/* 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(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(foregroundColor, backgroundColor); } // Button text _gfx->drawStringOnDisplay(button->rect.left, button->rect.top, button->text, foregroundColor, backgroundColor); } } // End of namespace Agi