Files
scummvm-cursorfix/engines/m4/riddle/gui/game_menu.cpp
2026-02-02 04:50:13 +01:00

921 lines
26 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 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 <http://www.gnu.org/licenses/>.
*
*/
#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 <esc> 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)) {
//<return> - if a slot has been selected, saves the game
//<esc> - cancels and returns to the game menu
guiMenu::configure(_GM(slMenu), (CALLBACK)cbSave, (CALLBACK)cbCancel);
} else {
//<return> - if a slot has been selected, loads the selected game
//<esc> - 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, "<empty>")) {
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 <esc> 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