/* 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 "titanic/continue_save_dialog.h" #include "titanic/support/movie_manager.h" #include "titanic/titanic.h" #include "common/error.h" #include "common/str-array.h" #include "graphics/screen.h" namespace Titanic { #define SAVEGAME_SLOTS_COUNT 5 #define RESTORE_X 346 #define RESTORE_Y 94 #define START_X 370 #define START_Y 276 CContinueSaveDialog::CContinueSaveDialog() { g_vm->_events->addTarget(this); _highlightedSlot = _selectedSlot = -999; _restoreState = _startState = -1; _mouseDown = false; _evilTwinShown = false; for (int idx = 0; idx < SAVEGAME_SLOTS_COUNT; ++idx) { Rect slotRect = getSlotBounds(idx); _slotNames[idx].setFontNumber(0); _slotNames[idx].setBounds(slotRect); _slotNames[idx].resize(3); _slotNames[idx].setMaxCharsPerLine(22); _slotNames[idx].setHasBorder(false); _slotNames[idx].setup(); } } CContinueSaveDialog::~CContinueSaveDialog() { g_vm->_events->removeTarget(); } void CContinueSaveDialog::addSavegame(int slot, const CString &name) { if (_saves.size() < SAVEGAME_SLOTS_COUNT) { _slotNames[_saves.size()].setText(name); _saves.push_back(SaveEntry(slot, name)); } } Rect CContinueSaveDialog::getSlotBounds(int index) { return Rect(360, 164 + index * 19, 556, 180 + index * 19); } int CContinueSaveDialog::show() { // Load images for the dialog loadImages(); // Render the view render(); // Event loop waiting for selection while (!g_vm->shouldQuit() && _selectedSlot == -999) { g_vm->_events->pollEventsAndWait(); if (g_vm->_loadSaveSlot != -1) _selectedSlot = g_vm->_loadSaveSlot; } if (g_vm->shouldQuit()) _selectedSlot = -2; return _selectedSlot; } void CContinueSaveDialog::loadImages() { _backdrop.load("Bitmap/BACKDROP"); _evilTwin.load("Bitmap/EVILTWIN"); _restoreD.load("Bitmap/RESTORED"); _restoreU.load("Bitmap/RESTOREU"); _restoreF.load("Bitmap/RESTOREF"); _startD.load("Bitmap/STARTD"); _startU.load("Bitmap/STARTU"); _startF.load("Bitmap/STARTF"); } void CContinueSaveDialog::render() { Graphics::Screen &screen = *g_vm->_screen; screen.clear(); screen.blitFrom(_backdrop, Common::Point(48, 22)); CScreenManager::_screenManagerPtr->setSurfaceBounds(SURFACE_PRIMARY, Rect(48, 22, 48 + _backdrop.w, 22 + _backdrop.h)); if (_evilTwinShown) screen.blitFrom(_evilTwin, Common::Point(78, 59)); _restoreState = _startState = -1; renderButtons(); renderSlots(); } void CContinueSaveDialog::renderButtons() { Graphics::Screen &screen = *g_vm->_screen; Rect restoreRect(RESTORE_X, RESTORE_Y, RESTORE_X + _restoreU.w, RESTORE_Y + _restoreU.h); Rect startRect(START_X, START_Y, START_X + _startU.w, START_Y + _startU.h); // Determine the current state for the buttons int restoreState, startState; if (!restoreRect.contains(_mousePos)) restoreState = 0; else restoreState = _mouseDown ? 1 : 2; if (!startRect.contains(_mousePos)) startState = 0; else startState = _mouseDown ? 1 : 2; // Draw the start button if (startState != _startState) { _startState = startState; switch (_startState) { case 0: screen.blitFrom(_startU, Common::Point(START_X, START_Y)); break; case 1: screen.blitFrom(_startD, Common::Point(START_X, START_Y)); break; case 2: screen.blitFrom(_startF, Common::Point(START_X, START_Y)); break; default: break; } } // Draw the restore button if (restoreState != _restoreState) { _restoreState = restoreState; switch (_restoreState) { case 0: screen.blitFrom(_restoreU, Common::Point(RESTORE_X, RESTORE_Y)); break; case 1: screen.blitFrom(_restoreD, Common::Point(RESTORE_X, RESTORE_Y)); break; case 2: screen.blitFrom(_restoreF, Common::Point(RESTORE_X, RESTORE_Y)); break; default: break; } } } void CContinueSaveDialog::renderSlots() { for (int idx = 0; idx < (int)_saves.size(); ++idx) { byte rgb = (_highlightedSlot == idx) ? 255 : 0; _slotNames[idx].setColor(rgb, rgb, rgb); _slotNames[idx].setLineColor(0, rgb, rgb, rgb); _slotNames[idx].draw(CScreenManager::_screenManagerPtr); } } void CContinueSaveDialog::mouseMove(const Point &mousePos) { _mousePos = mousePos; renderButtons(); } void CContinueSaveDialog::leftButtonDown(const Point &mousePos) { Rect eye1(188, 190, 192, 195), eye2(209, 192, 213, 197); if (g_vm->_events->isSpecialPressed(MK_SHIFT) && (eye1.contains(mousePos) || eye2.contains(mousePos))) { // Show the Easter Egg "Evil Twin" _evilTwinShown = true; render(); } else { // Standard mouse handling _mouseDown = true; mouseMove(mousePos); } } void CContinueSaveDialog::leftButtonUp(const Point &mousePos) { Rect restoreRect(RESTORE_X, RESTORE_Y, RESTORE_X + _restoreU.w, RESTORE_Y + _restoreU.h); Rect startRect(START_X, START_Y, START_X + _startU.w, START_Y + _startU.h); _mouseDown = false; if (_evilTwinShown) { _evilTwinShown = false; render(); return; } if (restoreRect.contains(mousePos)) { // Flag to exit dialog and load highlighted slot. If no slot was // selected explicitly, then fall back on loading the first slot _selectedSlot = (_highlightedSlot == -999) ? _saves[0]._slot : _saves[_highlightedSlot]._slot; } else if (startRect.contains(mousePos)) { // Start a new game _selectedSlot = -1; } else { // Check whether a filled in slot was selected for (uint idx = 0; idx < _saves.size(); ++idx) { if (getSlotBounds(idx).contains(mousePos)) { _highlightedSlot = idx; render(); break; } } } } void CContinueSaveDialog::keyDown(Common::KeyState keyState) { if (keyState.keycode == Common::KEYCODE_ESCAPE) _selectedSlot = EXIT_GAME; } } // End of namespace Titanic