/* 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 3 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, see . * */ #include "m4/riddle/gui/game_menu.h" #include "m4/riddle/vars.h" #include "graphics/thumbnail.h" #include "m4/adv_r/other.h" #include "m4/adv_r/adv_player.h" #include "m4/core/imath.h" #include "m4/gui/gui_event.h" #include "m4/gui/hotkeys.h" #include "m4/gui/gui_sys.h" #include "m4/gui/gui_vmng.h" #include "m4/mem/mem.h" #include "m4/platform/keys.h" #include "m4/m4.h" #include "common/config-manager.h" #include "m4/burger/gui/game_menu.h" namespace M4 { namespace Riddle { namespace GUI { /*-------------------- GAME MENU --------------------*/ #define GAME_MENU_X 212 #define GAME_MENU_Y 160 #define GM_TAG_QUIT 1 #define GM_QUIT_X 13 #define GM_QUIT_Y 31 #define GM_QUIT_W 26 #define GM_QUIT_H 26 #define GM_TAG_MAIN 2 #define GM_MAIN_X 108 #define GM_MAIN_Y 31 #define GM_MAIN_W 26 #define GM_MAIN_H 26 #define GM_TAG_OPTIONS 3 #define GM_OPTIONS_X 162 #define GM_OPTIONS_Y 31 #define GM_OPTIONS_W 26 #define GM_OPTIONS_H 26 #define GM_TAG_RESUME 4 #define GM_RESUME_X 54 #define GM_RESUME_Y 94 #define GM_RESUME_W 26 #define GM_RESUME_H 26 #define GM_TAG_SAVE 5 #define GM_SAVE_X 108 #define GM_SAVE_Y 94 #define GM_SAVE_W 26 #define GM_SAVE_H 26 #define GM_TAG_LOAD 6 #define GM_LOAD_X 162 #define GM_LOAD_Y 94 #define GM_LOAD_W 26 #define GM_LOAD_H 26 void GameMenu::show(RGB8 *myPalette) { if (!_G(menuSystemInitialized)) { guiMenu::initialize(myPalette); } // Load in the game menu sprites if (!guiMenu::loadSprites("gamemenu", GM_TOTAL_SPRITES)) error("Error loading gamemenu"); _GM(gameMenu) = guiMenu::create(_GM(menuSprites)[GM_DIALOG_BOX], GAME_MENU_X, GAME_MENU_Y, MENU_DEPTH | SF_GET_ALL | SF_BLOCK_ALL | SF_IMMOVABLE); assert(_GM(gameMenu)); menuItemButton::add(_GM(gameMenu), GM_TAG_QUIT, GM_QUIT_X, GM_QUIT_Y, GM_QUIT_W, GM_QUIT_H, cbQuitGame); menuItemButton::add(_GM(gameMenu), GM_TAG_MAIN, GM_MAIN_X, GM_MAIN_Y, GM_MAIN_W, GM_MAIN_H, cbMainMenu); menuItemButton::add(_GM(gameMenu), GM_TAG_OPTIONS, GM_OPTIONS_X, GM_OPTIONS_Y, GM_OPTIONS_W, GM_OPTIONS_H, cbOptions); menuItemButton::add(_GM(gameMenu), GM_TAG_RESUME, GM_RESUME_X, GM_RESUME_Y, GM_RESUME_W, GM_RESUME_H, cbResume); if (!_GM(gameMenuFromMain)) { menuItemButton::add(_GM(gameMenu), GM_TAG_SAVE, GM_SAVE_X, GM_SAVE_Y, GM_SAVE_W, GM_SAVE_H, cbSave); } else { menuItemButton::add(_GM(gameMenu), GM_TAG_SAVE, GM_SAVE_X, GM_SAVE_Y, GM_SAVE_W, GM_SAVE_H, cbSave, menuItemButton::BTN_TYPE_GM_GENERIC, true); } // See if there are any games to load if (g_engine->savesExist()) { menuItemButton::add(_GM(gameMenu), GM_TAG_LOAD, GM_LOAD_X, GM_LOAD_Y, GM_LOAD_W, GM_LOAD_H, cbLoad); } else { menuItemButton::add(_GM(gameMenu), GM_TAG_LOAD, GM_LOAD_X, GM_LOAD_Y, GM_LOAD_W, GM_LOAD_H, cbLoad, menuItemButton::BTN_TYPE_GM_GENERIC, true); } // Configure the game so pressing will cause the menu to disappear and the game to resume guiMenu::configure(_GM(gameMenu), cbResume, cbResume); vmng_screen_show((void *)_GM(gameMenu)); LockMouseSprite(0); } void GameMenu::destroyGameMenu() { if (!_GM(gameMenu)) return; // Remove the screen from the gui vmng_screen_dispose(_GM(gameMenu)); // Destroy the menu resources guiMenu::destroy(_GM(gameMenu)); // Unload the menu sprites guiMenu::unloadSprites(); } void GameMenu::cbQuitGame(void *, void *) { // Destroy the game menu destroyGameMenu(); // Shutdown the menu system guiMenu::shutdown(false); // Set the global that will cause the entire game to exit to dos _G(kernel).going = false; } void GameMenu::cbMainMenu(void *, void *) { // Destroy the game menu destroyGameMenu(); if (!_GM(gameMenuFromMain)) { // Save the game so we can resume from here if possible if (_GM(interfaceWasVisible) && player_commands_allowed()) { other_save_game_for_resurrection(); } // Make sure the interface does not reappear _GM(interfaceWasVisible) = false; // Shutdown the menu system guiMenu::shutdown(false); } else { guiMenu::shutdown(true); } // Go to the main menu _G(game).setRoom(494); } void GameMenu::cbResume(void *, void *) { // Destroy the game menu destroyGameMenu(); // Shutdown the menu system guiMenu::shutdown(true); } void GameMenu::cbOptions(void *, void *) { // Destroy the game menu destroyGameMenu(); _GM(buttonClosesDialog) = true; // Create the options menu OptionsMenu::show(); } void GameMenu::cbSave(void *, void *) { destroyGameMenu(); guiMenu::shutdown(true); _GM(buttonClosesDialog) = true; // Create the save game menu g_engine->showSaveScreen(); } void GameMenu::cbLoad(void *, void *) { destroyGameMenu(); guiMenu::shutdown(true); _GM(buttonClosesDialog) = true; // Create the load game menu g_engine->showLoadScreen(M4Engine::kLoadFromGameDialog); } /*-------------------- OPTIONS MENU --------------------*/ #define OPTIONS_MENU_X 212 #define OPTIONS_MENU_Y 160 #define OM_TAG_GAMEMENU 1 #define OM_GAMEMENU_X 14 #define OM_GAMEMENU_Y 94 #define OM_GAMEMENU_W 26 #define OM_GAMEMENU_H 26 #define OM_TAG_DIGI 2 #define OM_DIGI_X 70 #define OM_DIGI_Y 29 #define OM_DIGI_W 108 #define OM_DIGI_H 14 #define OM_TAG_MIDI 3 #define OM_MIDI_X 70 #define OM_MIDI_Y 72 #define OM_MIDI_W 108 #define OM_MIDI_H 14 #define OM_TAG_SCROLLING 4 #define OM_SCROLLING_X 131 #define OM_SCROLLING_Y 113 #define OM_SCROLLING_W 39 #define OM_SCROLLING_H 39 void OptionsMenu::show() { // Load in the options menu sprites if (!guiMenu::loadSprites("opmenu", OM_TOTAL_SPRITES)) error("Error loading opmenu"); _GM(opMenu) = guiMenu::create(_GM(menuSprites)[OM_DIALOG_BOX], OPTIONS_MENU_X, OPTIONS_MENU_Y, MENU_DEPTH | SF_GET_ALL | SF_BLOCK_ALL | SF_IMMOVABLE); assert(_GM(opMenu)); const int digiPercent = ConfMan.getInt("sfx_volume") * 100 / 256; const int midiPercent = ConfMan.getInt("music_volume") * 100 / 256; menuItemButton::add(_GM(opMenu), OM_TAG_GAMEMENU, OM_GAMEMENU_X, OM_GAMEMENU_Y, OM_GAMEMENU_W, OM_GAMEMENU_H, cbGameMenu, menuItemButton::BTN_TYPE_GM_GENERIC); menuItemHSlider::add(_GM(opMenu), OM_TAG_DIGI, OM_DIGI_X, OM_DIGI_Y, OM_DIGI_W, OM_DIGI_H, digiPercent, (CALLBACK)cbSetDigi, true); menuItemHSlider::add(_GM(opMenu), OM_TAG_MIDI, OM_MIDI_X, OM_MIDI_Y, OM_MIDI_W, OM_MIDI_H, midiPercent, (CALLBACK)cbSetMidi, true); menuItemButton::add(_GM(opMenu), OM_TAG_SCROLLING, OM_SCROLLING_X, OM_SCROLLING_Y, OM_SCROLLING_W, OM_SCROLLING_H, (CALLBACK)cbScrolling, _G(kernel).cameraPans() ? menuItemButton::BTN_TYPE_OM_SCROLLING_ON : menuItemButton::BTN_TYPE_OM_SCROLLING_OFF); guiMenu::configure(_GM(opMenu), cbGameMenu, cbGameMenu); vmng_screen_show((void *)_GM(opMenu)); LockMouseSprite(0); } void OptionsMenu::destroyOptionsMenu() { // Remove the screen from the gui vmng_screen_dispose(_GM(opMenu)); // Destroy the menu resources guiMenu::destroy(_GM(opMenu)); // Unload the menu sprites guiMenu::unloadSprites(); } void OptionsMenu::cbGameMenu(void *, void *) { destroyOptionsMenu(); GameMenu::show(nullptr); } void OptionsMenu::cbScrolling(M4::GUI::menuItemButton *myItem, M4::GUI::guiMenu *) { _G(kernel).camera_pan_instant = myItem->buttonType == menuItemButton::BTN_TYPE_OM_SCROLLING_ON; } void OptionsMenu::cbSetDigi(M4::GUI::menuItemHSlider *myItem, M4::GUI::guiMenu *) { ConfMan.setInt("sfx_volume", myItem->percent * 256 / 100); g_engine->syncSoundSettings(); } void OptionsMenu::cbSetMidi(M4::GUI::menuItemHSlider *myItem, M4::GUI::guiMenu *) { ConfMan.setInt("music_volume", myItem->percent * 256 / 100); g_engine->syncSoundSettings(); } /*------------------- SAVE/LOAD METHODS ------------------*/ #define SAVE_LOAD_MENU_X 42 #define SAVE_LOAD_MENU_Y 155 #define SL_TITLE_X 111 #define SL_TITLE_Y 2 #define SL_TITLE_W 110 #define SL_TITLE_H 17 #define SL_THUMBNAIL_X 333 #define SL_THUMBNAIL_Y 5 #define SL_SAVELOAD_X 10 #define SL_SAVELOAD_Y 74 #define SL_SAVELOAD_W 26 #define SL_SAVELOAD_H 26 #define SL_SAVELOAD_LABEL_X 8 #define SL_SAVELOAD_LABEL_Y 103 #define SL_SAVELOAD_LABEL_W 30 #define SL_SAVELOAD_LABEL_H 14 #define SL_CANCEL_X 10 #define SL_CANCEL_Y 122 #define SL_CANCEL_W 26 #define SL_CANCEL_H 26 #define SL_SLIDER_X 305 #define SL_SLIDER_Y 21 #define SL_SLIDER_W 20 #define SL_SLIDER_H 140 #define SL_SCROLL_FIELD_X 46 #define SL_SCROLL_FIELD_Y 21 #define SL_SCROLL_LINE_W 258 #define SL_SCROLL_LINE_H 14 #define SL_SCROLL_FIELD_W 257 #define SL_SCROLL_FIELD_H 139 void SaveLoadMenu::show(RGB8 *myPalette, bool saveMenu) { if (!_G(menuSystemInitialized)) guiMenu::initialize(myPalette); // Load in the game menu sprites if (!guiMenu::loadSprites("slmenu", GUI::SaveLoadMenuBase::SL_TOTAL_SPRITES)) { return; } // Initialize some global vars _GM(firstSlotIndex) = 0; _GM(slotSelected) = -1; _GM(saveLoadThumbNail) = nullptr; _GM(thumbIndex) = 100; _GM(currMenuIsSave) = saveMenu; _GM(slMenu) = guiMenu::create(_GM(menuSprites)[GUI::SaveLoadMenuBase::SL_DIALOG_BOX], SAVE_LOAD_MENU_X, SAVE_LOAD_MENU_Y, MENU_DEPTH | SF_GET_ALL | SF_BLOCK_ALL | SF_IMMOVABLE); if (!_GM(slMenu)) { return; } if (_GM(currMenuIsSave)) { menuItemMsg::msgAdd(_GM(slMenu), SL_TAG_SAVE_TITLE_LABEL, SL_TITLE_X, SL_TITLE_Y, SL_TITLE_W, SL_TITLE_H); menuItemButton::add(_GM(slMenu), SL_TAG_SAVE, SL_SAVELOAD_X, SL_SAVELOAD_Y, SL_SAVELOAD_W, SL_SAVELOAD_H, (CALLBACK)cbSave, menuItemButton::BTN_TYPE_GM_GENERIC, true); menuItemMsg::msgAdd(_GM(slMenu), SL_TAG_SAVE_LABEL, SL_SAVELOAD_LABEL_X, SL_SAVELOAD_LABEL_Y, SL_SAVELOAD_LABEL_W, SL_SAVELOAD_LABEL_H); } else { menuItemMsg::msgAdd(_GM(slMenu), SL_TAG_LOAD_TITLE_LABEL, SL_TITLE_X, SL_TITLE_Y, SL_TITLE_W, SL_TITLE_H); menuItemButton::add(_GM(slMenu), SL_TAG_LOAD, SL_SAVELOAD_X, SL_SAVELOAD_Y, SL_SAVELOAD_W, SL_SAVELOAD_H, (CALLBACK)cbSave, menuItemButton::BTN_TYPE_GM_GENERIC, true); menuItemMsg::msgAdd(_GM(slMenu), SL_TAG_LOAD_LABEL, SL_SAVELOAD_LABEL_X, SL_SAVELOAD_LABEL_Y, SL_SAVELOAD_LABEL_W, SL_SAVELOAD_LABEL_H); } menuItemButton::add(_GM(slMenu), SL_TAG_CANCEL, SL_CANCEL_X, SL_CANCEL_Y, SL_CANCEL_W, SL_CANCEL_H, (CALLBACK)cbCancel, menuItemButton::BTN_TYPE_GM_GENERIC); menuItemVSlider::add(_GM(slMenu), SL_TAG_VSLIDER, SL_SLIDER_X, SL_SLIDER_Y, SL_SLIDER_W, SL_SLIDER_H, 0, (CALLBACK)cbVSlider); initializeSlotTables(); bool buttonGreyed; ItemHandlerFunction i_handler; if (_GM(currMenuIsSave)) { buttonGreyed = false; i_handler = (ItemHandlerFunction)menuItemButton::handler; } else { buttonGreyed = true; i_handler = (ItemHandlerFunction)load_Handler; } for (int32 i = 0; i < MAX_SLOTS_SHOWN; i++) { menuItemButton::add(_GM(slMenu), 1001 + i, SL_SCROLL_FIELD_X, SL_SCROLL_FIELD_Y + i * SL_SCROLL_LINE_H, SL_SCROLL_LINE_W, SL_SCROLL_LINE_H, (CALLBACK)cbSlot, menuItemButton::BTN_TYPE_SL_TEXT, buttonGreyed && (!_GM(slotInUse)[i]), true, _GM(slotTitles)[i], i_handler); } if (_GM(currMenuIsSave)) { // Create thumbnails. One in the original game format for displaying, // and the other in the ScummVM format for actually using in the save files _GM(saveLoadThumbNail) = menu_CreateThumbnail(&_GM(sizeofThumbData)); _GM(_thumbnail).free(); Graphics::createThumbnail(_GM(_thumbnail)); } else { updateThumbnails(0, _GM(slMenu)); _GM(saveLoadThumbNail) = _GM(menuSprites)[GUI::SaveLoadMenuBase::SL_EMPTY_THUMB_25]; } menuItemMsg::msgAdd(_GM(slMenu), SL_TAG_THUMBNAIL, SL_THUMBNAIL_X, SL_THUMBNAIL_Y, SaveLoadMenuBase::SL_THUMBNAIL_W, SaveLoadMenuBase::SL_THUMBNAIL_H, false); if (_GM(currMenuIsSave)) { // - if a slot has been selected, saves the game // - cancels and returns to the game menu guiMenu::configure(_GM(slMenu), (CALLBACK)cbSave, (CALLBACK)cbCancel); } else { // - if a slot has been selected, loads the selected game // - cancels and returns to the game menu guiMenu::configure(_GM(slMenu), (CALLBACK)cbLoad, (CALLBACK)cbCancel); } vmng_screen_show((void *)_GM(slMenu)); LockMouseSprite(0); } void SaveLoadMenu::destroyMenu(bool saveMenu) { if (!_GM(slMenu)) { return; } // Determine whether the screen was the SAVE or the LOAD menu if (saveMenu) { // If SAVE, there should be a thumbnail to unload if (_GM(saveLoadThumbNail)) { DisposeHandle(_GM(saveLoadThumbNail)->sourceHandle); mem_free(_GM(saveLoadThumbNail)); _GM(saveLoadThumbNail) = nullptr; } } else { // Else there may be up to 10 somewhere in the list to be unloaded for (int32 i = 0; i < MAX_SLOTS; i++) { unloadThumbnail(i); } _GM(saveLoadThumbNail) = nullptr; } // Destroy the screen vmng_screen_dispose(_GM(slMenu)); guiMenu::destroy(_GM(slMenu)); // Unload the save/load menu sprites guiMenu::unloadSprites(); } bool SaveLoadMenu::load_Handler(M4::GUI::menuItemButton *myItem, int32 eventType, int32 event, int32 x, int32 y, void **currItem) { // Handle the event just like any other button const bool handled = menuItemButton::handler(myItem, eventType, event, x, y, currItem); // If we've selected a slot, we want the thumbNail to remain on the menu permanently if (_GM(slotSelected) >= 0) { return handled; } // But if the event moved the mouse, we want to display the correct thumbNail; if ((eventType == EVENT_MOUSE) && ((event == _ME_move) || (event == _ME_L_drag) || (event == _ME_L_release) || (event == _ME_doubleclick_drag) || (event == _ME_doubleclick_release))) { // Get the button if (!myItem) return handled; // This determines that we are over the button if ((myItem->itemFlags == menuItemButton::BTN_STATE_OVER) || (myItem->itemFlags == menuItemButton::BTN_STATE_PRESS)) { // See if the current _GM(saveLoadThumbNail) is pointing to the correct sprite if (_GM(saveLoadThumbNail) != _GM(thumbNails)[myItem->specialTag - 1]) { _GM(saveLoadThumbNail) = _GM(thumbNails)[myItem->specialTag - 1]; guiMenu::itemRefresh(nullptr, SL_TAG_THUMBNAIL, (guiMenu *)myItem->myMenu); } } // Else we must determine whether the thumbnail needs to be replaced with the empty thumbnail. else { // If the mouse has moved outside of the entire range of all 10 buttons, //or it is over a button which is not hilited it is to be removed. if (menuItem::cursorInsideItem(myItem, x, y) || (x < SL_SCROLL_FIELD_X) || (x > SL_SCROLL_FIELD_X + SL_SCROLL_FIELD_W) || (y < SL_SCROLL_FIELD_Y) || (y > SL_SCROLL_FIELD_Y + SL_SCROLL_FIELD_H)) { // Remove the thumbnail if (_GM(saveLoadThumbNail)) { _GM(saveLoadThumbNail) = _GM(menuSprites)[GUI::SaveLoadMenuBase::SL_EMPTY_THUMB_25]; guiMenu::itemRefresh(nullptr, SL_TAG_THUMBNAIL, (guiMenu *)myItem->myMenu); } } } } return handled; } void SaveLoadMenu::cbSave(void *, M4::GUI::guiMenu *myMenu) { // If (slotSelected < 0) this callback is being executed by pressing return prematurely if (_GM(slotSelected) < 0) { return; } // First make the textfield NORM menuItemTextField *myText = (menuItemTextField *)guiMenu::getItem(2000, myMenu); if (!myText) return; myText->itemFlags = menuItemTextField::TF_NORM; // Set the vars _GM(slotInUse)[_GM(slotSelected) - 1] = true; Common::strcpy_s(_GM(slotTitles)[_GM(slotSelected) - 1], 80, myText->prompt); // Save the game const bool saveGameFailed = !g_engine->saveGameFromMenu(_GM(slotSelected), myText->prompt, _GM(_thumbnail)); // If the save game failed, bring up the err menu if (saveGameFailed) { // Kill the save menu destroyMenu(true); // Create the err menu ErrorMenu::show(nullptr); // Abort this procedure return; } // Kill the save menu destroyMenu(true); // Shutdown the menu system guiMenu::shutdown(true); } void SaveLoadMenu::cbLoad(void *, M4::GUI::guiMenu *) { // If (slotSelected < 0) this callback is being executed by pressing return prematurely if (_GM(slotSelected) < 0) { return; } // Kill the menu destroyMenu(false); // Shutdown the menu system guiMenu::shutdown(false); // See if we need to reset the ESC, F2, and F3 hotkeys if (_GM(gameMenuFromMain)) { AddSystemHotkey(KEY_ESCAPE, Riddle::Hotkeys::escape_key_pressed); AddSystemHotkey(KEY_F2, M4::Hotkeys::saveGame); AddSystemHotkey(KEY_F3, M4::Hotkeys::loadGame); } // Start the restore process _G(kernel).restore_slot = _GM(slotSelected); KernelTriggerType oldMode = _G(kernel).trigger_mode; _G(kernel).trigger_mode = KT_DAEMON; kernel_trigger_dispatch_now(TRIG_RESTORE_GAME); _G(kernel).trigger_mode = oldMode; } void SaveLoadMenu::cbCancel(M4::GUI::menuItemButton *, M4::GUI::guiMenu *myMenu) { // If a slot has been selected, cancel will re-enable all slots if (_GM(slotSelected) >= 0) { // Enable the prev buttons for (int32 i = 1001; i <= 1010; i++) { if (_GM(currMenuIsSave) || _GM(slotInUse)[i - 1001 + _GM(firstSlotIndex)]) { menuItemButton::enableButton(nullptr, i, myMenu); guiMenu::itemRefresh(nullptr, i, myMenu); } } // Find the textfield and use it's coords to place the button menuItem *myItem = guiMenu::getItem(2000, myMenu); const int32 x = myItem->x1; const int32 y = myItem->y1; const int32 w = myItem->x2 - myItem->x1 + 1; const int32 h = myItem->y2 - myItem->y1 + 1; // Delete the textfield guiMenu::itemDelete(myItem, 2000, myMenu); // Add the button back in if (_GM(currMenuIsSave)) { menuItemButton::add(myMenu, 1000 + _GM(slotSelected) - _GM(firstSlotIndex), x, y, w, h, (CALLBACK)cbSlot, menuItemButton::BTN_TYPE_SL_TEXT, false, true, _GM(slotTitles)[_GM(slotSelected) - 1]); } else { menuItemButton::add(myMenu, 1000 + _GM(slotSelected) - _GM(firstSlotIndex), x, y, w, h, (CALLBACK)cbSlot, menuItemButton::BTN_TYPE_SL_TEXT, false, true, _GM(slotTitles)[_GM(slotSelected) - 1], (ItemHandlerFunction)load_Handler); // Remove the thumbnail if (_GM(saveLoadThumbNail)) { _GM(saveLoadThumbNail) = _GM(menuSprites)[GUI::SaveLoadMenuBase::SL_EMPTY_THUMB_25]; guiMenu::itemRefresh(nullptr, SL_TAG_THUMBNAIL, myMenu); } } setFirstSlot(_GM(firstSlotIndex), myMenu); // Enable the slider menuItemVSlider::enableVSlider(nullptr, SL_TAG_VSLIDER, myMenu); guiMenu::itemRefresh(nullptr, SL_TAG_VSLIDER, myMenu); // Disable the save/load button if (_GM(currMenuIsSave)) { menuItemButton::disableButton(nullptr, SL_TAG_SAVE, myMenu); guiMenu::itemRefresh(nullptr, SL_TAG_SAVE, myMenu); } else { menuItemButton::disableButton(nullptr, SL_TAG_LOAD, myMenu); guiMenu::itemRefresh(nullptr, SL_TAG_LOAD, myMenu); } // Reset the slot selected var _GM(slotSelected) = -1; } else { // Otherwise, back to the game menu // Destroy the menu destroyMenu(_GM(currMenuIsSave)); if (_GM(saveLoadFromHotkey)) { // Shutdown the menu system guiMenu::shutdown(true); } else { // Create the game menu GameMenu::show(nullptr); } } _GM(buttonClosesDialog) = true; } void SaveLoadMenu::cbSlot(M4::GUI::menuItemButton *myButton, M4::GUI::guiMenu *myMenu) { // Verify params if (!myMenu || !myButton) return; // Get the button char prompt[80]; Common::strcpy_s(prompt, 80, myButton->prompt); const int32 specialTag = myButton->specialTag; // Set the globals _GM(slotSelected) = myButton->specialTag; _GM(deleteSaveDesc) = true; // Disable all other buttons for (int32 i = 1001; i <= 1010; i++) { if (i != myButton->tag) { menuItemButton::disableButton(nullptr, i, myMenu); guiMenu::itemRefresh(nullptr, i, myMenu); } } // Get the slot coords, and delete it const int32 x = myButton->x1; const int32 y = myButton->y1; const int32 w = myButton->x2 - myButton->x1 + 1; const int32 h = myButton->y2 - myButton->y1 + 1; guiMenu::itemDelete(myButton, -1, myMenu); if (_GM(currMenuIsSave)) { // Replace the current button with a textfield if (!strcmp(prompt, "")) { menuItemTextField::add(myMenu, 2000, x, y, w, h, menuItemTextField::TF_OVER, nullptr, specialTag, (CALLBACK)cbSave, true); } else { menuItemTextField::add(myMenu, 2000, x, y, w, h, menuItemTextField::TF_OVER, prompt, specialTag, (CALLBACK)cbSave, true); } } else { menuItemTextField::add(myMenu, 2000, x, y, w, h, menuItemTextField::TF_NORM, prompt, specialTag, (CALLBACK)cbLoad, true); } // Disable the slider menuItemVSlider::disableVSlider(nullptr, SL_TAG_VSLIDER, myMenu); guiMenu::itemRefresh(nullptr, SL_TAG_VSLIDER, myMenu); // Enable the save/load button if (_GM(currMenuIsSave)) { menuItemButton::enableButton(nullptr, SL_TAG_SAVE, myMenu); guiMenu::itemRefresh(nullptr, SL_TAG_SAVE, myMenu); } else { menuItemButton::enableButton(nullptr, SL_TAG_LOAD, myMenu); guiMenu::itemRefresh(nullptr, SL_TAG_LOAD, myMenu); } } void SaveLoadMenu::cbVSlider(M4::GUI::menuItemVSlider *myItem, M4::GUI::guiMenu *myMenu) { if (!myMenu || !myItem) return; if ((myItem->itemFlags & menuItemVSlider::VS_COMPONENT) != menuItemVSlider::VS_THUMB) { bool redraw = (DrawFunction)false; switch (myItem->itemFlags & menuItemVSlider::VS_COMPONENT) { case menuItemVSlider::VS_UP: if (_GM(firstSlotIndex) > 0) { _GM(firstSlotIndex)--; redraw = (DrawFunction)true; } break; case menuItemVSlider::VS_PAGE_UP: if (_GM(firstSlotIndex) > 0) { _GM(firstSlotIndex) = imath_max(_GM(firstSlotIndex) - 10, 0); redraw = (DrawFunction)true; } break; case menuItemVSlider::VS_PAGE_DOWN: if (_GM(firstSlotIndex) < 89) { _GM(firstSlotIndex) = imath_min(_GM(firstSlotIndex) + 10, 89); redraw = (DrawFunction)true; } break; case menuItemVSlider::VS_DOWN: if (_GM(firstSlotIndex) < 89) { _GM(firstSlotIndex)++; redraw = (DrawFunction)true; } break; default: break; } // See if we were able to set a new first slot index if (redraw) { setFirstSlot(_GM(firstSlotIndex), myMenu); // Calculate the new percent myItem->percent = (_GM(firstSlotIndex) * 100) / 89; // Calculate the new thumbY myItem->thumbY = myItem->minThumbY + ((myItem->percent * (myItem->maxThumbY - myItem->minThumbY)) / 100); // Redraw the slider guiMenu::itemRefresh(myItem, -1, myMenu); } } else { // Else the callback came from the thumb - set the _GM(firstSlotIndex) based on the slider percent _GM(firstSlotIndex) = (myItem->percent * 89) / 100; setFirstSlot(_GM(firstSlotIndex), myMenu); } } /*------------------ ERROR MENU METHODS ------------------*/ enum error_menu_sprites { EM_DIALOG_BOX, EM_RETURN_BTN_NORM, EM_RETURN_BTN_OVER, EM_RETURN_BTN_PRESS, EM_TOTAL_SPRITES = 5 }; #define ERROR_MENU_X 237 #define ERROR_MENU_Y 191 #define EM_TAG_RETURN 1 #define EM_RETURN_X 12 #define EM_RETURN_Y 50 #define EM_RETURN_W 26 #define EM_RETURN_H 26 void ErrorMenu::show(RGB8 *myPalette) { if (!_G(menuSystemInitialized)) { guiMenu::initialize(myPalette); } // Load in the game menu sprites if (!guiMenu::loadSprites("errmenu", EM_TOTAL_SPRITES)) { return; } _GM(errMenu) = guiMenu::create(_GM(menuSprites)[EM_DIALOG_BOX], ERROR_MENU_X, ERROR_MENU_Y, MENU_DEPTH | SF_GET_ALL | SF_BLOCK_ALL | SF_IMMOVABLE); if (!_GM(errMenu)) { return; } // Get the menu buffer Buffer *myBuff = _GM(errMenu)->menuBuffer->get_buffer(); if (!myBuff) { return; } //write the err message gr_font_set_color(96); gr_font_write(myBuff, "Save game failed!", 48, 8, 0, -1); gr_font_write(myBuff, "A disk error has", 48, 23, 0, -1); gr_font_write(myBuff, "occurred.", 48, 33, 0, -1); gr_font_write(myBuff, "Please ensure you", 48, 48, 0, -1); gr_font_write(myBuff, "have write access", 48, 58, 0, -1); gr_font_write(myBuff, "and sufficient", 48, 68, 0, -1); gr_font_write(myBuff, "disk space (40k).", 48, 78, 0, -1); _GM(errMenu)->menuBuffer->release(); // Add the done button menuItemButton::add(_GM(errMenu), EM_TAG_RETURN, EM_RETURN_X, EM_RETURN_Y, EM_RETURN_W, EM_RETURN_H, cbDone); // Configure the game so pressing will cause the menu to disappear and the gamemenu to reappear guiMenu::configure(_GM(errMenu), cbDone, cbDone); vmng_screen_show((void *)_GM(errMenu)); LockMouseSprite(0); } void ErrorMenu::cbDone(void *, void *) { // Destroy the game menu destroyMenu(); // Shutdown the menu system guiMenu::shutdown(true); } void ErrorMenu::destroyMenu() { if (!_GM(errMenu)) { return; } // Remove the screen from the gui vmng_screen_dispose(_GM(errMenu)); // Destroy the menu resources guiMenu::destroy(_GM(errMenu)); // Unload the menu sprites guiMenu::unloadSprites(); } /*-------------------- ACCESS METHODS --------------------*/ void CreateGameMenu(RGB8 *myPalette) { if (!player_commands_allowed() || !INTERFACE_VISIBLE || _G(pal_fade_in_progress) || _G(menuSystemInitialized)) { return; } GameMenu::show(myPalette); } void CreateF2SaveMenu(RGB8 *myPalette) { if (!player_commands_allowed() || !INTERFACE_VISIBLE || _G(pal_fade_in_progress) || _G(menuSystemInitialized)) { return; } _GM(saveLoadFromHotkey) = true; _GM(gameMenuFromMain) = false; SaveLoadMenu::show(myPalette, true); } void CreateLoadMenu(RGB8 *myPalette) { _GM(saveLoadFromHotkey) = false; SaveLoadMenu::show(myPalette, false); } void CreateLoadMenuFromMain(RGB8 *myPalette) { if (_G(pal_fade_in_progress) || _G(menuSystemInitialized)) { return; } _GM(saveLoadFromHotkey) = true; _GM(gameMenuFromMain) = true; SaveLoadMenu::show(myPalette, false); } void CreateF3LoadMenu(RGB8 *myPalette) { if (!player_commands_allowed() || !INTERFACE_VISIBLE || _G(pal_fade_in_progress) || _G(menuSystemInitialized)) { return; } _GM(saveLoadFromHotkey) = true; _GM(gameMenuFromMain) = false; SaveLoadMenu::show(myPalette, false); } } // namespace GUI } // namespace Riddle } // namespace M4