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Diffstat (limited to 'engines/sherlock/saveload.cpp')
-rw-r--r--engines/sherlock/saveload.cpp185
1 files changed, 181 insertions, 4 deletions
diff --git a/engines/sherlock/saveload.cpp b/engines/sherlock/saveload.cpp
index 54995e056a..78c86c836e 100644
--- a/engines/sherlock/saveload.cpp
+++ b/engines/sherlock/saveload.cpp
@@ -29,9 +29,21 @@
namespace Sherlock {
+const int ENV_POINTS[6][3] = {
+ { 41, 80, 61 }, // Exit
+ { 81, 120, 101 }, // Load
+ { 121, 160, 141 }, // Save
+ { 161, 200, 181 }, // Up
+ { 201, 240, 221 }, // Down
+ { 241, 280, 261 } // Quit
+};
+
+/*----------------------------------------------------------------*/
+
SaveManager::SaveManager(SherlockEngine *vm, const Common::String &target) :
_vm(vm), _target(target) {
_saveThumb = nullptr;
+ _envMode = SAVEMODE_NONE;
}
SaveManager::~SaveManager() {
@@ -44,23 +56,80 @@ SaveManager::~SaveManager() {
/**
* Shows the in-game dialog interface for loading and saving games
*/
-void SaveManager::show() {
+void SaveManager::drawInterface() {
+ Screen &screen = *_vm->_screen;
+ UserInterface &ui = *_vm->_ui;
+
+ // Create a list of savegame slots
createSavegameList();
- // TODO
+ screen._backBuffer1.fillRect(Common::Rect(0, CONTROLS_Y, SHERLOCK_SCREEN_WIDTH, CONTROLS_Y + 10), BORDER_COLOR);
+ screen._backBuffer1.fillRect(Common::Rect(0, CONTROLS_Y + 10, 2, SHERLOCK_SCREEN_HEIGHT), BORDER_COLOR);
+ screen._backBuffer1.fillRect(Common::Rect(318, CONTROLS_Y + 10, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT), BORDER_COLOR);
+ screen._backBuffer1.fillRect(Common::Rect(0, 199, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT), BORDER_COLOR);
+ screen._backBuffer1.fillRect(Common::Rect(2, CONTROLS_Y + 10, SHERLOCK_SCREEN_WIDTH - 2, SHERLOCK_SCREEN_HEIGHT - 2), INV_BACKGROUND);
+
+ screen.makeButton(Common::Rect(ENV_POINTS[0][0], CONTROLS_Y, ENV_POINTS[0][1], CONTROLS_Y + 10),
+ ENV_POINTS[0][2] - screen.stringWidth("Exit") / 2, "Exit");
+ screen.makeButton(Common::Rect(ENV_POINTS[1][0], CONTROLS_Y, ENV_POINTS[1][1], CONTROLS_Y + 10),
+ ENV_POINTS[1][2] - screen.stringWidth("Load") / 2, "Load");
+ screen.makeButton(Common::Rect(ENV_POINTS[2][0], CONTROLS_Y, ENV_POINTS[2][1], CONTROLS_Y + 10),
+ ENV_POINTS[2][2] - screen.stringWidth("Save") / 2, "Save");
+ screen.makeButton(Common::Rect(ENV_POINTS[3][0], CONTROLS_Y, ENV_POINTS[3][1], CONTROLS_Y + 10),
+ ENV_POINTS[3][2] - screen.stringWidth("Up") / 2, "Up");
+ screen.makeButton(Common::Rect(ENV_POINTS[4][0], CONTROLS_Y, ENV_POINTS[4][1], CONTROLS_Y + 10),
+ ENV_POINTS[4][2] - screen.stringWidth("Down") / 2, "Down");
+ screen.makeButton(Common::Rect(ENV_POINTS[5][0], CONTROLS_Y, ENV_POINTS[5][1], CONTROLS_Y + 10),
+ ENV_POINTS[5][2] - screen.stringWidth("Quit") / 2, "Quit");
+
+ if (!_savegameIndex)
+ screen.buttonPrint(Common::Point(ENV_POINTS[3][2], CONTROLS_Y), COMMAND_NULL, 0, "Up");
+
+ if (_savegameIndex == MAX_SAVEGAME_SLOTS - 5)
+ screen.buttonPrint(Common::Point(ENV_POINTS[4][2], CONTROLS_Y), COMMAND_NULL, 0, "Down");
+
+ for (int idx = _savegameIndex; idx < _savegameIndex + 5; ++idx)
+ {
+ screen.gPrint(Common::Point(6, CONTROLS_Y + 11 + (idx - _savegameIndex) * 10),
+ INV_FOREGROUND, "%d.", idx + 1);
+ screen.gPrint(Common::Point(24, CONTROLS_Y + 11 + (idx - _savegameIndex) * 10),
+ INV_FOREGROUND, "%s", _savegames[idx]);
+ }
+
+ if (!ui._windowStyle) {
+ screen.slamRect(Common::Rect(0, CONTROLS_Y, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT));
+ } else {
+ ui.summonWindow();
+ }
+
+ _envMode = SAVEMODE_NONE;
}
/**
* Build up a savegame list, with empty slots given an explicit Empty message
*/
void SaveManager::createSavegameList() {
+ Screen &screen = *_vm->_screen;
+
_savegames.clear();
- for (int idx = 0; idx < NUM_SAVEGAME_SLOTS; ++idx)
+ for (int idx = 0; idx < MAX_SAVEGAME_SLOTS; ++idx)
_savegames.push_back("-EMPTY");
SaveStateList saveList = getSavegameList(_target);
for (uint idx = 0; idx < saveList.size(); ++idx)
_savegames[saveList[idx].getSaveSlot()] = saveList[idx].getDescription();
+
+ // Ensure the names will fit on the screen
+ for (uint idx = 0; idx < _savegames.size(); ++idx) {
+ int width = screen.stringWidth(_savegames[idx]) + 24;
+ if (width > 308) {
+ // It won't fit in, so remove characters until it does
+ do {
+ width -= screen.charWidth(_savegames[idx].lastChar());
+ _savegames[idx].deleteLastChar();
+ } while (width > 300);
+ }
+ }
}
/**
@@ -81,7 +150,7 @@ SaveStateList SaveManager::getSavegameList(const Common::String &target) {
const char *ext = strrchr(file->c_str(), '.');
int slot = ext ? atoi(ext + 1) : -1;
- if (slot >= 0 && slot < NUM_SAVEGAME_SLOTS) {
+ if (slot >= 0 && slot < MAX_SAVEGAME_SLOTS) {
Common::InSaveFile *in = g_system->getSavefileManager()->openForLoading(*file);
if (in) {
@@ -101,6 +170,9 @@ SaveStateList SaveManager::getSavegameList(const Common::String &target) {
const char *const SAVEGAME_STR = "SHLK";
#define SAVEGAME_STR_SIZE 4
+/**
+ * Read in the header information for a savegame
+ */
bool SaveManager::readSavegameHeader(Common::InSaveFile *in, SherlockSavegameHeader &header) {
char saveIdentBuffer[SAVEGAME_STR_SIZE + 1];
header._thumbnail = nullptr;
@@ -135,6 +207,9 @@ bool SaveManager::readSavegameHeader(Common::InSaveFile *in, SherlockSavegameHea
return true;
}
+/**
+ * Write out the header information for a savegame
+ */
void SaveManager::writeSavegameHeader(Common::OutSaveFile *out, SherlockSavegameHeader &header) {
// Write out a savegame header
out->write(SAVEGAME_STR, SAVEGAME_STR_SIZE + 1);
@@ -180,4 +255,106 @@ void SaveManager::createThumbnail() {
::createThumbnail(_saveThumb, (const byte *)_vm->_screen->getPixels(), SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT, thumbPalette);
}
+/**
+ * Return the index of the button the mouse is over, if any
+ */
+int SaveManager::getHighlightedButton() const {
+ Common::Point pt = _vm->_events->mousePos();
+
+ for (int idx = 0; idx < 6; ++idx) {
+ if (pt.x > ENV_POINTS[idx][0] && pt.x < ENV_POINTS[idx][1] && pt.y > CONTROLS_Y
+ && pt.y < (CONTROLS_Y + 10))
+ return idx;
+ }
+
+ return -1;
+}
+
+/**
+ * Handle highlighting buttons
+ */
+void SaveManager::highlightButtons(int btnIndex) {
+ Screen &screen = *_vm->_screen;
+ byte color = (btnIndex == 0) ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND;
+
+ screen.buttonPrint(Common::Point(ENV_POINTS[0][2], CONTROLS_Y), color, 1, "Exit");
+
+ if ((btnIndex == 1) || ((_envMode == 1) && (btnIndex != 2)))
+ screen.buttonPrint(Common::Point(ENV_POINTS[1][2], CONTROLS_Y), COMMAND_HIGHLIGHTED, true, "Load");
+ else
+ screen.buttonPrint(Common::Point(ENV_POINTS[1][2], CONTROLS_Y), COMMAND_FOREGROUND, true, "Load");
+
+ if ((btnIndex == 2) || ((_envMode == 2) && (btnIndex != 1)))
+ screen.buttonPrint(Common::Point(ENV_POINTS[2][2], CONTROLS_Y), COMMAND_HIGHLIGHTED, true, "Save");
+ else
+ screen.buttonPrint(Common::Point(ENV_POINTS[2][2], CONTROLS_Y), COMMAND_FOREGROUND, true, "Save");
+
+ if (btnIndex == 3 && _savegameIndex)
+ screen.buttonPrint(Common::Point(ENV_POINTS[3][2], CONTROLS_Y), COMMAND_HIGHLIGHTED, true, "Up");
+ else
+ if (_savegameIndex)
+ screen.buttonPrint(Common::Point(ENV_POINTS[3][2], CONTROLS_Y), COMMAND_FOREGROUND, true, "Up");
+
+ if ((btnIndex == 4) && (_savegameIndex < MAX_SAVEGAME_SLOTS - 5))
+ screen.buttonPrint(Common::Point(ENV_POINTS[4][2], CONTROLS_Y), COMMAND_HIGHLIGHTED, true, "Down");
+ else if (_savegameIndex < (MAX_SAVEGAME_SLOTS - 5))
+ screen.buttonPrint(Common::Point(ENV_POINTS[4][2], CONTROLS_Y), COMMAND_FOREGROUND, true, "Down");
+
+ color = (btnIndex == 5) ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND;
+ screen.buttonPrint(Common::Point(ENV_POINTS[5][2], CONTROLS_Y), color, 1, "Quit");
+}
+
+/**
+ * Load the game in the specified slot
+ */
+void SaveManager::loadGame(int slot) {
+ // TODO
+}
+
+/**
+ * Save the game in the specified slot with the given name
+ */
+void SaveManager::saveGame(int slot, const Common::String &name) {
+ // TODO
+}
+
+/**
+ * Make sure that the selected savegame is on-screen
+ */
+bool SaveManager::checkGameOnScreen(int slot) {
+ Screen &screen = *_vm->_screen;
+
+ // Check if it's already on-screen
+ if (slot != -1 && (slot < _savegameIndex || slot >= (_savegameIndex + 5))) {
+ _savegameIndex = slot;
+
+ screen._backBuffer1.fillRect(Common::Rect(3, CONTROLS_Y + 11, SHERLOCK_SCREEN_WIDTH - 2,
+ SHERLOCK_SCREEN_HEIGHT - 1), INV_BACKGROUND);
+
+ for (int idx = _savegameIndex; idx < (_savegameIndex + 5); ++idx) {
+ screen.gPrint(Common::Point(6, CONTROLS_Y + 11 + (idx - _savegameIndex) * 10),
+ INV_FOREGROUND, "%d.", idx + 1);
+ screen.gPrint(Common::Point(24, CONTROLS_Y + 11 + (idx - _savegameIndex) * 10),
+ INV_FOREGROUND, "%s", _savegames[idx].c_str());
+ }
+
+ screen.slamRect(Common::Rect(3, CONTROLS_Y + 11, 318, SHERLOCK_SCREEN_HEIGHT));
+
+ byte color = !_savegameIndex ? COMMAND_NULL : COMMAND_FOREGROUND;
+ screen.buttonPrint(Common::Point(ENV_POINTS[3][2], CONTROLS_Y), color, 1, "Up");
+
+ color = (_savegameIndex == (MAX_SAVEGAME_SLOTS - 5)) ? COMMAND_NULL : COMMAND_FOREGROUND;
+ screen.buttonPrint(Common::Point(ENV_POINTS[4][2], CONTROLS_Y), color, 1, "Down");
+
+ return true;
+ }
+
+ return false;
+}
+
+bool SaveManager::getFilename(int slot) {
+ // TODO
+ return false;
+}
+
} // End of namespace Sherlock