/* 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 "ultima/ultima8/gumps/u8_save_gump.h" #include "ultima/ultima8/gumps/widgets/edit_widget.h" #include "ultima/ultima8/gumps/widgets/text_widget.h" #include "ultima/ultima8/ultima8.h" #include "ultima/ultima8/kernel/mouse.h" #include "ultima/ultima8/games/game_data.h" #include "ultima/ultima8/gfx/shape.h" #include "ultima/ultima8/gfx/shape_frame.h" #include "ultima/ultima8/filesys/savegame.h" #include "ultima/ultima8/gumps/paged_gump.h" #include "ultima/ultima8/world/get_object.h" #include "ultima/ultima8/world/actors/main_actor.h" #include "common/config-manager.h" #include "common/savefile.h" #include "common/translation.h" #include "gui/message.h" namespace Ultima { namespace Ultima8 { static const int entryfont = 4; DEFINE_RUNTIME_CLASSTYPE_CODE(U8SaveGump) U8SaveGump::U8SaveGump(bool saveMode, int page) : Gump(0, 0, 5, 5), _save(saveMode), _page(page) { } U8SaveGump::~U8SaveGump() { } // gumps: 36/0-11: number 1-12 // 46/0: "Entry" void U8SaveGump::InitGump(Gump *newparent, bool take_focus) { Gump::InitGump(newparent, take_focus); _dims.setWidth(220); _dims.setHeight(170); FrameID entry_id(GameData::GUMPS, 46, 0); entry_id = _TL_SHP_(entry_id); const Shape *entryShape = GameData::get_instance()->getShape(entry_id); const ShapeFrame *sf = entryShape->getFrame(entry_id._frameNum); int entrywidth = sf->_width; int entryheight = sf->_height; if (_save) _editWidgets.resize(6); // constant! loadDescriptions(); for (int i = 0; i < 6; ++i) { int index = _page * 6 + i; int xbase = 3; int yi = i; if (i >= 3) { xbase += _dims.width() / 2 + 9; yi -= 3; } Gump *gump = new Gump(xbase, 3 + 40 * yi, 1, 1); gump->SetShape(entry_id, true); gump->InitGump(this, false); int x = xbase + 2 + entrywidth; if (index >= 9) { // index 9 is labelled "10" FrameID entrynum1_id(GameData::GUMPS, 36, (index + 1) / 10 - 1); entrynum1_id = _TL_SHP_(entrynum1_id); entryShape = GameData::get_instance()->getShape(entrynum1_id); sf = entryShape->getFrame(entrynum1_id._frameNum); x += 1 + sf->_width; gump = new Gump(xbase + 2 + entrywidth, 3 + 40 * yi, 1, 1); gump->SetShape(entrynum1_id, true); gump->InitGump(this, false); } FrameID entrynum_id(GameData::GUMPS, 36, index % 10); entrynum_id = _TL_SHP_(entrynum_id); gump = new Gump(x, 3 + 40 * yi, 1, 1); gump->SetShape(entrynum_id, true); if (index % 10 == 9) { // HACK: There is no frame for '0', so we re-use part of the // frame for '10', cutting off the first 6 pixels. Common::Rect32 rect = gump->getDims(); rect.translate(6, 0); gump->setDims(rect); } gump->InitGump(this, false); if (index == 0) { // special case for 'The Beginning...' _save Gump *widget = new TextWidget(xbase, entryheight + 4 + 40 * yi, _TL_("The Beginning..."), true, entryfont, 95); widget->InitGump(this, false); } else { if (_save) { EditWidget *ew = new EditWidget(xbase, entryheight + 4 + 40 * yi, _descriptions[i], true, entryfont, 95, 38 - entryheight, 0, true); ew->SetIndex(i + 1); ew->InitGump(this, false); _editWidgets[i] = ew; } else { // load Gump *widget = new TextWidget(xbase, entryheight + 4 + 40 * yi, _descriptions[i], true, entryfont, 95, 38 - entryheight); widget->InitGump(this, false); } } } // remove focus from children (just in case) if (_focusChild) _focusChild->OnFocus(false); _focusChild = 0; } void U8SaveGump::Close(bool no_del) { Gump::Close(no_del); } void U8SaveGump::OnFocus(bool gain) { if (gain) { if (_save) Mouse::get_instance()->setMouseCursor(Mouse::MOUSE_QUILL); else Mouse::get_instance()->setMouseCursor(Mouse::MOUSE_MAGGLASS); } } Gump *U8SaveGump::onMouseDown(int button, int32 mx, int32 my) { // take all clicks return this; } void U8SaveGump::onMouseClick(int button, int32 mx, int32 my) { if (button != Mouse::BUTTON_LEFT) return; ParentToGump(mx, my); int x; if (mx >= 3 && mx <= 100) x = 0; else if (mx >= _dims.width() / 2 + 10) x = 1; else return; int y; if (my >= 3 && my <= 40) y = 0; else if (my >= 43 && my <= 80) y = 1; else if (my >= 83 && my <= 120) y = 2; else return; int i = 3 * x + y; int index = 6 * _page + i + 1; if (_save && !_focusChild && _editWidgets[i]) { _editWidgets[i]->MakeFocus(); PagedGump *p = dynamic_cast(_parent); if (p) p->enableButtons(false); } if (!_save) { // If our parent has a notifiy process, we'll put our result in it and won't actually load the game GumpNotifyProcess *p = _parent ? _parent->GetNotifyProcess() : nullptr; if (p) { // Do nothing in this case if (index != 1 && _descriptions[i].empty()) return; _parent->SetResult(index); _parent->Close(); // close PagedGump (and us) return; } loadgame(index); // 'this' will be deleted here! } } void U8SaveGump::onMouseDouble(int button, int32 mx, int32 my) { onMouseClick(button, mx, my); } void U8SaveGump::ChildNotify(Gump *child, uint32 message) { EditWidget *widget = dynamic_cast(child); if (widget && message == EditWidget::EDIT_ENTER) { // save assert(_save); Std::string name = widget->getText(); if (name.empty()) return; // Note: this might close us, so we should return right after. savegame(widget->GetIndex() + 6 * _page, name); return; } if (widget && message == EditWidget::EDIT_ESCAPE) { // cancel edit assert(_save); // remove focus if (_focusChild) _focusChild->OnFocus(false); _focusChild = 0; PagedGump *p = dynamic_cast(_parent); if (p) p->enableButtons(true); widget->setText(_descriptions[widget->GetIndex() - 1]); return; } } bool U8SaveGump::OnKeyDown(int key, int mod) { if (Gump::OnKeyDown(key, mod)) return true; return false; } bool U8SaveGump::loadgame(int saveIndex) { if (saveIndex == 1) { return Ultima8Engine::get_instance()->newGame(); } Common::Error loadError = Ultima8Engine::get_instance()->loadGameState(saveIndex); if (loadError.getCode() != Common::kNoError) { GUI::MessageDialog errorDialog(loadError.getDesc()); errorDialog.runModal(); return false; } return true; } bool U8SaveGump::savegame(int saveIndex, const Std::string &name) { if (name.empty()) return false; // We are saving, close parent (and ourselves) first so it doesn't // block the save or appear in the screenshot _parent->Close(); if (!Ultima8Engine::get_instance()->canSaveGameStateCurrently()) return false; return Ultima8Engine::get_instance()->saveGameState(saveIndex, name).getCode() == Common::kNoError; } void U8SaveGump::loadDescriptions() { _descriptions.resize( 6); for (int i = 0; i < 6; ++i) { int saveIndex = 6 * _page + i + 1; Common::InSaveFile *saveFile = g_system->getSavefileManager()->openForLoading( Ultima8Engine::get_instance()->getSaveStateName(saveIndex)); if (!saveFile) continue; const SavegameReader *sg = new SavegameReader(saveFile, true); _descriptions[i] = sg->getDescription(); delete sg; } } //static Gump *U8SaveGump::showLoadSaveGump(Gump *parent, bool save) { if (!ConfMan.getBool("originalsaveload")) { if (save) Ultima8Engine::get_instance()->saveGameDialog(); else Ultima8Engine::get_instance()->loadGameDialog(); return nullptr; } if (save && !Ultima8Engine::get_instance()->canSaveGameStateCurrently()) { return nullptr; } PagedGump *gump = new PagedGump(34, -38, 3, 35); gump->InitGump(parent); for (int page = 0; page < 16; ++page) { U8SaveGump *s = new U8SaveGump(save, page); s->InitGump(gump, false); gump->addPage(s); } int lastSave = ConfMan.hasKey("lastSave") ? ConfMan.getInt("lastSave") : -1; if (lastSave > 0) { gump->showPage((lastSave - 1) / 6); } gump->setRelativePosition(CENTER); return gump; } } // End of namespace Ultima8 } // End of namespace Ultima