COMMAND_NULL, 0, _fixedTextDown);
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for (int idx = _savegameIndex; idx < _savegameIndex + ONSCREEN_FILES_COUNT; ++idx) {
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screen.gPrint(Common::Point(6, CONTROLS_Y + 11 + (idx - _savegameIndex) * 10),
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INV_FOREGROUND, "%d.", idx + 1);
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screen.gPrint(Common::Point(24, CONTROLS_Y + 11 + (idx - _savegameIndex) * 10),
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INV_FOREGROUND, "%s", _savegames[idx].c_str());
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}
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if (!ui._slideWindows) {
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screen.slamRect(Common::Rect(0, CONTROLS_Y, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT));
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} else {
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ui.summonWindow();
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}
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_envMode = SAVEMODE_NONE;
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}
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int ScalpelSaveManager::getHighlightedButton() const {
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Common::Point pt = _vm->_events->mousePos();
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for (int idx = 0; idx < 6; ++idx) {
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if (pt.x > ENV_POINTS[idx][0] && pt.x < ENV_POINTS[idx][1] && pt.y > CONTROLS_Y
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&& pt.y < (CONTROLS_Y + 10))
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return idx;
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}
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return -1;
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}
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void ScalpelSaveManager::highlightButtons(int btnIndex) {
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ScalpelScreen &screen = *(ScalpelScreen *)_vm->_screen;
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byte color = (btnIndex == 0) ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND;
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screen.buttonPrint(Common::Point(ENV_POINTS[0][2], CONTROLS_Y), color, 1, _fixedTextExit);
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if ((btnIndex == 1) || ((_envMode == SAVEMODE_LOAD) && (btnIndex != 2)))
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screen.buttonPrint(Common::Point(ENV_POINTS[1][2], CONTROLS_Y), COMMAND_HIGHLIGHTED, true, _fixedTextLoad);
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else
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screen.buttonPrint(Common::Point(ENV_POINTS[1][2], CONTROLS_Y), COMMAND_FOREGROUND, true, _fixedTextLoad);
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if ((btnIndex == 2) || ((_envMode == SAVEMODE_SAVE) && (btnIndex != 1)))
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screen.buttonPrint(Common::Point(ENV_POINTS[2][2], CONTROLS_Y), COMMAND_HIGHLIGHTED, true, _fixedTextSave);
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else
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screen.buttonPrint(Common::Point(ENV_POINTS[2][2], CONTROLS_Y), COMMAND_FOREGROUND, true, _fixedTextSave);
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if (btnIndex == 3 && _savegameIndex)
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screen.buttonPrint(Common::Point(ENV_POINTS[3][2], CONTROLS_Y), COMMAND_HIGHLIGHTED, true, _fixedTextUp);
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else
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if (_savegameIndex)
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screen.buttonPrint(Common::Point(ENV_POINTS[3][2], CONTROLS_Y), COMMAND_FOREGROUND, true, _fixedTextUp);
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if ((btnIndex == 4) && (_savegameIndex < MAX_SAVEGAME_SLOTS - 5))
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screen.buttonPrint(Common::Point(ENV_POINTS[4][2], CONTROLS_Y), COMMAND_HIGHLIGHTED, true, _fixedTextDown);
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else if (_savegameIndex < (MAX_SAVEGAME_SLOTS - 5))
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screen.buttonPrint(Common::Point(ENV_POINTS[4][2], CONTROLS_Y), COMMAND_FOREGROUND, true, _fixedTextDown);
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color = (btnIndex == 5) ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND;
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screen.buttonPrint(Common::Point(ENV_POINTS[5][2], CONTROLS_Y), color, 1, _fixedTextQuit);
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}
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bool ScalpelSaveManager::checkGameOnScreen(int slot) {
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ScalpelScreen &screen = *(ScalpelScreen *)_vm->_screen;
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// Check if it's already on-screen
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if (slot != -1 && (slot < _savegameIndex || slot >= (_savegameIndex + ONSCREEN_FILES_COUNT))) {
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_savegameIndex = slot;
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screen._backBuffer1.fillRect(Common::Rect(3, CONTROLS_Y + 11, SHERLOCK_SCREEN_WIDTH - 2,
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SHERLOCK_SCREEN_HEIGHT - 1), INV_BACKGROUND);
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for (int idx = _savegameIndex; idx < (_savegameIndex + 5); ++idx) {
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screen.gPrint(Common::Point(6, CONTROLS_Y + 11 + (idx - _savegameIndex) * 10),
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INV_FOREGROUND, "%d.", idx + 1);
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screen.gPrint(Common::Point(24, CONTROLS_Y + 11 + (idx - _savegameIndex) * 10),
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INV_FOREGROUND, "%s", _savegames[idx].c_str());
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}
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screen.slamRect(Common::Rect(3, CONTROLS_Y + 11, 318, SHERLOCK_SCREEN_HEIGHT));
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byte color = !_savegameIndex ? COMMAND_NULL : COMMAND_FOREGROUND;
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screen.buttonPrint(Common::Point(ENV_POINTS[3][2], CONTROLS_Y), color, 1, _fixedTextUp);
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color = (_savegameIndex == (MAX_SAVEGAME_SLOTS - 5)) ? COMMAND_NULL : COMMAND_FOREGROUND;
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screen.buttonPrint(Common::Point(ENV_POINTS[4][2], CONTROLS_Y), color, 1, _fixedTextDown);
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return true;
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}
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return false;
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}
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bool ScalpelSaveManager::promptForDescription(int slot) {
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Events &events = *_vm->_events;
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Scene &scene = *_vm->_scene;
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ScalpelScreen &screen = *(ScalpelScreen *)_vm->_screen;
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Talk &talk = *_vm->_talk;
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int xp, yp;
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bool flag = false;
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screen.buttonPrint(Common::Point(ENV_POINTS[0][2], CONTROLS_Y), COMMAND_NULL, true, _fixedTextExit);
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screen.buttonPrint(Common::Point(ENV_POINTS[1][2], CONTROLS_Y), COMMAND_NULL, true, _fixedTextLoad);
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screen.buttonPrint(Common::Point(ENV_POINTS[2][2], CONTROLS_Y), COMMAND_NULL, true, _fixedTextSave);
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screen.buttonPrint(Common::Point(ENV_POINTS[3][2], CONTROLS_Y), COMMAND_NULL, true, _fixedTextUp);
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screen.buttonPrint(Common::Point(ENV_POINTS[4][2], CONTROLS_Y), COMMAND_NULL, true, _fixedTextDown);
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screen.buttonPrint(Common::Point(ENV_POINTS[5][2], CONTROLS_Y), COMMAND_NULL, true, _fixedTextQuit);
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Common::String saveName = _savegames[slot];
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if (isSlotEmpty(slot)) {
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// It's an empty slot, so start off with an empty save name
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saveName = "";
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yp = CONTROLS_Y + 12 + (slot - _savegameIndex) * 10;
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screen.vgaBar(Common::Rect(24, yp, 85, yp + 9), INV_BACKGROUND);
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}
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screen.print(Common::Point(6, CONTROLS_Y + 12 + (slot - _savegameIndex) * 10), TALK_FOREGROUND, "%d.", slot + 1);
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screen.print(Common::Point(24, CONTROLS_Y + 12 + (slot - _savegameIndex) * 10), TALK_FOREGROUND, "%s", saveName.c_str());
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xp = 24 + screen.stringWidth(saveName);
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yp = CONTROLS_Y + 12 + (slot - _savegameIndex) * 10;
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int done = 0;
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Common::Keymapper *keymapper = _vm->getEventManager()->getKeymapper();
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keymapper->disableAllGameKeymaps();
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do {
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while (!_vm->shouldQuit() && !events.kbHit()) {
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scene.doBgAnim();
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if (talk._talkToAbort)
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return false;
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// Allow event processing
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events.pollEventsAndWait();
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events.setButtonState();
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flag = !flag;
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if (flag)
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screen.vgaBar(Common::Rect(xp, yp - 1, xp + 8, yp + 9), INV_FOREGROUND);
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else
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screen.vgaBar(Common::Rect(xp, yp - 1, xp + 8, yp + 9), INV_BACKGROUND);
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}
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if (_vm->shouldQuit())
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return false;
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// Get the next keypress
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Common::KeyState keyState = events.getKey();
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if (keyState.keycode == Common::KEYCODE_BACKSPACE && saveName.size() > 0) {
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// Delete character of save name
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screen.vgaBar(Common::Rect(xp - screen.charWidth(saveName.lastChar()), yp - 1,
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xp + 8, yp + 9), INV_BACKGROUND);
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xp -= screen.charWidth(saveName.lastChar());
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screen.vgaBar(Common::Rect(xp, yp - 1, xp + 8, yp + 9), INV_FOREGROUND);
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saveName.deleteLastChar();
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} else if (keyState.keycode == Common::KEYCODE_RETURN && saveName.compareToIgnoreCase(EMPTY_SAVEGAME_SLOT)) {
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done = 1;
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} else if (keyState.keycode == Common::KEYCODE_ESCAPE) {
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screen.vgaBar(Common::Rect(xp, yp - 1, xp + 8, yp + 9), INV_BACKGROUND);
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done = -1;
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} else if (keyState.ascii >= ' ' && keyState.ascii <= 'z' && saveName.size() < 50
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&& (xp + screen.charWidth(keyState.ascii)) < 308) {
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char c = (char)keyState.ascii;
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screen.vgaBar(Common::Rect(xp, yp - 1, xp + 8, yp + 9), INV_BACKGROUND);
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screen.print(Common::Point(xp, yp), TALK_FOREGROUND, "%c", c);
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xp += screen.charWidth(c);
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screen.vgaBar(Common::Rect(xp, yp - 1, xp + 8, yp + 9), INV_FOREGROUND);
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saveName += c;
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}
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} while (!done);
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keymapper->getKeymap("sherlock-default")->setEnabled(true);
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keymapper->getKeymap("scalpel-quit")->setEnabled(true);
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if (done == 1) {
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// Enter key perssed
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_savegames[slot] = saveName;
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keymapper->getKeymap("scalpel")->setEnabled(true);
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} else {
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done = 0;
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_envMode = SAVEMODE_NONE;
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highlightButtons(-1);
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keymapper->getKeymap("scalpel-files")->setEnabled(true);
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keymapper->getKeymap("scalpel-scroll")->setEnabled(true);
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}
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return done == 1;
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}
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} // End of namespace Scalpel
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} // End of namespace Sherlock
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