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diff --git a/engines/agi/systemui.cpp b/engines/agi/systemui.cpp
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+/* 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 2
+ * 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, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ */
+
+#include "agi/agi.h"
+#include "agi/graphics.h"
+#include "agi/text.h"
+#include "agi/keyboard.h"
+#include "agi/systemui.h"
+
+namespace Agi {
+
+SystemUI::SystemUI(AgiEngine *vm, GfxMgr *gfx, TextMgr *text) {
+ _vm = vm;
+ _gfx = gfx;
+ _text = text;
+
+ _askForVerificationContinueOnMessageBoxClick = false;
+ _askForVerificationCancelled = false;
+ _askForVerificationMouseLockedButtonNr = -1;
+ _askForVerificationMouseActiveButtonNr = -1;
+
+ clearSavedGameSlots();
+
+ _textStatusScore = "Score:%v3 of %v7";
+ _textStatusSoundOn = "Sound:on";
+ _textStatusSoundOff = "Sound:off";
+
+ _textEnterCommand = "Enter input\n\n";
+
+ _textPause = " Game paused.\nPress Enter to continue.";
+ _textPauseButton = nullptr;
+
+ _textRestart = "Press ENTER to restart\nthe game.\n\nPress ESC to continue\nthis game.";
+ _textRestartButton1 = nullptr;
+ _textRestartButton2 = nullptr;
+
+ _textQuit = "Press ENTER to quit.\nPress ESC to keep playing.";
+ _textQuitButton1 = nullptr;
+ _textQuitButton2 = nullptr;
+
+ _textInventoryYouAreCarrying = "You are carrying:";
+ _textInventoryNothing = "nothing";
+ _textInventorySelectItems = "Press ENTER to select, ESC to cancel";
+ _textInventoryReturnToGame = "Press a key to return to the game";
+
+ _textSaveGameSelectSlot = "Use the arrow keys to select the slot in which you wish to save the game. Press ENTER to save in the slot, ESC to not save a game.";
+ _textSaveGameEnterDescription = "How would you like to describe this saved game?\n\n";
+ _textSaveGameVerify = "About to save the game\ndescribed as:\n\n%s\n\nin file:\n%s\n\nPress ENTER to continue.\nPress ESC to cancel.";
+ _textSaveGameVerifyButton1 = nullptr;
+ _textSaveGameVerifyButton2 = nullptr;
+
+ _textRestoreGameNoSlots = "There are no games to\nrestore in\n\n ScummVM saved game directory\n\nPress ENTER to continue.";
+ _textRestoreGameSelectSlot = "Use the arrow keys to select the game which you wish to restore. Press ENTER to restore the game, ESC to not restore a game.";
+ _textRestoreGameError = "Error in restoring game.\nPress ENTER to quit.";
+ _textRestoreGameVerify = "About to restore the game\ndescribed as:\n\n%s\n\nfrom file:\n%s\n\nPress ENTER to continue.\nPress ESC to cancel.";
+ _textRestoreGameVerifyButton1 = nullptr;
+ _textRestoreGameVerifyButton2 = nullptr;
+
+ // Replace with translated text, when needed
+ switch (_vm->getLanguage()) {
+ case Common::RU_RUS:
+ _textStatusScore = "\x91\xE7\xA5\xE2: %v3 \xA8\xA7 %v7";
+ _textStatusSoundOn = "\x87\xA2\xE3\xAA: \xA2\xAA\xAB";
+ _textStatusSoundOff = "\x87\xA2\xE3\xAA: \xA2\xEB\xAA\xAB";
+
+ _textPause = " \x88\xA3\xE0\xA0 \xAE\xE1\xE2\xA0\xAD\xAE\xA2\xAB\xA5\xAD\xA0\nENTER - \xAF\xE0\xAE\xA4\xAE\xAB\xA6\xA5\xAD\xA8\xA5.";
+ //_textPause = " \x88\xa3\xe0\xa0 \xae\xe1\xe2\xa0\xad\xae\xa2\xab\xa5\xad\xa0. \n\n\n"; <- mouse
+ // pause button text "\x8f\xe0\xae\xa4\xae\xab\xa6\xa8\xe2\xec"
+ _textRestart = "ENTER - \xAF\xA5\xE0\xA5\xA7\xA0\xAF\xE3\xE1\xE2\xA8\xE2\xEC \xA8\xA3\xE0\xE3.\n\nESC - \xAF\xE0\xAE\xA4\xAE\xAB\xA6\xA5\xAD\xA8\xA5 \xA8\xA3\xE0\xEB.";
+ _textQuit = "ENTER-\xA2\xEB\xE5\xAE\xA4 \xA8\xA7 \xA8\xA3\xE0\xEB.\nESC - \xA8\xA3\xE0\xA0\xE2\xEC \xA4\xA0\xAB\xEC\xE8\xA5.";
+
+ _textInventoryYouAreCarrying = " \x93 \xA2\xA0\xE1 \xA5\xE1\xE2\xEC\x3A ";
+ _textInventoryNothing = "\xAD\xA8\xE7\xA5\xA3\xAE";
+ _textInventorySelectItems = "ENTER - \xA2\xEB\xA1\xAE\xE0, ESC - \xAE\xE2\xAC\xA5\xAD\xA0.";
+ _textInventoryReturnToGame = "\x8B\xEE\xA1\xA0\xEF \xAA\xAB\xA0\xA2\xA8\xE8\xA0 - \xA2\xAE\xA7\xA2\xE0\xA0\xE2 \xA2 \xA8\xA3\xE0\xE3";
+
+ _textSaveGameSelectSlot = "\x91 \xAF\xAE\xAC\xAE\xE9\xEC\xEE \xAA\xAB\xA0\xA2\xA8\xE8 \xAA\xE3\xE0\xE1\xAE\xE0\xA0 \xA2\xEB\xA1\xA5\xE0\xA8\xE2\xA5 \xE1\xE2\xE0\xAE\xAA\xE3, \xA2 \xAA\xAE\xE2\xAE\xE0\xE3\xEE \xA2\xEB \xA6\xA5\xAB\xA0\xA5\xE2\xA5 \xA7\xA0\xAF\xA8\xE1\xA0\xE2\xEC \xA8\xA3\xE0\xE3. \x8D\xA0\xA6\xAC\xA8\xE2\xA5 ENTER \xA4\xAB\xEF \xA7\xA0\xAF\xA8\xE1\xA8 \xA8\xA3\xE0\xEB, ESC - \xAE\xE2\xAC\xA5\xAD\xA0 \xA7\xA0\xAF\xA8\xE1\xA8.";
+ _textSaveGameEnterDescription = "\x8A\xA0\xAA \xA2\xEB \xA6\xA5\xAB\xA0\xA5\xE2\xA5 \xAD\xA0\xA7\xA2\xA0\xE2\xEC \xED\xE2\xE3 \xA7\xA0\xAF\xA8\xE1\xEB\xA2\xA0\xA5\xAC\xE3\xEE \xA8\xA3\xE0\xE3?\n\n";
+ _textSaveGameVerify = "\x83\xAE\xE2\xAE\xA2 \xAA \xA7\xA0\xAF\xA8\xE1\xA8 \xA8\xA3\xE0\xEB, \n\xAE\xAF\xA8\xE1\xA0\xAD\xAD\xAE\xA9 \xAA\xA0\xAA:\n\n%s\n\n\xA2 \xE4\xA0\xA9\xAB:\n%s\n\n\x84\xAB\xEF \xAF\xE0\xAE\xA4\xAE\xAB\xA6\xA5\xAD\xA8\xEF \xAD\xA0\xA6\xAC\xA8\xE2\xA5 ENTER.\nESC - \xAE\xE2\xAC\xA5\xAD\xA0.";
+
+ _textRestoreGameNoSlots = "\x82 \xAA\xA0\xE2\xA0\xAB\xAE\xA3\xA5\n\n ScummVM saved game directory\n\n\xAD\xA5\xE2 \xA7\xA0\xAF\xA8\xE1\xA0\xAD\xAD\xEB\xE5 \xA8\xA3\xE0.\n\nENTER - \xAF\xE0\xAE\xA4\xAE\xAB\xA6\xA5\xAD\xA8\xA5.";
+ _textRestoreGameSelectSlot = "\x91 \xAF\xAE\xAC\xAE\xE9\xEC\xEE \xAA\xAB\xA0\xA2\xA8\xE8 \xAA\xE3\xE0\xE1\xAE\xE0\xA0 \xA2\xEB\xA1\xA5\xE0\xA8\xE2\xA5 \xA8\xA3\xE0\xE3, \xAA\xAE\xE2\xAE\xE0\xE3\xEE \xA2\xEB \xA6\xA5\xAB\xA0\xA5\xE2\xA5 \xE1\xE7\xA8\xE2\xA0\xE2\xEC. \x8D\xA0\xA6\xAC\xA8\xE2\xA5 ENTER \xA4\xAB\xEF \xE1\xE7\xA8\xE2\xEB\xA2\xA0\xAD\xA8\xEF \xA8\xA3\xE0\xEB, ESC - \xA4\xAB\xEF \xAE\xE2\xAC\xA5\xAD\xEB.";
+ _textRestoreGameError = "\x8E\xE8\xA8\xA1\xAA\xA0 \xA2 \xA7\xA0\xAF\xA8\xE1\xA0\xAD\xAD\xAE\xA9 \xA8\xA3\xE0\xA5.\nENTER - \xA2\xEB\xE5\xAE\xA4.";
+ _textRestoreGameVerify = "\x83\xAE\xE2\xAE\xA2 \xAA \xE1\xE7\xA8\xE2\xEB\xA2\xA0\xAD\xA8\xEE \xA8\xA3\xE0\xEB\x2C\n\xAE\xAF\xA8\xE1\xA0\xAD\xAD\xAE\xA9 \xAA\xA0\xAA.\n\n%s\n\n\xA8\xA7 \xE4\xA0\xA9\xAB\xA0:\n%s\n\n\x84\xAB\xEF \xAF\xE0\xAE\xA4\xAE\xAB\xA6\xA5\xAD\xA8\xEF \xAD\xA0\xA6\xAC\xA8\xE2\xA5 ENTER.\nESC - \xAE\xE2\xAC\xA5\xAD\xA0.";
+ break;
+ default:
+ break;
+ }
+
+ // Now replace some text again for some render modes
+ switch (_vm->_renderMode) {
+ case Common::kRenderAmiga:
+ _textPause = "Game paused.";
+ _textPauseButton = "Continue";
+
+ _textRestart = "Restart the game?";
+ _textRestartButton1 = "Restart";
+ _textRestartButton2 = "Cancel";
+
+ _textQuit = "Quit the game, or continue?";
+ _textQuitButton1 = "Quit";
+ _textQuitButton2 = "Continue";
+
+ _textSaveGameVerify = "About to save the game\ndescribed as:\n\n%s\n\nin file:\n%s";
+ _textSaveGameVerifyButton1 = "Save";
+ _textSaveGameVerifyButton2 = "Cancel";
+
+ _textRestoreGameVerify = "About to restore the game\ndescribed as:\n\n%s\n\nfrom file:\n%s";
+ _textRestoreGameVerifyButton1 = "Restore";
+ _textRestoreGameVerifyButton2 = "Cancel";
+ break;
+
+ case Common::kRenderApple2GS:
+ _textPause = "Game paused.";
+ _textPauseButton = "Continue";
+
+ _textRestart = "Restart the game? "; // additional spaces for buttons
+ _textRestartButton1 = "Restart";
+ _textRestartButton2 = "Cancel";
+
+ _textQuit = "Press ENTER to quit.\nPress ESC to keep playing.";
+ _textQuitButton1 = "Quit";
+ _textQuitButton2 = "Continue";
+
+ // Apple IIgs used OS dialogs for saving/restoring
+ _textSaveGameVerify = "About to save the game\ndescribed as:\n\n%s\n\nin file:\n%s";
+ _textSaveGameVerifyButton1 = "Save";
+ _textSaveGameVerifyButton2 = "Cancel";
+
+ _textRestoreGameVerify = "About to restore the game\ndescribed as:\n\n%s\n\nfrom file:\n%s";
+ _textRestoreGameVerifyButton1 = "Restore";
+ _textRestoreGameVerifyButton2 = "Cancel";
+ break;
+
+ case Common::kRenderAtariST:
+ _textPause = "Game paused. Press the left\nmouse button to continue.";
+ // Variation KQ3 _textPause = " Game paused.\nPress RETURN to continue.";
+
+ _textRestart = "About to restart the game.";
+ _textRestartButton1 = "OK";
+ _textRestartButton2 = "Cancel";
+
+ _textQuit = "About to leave the game.";
+ _textQuitButton1 = "OK";
+ _textQuitButton2 = "Cancel";
+
+ _textSaveGameVerify = "About to save the game\ndescribed as:\n\n%s\n\nin file:\n%s";
+ _textSaveGameVerifyButton1 = "OK";
+ _textSaveGameVerifyButton2 = "Cancel";
+
+ _textRestoreGameVerify = "About to restore the game\ndescribed as:\n\n%s\n\nfrom file:\n%s";
+ _textRestoreGameVerifyButton1 = "OK";
+ _textRestoreGameVerifyButton2 = "Cancel";
+ break;
+
+ default:
+ break;
+ }
+}
+
+SystemUI::~SystemUI() {
+ clearSavedGameSlots();
+}
+
+const char *SystemUI::getStatusTextScore() {
+ return _textStatusScore;
+}
+const char *SystemUI::getStatusTextSoundOn() {
+ return _textStatusSoundOn;
+}
+const char *SystemUI::getStatusTextSoundOff() {
+ return _textStatusSoundOff;
+}
+
+void SystemUI::pauseDialog() {
+ askForVerification(_textPause, _textPauseButton, nullptr, true);
+}
+
+bool SystemUI::restartDialog() {
+ return askForVerification(_textRestart, _textRestartButton1, _textRestartButton2, false);
+}
+
+bool SystemUI::quitDialog() {
+ return askForVerification(_textQuit, _textQuitButton1, _textQuitButton2, false);
+}
+
+const char *SystemUI::getInventoryTextNothing() {
+ return _textInventoryNothing;
+}
+const char *SystemUI::getInventoryTextYouAreCarrying() {
+ return _textInventoryYouAreCarrying;
+}
+const char *SystemUI::getInventoryTextSelectItems() {
+ return _textInventorySelectItems;
+}
+const char *SystemUI::getInventoryTextReturnToGame() {
+ return _textInventoryReturnToGame;
+}
+
+bool SystemUI::askForCommand(Common::String &commandText) {
+ // Let user enter the command (this was originally only available for Hercules rendering, we allow it everywhere)
+ bool previousEditState = _text->inputGetEditStatus();
+ byte previousEditCursor = _text->inputGetCursorChar();
+
+ _text->drawMessageBox(_textEnterCommand, 0, 36, true);
+
+ _text->inputEditOn();
+
+ _text->charPos_Push();
+ _text->charAttrib_Push();
+
+ _text->charPos_SetInsideWindow(2, 0);
+ _text->charAttrib_Set(15, 0);
+ _text->clearBlockInsideWindow(2, 0, 36, 0); // input line is supposed to be black
+ _text->inputSetCursorChar('_');
+
+ _text->stringSet(commandText.c_str()); // Set current command text (may be a command recall)
+
+ _vm->cycleInnerLoopActive(CYCLE_INNERLOOP_GETSTRING);
+ _text->stringEdit(35); // only allow up to 35 characters
+
+ _text->charAttrib_Pop();
+ _text->charPos_Pop();
+ _text->inputSetCursorChar(previousEditCursor);
+ if (!previousEditState) {
+ _text->inputEditOff();
+ }
+
+ _text->closeWindow();
+
+ if (!_text->stringWasEntered()) {
+ // User cancelled? exit now
+ return false;
+ }
+
+ commandText.clear();
+ commandText += (char *)_text->_inputString;
+ return true;
+}
+
+int16 SystemUI::figureOutAutomaticSaveGameSlot(const char *automaticSaveDescription) {
+ int16 matchedGameSlotId = -1;
+ int16 freshGameSlotId = -1;
+
+ // Fill saved game slot cache
+ readSavedGameSlots(false, false); // don't filter, but also don't include auto-save slot
+
+ // Walk through saved game slots
+ // check, if description matches and return the slot
+ // if no match can be found, return the first non-existant slot
+ // if all slots exist, return -1
+ figureOutAutomaticSavedGameSlot(automaticSaveDescription, matchedGameSlotId, freshGameSlotId);
+
+ if (matchedGameSlotId >= 0)
+ return matchedGameSlotId; // return matched slot
+
+ if (freshGameSlotId >= 0)
+ return freshGameSlotId; // return first non-existant slot
+
+ return -1; // no slots exist, not match found
+}
+
+int16 SystemUI::figureOutAutomaticRestoreGameSlot(const char *automaticSaveDescription) {
+ int16 matchedGameSlotId = -1;
+ int16 freshGameSlotId = -1;
+
+ // Fill saved game slot cache
+ readSavedGameSlots(true, false); // filter non-existant/invalid saves, also don't include auto-save slot
+
+ // Walk through saved game slots
+ // check, if description matches and return the slot. Otherwise return -1
+ figureOutAutomaticSavedGameSlot(automaticSaveDescription, matchedGameSlotId, freshGameSlotId);
+
+ if (matchedGameSlotId >= 0)
+ return matchedGameSlotId; // return matched slot
+ return -1; // no match found
+}
+
+int16 SystemUI::askForSaveGameSlot() {
+ int16 saveGameSlotNr = -1;
+
+ // Fill saved game slot cache
+ readSavedGameSlots(false, false); // don't filter, but also don't include auto-save slot
+
+ saveGameSlotNr = askForSavedGameSlot(_textSaveGameSelectSlot);
+
+ if (saveGameSlotNr < 0) {
+ // User cancelled? exit now
+ return -1;
+ }
+
+ // return actual slot number of the saved game
+ return _savedGameArray[saveGameSlotNr].slotId;
+}
+
+bool SystemUI::askForSaveGameDescription(int16 slotId, Common::String &newDescription) {
+ // Let user enter new description
+ bool previousEditState = _text->inputGetEditStatus();
+ byte previousEditCursor = _text->inputGetCursorChar();
+
+ _text->drawMessageBox(_textSaveGameEnterDescription, 0, 31, true);
+
+ _text->inputEditOn();
+
+ _text->charPos_Push();
+ _text->charAttrib_Push();
+
+ _text->charPos_SetInsideWindow(3, 0);
+ _text->charAttrib_Set(15, 0);
+ _text->clearBlockInsideWindow(3, 0, 31, 0); // input line is supposed to be black
+ _text->inputSetCursorChar('_');
+
+ // figure out the current description of the slot
+ _text->stringSet("");
+ for (uint16 slotNr = 0; slotNr < _savedGameArray.size(); slotNr++) {
+ if (_savedGameArray[slotNr].slotId == slotId) {
+ // found slotId
+ if (_savedGameArray[slotNr].isValid) {
+ // and also valid, so use its description
+ _text->stringSet(_savedGameArray[slotNr].description);
+ }
+ }
+ }
+
+ _vm->cycleInnerLoopActive(CYCLE_INNERLOOP_GETSTRING);
+ _text->stringEdit(30); // only allow up to 30 characters
+
+ _text->charAttrib_Pop();
+ _text->charPos_Pop();
+ _text->inputSetCursorChar(previousEditCursor);
+ if (!previousEditState) {
+ _text->inputEditOff();
+ }
+
+ _text->closeWindow();
+
+ if (!_text->stringWasEntered()) {
+ // User cancelled? exit now
+ return false;
+ }
+
+ // Now verify that the user really wants to do this
+ if (!askForSavedGameVerification(_textSaveGameVerify, _textSaveGameVerifyButton1, _textSaveGameVerifyButton2, (char *)_text->_inputString, slotId)) {
+ return false;
+ }
+
+ newDescription.clear();
+ newDescription += (char *)_text->_inputString;
+ return true;
+}
+
+int16 SystemUI::askForRestoreGameSlot() {
+ int16 restoreGameSlotNr = -1;
+
+ // Fill saved game slot cache
+ readSavedGameSlots(true, true); // filter empty/corrupt slots, but include auto-save slot
+
+ if (_savedGameArray.size() == 0) {
+ // no saved games
+ _vm->_text->messageBox(_textRestoreGameNoSlots);
+ return -1;
+ }
+
+ restoreGameSlotNr = askForSavedGameSlot(_textRestoreGameSelectSlot);
+
+ // User cancelled? exit now
+ if (restoreGameSlotNr < 0)
+ return -1;
+
+ SystemUISavedGameEntry *selectedSavedGameEntry = &_savedGameArray[restoreGameSlotNr];
+
+ // Check, if selected saved game was marked as valid
+ if (!selectedSavedGameEntry->isValid) {
+ _vm->_text->messageBox(_textRestoreGameError);
+ return -1;
+ }
+
+ // Now verify that the user really wants to do this
+ if (!askForSavedGameVerification(_textRestoreGameVerify, _textRestoreGameVerifyButton1, _textRestoreGameVerifyButton2, selectedSavedGameEntry->description, selectedSavedGameEntry->slotId)) {
+ return -1;
+ }
+
+ // return actual slot number of the saved game
+ return _savedGameArray[restoreGameSlotNr].slotId;
+}
+
+int16 SystemUI::askForSavedGameSlot(const char *slotListText) {
+ int16 messageBoxHeight = 0;
+ int16 slotsCount = _savedGameArray.size();
+
+ if (slotsCount > SYSTEMUI_SAVEDGAME_SLOTS_ON_SCREEN) {
+ messageBoxHeight = 5 + SYSTEMUI_SAVEDGAME_SLOTS_ON_SCREEN;
+ } else {
+ messageBoxHeight = 5 + slotsCount;
+ }
+ _text->drawMessageBox(slotListText, messageBoxHeight, 34, true);
+
+ drawSavedGameSlots();
+ drawSavedGameSlotSelector(true);
+
+ _vm->cycleInnerLoopActive(CYCLE_INNERLOOP_SYSTEMUI_SELECTSAVEDGAMESLOT);
+ do {
+ _vm->processAGIEvents();
+ } while (_vm->cycleInnerLoopIsActive() && !(_vm->shouldQuit() || _vm->_restartGame));
+
+ _text->closeWindow();
+
+ return _savedGameSelectedSlotNr;
+}
+
+void SystemUI::savedGameSlot_KeyPress(uint16 newKey) {
+ int16 slotCount = _savedGameArray.size();
+ int16 newUpmostSlotNr = _savedGameUpmostSlotNr;
+ int16 newSelectedSlotNr = _savedGameSelectedSlotNr;
+ bool slotsScrolled = false;
+
+ switch (newKey) {
+ case AGI_KEY_ENTER:
+ _vm->cycleInnerLoopInactive(); // exit savedGameSlot-loop
+ return;
+ break;
+
+ case AGI_KEY_ESCAPE:
+ _savedGameSelectedSlotNr = -1;
+ _vm->cycleInnerLoopInactive(); // exit savedGameSlot-loop
+ return;
+ break;
+ case AGI_KEY_UP: // previous slot
+ newSelectedSlotNr--;
+ break;
+ case AGI_KEY_DOWN: // next slot
+ newSelectedSlotNr++;
+ break;
+ // FEATURE: any scroll functionality was not available in original AGI
+ // Original AGI was in fact limited to a total of 12 save slots
+ case AGI_KEY_PAGE_UP: // scroll up
+ newUpmostSlotNr -= SYSTEMUI_SAVEDGAME_SLOTS_ON_SCREEN;
+ break;
+ case AGI_KEY_PAGE_DOWN: // scroll down
+ newUpmostSlotNr += SYSTEMUI_SAVEDGAME_SLOTS_ON_SCREEN;
+ break;
+ case AGI_KEY_HOME: // scroll all the way up
+ newUpmostSlotNr = 0;
+ break;
+ case AGI_KEY_END: // scroll all the way down
+ newUpmostSlotNr = (slotCount - 1) - (SYSTEMUI_SAVEDGAME_SLOTS_ON_SCREEN - 1);
+ break;
+
+ default:
+ break;
+ }
+
+ if (newUpmostSlotNr != _savedGameUpmostSlotNr) {
+ // Make sure, upmost slot number is valid
+ if (newUpmostSlotNr < 0) {
+ newUpmostSlotNr = 0;
+ }
+ if (newUpmostSlotNr + (SYSTEMUI_SAVEDGAME_SLOTS_ON_SCREEN - 1) >= slotCount) {
+ newUpmostSlotNr = (slotCount - 1) - (SYSTEMUI_SAVEDGAME_SLOTS_ON_SCREEN - 1);
+ if (newUpmostSlotNr < 0)
+ newUpmostSlotNr = 0;
+ }
+
+ if (newUpmostSlotNr != _savedGameUpmostSlotNr) {
+ // Still different? then actually force a slot number change in any case
+ slotsScrolled = true;
+
+ // also adjust selected slot number now
+ int16 slotDifference = _savedGameSelectedSlotNr - _savedGameUpmostSlotNr;
+ newSelectedSlotNr = newUpmostSlotNr + slotDifference;
+ }
+ }
+
+ if ((newSelectedSlotNr != _savedGameSelectedSlotNr) || slotsScrolled) {
+ // slot number was changed
+
+ // Make slot number valid and scroll in case it's needed
+ if (newSelectedSlotNr < 0) {
+ newSelectedSlotNr = slotCount - 1;
+ newUpmostSlotNr = newSelectedSlotNr - SYSTEMUI_SAVEDGAME_SLOTS_ON_SCREEN;
+ if (newUpmostSlotNr < 0)
+ newUpmostSlotNr = 0;
+ }
+ if (newSelectedSlotNr >= slotCount) {
+ newSelectedSlotNr = 0;
+ newUpmostSlotNr = 0;
+ }
+
+ if (newSelectedSlotNr < newUpmostSlotNr) {
+ // scroll up when needed
+ newUpmostSlotNr = newSelectedSlotNr;
+ }
+
+ if (newSelectedSlotNr >= newUpmostSlotNr + SYSTEMUI_SAVEDGAME_SLOTS_ON_SCREEN) {
+ // scroll down when needed
+ newUpmostSlotNr = newSelectedSlotNr - (SYSTEMUI_SAVEDGAME_SLOTS_ON_SCREEN - 1);
+ }
+
+ bool drawSlots = false;
+
+ // remove selector
+ drawSavedGameSlotSelector(false);
+
+ if (newUpmostSlotNr != _savedGameUpmostSlotNr) {
+ drawSlots = true;
+ }
+
+ _savedGameUpmostSlotNr = newUpmostSlotNr;
+ _savedGameSelectedSlotNr = newSelectedSlotNr;
+ if (drawSlots) {
+ drawSavedGameSlots();
+ }
+ drawSavedGameSlotSelector(true);
+ }
+}
+
+void SystemUI::clearSavedGameSlots() {
+ _savedGameArray.clear();
+ _savedGameUpmostSlotNr = 0;
+ _savedGameSelectedSlotNr = 0;
+}
+
+void SystemUI::createSavedGameDisplayText(char *destDisplayText, const char *actualDescription, int16 slotId, bool fillUpWithSpaces) {
+ char fillUpChar = fillUpWithSpaces ? ' ' : 0x00;
+ char slotIdChar[3];
+ int16 actualDescriptionLen = 0;
+
+ // clear with spaces
+ memset(destDisplayText, fillUpChar, SYSTEMUI_SAVEDGAME_DISPLAYTEXT_LEN);
+
+ // create fixed prefix (" 1:", "10:", etc.)
+ sprintf(slotIdChar, "%02d", slotId);
+ memcpy(destDisplayText, slotIdChar, 2);
+ destDisplayText[2] = ':';
+
+ actualDescriptionLen = strlen(actualDescription);
+ if (actualDescriptionLen > (SYSTEMUI_SAVEDGAME_DISPLAYTEXT_LEN - SYSTEMUI_SAVEDGAME_DISPLAYTEXT_PREFIX_LEN)) {
+ actualDescriptionLen = SYSTEMUI_SAVEDGAME_DISPLAYTEXT_LEN - SYSTEMUI_SAVEDGAME_DISPLAYTEXT_PREFIX_LEN;
+ }
+
+ if (actualDescriptionLen > 0) {
+ memcpy(destDisplayText + SYSTEMUI_SAVEDGAME_DISPLAYTEXT_PREFIX_LEN, actualDescription, actualDescriptionLen);
+ }
+ destDisplayText[SYSTEMUI_SAVEDGAME_DISPLAYTEXT_LEN] = 0; // terminator
+}
+
+void SystemUI::readSavedGameSlots(bool filterNonexistant, bool withAutoSaveSlot) {
+ SavedGameSlotIdArray slotIdArray;
+ int16 lastSlotId = -1;
+ int16 curSlotId = 0;
+ int16 loopSlotId = 0;
+ SystemUISavedGameEntry savedGameEntry;
+ Common::String saveDescription;
+ uint32 saveDate = 0;
+ uint32 saveTime = 0;
+ bool saveIsValid = false;
+
+ int16 mostRecentSlotNr = -1;
+ uint32 mostRecentSlotSaveDate = 0;
+ uint32 mostRecentSlotSaveTime = 0;
+
+ clearSavedGameSlots();
+
+ // we assume that the Slot-Ids are in order
+ slotIdArray = _vm->getSavegameSlotIds();
+ slotIdArray.push_back(SYSTEMUI_SAVEDGAME_MAXIMUM_SLOTS); // so that the loop will process all slots
+
+ SavedGameSlotIdArray::iterator it;
+ SavedGameSlotIdArray::iterator end = slotIdArray.end();
+
+ for (it = slotIdArray.begin(); it != end; it++) {
+ curSlotId = *it;
+
+ assert(curSlotId > lastSlotId); // safety check
+
+ if (curSlotId == 0) {
+ // Skip over auto-save slot, if not requested
+ if (!withAutoSaveSlot)
+ continue;
+ }
+
+ // only allow slot-ids 000 up to 099
+ if (curSlotId >= SYSTEMUI_SAVEDGAME_MAXIMUM_SLOTS)
+ curSlotId = SYSTEMUI_SAVEDGAME_MAXIMUM_SLOTS;
+
+ if (!filterNonexistant) {
+ // add slot-ids from last one up to current one (not including the current one)
+ lastSlotId++;
+ for (loopSlotId = lastSlotId; loopSlotId < curSlotId; loopSlotId++) {
+ if (loopSlotId == 0) {
+ // Skip over auto-save slot, if not requested
+ if (!withAutoSaveSlot)
+ continue;
+ }
+
+ savedGameEntry.slotId = loopSlotId;
+ savedGameEntry.exists = false;
+ savedGameEntry.isValid = false;
+ memset(savedGameEntry.description, 0, sizeof(savedGameEntry.description));
+ createSavedGameDisplayText(savedGameEntry.displayText, "", loopSlotId, true);
+
+ _savedGameArray.push_back(savedGameEntry);
+ }
+ }
+
+ if (curSlotId >= SYSTEMUI_SAVEDGAME_MAXIMUM_SLOTS)
+ break; // force an exit, limit reached
+
+ savedGameEntry.slotId = curSlotId;
+ if (_vm->getSavegameInformation(curSlotId, saveDescription, saveDate, saveTime, saveIsValid)) {
+ if (saveIsValid) {
+ // saved game is valid
+ // check, if this is the latest slot
+ if (saveDate > mostRecentSlotSaveDate) {
+ mostRecentSlotNr = _savedGameArray.size();
+ mostRecentSlotSaveDate = saveDate;
+ mostRecentSlotSaveTime = saveTime;
+ } else if ((saveDate == mostRecentSlotSaveDate) && (saveTime >= mostRecentSlotSaveTime)) {
+ // larger or equal is on purpose, so that we use the last slot in case there are multiple saves
+ // with the exact same date+time
+ mostRecentSlotNr = _savedGameArray.size();
+ mostRecentSlotSaveDate = saveDate;
+ mostRecentSlotSaveTime = saveTime;
+ }
+ }
+ } else {
+ // slot doesn't exist
+ if (filterNonexistant) {
+ continue;
+ }
+ }
+
+ savedGameEntry.exists = true;
+ savedGameEntry.isValid = saveIsValid;
+ memset(savedGameEntry.description, 0, sizeof(savedGameEntry.description));
+ strncpy(savedGameEntry.description, saveDescription.c_str(), SYSTEMUI_SAVEDGAME_DESCRIPTION_LEN);
+ createSavedGameDisplayText(savedGameEntry.displayText, saveDescription.c_str(), curSlotId, true);
+
+ _savedGameArray.push_back(savedGameEntry);
+
+ lastSlotId = curSlotId;
+ }
+
+ if (mostRecentSlotNr >= 0) {
+ // valid slot found, we use it as default
+ // Sierra AGI seems to have done the same
+ _savedGameSelectedSlotNr = mostRecentSlotNr;
+ if (mostRecentSlotNr < SYSTEMUI_SAVEDGAME_SLOTS_ON_SCREEN) {
+ // available without scrolling, so keep upmost slot 0
+ _savedGameUpmostSlotNr = 0;
+ } else {
+ // we need to scroll, try to have the slot in the middle
+ int16 slotCount = _savedGameArray.size();
+
+ _savedGameUpmostSlotNr = mostRecentSlotNr - (SYSTEMUI_SAVEDGAME_SLOTS_ON_SCREEN / 2);
+ if ((_savedGameUpmostSlotNr + (SYSTEMUI_SAVEDGAME_SLOTS_ON_SCREEN - 1)) >= slotCount) {
+ // current upmost would result in empty lines, because it's at the end, push it upwards
+ _savedGameUpmostSlotNr = (slotCount - 1) - (SYSTEMUI_SAVEDGAME_SLOTS_ON_SCREEN - 1);
+ }
+ }
+ }
+}
+
+void SystemUI::figureOutAutomaticSavedGameSlot(const char *automaticSaveDescription, int16 &matchedGameSlotId, int16 &freshGameSlotId) {
+ bool foundFresh = false;
+
+ matchedGameSlotId = -1;
+ freshGameSlotId = -1;
+
+ for (uint16 slotNr = 0; slotNr < _savedGameArray.size(); slotNr++) {
+ SystemUISavedGameEntry *savedGameEntry = &_savedGameArray[slotNr];
+
+ if (savedGameEntry->isValid) {
+ // valid saved game
+ if (strcmp(savedGameEntry->description, automaticSaveDescription) == 0) {
+ // we got a match
+ matchedGameSlotId = savedGameEntry->slotId;
+ return;
+ }
+ }
+ if (!foundFresh) {
+ // no new slot found yet
+ if (!savedGameEntry->exists) {
+ // and current slot doesn't exist
+ if (savedGameEntry->slotId) {
+ // and slot is not the auto-save slot -> remember this slot
+ freshGameSlotId = savedGameEntry->slotId;
+ foundFresh = true;
+ }
+ }
+ }
+ }
+ return;
+}
+
+void SystemUI::drawSavedGameSlots() {
+ int16 slotsToDrawCount = _savedGameArray.size() - _savedGameUpmostSlotNr;
+ int16 slotNr = 0;
+
+ if (slotsToDrawCount > SYSTEMUI_SAVEDGAME_SLOTS_ON_SCREEN) {
+ slotsToDrawCount = SYSTEMUI_SAVEDGAME_SLOTS_ON_SCREEN;
+ }
+ _text->charAttrib_Push();
+ _text->charAttrib_Set(0, 15);
+
+ for (slotNr = 0; slotNr < slotsToDrawCount; slotNr++) {
+ _text->displayTextInsideWindow("-", 5 + slotNr, 1);
+ _text->displayTextInsideWindow(_savedGameArray[_savedGameUpmostSlotNr + slotNr].displayText, 5 + slotNr, 3);
+ }
+ _text->charAttrib_Pop();
+}
+
+void SystemUI::drawSavedGameSlotSelector(bool active) {
+ int16 windowRow = 5 + (_savedGameSelectedSlotNr - _savedGameUpmostSlotNr);
+
+ _text->charAttrib_Push();
+ _text->charAttrib_Set(0, 15);
+ if (active) {
+ _text->displayTextInsideWindow("\x1a", windowRow, 0);
+ } else {
+ _text->displayTextInsideWindow(" ", windowRow, 0);
+ }
+ _text->charAttrib_Pop();
+}
+
+bool SystemUI::askForSavedGameVerification(const char *verifyText, const char *verifyButton1, const char *verifyButton2, const char *actualDescription, int16 slotId) {
+ char displayDescription[SYSTEMUI_SAVEDGAME_DISPLAYTEXT_LEN + 1];
+ Common::String userActionVerify;
+ Common::String savedGameFilename = _vm->getSavegameFilename(slotId);
+
+ createSavedGameDisplayText(displayDescription, actualDescription, slotId, false);
+ userActionVerify = Common::String::format(verifyText, displayDescription, savedGameFilename.c_str());
+
+ if (askForVerification(userActionVerify.c_str(), verifyButton1, verifyButton2, false)) {
+ return true;
+ }
+ return false;
+}
+
+bool SystemUI::askForVerification(const char *verifyText, const char *button1Text, const char *button2Text, bool continueOnMessageBoxClick) {
+ int16 forcedHeight = 0;
+ SystemUIButtonEntry buttonEntry;
+
+ _buttonArray.clear();
+
+ if (button1Text || button2Text) {
+ // Buttons are enabled, check how much space we need
+ const char *verifyTextSearch = verifyText;
+ char verifyTextSearchChar = 0;
+
+ forcedHeight = 1; // at least 1 line
+ do {
+ verifyTextSearchChar = *verifyTextSearch++;
+ if (verifyTextSearchChar == '\n')
+ forcedHeight++;
+ } while (verifyTextSearchChar);
+
+ switch (_vm->_renderMode) {
+ case Common::kRenderApple2GS:
+ case Common::kRenderAmiga:
+ forcedHeight += 3;
+ break;
+ case Common::kRenderAtariST:
+ forcedHeight += 2;
+ break;
+ default:
+ break;
+ }
+ }
+
+ // draw basic message box
+ _text->drawMessageBox(verifyText, forcedHeight, 35);
+
+ if (button1Text || button2Text) {
+ // Buttons enabled, calculate button coordinates
+ int16 msgBoxX = 0, msgBoxY = 0, msgBoxLowerY = 0;
+ int16 msgBoxWidth = 0, msgBoxHeight = 0;
+ int16 fontHeight = _gfx->getDisplayFontHeight();
+ int16 fontWidth = _gfx->getDisplayFontWidth();
+
+ _text->getMessageBoxInnerDisplayDimensions(msgBoxX, msgBoxY, msgBoxWidth, msgBoxHeight);
+ // Calculate lower Y
+ msgBoxLowerY = msgBoxY + (msgBoxHeight - 1);
+
+ buttonEntry.active = false;
+ if (button1Text) {
+ buttonEntry.text = button1Text;
+ buttonEntry.textWidth = strlen(button1Text) * _gfx->getDisplayFontWidth();
+ buttonEntry.isDefault = true;
+ _buttonArray.push_back(buttonEntry);
+ }
+ if (button2Text) {
+ buttonEntry.text = button2Text;
+ buttonEntry.textWidth = strlen(button2Text) * _gfx->getDisplayFontWidth();
+ buttonEntry.isDefault = false;
+ _buttonArray.push_back(buttonEntry);
+ }
+
+ // Render-Mode specific calculations
+ switch (_vm->_renderMode) {
+ case Common::kRenderApple2GS:
+ _buttonArray[0].rect = createRect(msgBoxX, +2, msgBoxLowerY - fontHeight, -(8 + 2), _buttonArray[0].textWidth, +14, fontHeight, +6);
+
+ if (_buttonArray.size() > 1) {
+ int16 adjustedX = msgBoxX + msgBoxWidth - _buttonArray[1].textWidth; // - 10;
+ _buttonArray[1].rect = createRect(adjustedX, -(14 + 10), _buttonArray[0].rect.top, 0, _buttonArray[1].textWidth, +14, fontHeight, +6);
+ }
+ break;
+
+ case Common::kRenderAmiga: {
+ _buttonArray[0].rect = createRect(msgBoxX, 0, msgBoxLowerY - fontHeight, -(2 + 2), _buttonArray[0].textWidth, +(4 + 4), fontHeight, +(2 + 2));
+
+ if (_buttonArray.size() > 1) {
+ int16 adjustedX = msgBoxX + msgBoxWidth - _buttonArray[1].textWidth;
+ _buttonArray[1].rect = createRect(adjustedX, -(4 + 4), _buttonArray[0].rect.top, 0, _buttonArray[1].textWidth, +(4 + 4), fontHeight, +(2 + 2));
+ }
+ break;
+ }
+
+ case Common::kRenderAtariST:
+ _buttonArray[0].rect = createRect(msgBoxX + (5 * fontWidth), 0, msgBoxLowerY - fontHeight, 0, _buttonArray[0].textWidth, 0, fontHeight, 0);
+
+ if (_buttonArray.size() > 1) {
+ int16 adjustedX = msgBoxX + msgBoxWidth - (5 * fontWidth + _buttonArray[1].textWidth);
+ _buttonArray[1].rect = createRect(adjustedX, 0, _buttonArray[0].rect.top, 0, _buttonArray[1].textWidth, 0, fontHeight, 0);
+ }
+ break;
+
+ default:
+ break;
+ }
+
+ drawButton(&_buttonArray[0]);
+ if (_buttonArray.size() > 1) {
+ drawButton(&_buttonArray[1]);
+ }
+ }
+
+ if ((continueOnMessageBoxClick) && (_buttonArray.size() == 0)) {
+ // continue on message box click allowed and no buttons? -> enable continue on message box
+ _askForVerificationContinueOnMessageBoxClick = true;
+ } else {
+ _askForVerificationContinueOnMessageBoxClick = false;
+ }
+
+ _vm->cycleInnerLoopActive(CYCLE_INNERLOOP_SYSTEMUI_VERIFICATION);
+ _askForVerificationCancelled = false;
+ _askForVerificationMouseLockedButtonNr = -1;
+ _askForVerificationMouseActiveButtonNr = -1;
+ do {
+ _vm->processAGIEvents();
+ } while (_vm->cycleInnerLoopIsActive() && !(_vm->shouldQuit() || _vm->_restartGame));
+
+ _text->closeWindow();
+
+ if (_askForVerificationCancelled)
+ return false;
+ return true;
+}
+
+void SystemUI::askForVerificationKeyPress(uint16 newKey) {
+ Common::Point mousePos = _vm->_mouse.pos;
+ bool searchButton = false; // searches for button at current mouse location, sets current button to inactive only
+ bool lockButton = false; // when new button is found, lock selection to it
+ bool executeButton = false; // actually triggers current button, exits inner loop
+
+ if (_vm->_renderMode == Common::kRenderAtariST) {
+ // Atari ST activates/deactivates buttons automatically on mouse over
+ searchButton = true;
+ }
+
+ switch (newKey) {
+ case AGI_KEY_ENTER:
+ _vm->cycleInnerLoopInactive();
+ break;
+ case AGI_KEY_ESCAPE:
+ _askForVerificationCancelled = true;
+ _vm->cycleInnerLoopInactive();
+ break;
+ case AGI_MOUSE_BUTTON_LEFT:
+ if (_askForVerificationContinueOnMessageBoxClick) {
+ // check, if cursor is within message box
+ if (_text->isMouseWithinMessageBox()) {
+ _vm->cycleInnerLoopInactive();
+ return;
+ }
+ }
+
+ // check, if any button is under the mouse cursor
+ searchButton = true;
+ lockButton = true;
+
+ if (_vm->_renderMode == Common::kRenderAtariST) {
+ // Atari ST reacts immediately on clicks
+ executeButton = true;
+ }
+ break;
+ default:
+ break;
+ }
+
+ if (_askForVerificationMouseLockedButtonNr >= 0) {
+ // button is currently locked in, check if mouse is still over it
+ searchButton = true;
+
+ if (_vm->_mouse.button == kAgiMouseButtonUp) {
+ // mouse button released, execute button
+ executeButton = true;
+ }
+ }
+
+ if (searchButton) {
+ int16 mouseOverButtonNr = -1;
+
+ for (uint16 buttonNr = 0; buttonNr < _buttonArray.size(); buttonNr++) {
+ SystemUIButtonEntry *button = &_buttonArray[buttonNr];
+
+ if (button->rect.contains(mousePos))
+ mouseOverButtonNr = buttonNr;
+ }
+
+ if (_askForVerificationMouseLockedButtonNr >= 0) {
+ // Lock active, do not allow any other buttons atm
+ if (mouseOverButtonNr >= 0) {
+ // Mouse currently over a button
+ if (mouseOverButtonNr != _askForVerificationMouseLockedButtonNr) {
+ // And it's not the one that we are locked to
+ // Treat this as if mouse was over no button
+ mouseOverButtonNr = -1;
+ }
+ }
+ }
+
+ if (mouseOverButtonNr != _askForVerificationMouseActiveButtonNr) {
+ // Selection changed
+ if (_askForVerificationMouseActiveButtonNr >= 0) {
+ SystemUIButtonEntry *oldButton = &_buttonArray[_askForVerificationMouseActiveButtonNr];
+
+ oldButton->active = false;
+ drawButton(oldButton);
+ }
+ if (mouseOverButtonNr >= 0) {
+ SystemUIButtonEntry *newButton = &_buttonArray[mouseOverButtonNr];
+
+ newButton->active = true;
+ drawButton(newButton);
+
+ if (lockButton) {
+ _askForVerificationMouseLockedButtonNr = mouseOverButtonNr;
+ }
+ }
+ _askForVerificationMouseActiveButtonNr = mouseOverButtonNr;
+ }
+ }
+
+ if (executeButton) {
+ if (_askForVerificationMouseActiveButtonNr >= 0) {
+ SystemUIButtonEntry *button = &_buttonArray[_askForVerificationMouseActiveButtonNr];
+
+ if (button->active) {
+ if (!button->isDefault) {
+ // Not default button? -> that's cancel
+ _askForVerificationCancelled = true;
+ }
+ _vm->cycleInnerLoopInactive();
+ }
+ }
+ // Remove button lock in case it was locked
+ _askForVerificationMouseLockedButtonNr = -1;
+ }
+}
+
+Common::Rect SystemUI::createRect(int16 x, int16 adjX, int16 y, int16 adjY, int16 width, int16 adjWidth, int16 height, int16 adjHeight) {
+ switch (_gfx->getUpscaledHires()) {
+ case DISPLAY_UPSCALED_DISABLED:
+ break;
+ case DISPLAY_UPSCALED_640x400:
+ adjX *= 2; adjY *= 2;
+ adjWidth *= 2; adjHeight *= 2;
+ break;
+ default:
+ assert(0);
+ break;
+ }
+ x += adjX; y += adjY;
+ width += adjWidth; height += adjHeight;
+ Common::Rect newRect(width, height);
+ newRect.moveTo(x, y);
+ return newRect;
+}
+
+#define SYSTEMUI_BUTTONEDGE_APPLEIIGS_WIDTH 8
+#define SYSTEMUI_BUTTONEDGE_APPLEIIGS_HEIGHT 5
+
+static byte buttonEdgeAppleIIgsDefault[] = {
+ 0x07, 0x1C, 0x33, 0x6E, 0xDC
+};
+
+static byte buttonEdgeAppleIIgsDefaultActive[] = {
+ 0x07, 0x1C, 0x33, 0x6F, 0xDF
+};
+
+static byte buttonEdgeAppleIIgsNonDefault[] = {
+ 0x00, 0x00, 0x03, 0x0E, 0x1C
+};
+
+static byte buttonEdgeAppleIIgsNonDefaultActive[] = {
+ 0x00, 0x00, 0x03, 0x0F, 0x1F
+};
+
+void SystemUI::drawButton(SystemUIButtonEntry *button) {
+ switch (_vm->_renderMode) {
+ case Common::kRenderApple2GS:
+ drawButtonAppleIIgs(button);
+ break;
+ case Common::kRenderAmiga:
+ drawButtonAmiga(button);
+ break;
+ case Common::kRenderAtariST:
+ drawButtonAtariST(button);
+ break;
+ default:
+ break;
+ }
+}
+
+// Note: It seems that Apple IIgs AGI used a system font for the buttons (and the menu)
+// We use the regular 8x8 Sierra Apple IIgs font, that's why our buttons are not the exact same width
+void SystemUI::drawButtonAppleIIgs(SystemUIButtonEntry *button) {
+ byte foregroundColor = 0;
+ byte backgroundColor = 15;
+ byte *edgeBitmap = nullptr;
+
+ if (button->active) {
+ SWAP<byte>(foregroundColor, backgroundColor);
+ }
+
+ // draw base box for it
+ _gfx->drawDisplayRect(button->rect.left, button->rect.top, button->rect.width(), button->rect.height(), backgroundColor, false);
+
+ // draw inner lines
+ _gfx->drawDisplayRect(button->rect.left, +1, button->rect.top, -1, button->rect.width(), -2, 0, 1, 0, false); // lower horizontal
+ _gfx->drawDisplayRect(button->rect.left, -2, button->rect.top, +1, 0, 2, button->rect.height(), -2, 0, false); // left vertical
+ _gfx->drawDisplayRect(button->rect.right, 0, button->rect.top, +1, 0, 2, button->rect.height(), -2, 0, false); // right vertical
+ _gfx->drawDisplayRect(button->rect.left, +1, button->rect.bottom, 0, button->rect.width(), -2, 0, 1, 0, false); // upper horizontal
+
+ if (button->isDefault) {
+ // draw outer lines
+ _gfx->drawDisplayRect(button->rect.left, 0, button->rect.top, -3, button->rect.width(), 0, 0, 1, 0, false); // upper horizontal
+ _gfx->drawDisplayRect(button->rect.left, -5, button->rect.top, +2, 0, 2, button->rect.height(), -2, 0, false); // left vertical
+ _gfx->drawDisplayRect(button->rect.right, +3, button->rect.top, +2, 0, 2, button->rect.height(), -2, 0, false); // right vertical
+ _gfx->drawDisplayRect(button->rect.left, 0, button->rect.bottom, +2, button->rect.width(), 0, 0, 1, 0, false); // lower horizontal
+
+ if (button->active)
+ edgeBitmap = buttonEdgeAppleIIgsDefaultActive;
+ else
+ edgeBitmap = buttonEdgeAppleIIgsDefault;
+
+ } else {
+ if (button->active)
+ edgeBitmap = buttonEdgeAppleIIgsNonDefaultActive;
+ else
+ edgeBitmap = buttonEdgeAppleIIgsNonDefault;
+ }
+
+ // draw edge graphics
+ drawButtonAppleIIgsEdgePixels(button->rect.left, -5, button->rect.top, -3, edgeBitmap, false, false);
+ drawButtonAppleIIgsEdgePixels(button->rect.right, +4, button->rect.top, -3, edgeBitmap, true, false);
+ drawButtonAppleIIgsEdgePixels(button->rect.left, -5, button->rect.bottom, +2, edgeBitmap, false, true);
+ drawButtonAppleIIgsEdgePixels(button->rect.right, +4, button->rect.bottom, +2, edgeBitmap, true, true);
+
+ // Button text
+ _gfx->drawStringOnDisplay(button->rect.left, +7, button->rect.top, +3, button->text, foregroundColor, backgroundColor);
+
+ _gfx->copyDisplayRectToScreen(button->rect.left, -5, button->rect.top, -3, button->rect.width(), +10, button->rect.height(), +6);
+}
+
+void SystemUI::drawButtonAppleIIgsEdgePixels(int16 x, int16 adjX, int16 y, int16 adjY, byte *edgeBitmap, bool mirrored, bool upsideDown) {
+ int8 directionY = upsideDown ? -1 : +1;
+ int8 directionX = mirrored ? -1 : +1;
+ int8 curY = 0;
+ int8 curX;
+ int8 heightLeft = SYSTEMUI_BUTTONEDGE_APPLEIIGS_HEIGHT;
+ int8 widthLeft;
+ byte curBitmapByte;
+ byte curBitmapBit;
+
+ while (heightLeft) {
+ widthLeft = SYSTEMUI_BUTTONEDGE_APPLEIIGS_WIDTH;
+ curX = 0;
+ curBitmapByte = *edgeBitmap++;
+ curBitmapBit = 0x80;
+
+ while (widthLeft) {
+ if (curBitmapByte & curBitmapBit) {
+ _gfx->putPixelOnDisplay(x, adjX + curX, y, adjY + curY, 0);
+ } else {
+ _gfx->putPixelOnDisplay(x, adjX + curX, y, adjY + curY, 15);
+ }
+
+ curBitmapBit = curBitmapBit >> 1;
+ curX += directionX;
+ widthLeft--;
+ }
+
+ curY += directionY;
+ heightLeft--;
+ }
+}
+
+void SystemUI::drawButtonAmiga(SystemUIButtonEntry *button) {
+ byte foregroundColor;
+ byte backgroundColor;
+
+ if (!button->active)
+ foregroundColor = 15;
+ else
+ foregroundColor = 0;
+
+ if (button->isDefault) {
+ if (!button->active)
+ backgroundColor = 2; // green
+ else
+ backgroundColor = 13; // orange
+ } else {
+ if (!button->active)
+ backgroundColor = 4; // red
+ else
+ backgroundColor = 11; // cyan
+ }
+
+ // draw base box for it
+ _gfx->drawDisplayRect(button->rect.left, button->rect.top, button->rect.width(), button->rect.height(), backgroundColor, false);
+
+ // Button text
+ _gfx->drawStringOnDisplay(button->rect.left, +4, button->rect.top, +2, button->text, foregroundColor, backgroundColor);
+
+ _gfx->copyDisplayRectToScreen(button->rect.left, button->rect.top, button->rect.width(), button->rect.height());
+}
+
+void SystemUI::drawButtonAtariST(SystemUIButtonEntry *button) {
+ byte foregroundColor = 0;
+ byte backgroundColor = 15;
+
+ if (button->active) {
+ SWAP<byte>(foregroundColor, backgroundColor);
+ }
+
+ // Button text
+ _gfx->drawStringOnDisplay(button->rect.left, button->rect.top, button->text, foregroundColor, backgroundColor);
+}
+
+} // End of namespace Agi