/* 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 "common/config-manager.h" #include "titanic/titanic.h" #include "titanic/continue_save_dialog.h" #include "titanic/game_manager.h" #include "titanic/game_view.h" #include "titanic/main_game_window.h" #include "titanic/messages/messages.h" #include "titanic/pet_control/pet_control.h" namespace Titanic { CMainGameWindow::CMainGameWindow(TitanicEngine *vm): _vm(vm), _priorLeftDownTime(0), _priorMiddleDownTime(0), _priorRightDownTime(0) { _gameView = nullptr; _gameManager = nullptr; _project = nullptr; _inputAllowed = false; _image = nullptr; _cursor = nullptr; _pendingLoadSlot = -1; // Set the window as an event target vm->_events->addTarget(this); } CMainGameWindow::~CMainGameWindow() { } void CMainGameWindow::applicationStarting() { // Set the video mode CScreenManager *screenManager = CScreenManager::setCurrent(); screenManager->setMode(640, 480, 16, 0, true); #if 0 // Show the initial copyright & info screen for the game if (gDebugLevel <= 0) { Image image; image.load("Bitmap/TITANIC"); _vm->_screen->blitFrom(image, Point( SCREEN_WIDTH / 2 - image.w / 2, SCREEN_HEIGHT / 2 - image.h / 2 )); _vm->_events->sleep(5000); } #endif // Set up the game project, and get game slot int saveSlot = getSavegameSlot(); if (saveSlot == -2) return; // Create game view and manager _gameView = new CSTGameView(this); _gameManager = new CGameManager(_project, _gameView, g_vm->_mixer); _gameView->setGameManager(_gameManager); // Load either a new game or selected existing save _project->loadGame(saveSlot); _inputAllowed = true; _gameManager->_gameState.setMode(GSMODE_INTERACTIVE); // Generate starting messages for entering the view, node, and room. // Note the old fields are nullptr, since there's no previous view/node/room CViewItem *view = _gameManager->_gameState._gameLocation.getView(); CEnterViewMsg enterViewMsg(nullptr, view); enterViewMsg.execute(view, nullptr, MSGFLAG_SCAN); CNodeItem *node = view->findNode(); CEnterNodeMsg enterNodeMsg(nullptr, node); enterNodeMsg.execute(node, nullptr, MSGFLAG_SCAN); CRoomItem *room = view->findRoom(); CEnterRoomMsg enterRoomMsg(nullptr, room); enterRoomMsg.execute(room, nullptr, MSGFLAG_SCAN); _gameManager->initBounds(); } int CMainGameWindow::getSavegameSlot() { _project = new CProjectItem(); _project->setFilename("starship.prj"); return selectSavegame(); } int CMainGameWindow::selectSavegame() { // If the user selected a savegame from the launcher, return it if (ConfMan.hasKey("save_slot")) return ConfMan.getInt("save_slot"); CContinueSaveDialog dialog; bool hasSavegames = false; // Loop through save slots to find any existing save slots for (int idx = 0; idx < MAX_SAVES; ++idx) { CString saveName = g_vm->getSavegameName(idx); if (!saveName.empty()) { dialog.addSavegame(idx, saveName); hasSavegames = true; } } // If there are savegames, show the select dialog and get a choice. // If there aren't, return -1 to indicate starting a new game return hasSavegames ? dialog.show() : -1; } void CMainGameWindow::setActiveView(CViewItem *viewItem) { _gameManager->_gameState._gameLocation.setView(viewItem); CResourceKey key; if (viewItem->getResourceKey(&key)) { // Create a surface based on the key _gameView->createSurface(key); } } void CMainGameWindow::draw() { if (_gameManager) { if (!_gameView->_surface) { CViewItem *view = _gameManager->getView(); if (view) setActiveView(view); } CScreenManager *scrManager = CScreenManager::setCurrent(); scrManager->clearSurface(SURFACE_BACKBUFFER, &_gameManager->_bounds); switch (_gameManager->_gameState._mode) { case GSMODE_PENDING_LOAD: // Pending savegame to load _gameManager->_gameState.setMode(GSMODE_INTERACTIVE); _project->loadGame(_pendingLoadSlot); _pendingLoadSlot = -1; // Deliberate fall-through to draw loaded game case GSMODE_INTERACTIVE: case GSMODE_CUTSCENE: if (_gameManager->_gameState._petActive) drawPet(scrManager); drawView(); drawViewContents(scrManager); scrManager->drawCursors(); break; case GSMODE_INSERT_CD: scrManager->drawCursors(); _vm->_filesManager->insertCD(scrManager); break; default: break; } } } void CMainGameWindow::drawPet(CScreenManager *screenManager) { if (_gameView && _gameView->_surface) { CPetControl *petControl = _gameManager->_project->getPetControl(); if (petControl) petControl->draw(screenManager); } } void CMainGameWindow::drawView() { if (_gameView->_surface) _gameView->drawView(); } void CMainGameWindow::drawViewContents(CScreenManager *screenManager) { // Get a reference to the reference, validating that it's present if (!screenManager) return; CViewItem *view = _gameManager->getView(); if (!view) return; CNodeItem *node = view->findNode(); if (!node) return; CRoomItem *room = node->findRoom(); if (!room) return; double xVal = 0.0, yVal = 0.0; room->calcNodePosition(node->_nodePos, xVal, yVal); // Iterate through drawing all the items in the scene except any item // that's currently being dragged for (CTreeItem *treeItem = view; treeItem; treeItem = treeItem->scan(view)) { if (treeItem != _gameManager->_dragItem) treeItem->draw(screenManager); } // Finally draw the drag item if there is one if (_gameManager->_dragItem) _gameManager->_dragItem->draw(screenManager); } void CMainGameWindow::mouseChanged() { if (_gameManager->_gameState._mode != GSMODE_INSERT_CD) _gameManager->update(); } void CMainGameWindow::loadGame(int slotId) { _pendingLoadSlot = slotId; _gameManager->_gameState.setMode(GSMODE_PENDING_LOAD); } void CMainGameWindow::onIdle() { if (!_inputAllowed) return; CGameManager *gameManager = _gameManager; if (!gameManager) return; // Let the game manager perform any game updates gameManager->update(); if (gameManager->_gameState._quitGame) { // Game needs to shut down _vm->quitGame(); } } #define HANDLE_MESSAGE(METHOD) if (_inputAllowed) { \ _gameManager->_inputTranslator.METHOD(g_vm->_events->getSpecialButtons(), mousePos); \ mouseChanged(); \ } void CMainGameWindow::mouseMove(const Point &mousePos) { if (!isMouseControlEnabled()) return; HANDLE_MESSAGE(mouseMove) } void CMainGameWindow::leftButtonDown(const Point &mousePos) { if (!isMouseControlEnabled()) return; if ((_vm->_events->getTicksCount() - _priorLeftDownTime) < DOUBLE_CLICK_TIME) { _priorLeftDownTime = 0; leftButtonDoubleClick(mousePos); } else { _priorLeftDownTime = _vm->_events->getTicksCount(); HANDLE_MESSAGE(leftButtonDown) } } void CMainGameWindow::leftButtonUp(const Point &mousePos) { if (!isMouseControlEnabled()) return; HANDLE_MESSAGE(leftButtonUp) } void CMainGameWindow::leftButtonDoubleClick(const Point &mousePos) { if (!isMouseControlEnabled()) return; HANDLE_MESSAGE(leftButtonDoubleClick) } void CMainGameWindow::middleButtonDown(const Point &mousePos) { if (!isMouseControlEnabled()) return; if ((_vm->_events->getTicksCount() - _priorMiddleDownTime) < DOUBLE_CLICK_TIME) { _priorMiddleDownTime = 0; middleButtonDoubleClick(mousePos); } else { _priorMiddleDownTime = _vm->_events->getTicksCount(); HANDLE_MESSAGE(middleButtonDown) } } void CMainGameWindow::middleButtonUp(const Point &mousePos) { if (!isMouseControlEnabled()) return; HANDLE_MESSAGE(middleButtonUp) } void CMainGameWindow::middleButtonDoubleClick(const Point &mousePos) { if (!isMouseControlEnabled()) return; HANDLE_MESSAGE(middleButtonDoubleClick) } void CMainGameWindow::rightButtonDown(const Point &mousePos) { if (!isMouseControlEnabled()) return; if ((_vm->_events->getTicksCount() - _priorRightDownTime) < DOUBLE_CLICK_TIME) { _priorRightDownTime = 0; rightButtonDoubleClick(mousePos); } else { _priorRightDownTime = _vm->_events->getTicksCount(); HANDLE_MESSAGE(rightButtonDown) } } void CMainGameWindow::rightButtonUp(const Point &mousePos) { if (!isMouseControlEnabled()) return; HANDLE_MESSAGE(rightButtonUp) } void CMainGameWindow::mouseWheel(const Point &mousePos, bool wheelUp) { if (!isMouseControlEnabled()) return; _gameManager->_inputTranslator.mouseWheel(wheelUp, mousePos); mouseChanged(); } void CMainGameWindow::rightButtonDoubleClick(const Point &mousePos) { if (!isMouseControlEnabled()) return; HANDLE_MESSAGE(rightButtonDoubleClick) } void CMainGameWindow::keyDown(Common::KeyState keyState) { if (keyState.keycode == Common::KEYCODE_d && (keyState.flags & Common::KBD_CTRL)) { // Attach to the debugger _vm->_debugger->attach(); _vm->_debugger->onFrame(); } if (_inputAllowed) _gameManager->_inputTranslator.keyDown(keyState); } bool CMainGameWindow::isMouseControlEnabled() const { CScreenManager *screenMan = CScreenManager::_screenManagerPtr; if (!screenMan || !screenMan->_mouseCursor) return true; return screenMan->_mouseCursor->_inputEnabled; } } // End of namespace Titanic