/* Copyright (C) 1994-2003 Revolution Software Ltd * * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Header$ */ // FIXME: Are all of these includes really needed? #include "stdafx.h" #include "build_display.h" #include "console.h" #include "controls.h" #include "debug.h" #include "defs.h" #include "header.h" #include "interpreter.h" #include "layers.h" #include "logic.h" #include "maketext.h" // for font resource variables #include "mem_view.h" #include "memory.h" #include "mouse.h" #include "protocol.h" #include "resman.h" #include "router.h" #include "save_rest.h" #include "sound.h" // for FN_stop_music() #include "startup.h" #include "sword2.h" #define MAX_STRING_LEN 64 // 20 was too low; better to be safe ;) #define CHARACTER_OVERLAP 2 // overlap characters by 3 pixels uint8 subtitles; uint8 speechSelected; uint8 stereoReversed = 0; int baseSlot = 0; uint8 current_graphics_level; int32 WriteOptionSettings(void); void Control_error(char* text); // our fonts start on SPACE character (32) #define SIZE_OF_CHAR_SET (256 - 32) enum { kAlignLeft, kAlignRight, kAlignCenter }; class Sword2FontRenderer { private: struct Glyph { uint8 *_data; int _width; int _height; } _glyph[SIZE_OF_CHAR_SET]; int _fontId; public: Sword2FontRenderer(int fontId) : _fontId(fontId) { uint8 *font = res_man.Res_open(fontId); _frameHeader *head; _spriteInfo sprite; sprite.type = RDSPR_NOCOMPRESSION | RDSPR_TRANS; for (int i = 0; i < SIZE_OF_CHAR_SET; i++) { head = (_frameHeader *) FetchFrameHeader(font, i); sprite.data = (uint8 *) (head + 1); sprite.w = head->width; sprite.h = head->height; CreateSurface(&sprite, &_glyph[i]._data); _glyph[i]._width = head->width; _glyph[i]._height = head->height; } res_man.Res_close(fontId); } ~Sword2FontRenderer() { for (int i = 0; i < SIZE_OF_CHAR_SET; i++) DeleteSurface(_glyph[i]._data); } void fetchText(int textId, char *buf) { uint8 *data = FetchTextLine(res_man.Res_open(textId / SIZE), textId & 0xffff); int i; for (i = 0; data[i + 2]; i++) { if (buf) buf[i] = data[i + 2]; } buf[i] = 0; res_man.Res_close(textId / SIZE); } int getTextWidth(char *text) { int textWidth = 0; for (int i = 0; text[i]; i++) textWidth += (_glyph[text[i] - 32]._width - CHARACTER_OVERLAP); return textWidth; } int getTextWidth(int textId) { char text[MAX_STRING_LEN]; fetchText(textId, text); return getTextWidth(text); } void drawText(char *text, int x, int y, int alignment = kAlignLeft); void drawText(int textId, int x, int y, int alignment = kAlignLeft); }; void Sword2FontRenderer::drawText(char *text, int x, int y, int alignment) { _spriteInfo sprite; int i; if (alignment != kAlignLeft) { int textWidth = getTextWidth(text); switch (alignment) { case kAlignRight: x -= textWidth; break; case kAlignCenter: x -= (textWidth / 2); break; } } sprite.x = x; sprite.y = y; for (i = 0; text[i]; i++) { sprite.w = _glyph[text[i] - 32]._width; sprite.h = _glyph[text[i] - 32]._height; DrawSurface(&sprite, _glyph[text[i] - 32]._data); sprite.x += (_glyph[(int) text[i] - 32]._width - CHARACTER_OVERLAP); } } void Sword2FontRenderer::drawText(int textId, int x, int y, int alignment) { char text[MAX_STRING_LEN]; fetchText(textId, text); drawText(text, x, y, alignment); } class Sword2Dialog; typedef struct Surface { uint8 *_surface; bool _original; } WidgetSurface; class Sword2Widget { protected: Sword2Dialog *_parent; _spriteInfo *_sprites; WidgetSurface *_surfaces; int _numStates; int _state; ScummVM::Rect _hitRect; public: Sword2Widget(Sword2Dialog *parent, int states) : _parent(parent), _numStates(states), _state(0) { _sprites = (_spriteInfo *) calloc(states, sizeof(_spriteInfo)); _surfaces = (WidgetSurface *) calloc(states, sizeof(WidgetSurface)); _hitRect.left = _hitRect.right = _hitRect.top = _hitRect.bottom = -1; } virtual ~Sword2Widget() { for (int i = 0; i < _numStates; i++) { if (_surfaces[i]._original) DeleteSurface(_surfaces[i]._surface); } free(_sprites); free(_surfaces); } void createSurfaceImage(int state, uint32 res, int x, int y, uint32 pc); void linkSurfaceImage(Sword2Widget *from, int state, int x, int y); void createSurfaceImages(uint32 res, int x, int y) { for (int i = 0; i < _numStates; i++) createSurfaceImage(i, res, x, y, i); } void linkSurfaceImages(Sword2Widget *from, int x, int y) { for (int i = 0; i < from->_numStates; i++) linkSurfaceImage(from, i, x, y); } void setHitRect(int x, int y, int width, int height) { _hitRect.left = x; _hitRect.right = x + width; _hitRect.top = y; _hitRect.bottom = y + height; } bool isHit(int16 x, int16 y) { return _hitRect.left >= 0 && _hitRect.contains(x, y); } void setState(int state) { if (state != _state) { _state = state; paint(); } } int getState() { return _state; } virtual void paint(ScummVM::Rect *clipRect = NULL) { DrawSurface(&_sprites[_state], _surfaces[_state]._surface, clipRect); } virtual void onMouseEnter() {} virtual void onMouseExit() {} virtual void onMouseMove(int x, int y) {} virtual void onMouseDown(int x, int y) {} virtual void onMouseUp(int x, int y) {} virtual void onKey(char key) {} virtual void onTick() {} virtual void releaseMouse(int x, int y) {} }; void Sword2Widget::createSurfaceImage(int state, uint32 res, int x, int y, uint32 pc) { uint8 *file, *colTablePtr = NULL; _animHeader *anim_head; _frameHeader *frame_head; _cdtEntry *cdt_entry; uint32 spriteType = RDSPR_TRANS; // open anim resource file, point to base file = res_man.Res_open(res); anim_head = FetchAnimHeader(file); cdt_entry = FetchCdtEntry(file, pc); frame_head = FetchFrameHeader(file, pc); // If the frame is flipped. (Only really applicable to frames using // offsets.) if (cdt_entry->frameType & FRAME_FLIPPED) spriteType |= RDSPR_FLIP; // Which compression was used? switch (anim_head->runTimeComp) { case NONE: spriteType |= RDSPR_NOCOMPRESSION; break; case RLE256: spriteType |= RDSPR_RLE256; break; case RLE16: spriteType |= RDSPR_RLE256; // Points to just after last cdt_entry, i.e. start of // colour table colTablePtr = (uint8 *) (anim_head + 1) + anim_head->noAnimFrames * sizeof(_cdtEntry); break; } _sprites[state].x = x; _sprites[state].y = y; _sprites[state].w = frame_head->width; _sprites[state].h = frame_head->height; _sprites[state].scale = 0; _sprites[state].type = spriteType; _sprites[state].blend = anim_head->blend; // Points to just after frame header, ie. start of sprite data _sprites[state].data = (uint8 *) (frame_head + 1); CreateSurface(&_sprites[state], &_surfaces[state]._surface); _surfaces[state]._original = true; // Release the anim resource res_man.Res_close(res); }; void Sword2Widget::linkSurfaceImage(Sword2Widget *from, int state, int x, int y) { _sprites[state].x = x; _sprites[state].y = y; _sprites[state].w = from->_sprites[state].w; _sprites[state].h = from->_sprites[state].h; _sprites[state].scale = from->_sprites[state].scale; _sprites[state].type = from->_sprites[state].type; _sprites[state].blend = from->_sprites[state].blend; _surfaces[state]._surface = from->_surfaces[state]._surface; _surfaces[state]._original = false; }; #define MAX_WIDGETS 25 class Sword2Dialog { private: int _numWidgets; Sword2Widget *_widgets[MAX_WIDGETS]; bool _finish; int _result; public: Sword2Dialog() : _numWidgets(0), _finish(false), _result(0) { SetFullPalette(CONTROL_PANEL_PALETTE); } virtual ~Sword2Dialog() { for (int i = 0; i < _numWidgets; i++) delete _widgets[i]; } void registerWidget(Sword2Widget *widget) { if (_numWidgets < MAX_WIDGETS) { _widgets[_numWidgets++] = widget; } } virtual void onAction(Sword2Widget *widget, int result = 0) {} virtual void paint() { EraseBackBuffer(); for (int i = 0; i < _numWidgets; i++) _widgets[i]->paint(); } virtual void setResult(int result) { _result = result; _finish = true; } int run(); }; int Sword2Dialog::run() { int i; paint(); int16 oldMouseX = -1; int16 oldMouseY = -1; while (!_finish) { // So that the menu icons will reach their full size ProcessMenu(); ServiceWindows(); int16 newMouseX = mousex; int16 newMouseY = mousey + 40; char key; int32 keyboardStatus = ReadKey(&key); _mouseEvent *me = MouseEvent(); if (keyboardStatus == RD_OK) { if (key == 27) setResult(0); else if (key == 13) setResult(1); } for (i = 0; i < _numWidgets; i++) { bool oldHit = _widgets[i]->isHit(oldMouseX, oldMouseY); bool newHit = _widgets[i]->isHit(newMouseX, newMouseY); if (!oldHit && newHit) _widgets[i]->onMouseEnter(); if (oldHit && !newHit) _widgets[i]->onMouseExit(); if (mousex != oldMouseX || mousey != oldMouseY) _widgets[i]->onMouseMove(newMouseX, newMouseY); if (me) { switch (me->buttons) { case RD_LEFTBUTTONDOWN: if (newHit) _widgets[i]->onMouseDown(newMouseX, newMouseY); break; case RD_LEFTBUTTONUP: if (newHit) _widgets[i]->onMouseUp(newMouseX, newMouseY); // So that slider widgets will // know when the user releases // the mouse button, even if // the cursor is outside of the // slider's hit area. _widgets[i]->releaseMouse(newMouseX, newMouseY); break; } } if (keyboardStatus == RD_OK && key != 0) _widgets[i]->onKey(key); _widgets[i]->onTick(); } oldMouseX = newMouseX; oldMouseY = newMouseY; g_system->delay_msecs(20); } return _result; } class Sword2Button : public Sword2Widget { public: Sword2Button(Sword2Dialog *parent, int x, int y, int w, int h) : Sword2Widget(parent, 2) { setHitRect(x, y, w, h); } virtual void onMouseExit() { setState(0); } virtual void onMouseDown(int x, int y) { setState(1); } virtual void onMouseUp(int x, int y) { if (getState() != 0) { setState(0); _parent->onAction(this); } } }; class Sword2ScrollButton : public Sword2Widget { private: uint32 _holdCounter; public: Sword2ScrollButton(Sword2Dialog *parent, int x, int y, int w, int h) : Sword2Widget(parent, 2), _holdCounter(0) { setHitRect(x, y, w, h); } virtual void onMouseExit() { setState(0); } virtual void onMouseDown(int x, int y) { setState(1); _parent->onAction(this); _holdCounter = 0; } virtual void onMouseUp(int x, int y) { setState(0); } virtual void onTick() { if (getState() != 0) { _holdCounter++; if (_holdCounter > 16 && (_holdCounter % 4) == 0) _parent->onAction(this); } } }; class Sword2Switch : public Sword2Widget { private: bool _holding, _value; int _upState, _downState; public: Sword2Switch(Sword2Dialog *parent, int x, int y, int w, int h) : Sword2Widget(parent, 2), _holding(false), _value(false), _upState(0), _downState(1) { setHitRect(x, y, w, h); } // The sound mute switches have 0 as their "down" state and 1 as // their "up" state, so this function is needed to get consistent // behaviour. void reverseStates() { _upState = 1; _downState = 0; } void setValue(bool value) { _value = value; if (_value) setState(_downState); else setState(_upState); } bool getValue() { return _value; } virtual void onMouseExit() { if (_holding && !_value) setState(_upState); _holding = false; } virtual void onMouseDown(int x, int y) { _holding = true; setState(_downState); } virtual void onMouseUp(int x, int y) { if (_holding) { _holding = false; _value = !_value; if (_value) setState(_downState); else setState(_upState); _parent->onAction(this, getState()); } } }; class Sword2Slider : public Sword2Widget { private: Sword2Widget *_background; bool _dragging; int _value, _targetValue; int _maxValue; int _dragOffset; int posFromValue(int value) { return _hitRect.left + (value * (_hitRect.width() - 38)) / _maxValue; } int valueFromPos(int x) { return (int) ((double) (_maxValue * (x - _hitRect.left)) / (double) (_hitRect.width() - 38) + 0.5); } public: Sword2Slider(Sword2Dialog *parent, Sword2Widget *background, int max, int x, int y, int w, int h, Sword2Widget *base = NULL) : Sword2Widget(parent, 1), _background(background), _dragging(false), _value(0), _targetValue(0), _maxValue(max) { setHitRect(x, y, w, h); if (base) linkSurfaceImages(base, x, y); else createSurfaceImages(3406, x, y); } virtual void paint(ScummVM::Rect *clipRect = NULL) { // This will redraw a bit more than is strictly necessary, // but I doubt that will make any noticeable difference. _background->paint(&_hitRect); Sword2Widget::paint(clipRect); } void setValue(int value) { _value = value; _targetValue = value; _sprites[0].x = posFromValue(_value); paint(); } int getValue() { return _value; } virtual void onMouseMove(int x, int y) { if (_dragging) { int newX = x - _dragOffset; int newValue; if (newX < _hitRect.left) newX = _hitRect.left; else if (newX + 38 > _hitRect.right) newX = _hitRect.right - 38; _sprites[0].x = newX; newValue = valueFromPos(newX); if (newValue != _value) { _value = newValue; _targetValue = newValue; _parent->onAction(this, newValue); } paint(); } } virtual void onMouseDown(int x, int y) { if (x >= _sprites[0].x && x < _sprites[0].x + 38) { _dragging = true; _dragOffset = x - _sprites[0].x; } else if (x < _sprites[0].x) { if (_targetValue > 0) _targetValue--; } else { if (_targetValue < _maxValue) _targetValue++; } } virtual void releaseMouse(int x, int y) { if (_dragging) _dragging = false; } virtual void onTick() { if (!_dragging) { int target = posFromValue(_targetValue); if (target != _sprites[0].x) { if (target < _sprites[0].x) { _sprites[0].x -= 4; if (_sprites[0].x < target) _sprites[0].x = target; } else if (target > _sprites[0].x) { _sprites[0].x += 4; if (_sprites[0].x > target) _sprites[0].x = target; } int newValue = valueFromPos(_sprites[0].x); if (newValue != _value) { _value = newValue; _parent->onAction(this, newValue); } paint(); } } } }; class Sword2MiniDialog : public Sword2Dialog { private: int _textId; Sword2FontRenderer *_fontRenderer; Sword2Widget *_panel; Sword2Button *_okButton; Sword2Button *_cancelButton; public: Sword2MiniDialog(uint32 textId) : _textId(textId) { _fontRenderer = new Sword2FontRenderer(controls_font_id); _panel = new Sword2Widget(this, 1); _panel->createSurfaceImages(1996, 203, 104); _okButton = new Sword2Button(this, 243, 214, 24, 24); _okButton->createSurfaceImages(2002, 243, 214); _cancelButton = new Sword2Button(this, 243, 276, 24, 24); _cancelButton->linkSurfaceImages(_okButton, 243, 276); registerWidget(_panel); registerWidget(_okButton); registerWidget(_cancelButton); } ~Sword2MiniDialog() { delete _fontRenderer; } virtual void paint() { Sword2Dialog::paint(); _fontRenderer->drawText(_textId, 310, 134, kAlignCenter); _fontRenderer->drawText(149618688, 270, 214); // ok _fontRenderer->drawText(149618689, 270, 276); // cancel } virtual void onAction(Sword2Widget *widget, int result = 0) { if (widget == _okButton) setResult(1); else if (widget == _cancelButton) setResult(0); } }; class Sword2OptionsDialog : public Sword2Dialog { private: Sword2FontRenderer *_fontRenderer; Sword2Widget *_panel; Sword2Switch *_objectLabelsSwitch; Sword2Switch *_subtitlesSwitch; Sword2Switch *_reverseStereoSwitch; Sword2Switch *_musicSwitch; Sword2Switch *_speechSwitch; Sword2Switch *_fxSwitch; Sword2Slider *_musicSlider; Sword2Slider *_speechSlider; Sword2Slider *_fxSlider; Sword2Slider *_gfxSlider; Sword2Widget *_gfxPreview; Sword2Button *_okButton; Sword2Button *_cancelButton; public: Sword2OptionsDialog() { _fontRenderer = new Sword2FontRenderer(controls_font_id); _panel = new Sword2Widget(this, 1); _panel->createSurfaceImages(3405, 0, 40); _objectLabelsSwitch = new Sword2Switch(this, 304, 100, 53, 32); _objectLabelsSwitch->createSurfaceImages(3687, 304, 100); _subtitlesSwitch = new Sword2Switch(this, 510, 100, 53, 32); _subtitlesSwitch->linkSurfaceImages(_objectLabelsSwitch, 510, 100); _reverseStereoSwitch = new Sword2Switch(this, 304, 293, 53, 32); _reverseStereoSwitch->linkSurfaceImages(_objectLabelsSwitch, 304, 293); _musicSwitch = new Sword2Switch(this, 516, 157, 40, 32); _musicSwitch->createSurfaceImages(3315, 516, 157); _musicSwitch->reverseStates(); _speechSwitch = new Sword2Switch(this, 516, 205, 40, 32); _speechSwitch->linkSurfaceImages(_musicSwitch, 516, 205); _speechSwitch->reverseStates(); _fxSwitch = new Sword2Switch(this, 516, 250, 40, 32); _fxSwitch->linkSurfaceImages(_musicSwitch, 516, 250); _fxSwitch->reverseStates(); _musicSlider = new Sword2Slider(this, _panel, 16, 309, 161, 170, 27); _speechSlider = new Sword2Slider(this, _panel, 14, 309, 208, 170, 27, _musicSlider); _fxSlider = new Sword2Slider(this, _panel, 14, 309, 254, 170, 27, _musicSlider); _gfxSlider = new Sword2Slider(this, _panel, 3, 309, 341, 170, 27, _musicSlider); _gfxPreview = new Sword2Widget(this, 4); _gfxPreview->createSurfaceImages(256, 495, 310); _okButton = new Sword2Button(this, 203, 382, 53, 32); _okButton->createSurfaceImages(901, 203, 382); _cancelButton = new Sword2Button(this, 395, 382, 53, 32); _cancelButton->linkSurfaceImages(_okButton, 395, 382); registerWidget(_panel); registerWidget(_objectLabelsSwitch); registerWidget(_subtitlesSwitch); registerWidget(_reverseStereoSwitch); registerWidget(_musicSwitch); registerWidget(_speechSwitch); registerWidget(_fxSwitch); registerWidget(_musicSlider); registerWidget(_speechSlider); registerWidget(_fxSlider); registerWidget(_gfxSlider); registerWidget(_gfxPreview); registerWidget(_okButton); registerWidget(_cancelButton); ReadOptionSettings(); _objectLabelsSwitch->setValue(pointerTextSelected != 0); _subtitlesSwitch->setValue(subtitles != 0); _reverseStereoSwitch->setValue(stereoReversed != 0); _musicSwitch->setValue(g_sword2->_sound->IsMusicMute() == 0); _speechSwitch->setValue(g_sword2->_sound->IsSpeechMute() == 0); _fxSwitch->setValue(g_sword2->_sound->IsFxMute() == 0); _musicSlider->setValue(g_sword2->_sound->GetMusicVolume()); _speechSlider->setValue(g_sword2->_sound->GetSpeechVolume()); _fxSlider->setValue(g_sword2->_sound->GetFxVolume()); _gfxSlider->setValue(GetRenderType()); _gfxPreview->setState(GetRenderType()); } ~Sword2OptionsDialog() { delete _fontRenderer; } virtual void paint() { Sword2Dialog::paint(); int maxWidth = 0; int width; int alignTextIds[] = { 149618700, // object labels 149618702, // music volume 149618703, // speech volume 149618704, // fx volume 149618705, // graphics quality 149618709, // reverse stereo }; for (int i = 0; i < ARRAYSIZE(alignTextIds); i++) { width = _fontRenderer->getTextWidth(alignTextIds[i]); if (width > maxWidth) maxWidth = width; } // Options _fontRenderer->drawText(149618698, 321, 55, kAlignCenter); // Subtitles _fontRenderer->drawText(149618699, 500, 103, kAlignRight); // Object labels _fontRenderer->drawText(149618700, 299 - maxWidth, 103); // Music volume _fontRenderer->drawText(149618702, 299 - maxWidth, 161); // Speech volume _fontRenderer->drawText(149618703, 299 - maxWidth, 208); // FX volume _fontRenderer->drawText(149618704, 299 - maxWidth, 254); // Reverse stereo _fontRenderer->drawText(149618709, 299 - maxWidth, 296); // Graphics quality _fontRenderer->drawText(149618705, 299 - maxWidth, 341); // Ok _fontRenderer->drawText(149618688, 193, 382, kAlignRight); // Cancel _fontRenderer->drawText(149618689, 385, 382, kAlignRight); } virtual void onAction(Sword2Widget *widget, int result = 0) { // Since there is music playing while the dialog is displayed // we need to update music volume immediately. Everything else // is handled when the dialog is terminated. if (widget == _reverseStereoSwitch) { if (result != stereoReversed) g_sword2->_sound->ReverseStereo(); stereoReversed = result; } else if (widget == _musicSwitch) { g_sword2->_sound->MuteMusic(result); } else if (widget == _musicSlider) { g_sword2->_sound->SetMusicVolume(result); g_sword2->_sound->MuteMusic(result == 0); _musicSwitch->setValue(result != 0); } else if (widget == _speechSlider) { _speechSwitch->setValue(result != 0); } else if (widget == _fxSlider) { _fxSwitch->setValue(result != 0); } else if (widget == _gfxSlider) { _gfxPreview->setState(result); UpdateGraphicsLevel(result); } else if (widget == _okButton) { // Apply the changes g_sword2->_sound->MuteMusic(_musicSwitch->getValue() == 0); g_sword2->_sound->MuteSpeech(_speechSwitch->getValue() == 0); g_sword2->_sound->MuteFx(_fxSwitch->getValue() == 0); g_sword2->_sound->SetMusicVolume(_musicSlider->getValue()); g_sword2->_sound->SetSpeechVolume(_speechSlider->getValue()); g_sword2->_sound->SetFxVolume(_fxSlider->getValue()); UpdateGraphicsLevel(_gfxSlider->getValue()); subtitles = _subtitlesSwitch->getValue(); pointerTextSelected = _objectLabelsSwitch->getValue(); speechSelected = _speechSwitch->getValue(); stereoReversed = _reverseStereoSwitch->getValue(); WriteOptionSettings(); setResult(1); } else if (widget == _cancelButton) { // Revert the changes ReadOptionSettings(); setResult(0); } } }; enum { kSaveDialog, kLoadDialog }; enum { kSelectSlot = -1, kDeselectSlot = -2, kStartEditing = 0, kCursorTick = 1 }; class Sword2Slot : public Sword2Widget { private: int _mode; Sword2FontRenderer *_fr; char _text[SAVE_DESCRIPTION_LEN]; bool _clickable; bool _editable; public: Sword2Slot(Sword2Dialog *parent, int x, int y, int w, int h) : Sword2Widget(parent, 2), _clickable(false), _editable(false) { setHitRect(x, y, w, h); _text[0] = 0; } void setMode(int mode) { _mode = mode; } void setClickable(bool clickable) { _clickable = clickable; } void setEditable(bool editable) { _editable = editable; } bool isEditable() { return _editable; } void setText(Sword2FontRenderer *fr, int slot, char *text) { _fr = fr; if (text) sprintf(_text, "%d. %s", slot, text); else sprintf(_text, "%d. ", slot); } char *getText() { return &_text[0]; } virtual void paint(ScummVM::Rect *clipRect = NULL) { Sword2Widget::paint(); // HACK: The main dialog is responsible for drawing the text // when in editing mode. if (!_editable) _fr->drawText(_text, _sprites[0].x + 16, _sprites[0].y + 4 + 2 * getState()); } virtual void onMouseDown(int x, int y) { if (_clickable) { if (getState() == 0) { setState(1); _parent->onAction(this, kSelectSlot); if (_mode == kSaveDialog) _parent->onAction(this, kStartEditing); } else if (_mode == kLoadDialog) { setState(0); _parent->onAction(this, kDeselectSlot); } } } virtual void onKey(char key) { if (_editable && (key == 8 || (key >= ' ' && key <= 'z'))) _parent->onAction(this, key); } virtual void onTick() { if (_editable) _parent->onAction(this, kCursorTick); } void setY(int y) { for (int i = 0; i < _numStates; i++) _sprites[i].y = y; setHitRect(_hitRect.left, y, _hitRect.width(), _hitRect.height()); } int getY() { return _sprites[0].y; } }; class Sword2SaveLoadDialog : public Sword2Dialog { private: int _mode, _selectedSlot; char _editBuffer[SAVE_DESCRIPTION_LEN]; int _editPos, _firstPos; int _cursorTick; Sword2FontRenderer *_fontRenderer1; Sword2FontRenderer *_fontRenderer2; Sword2Widget *_panel; Sword2Slot *_slotButton[8]; Sword2ScrollButton *_zupButton; Sword2ScrollButton *_upButton; Sword2ScrollButton *_downButton; Sword2ScrollButton *_zdownButton; Sword2Button *_okButton; Sword2Button *_cancelButton; public: Sword2SaveLoadDialog(int mode) : _mode(mode), _selectedSlot(-1) { int i; // FIXME: The "control font" and the "red font" are currently // always the same font, so one should be eliminated. _fontRenderer1 = new Sword2FontRenderer(controls_font_id); _fontRenderer2 = new Sword2FontRenderer(red_font_id); _panel = new Sword2Widget(this, 1); _panel->createSurfaceImages(2016, 0, 40); for (i = 0; i < 4; i++) { _slotButton[i] = new Sword2Slot(this, 114, 0, 384, 36); _slotButton[i]->createSurfaceImages(2006 + i, 114, 0); _slotButton[i]->setMode(mode); _slotButton[i + 4] = new Sword2Slot(this, 114, 0, 384, 36); _slotButton[i + 4]->linkSurfaceImages(_slotButton[i], 114, 0); _slotButton[i + 4]->setMode(mode); } updateSlots(); _zupButton = new Sword2ScrollButton(this, 516, 65, 17, 17); _zupButton->createSurfaceImages(1982, 516, 65); _upButton = new Sword2ScrollButton(this, 516, 85, 17, 17); _upButton->createSurfaceImages(2067, 516, 85); _downButton = new Sword2ScrollButton(this, 516, 329, 17, 17); _downButton->createSurfaceImages(1986, 516, 329); _zdownButton = new Sword2ScrollButton(this, 516, 350, 17, 17); _zdownButton->createSurfaceImages(1988, 516, 350); _okButton = new Sword2Button(this, 130, 377, 24, 24); _okButton->createSurfaceImages(2002, 130, 377); _cancelButton = new Sword2Button(this, 350, 377, 24, 24); _cancelButton->linkSurfaceImages(_okButton, 350, 377); registerWidget(_panel); for (i = 0; i < 8; i++) registerWidget(_slotButton[i]); registerWidget(_zupButton); registerWidget(_upButton); registerWidget(_downButton); registerWidget(_zdownButton); registerWidget(_okButton); registerWidget(_cancelButton); } ~Sword2SaveLoadDialog() { delete _fontRenderer1; delete _fontRenderer2; } // There aren't really a hundred different button objects of course, // there are only eight. Re-arrange them to simulate scrolling. void updateSlots() { for (int i = 0; i < 8; i++) { Sword2Slot *slot = _slotButton[(baseSlot + i) % 8]; Sword2FontRenderer *fr; uint8 description[SAVE_DESCRIPTION_LEN]; slot->setY(72 + i * 36); if (baseSlot + i == _selectedSlot) { slot->setEditable(_mode == kSaveDialog); slot->setState(1); fr = _fontRenderer2; } else { slot->setEditable(false); slot->setState(0); fr = _fontRenderer1; } if (GetSaveDescription(baseSlot + i, description) == SR_OK) { slot->setText(fr, baseSlot + i, (char *) description); slot->setClickable(true); } else { slot->setText(fr, baseSlot + i, NULL); slot->setClickable(_mode == kSaveDialog); } if (slot->isEditable()) drawEditBuffer(slot); else slot->paint(); } } virtual void onAction(Sword2Widget *widget, int result = 0) { if (widget == _zupButton) { if (baseSlot > 0) { if (baseSlot >= 8) baseSlot -= 8; else baseSlot = 0; updateSlots(); } } else if (widget == _upButton) { if (baseSlot > 0) { baseSlot--; updateSlots(); } } else if (widget == _downButton) { if (baseSlot < 92) { baseSlot++; updateSlots(); } } else if (widget == _zdownButton) { if (baseSlot < 92) { if (baseSlot <= 84) baseSlot += 8; else baseSlot = 92; updateSlots(); } } else if (widget == _okButton) { setResult(1); } else if (widget == _cancelButton) { setResult(0); } else { Sword2Slot *slot = (Sword2Slot *) widget; if (result >= kStartEditing) { if (result == kStartEditing) { if (_selectedSlot >= 10) _firstPos = 5; else _firstPos = 4; strcpy(_editBuffer, slot->getText()); _editPos = strlen(_editBuffer); _cursorTick = 0; _editBuffer[_editPos] = '_'; _editBuffer[_editPos + 1] = 0; slot->setEditable(true); drawEditBuffer(slot); } else if (result == kCursorTick) { _cursorTick++; if (_cursorTick == 7) { _editBuffer[_editPos] = ' '; drawEditBuffer(slot); } else if (_cursorTick == 14) { _cursorTick = 0; _editBuffer[_editPos] = '_'; drawEditBuffer(slot); } } else if (result == 8) { if (_editPos > _firstPos) { _editBuffer[_editPos - 1] = _editBuffer[_editPos]; _editBuffer[_editPos--] = 0; drawEditBuffer(slot); } } else { int textWidth; char tmp; tmp = _editBuffer[_editPos]; _editBuffer[_editPos] = 0; textWidth = _fontRenderer2->getTextWidth(_editBuffer); _editBuffer[_editPos] = tmp; if (textWidth < 340 && _editPos < SAVE_DESCRIPTION_LEN - 2) { _editBuffer[_editPos + 1] = _editBuffer[_editPos]; _editBuffer[_editPos + 2] = 0; _editBuffer[_editPos++] = result; drawEditBuffer(slot); } } } else { if (result == kSelectSlot) _selectedSlot = baseSlot + (slot->getY() - 72) / 35; else if (result == kDeselectSlot) _selectedSlot = -1; int i; for (i = 0; i < 8; i++) if (widget == _slotButton[i]) break; for (int j = 0; j < 8; j++) { if (j != i) { _slotButton[j]->setEditable(false); _slotButton[j]->setState(0); } } } } } void drawEditBuffer(Sword2Slot *slot) { if (_selectedSlot == -1) return; // This will redraw a bit more than is strictly necessary, // but I doubt that will make any noticeable difference. slot->paint(); _fontRenderer2->drawText(_editBuffer, 130, 78 + (_selectedSlot - baseSlot) * 36); } virtual void paint() { Sword2Dialog::paint(); if (_mode == kLoadDialog) { // Restore _fontRenderer1->drawText(149618690, 165, 377); } else { // Save _fontRenderer1->drawText(149618691, 165, 377); } // Cancel _fontRenderer1->drawText(149618689, 382, 377); } virtual void setResult(int result) { // Cancel if (result == 0) { Sword2Dialog::setResult(result); return; } // Save / Restore if (_selectedSlot == -1) return; if (_mode == kSaveDialog) { if (_editPos <= _firstPos) return; _editBuffer[_editPos] = 0; uint32 rv = SaveGame(_selectedSlot, (uint8 *) &_editBuffer[_firstPos]); if (rv != SR_OK) { uint32 textId; switch (rv) { case SR_ERR_FILEOPEN: textId = 213516674; break; default: // SR_ERR_WRITEFAIL textId = 213516676; break; } Control_error((char*) (FetchTextLine(res_man.Res_open(textId / SIZE), textId & 0xffff) + 2)); result = 0; } } else { uint32 rv = RestoreGame(_selectedSlot); if (rv != SR_OK) { uint32 textId; switch (rv) { case SR_ERR_FILEOPEN: textId = 213516670; break; case SR_ERR_INCOMPATIBLE: textId = 213516671; break; default: // SR_ERR_READFAIL textId = 213516673; break; } Control_error((char *) (FetchTextLine(res_man.Res_open(textId / SIZE), textId & 0xffff) + 2)); result = 0; } else { // Prime system with a game cycle // Reset the graphic 'buildit' list before a // new logic list (see FN_register_frame) Reset_render_lists(); // Reset the mouse hot-spot list (see // FN_register_mouse and FN_register_frame) Reset_mouse_list(); if (LLogic.Process_session()) Con_fatal_error("restore 1st cycle failed??"); } } Sword2Dialog::setResult(result); } }; uint32 Restore_control(void) { //Tony20Mar97 // returns 0 for no restore // 1 for restored ok Sword2SaveLoadDialog loadDialog(kLoadDialog); return loadDialog.run(); } void Save_control(void) { //Tony1Apr97 not a joke Sword2SaveLoadDialog saveDialog(kSaveDialog); saveDialog.run(); } void Quit_control(void) { //Tony2Apr97 Sword2MiniDialog quitDialog(149618692); // quit text if (!quitDialog.run()) { // just return to game return; } // close engine systems down Close_game(); CloseAppWindow(); exit(0); } void Restart_control(void) { //Tony4Apr97 uint32 temp_demo_flag; Sword2MiniDialog restartDialog(149618693); // restart text if (!restartDialog.run()) { // just return to game return; } // Stop music instantly! (James22aug97) Kill_music(); //in case we were dead - well we're not anymore! DEAD = 0; EraseBackBuffer(); // restart the game // clear all memory and reset the globals temp_demo_flag = DEMO; // remove all resources from memory, including player object and // global variables res_man.Remove_all_res(); // reopen global variables resource & send address to interpreter - // it won't be moving SetGlobalInterpreterVariables((int32 *) (res_man.Res_open(1) + sizeof(_standardHeader))); res_man.Res_close(1); DEMO = temp_demo_flag; // free all the route memory blocks from previous game FreeAllRouteMem(); // call the same function that first started us up g_sword2->Start_game(); // prime system with a game cycle // reset the graphic 'buildit' list before a new logic list // (see FN_register_frame) Reset_render_lists(); // reset the mouse hot-spot list (see FN_register_mouse and // FN_register_frame) Reset_mouse_list(); CloseMenuImmediately(); // FOR THE DEMO - FORCE THE SCROLLING TO BE RESET! (James29may97) // - this is taken from FN_init_background // switch on scrolling (2 means first time on screen) this_screen.scroll_flag = 2; if (LLogic.Process_session()) Con_fatal_error("restart 1st cycle failed??"); // (JEL08oct97) so palette not restored immediately after control // panel - we want to fade up instead! this_screen.new_palette = 99; } void Control_error(char* text) { //Tony13May97 // Print a message on screen. Second parameter is duration. DisplayMsg((uint8*) text, 0); // Wait for ESC or mouse click while (1) { _mouseEvent *me; char c; ServiceWindows(); if (KeyWaiting()) { ReadKey(&c); if (c == 27) break; } me = MouseEvent(); if (me && (me->buttons & RD_LEFTBUTTONDOWN)) break; g_sword2->_system->delay_msecs(20); } // Remove the message. RemoveMsg(); } int32 ReadOptionSettings(void) { //pete10Jun97 // settings file is 9 bytes long: // 1 music volume // 2 speech volume // 3 fx volume // 4 music mute // 5 speech mute // 6 fx mute // 7 graphics level // 8 subtitles // 9 object labels uint8 buff[10]; char filename[256]; SaveFile *fp; SaveFileManager *mgr = g_system->get_savefile_manager(); sprintf(filename, "%s-settings.dat", g_sword2->_game_name); if (!(fp = mgr->open_savefile(filename, g_sword2->getSavePath(), false))) return 1; if (fp->read(buff, 10) != 10) { delete fp; delete mgr; return 2; } delete fp; delete mgr; g_sword2->_sound->SetMusicVolume(buff[0]); g_sword2->_sound->SetSpeechVolume(buff[1]); g_sword2->_sound->SetFxVolume(buff[2]); g_sword2->_sound->MuteMusic(buff[3]); g_sword2->_sound->MuteSpeech(buff[4]); g_sword2->_sound->MuteFx(buff[5]); UpdateGraphicsLevel(buff[6]); // (James13jun97) speechSelected = !buff[4]; subtitles = buff[7]; pointerTextSelected = buff[8]; if (buff[9] != stereoReversed) g_sword2->_sound->ReverseStereo(); stereoReversed = buff[9]; return 0; } int32 WriteOptionSettings(void) { //pete10Jun97 uint8 buff[10]; char filename[256]; SaveFile *fp; SaveFileManager *mgr = g_system->get_savefile_manager(); sprintf(filename, "%s-settings.dat", g_sword2->_game_name); buff[0] = g_sword2->_sound->GetMusicVolume(); buff[1] = g_sword2->_sound->GetSpeechVolume(); buff[2] = g_sword2->_sound->GetFxVolume(); buff[3] = g_sword2->_sound->IsMusicMute(); buff[4] = g_sword2->_sound->IsSpeechMute(); buff[5] = g_sword2->_sound->IsFxMute(); buff[6] = GetRenderType(); buff[7] = subtitles; buff[8] = pointerTextSelected; buff[9] = stereoReversed; if (!(fp = mgr->open_savefile(filename, g_sword2->getSavePath(), true))) return 1; if (fp->write(buff, 10) != 10) { delete fp; delete mgr; return 2; } delete fp; delete mgr; return 0; } void Option_control(void) { //Pete6Jun97 Sword2OptionsDialog optionsDialog; optionsDialog.run(); return; } void UpdateGraphicsLevel(uint8 newLevel) { // (James13jun97) switch (newLevel) { case 0: // Lowest setting: no graphics fx ClearTransFx(); ClearShadowFx(); ClearBltFx(); break; case 1: // Medium-low setting: transparency-blending SetTransFx(); ClearShadowFx(); ClearBltFx(); break; case 2: // Medium-high setting: transparency-blending + shading SetTransFx(); SetShadowFx(); ClearBltFx(); break; case 3: // Highest setting: transparency-blending + shading + edge-blending + improved stretching SetTransFx(); SetShadowFx(); SetBltFx(); break; } // update our global variable - which needs to be checked when dimming // the palette in PauseGame() in sword2.cpp (since palette-matching // cannot be done with dimmed palette so we turn down one notch while // dimmed, if at top level) current_graphics_level = newLevel; }