921 lines
26 KiB
C++
921 lines
26 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 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 "m4/riddle/gui/game_menu.h"
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#include "m4/riddle/vars.h"
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#include "graphics/thumbnail.h"
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#include "m4/adv_r/other.h"
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#include "m4/adv_r/adv_player.h"
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#include "m4/core/imath.h"
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#include "m4/gui/gui_event.h"
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#include "m4/gui/hotkeys.h"
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#include "m4/gui/gui_sys.h"
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#include "m4/gui/gui_vmng.h"
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#include "m4/mem/mem.h"
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#include "m4/platform/keys.h"
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#include "m4/m4.h"
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#include "common/config-manager.h"
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#include "m4/burger/gui/game_menu.h"
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namespace M4 {
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namespace Riddle {
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namespace GUI {
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/*-------------------- GAME MENU --------------------*/
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#define GAME_MENU_X 212
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#define GAME_MENU_Y 160
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#define GM_TAG_QUIT 1
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#define GM_QUIT_X 13
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#define GM_QUIT_Y 31
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#define GM_QUIT_W 26
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#define GM_QUIT_H 26
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#define GM_TAG_MAIN 2
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#define GM_MAIN_X 108
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#define GM_MAIN_Y 31
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#define GM_MAIN_W 26
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#define GM_MAIN_H 26
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#define GM_TAG_OPTIONS 3
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#define GM_OPTIONS_X 162
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#define GM_OPTIONS_Y 31
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#define GM_OPTIONS_W 26
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#define GM_OPTIONS_H 26
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#define GM_TAG_RESUME 4
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#define GM_RESUME_X 54
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#define GM_RESUME_Y 94
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#define GM_RESUME_W 26
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#define GM_RESUME_H 26
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#define GM_TAG_SAVE 5
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#define GM_SAVE_X 108
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#define GM_SAVE_Y 94
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#define GM_SAVE_W 26
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#define GM_SAVE_H 26
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#define GM_TAG_LOAD 6
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#define GM_LOAD_X 162
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#define GM_LOAD_Y 94
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#define GM_LOAD_W 26
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#define GM_LOAD_H 26
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void GameMenu::show(RGB8 *myPalette) {
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if (!_G(menuSystemInitialized)) {
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guiMenu::initialize(myPalette);
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}
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// Load in the game menu sprites
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if (!guiMenu::loadSprites("gamemenu", GM_TOTAL_SPRITES))
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error("Error loading gamemenu");
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_GM(gameMenu) = guiMenu::create(_GM(menuSprites)[GM_DIALOG_BOX],
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GAME_MENU_X, GAME_MENU_Y, MENU_DEPTH | SF_GET_ALL | SF_BLOCK_ALL | SF_IMMOVABLE);
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assert(_GM(gameMenu));
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menuItemButton::add(_GM(gameMenu), GM_TAG_QUIT,
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GM_QUIT_X, GM_QUIT_Y, GM_QUIT_W, GM_QUIT_H, cbQuitGame);
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menuItemButton::add(_GM(gameMenu), GM_TAG_MAIN,
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GM_MAIN_X, GM_MAIN_Y, GM_MAIN_W, GM_MAIN_H, cbMainMenu);
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menuItemButton::add(_GM(gameMenu), GM_TAG_OPTIONS, GM_OPTIONS_X, GM_OPTIONS_Y, GM_OPTIONS_W, GM_OPTIONS_H, cbOptions);
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menuItemButton::add(_GM(gameMenu), GM_TAG_RESUME, GM_RESUME_X, GM_RESUME_Y, GM_RESUME_W, GM_RESUME_H, cbResume);
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if (!_GM(gameMenuFromMain)) {
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menuItemButton::add(_GM(gameMenu), GM_TAG_SAVE, GM_SAVE_X, GM_SAVE_Y, GM_SAVE_W, GM_SAVE_H, cbSave);
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} else {
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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);
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}
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// See if there are any games to load
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if (g_engine->savesExist()) {
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menuItemButton::add(_GM(gameMenu), GM_TAG_LOAD, GM_LOAD_X, GM_LOAD_Y, GM_LOAD_W, GM_LOAD_H, cbLoad);
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} else {
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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);
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}
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// Configure the game so pressing <esc> will cause the menu to disappear and the game to resume
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guiMenu::configure(_GM(gameMenu), cbResume, cbResume);
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vmng_screen_show((void *)_GM(gameMenu));
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LockMouseSprite(0);
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}
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void GameMenu::destroyGameMenu() {
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if (!_GM(gameMenu))
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return;
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// Remove the screen from the gui
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vmng_screen_dispose(_GM(gameMenu));
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// Destroy the menu resources
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guiMenu::destroy(_GM(gameMenu));
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// Unload the menu sprites
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guiMenu::unloadSprites();
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}
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void GameMenu::cbQuitGame(void *, void *) {
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// Destroy the game menu
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destroyGameMenu();
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// Shutdown the menu system
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guiMenu::shutdown(false);
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// Set the global that will cause the entire game to exit to dos
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_G(kernel).going = false;
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}
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void GameMenu::cbMainMenu(void *, void *) {
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// Destroy the game menu
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destroyGameMenu();
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if (!_GM(gameMenuFromMain)) {
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// Save the game so we can resume from here if possible
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if (_GM(interfaceWasVisible) && player_commands_allowed()) {
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other_save_game_for_resurrection();
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}
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// Make sure the interface does not reappear
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_GM(interfaceWasVisible) = false;
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// Shutdown the menu system
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guiMenu::shutdown(false);
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} else {
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guiMenu::shutdown(true);
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}
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// Go to the main menu
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_G(game).setRoom(494);
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}
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void GameMenu::cbResume(void *, void *) {
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// Destroy the game menu
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destroyGameMenu();
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// Shutdown the menu system
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guiMenu::shutdown(true);
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}
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void GameMenu::cbOptions(void *, void *) {
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// Destroy the game menu
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destroyGameMenu();
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_GM(buttonClosesDialog) = true;
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// Create the options menu
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OptionsMenu::show();
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}
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void GameMenu::cbSave(void *, void *) {
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destroyGameMenu();
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guiMenu::shutdown(true);
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_GM(buttonClosesDialog) = true;
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// Create the save game menu
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g_engine->showSaveScreen();
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}
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void GameMenu::cbLoad(void *, void *) {
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destroyGameMenu();
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guiMenu::shutdown(true);
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_GM(buttonClosesDialog) = true;
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// Create the load game menu
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g_engine->showLoadScreen(M4Engine::kLoadFromGameDialog);
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}
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/*-------------------- OPTIONS MENU --------------------*/
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#define OPTIONS_MENU_X 212
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#define OPTIONS_MENU_Y 160
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#define OM_TAG_GAMEMENU 1
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#define OM_GAMEMENU_X 14
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#define OM_GAMEMENU_Y 94
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#define OM_GAMEMENU_W 26
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#define OM_GAMEMENU_H 26
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#define OM_TAG_DIGI 2
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#define OM_DIGI_X 70
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#define OM_DIGI_Y 29
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#define OM_DIGI_W 108
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#define OM_DIGI_H 14
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#define OM_TAG_MIDI 3
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#define OM_MIDI_X 70
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#define OM_MIDI_Y 72
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#define OM_MIDI_W 108
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#define OM_MIDI_H 14
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#define OM_TAG_SCROLLING 4
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#define OM_SCROLLING_X 131
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#define OM_SCROLLING_Y 113
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#define OM_SCROLLING_W 39
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#define OM_SCROLLING_H 39
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void OptionsMenu::show() {
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// Load in the options menu sprites
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if (!guiMenu::loadSprites("opmenu", OM_TOTAL_SPRITES))
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error("Error loading opmenu");
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_GM(opMenu) = guiMenu::create(_GM(menuSprites)[OM_DIALOG_BOX],
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OPTIONS_MENU_X, OPTIONS_MENU_Y, MENU_DEPTH | SF_GET_ALL | SF_BLOCK_ALL | SF_IMMOVABLE);
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assert(_GM(opMenu));
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const int digiPercent = ConfMan.getInt("sfx_volume") * 100 / 256;
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const int midiPercent = ConfMan.getInt("music_volume") * 100 / 256;
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menuItemButton::add(_GM(opMenu), OM_TAG_GAMEMENU,
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OM_GAMEMENU_X, OM_GAMEMENU_Y, OM_GAMEMENU_W, OM_GAMEMENU_H,
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cbGameMenu, menuItemButton::BTN_TYPE_GM_GENERIC);
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menuItemHSlider::add(_GM(opMenu), OM_TAG_DIGI,
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OM_DIGI_X, OM_DIGI_Y, OM_DIGI_W, OM_DIGI_H,
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digiPercent, (CALLBACK)cbSetDigi, true);
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menuItemHSlider::add(_GM(opMenu), OM_TAG_MIDI,
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OM_MIDI_X, OM_MIDI_Y, OM_MIDI_W, OM_MIDI_H,
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midiPercent, (CALLBACK)cbSetMidi, true);
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menuItemButton::add(_GM(opMenu), OM_TAG_SCROLLING,
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OM_SCROLLING_X, OM_SCROLLING_Y, OM_SCROLLING_W, OM_SCROLLING_H, (CALLBACK)cbScrolling,
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_G(kernel).cameraPans() ? menuItemButton::BTN_TYPE_OM_SCROLLING_ON :
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menuItemButton::BTN_TYPE_OM_SCROLLING_OFF);
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guiMenu::configure(_GM(opMenu), cbGameMenu, cbGameMenu);
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vmng_screen_show((void *)_GM(opMenu));
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LockMouseSprite(0);
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}
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void OptionsMenu::destroyOptionsMenu() {
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// Remove the screen from the gui
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vmng_screen_dispose(_GM(opMenu));
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// Destroy the menu resources
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guiMenu::destroy(_GM(opMenu));
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// Unload the menu sprites
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guiMenu::unloadSprites();
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}
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void OptionsMenu::cbGameMenu(void *, void *) {
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destroyOptionsMenu();
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GameMenu::show(nullptr);
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}
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void OptionsMenu::cbScrolling(M4::GUI::menuItemButton *myItem, M4::GUI::guiMenu *) {
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_G(kernel).camera_pan_instant = myItem->buttonType ==
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menuItemButton::BTN_TYPE_OM_SCROLLING_ON;
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}
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void OptionsMenu::cbSetDigi(M4::GUI::menuItemHSlider *myItem, M4::GUI::guiMenu *) {
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ConfMan.setInt("sfx_volume", myItem->percent * 256 / 100);
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g_engine->syncSoundSettings();
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}
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void OptionsMenu::cbSetMidi(M4::GUI::menuItemHSlider *myItem, M4::GUI::guiMenu *) {
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ConfMan.setInt("music_volume", myItem->percent * 256 / 100);
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g_engine->syncSoundSettings();
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}
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/*------------------- SAVE/LOAD METHODS ------------------*/
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#define SAVE_LOAD_MENU_X 42
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#define SAVE_LOAD_MENU_Y 155
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#define SL_TITLE_X 111
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#define SL_TITLE_Y 2
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#define SL_TITLE_W 110
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#define SL_TITLE_H 17
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#define SL_THUMBNAIL_X 333
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#define SL_THUMBNAIL_Y 5
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#define SL_SAVELOAD_X 10
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#define SL_SAVELOAD_Y 74
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#define SL_SAVELOAD_W 26
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#define SL_SAVELOAD_H 26
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#define SL_SAVELOAD_LABEL_X 8
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#define SL_SAVELOAD_LABEL_Y 103
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#define SL_SAVELOAD_LABEL_W 30
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#define SL_SAVELOAD_LABEL_H 14
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#define SL_CANCEL_X 10
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#define SL_CANCEL_Y 122
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#define SL_CANCEL_W 26
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#define SL_CANCEL_H 26
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#define SL_SLIDER_X 305
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#define SL_SLIDER_Y 21
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#define SL_SLIDER_W 20
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#define SL_SLIDER_H 140
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#define SL_SCROLL_FIELD_X 46
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#define SL_SCROLL_FIELD_Y 21
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#define SL_SCROLL_LINE_W 258
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#define SL_SCROLL_LINE_H 14
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#define SL_SCROLL_FIELD_W 257
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#define SL_SCROLL_FIELD_H 139
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void SaveLoadMenu::show(RGB8 *myPalette, bool saveMenu) {
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if (!_G(menuSystemInitialized))
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guiMenu::initialize(myPalette);
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// Load in the game menu sprites
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if (!guiMenu::loadSprites("slmenu", GUI::SaveLoadMenuBase::SL_TOTAL_SPRITES)) {
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return;
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}
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// Initialize some global vars
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_GM(firstSlotIndex) = 0;
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_GM(slotSelected) = -1;
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_GM(saveLoadThumbNail) = nullptr;
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_GM(thumbIndex) = 100;
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_GM(currMenuIsSave) = saveMenu;
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_GM(slMenu) = guiMenu::create(_GM(menuSprites)[GUI::SaveLoadMenuBase::SL_DIALOG_BOX],
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SAVE_LOAD_MENU_X, SAVE_LOAD_MENU_Y,
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MENU_DEPTH | SF_GET_ALL | SF_BLOCK_ALL | SF_IMMOVABLE);
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if (!_GM(slMenu)) {
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return;
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}
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if (_GM(currMenuIsSave)) {
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menuItemMsg::msgAdd(_GM(slMenu), SL_TAG_SAVE_TITLE_LABEL,
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SL_TITLE_X, SL_TITLE_Y, SL_TITLE_W, SL_TITLE_H);
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menuItemButton::add(_GM(slMenu), SL_TAG_SAVE,
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SL_SAVELOAD_X, SL_SAVELOAD_Y,
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SL_SAVELOAD_W, SL_SAVELOAD_H, (CALLBACK)cbSave,
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menuItemButton::BTN_TYPE_GM_GENERIC, true);
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menuItemMsg::msgAdd(_GM(slMenu), SL_TAG_SAVE_LABEL,
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SL_SAVELOAD_LABEL_X, SL_SAVELOAD_LABEL_Y,
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SL_SAVELOAD_LABEL_W, SL_SAVELOAD_LABEL_H);
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} else {
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menuItemMsg::msgAdd(_GM(slMenu), SL_TAG_LOAD_TITLE_LABEL,
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SL_TITLE_X, SL_TITLE_Y, SL_TITLE_W, SL_TITLE_H);
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menuItemButton::add(_GM(slMenu), SL_TAG_LOAD,
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SL_SAVELOAD_X, SL_SAVELOAD_Y,
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SL_SAVELOAD_W, SL_SAVELOAD_H, (CALLBACK)cbSave,
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menuItemButton::BTN_TYPE_GM_GENERIC, true);
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menuItemMsg::msgAdd(_GM(slMenu), SL_TAG_LOAD_LABEL,
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SL_SAVELOAD_LABEL_X, SL_SAVELOAD_LABEL_Y,
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SL_SAVELOAD_LABEL_W, SL_SAVELOAD_LABEL_H);
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}
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menuItemButton::add(_GM(slMenu), SL_TAG_CANCEL, SL_CANCEL_X, SL_CANCEL_Y, SL_CANCEL_W, SL_CANCEL_H,
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(CALLBACK)cbCancel, menuItemButton::BTN_TYPE_GM_GENERIC);
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menuItemVSlider::add(_GM(slMenu), SL_TAG_VSLIDER, SL_SLIDER_X, SL_SLIDER_Y, SL_SLIDER_W, SL_SLIDER_H,
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0, (CALLBACK)cbVSlider);
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initializeSlotTables();
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bool buttonGreyed;
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ItemHandlerFunction i_handler;
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if (_GM(currMenuIsSave)) {
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buttonGreyed = false;
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i_handler = (ItemHandlerFunction)menuItemButton::handler;
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} else {
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buttonGreyed = true;
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i_handler = (ItemHandlerFunction)load_Handler;
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}
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for (int32 i = 0; i < MAX_SLOTS_SHOWN; i++) {
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menuItemButton::add(_GM(slMenu), 1001 + i,
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SL_SCROLL_FIELD_X, SL_SCROLL_FIELD_Y + i * SL_SCROLL_LINE_H,
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SL_SCROLL_LINE_W, SL_SCROLL_LINE_H,
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(CALLBACK)cbSlot, menuItemButton::BTN_TYPE_SL_TEXT,
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buttonGreyed && (!_GM(slotInUse)[i]), true,
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_GM(slotTitles)[i], i_handler);
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}
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if (_GM(currMenuIsSave)) {
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// Create thumbnails. One in the original game format for displaying,
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// and the other in the ScummVM format for actually using in the save files
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_GM(saveLoadThumbNail) = menu_CreateThumbnail(&_GM(sizeofThumbData));
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_GM(_thumbnail).free();
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Graphics::createThumbnail(_GM(_thumbnail));
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} else {
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updateThumbnails(0, _GM(slMenu));
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_GM(saveLoadThumbNail) = _GM(menuSprites)[GUI::SaveLoadMenuBase::SL_EMPTY_THUMB_25];
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}
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menuItemMsg::msgAdd(_GM(slMenu), SL_TAG_THUMBNAIL, SL_THUMBNAIL_X, SL_THUMBNAIL_Y,
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SaveLoadMenuBase::SL_THUMBNAIL_W, SaveLoadMenuBase::SL_THUMBNAIL_H, false);
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if (_GM(currMenuIsSave)) {
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//<return> - if a slot has been selected, saves the game
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//<esc> - cancels and returns to the game menu
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guiMenu::configure(_GM(slMenu), (CALLBACK)cbSave, (CALLBACK)cbCancel);
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} else {
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//<return> - if a slot has been selected, loads the selected game
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//<esc> - cancels and returns to the game menu
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guiMenu::configure(_GM(slMenu), (CALLBACK)cbLoad, (CALLBACK)cbCancel);
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}
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vmng_screen_show((void *)_GM(slMenu));
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LockMouseSprite(0);
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}
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void SaveLoadMenu::destroyMenu(bool saveMenu) {
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if (!_GM(slMenu)) {
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return;
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}
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// Determine whether the screen was the SAVE or the LOAD menu
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if (saveMenu) {
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// If SAVE, there should be a thumbnail to unload
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if (_GM(saveLoadThumbNail)) {
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DisposeHandle(_GM(saveLoadThumbNail)->sourceHandle);
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mem_free(_GM(saveLoadThumbNail));
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_GM(saveLoadThumbNail) = nullptr;
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}
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|
} 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
|