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/* 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/translation.h"
#include "gui/saveload.h"
#include "sherlock/tattoo/widget_files.h"
#include "sherlock/tattoo/tattoo.h"
#include "sherlock/tattoo/tattoo_fixed_text.h"
#include "sherlock/tattoo/tattoo_scene.h"
#include "sherlock/tattoo/tattoo_user_interface.h"
namespace Sherlock {
namespace Tattoo {
WidgetFiles::WidgetFiles(SherlockEngine *vm, const Common::String &target) :
SaveManager(vm, target), WidgetBase(vm), _vm(vm) {
_fileMode = SAVEMODE_NONE;
}
void WidgetFiles::show(SaveMode mode) {
Events &events = *_vm->_events;
TattooUserInterface &ui = *(TattooUserInterface *)_vm->_ui;
Common::Point mousePos = events.mousePos();
if (_vm->_showOriginalSavesDialog) {
// Render and display the file dialog
_fileMode = mode;
render();
summonWindow();
ui._menuMode = FILES_MODE;
} else if (mode == SAVEMODE_LOAD) {
showScummVMRestoreDialog();
} else {
showScummVMSaveDialog();
}
}
void WidgetFiles::showScummVMSaveDialog() {
GUI::SaveLoadChooser *dialog = new GUI::SaveLoadChooser(_("Save game:"), _("Save"), true);
int slot = dialog->runModalWithCurrentTarget();
if (slot >= 0) {
Common::String desc = dialog->getResultString();
if (desc.empty()) {
// create our own description for the saved game, the user didn't enter it
desc = dialog->createDefaultSaveDescription(slot);
}
_vm->saveGameState(slot, desc);
}
close();
delete dialog;
}
void WidgetFiles::showScummVMRestoreDialog() {
GUI::SaveLoadChooser *dialog = new GUI::SaveLoadChooser(_("Restore game:"), _("Restore"), false);
int slot = dialog->runModalWithCurrentTarget();
close();
delete dialog;
if (slot >= 0) {
_vm->loadGameState(slot);
}
}
void WidgetFiles::render() {
Events &events = *_vm->_events;
Common::Point mousePos = events.mousePos();
createSavegameList();
// Set up the display area
_bounds = Common::Rect(_surface.stringWidth(FIXED(AreYouSureYou)) + _surface.widestChar() * 2,
(_surface.fontHeight() + 7) * 4);
_bounds.moveTo(mousePos.x - _bounds.width() / 2, mousePos.y - _bounds.height() / 2);
// Create the surface
_surface.create(_bounds.width(), _bounds.height());
_surface.fill(TRANSPARENCY);
makeInfoArea();
}
void WidgetFiles::handleEvents() {
//Events &events = *_vm->_events;
}
void WidgetFiles::close() {
TattooScene &scene = *(TattooScene *)_vm->_scene;
TattooUserInterface &ui = *(TattooUserInterface *)_vm->_ui;
banishWindow();
ui._menuMode = scene._labTableScene ? LAB_MODE : STD_MODE;
}
} // End of namespace Tattoo
} // End of namespace Sherlock
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