I reduced the header includes a lot in Titanic.h and forward declared when I could. Titanic.h was including a lot and a lot of functions that were including it were not using its API. This will help make it more clear which implementation files are using which class since they will just need to include which ones they need. I also moved the debug related items in Titanic.h into the debugger header. I also reordered several of the the header includes to be local to global.
233 lines
6.4 KiB
C++
233 lines
6.4 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "titanic/continue_save_dialog.h"
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#include "titanic/support/movie_manager.h"
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#include "titanic/titanic.h"
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#include "common/error.h"
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#include "common/str-array.h"
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#include "graphics/screen.h"
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namespace Titanic {
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#define SAVEGAME_SLOTS_COUNT 5
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#define RESTORE_X 346
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#define RESTORE_Y 94
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#define START_X 370
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#define START_Y 276
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CContinueSaveDialog::CContinueSaveDialog() {
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g_vm->_events->addTarget(this);
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_highlightedSlot = _selectedSlot = -999;
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_restoreState = _startState = -1;
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_mouseDown = false;
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_evilTwinShown = false;
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for (int idx = 0; idx < SAVEGAME_SLOTS_COUNT; ++idx) {
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Rect slotRect = getSlotBounds(idx);
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_slotNames[idx].setFontNumber(0);
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_slotNames[idx].setBounds(slotRect);
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_slotNames[idx].resize(3);
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_slotNames[idx].setMaxCharsPerLine(22);
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_slotNames[idx].setHasBorder(false);
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_slotNames[idx].setup();
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}
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}
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CContinueSaveDialog::~CContinueSaveDialog() {
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g_vm->_events->removeTarget();
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}
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void CContinueSaveDialog::addSavegame(int slot, const CString &name) {
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if (_saves.size() < SAVEGAME_SLOTS_COUNT) {
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_slotNames[_saves.size()].setText(name);
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_saves.push_back(SaveEntry(slot, name));
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}
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}
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Rect CContinueSaveDialog::getSlotBounds(int index) {
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return Rect(360, 164 + index * 19, 556, 180 + index * 19);
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}
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int CContinueSaveDialog::show() {
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// Load images for the dialog
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loadImages();
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// Render the view
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render();
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// Event loop waiting for selection
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while (!g_vm->shouldQuit() && _selectedSlot == -999) {
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g_vm->_events->pollEventsAndWait();
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}
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if (g_vm->shouldQuit())
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_selectedSlot = -2;
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return _selectedSlot;
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}
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void CContinueSaveDialog::loadImages() {
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_backdrop.load("Bitmap/BACKDROP");
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_evilTwin.load("Bitmap/EVILTWIN");
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_restoreD.load("Bitmap/RESTORED");
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_restoreU.load("Bitmap/RESTOREU");
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_restoreF.load("Bitmap/RESTOREF");
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_startD.load("Bitmap/STARTD");
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_startU.load("Bitmap/STARTU");
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_startF.load("Bitmap/STARTF");
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}
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void CContinueSaveDialog::render() {
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Graphics::Screen &screen = *g_vm->_screen;
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screen.clear();
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screen.blitFrom(_backdrop, Common::Point(48, 22));
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CScreenManager::_screenManagerPtr->setSurfaceBounds(SURFACE_PRIMARY,
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Rect(48, 22, 48 + _backdrop.w, 22 + _backdrop.h));
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if (_evilTwinShown)
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screen.blitFrom(_evilTwin, Common::Point(78, 59));
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_restoreState = _startState = -1;
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renderButtons();
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renderSlots();
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}
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void CContinueSaveDialog::renderButtons() {
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Graphics::Screen &screen = *g_vm->_screen;
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Rect restoreRect(RESTORE_X, RESTORE_Y, RESTORE_X + _restoreU.w, RESTORE_Y + _restoreU.h);
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Rect startRect(START_X, START_Y, START_X + _startU.w, START_Y + _startU.h);
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// Determine the current state for the buttons
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int restoreState, startState;
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if (!restoreRect.contains(_mousePos))
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restoreState = 0;
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else
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restoreState = _mouseDown ? 1 : 2;
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if (!startRect.contains(_mousePos))
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startState = 0;
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else
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startState = _mouseDown ? 1 : 2;
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// Draw the start button
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if (startState != _startState) {
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_startState = startState;
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switch (_startState) {
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case 0:
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screen.blitFrom(_startU, Common::Point(START_X, START_Y));
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break;
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case 1:
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screen.blitFrom(_startD, Common::Point(START_X, START_Y));
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break;
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case 2:
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screen.blitFrom(_startF, Common::Point(START_X, START_Y));
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break;
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default:
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break;
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}
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}
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// Draw the restore button
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if (restoreState != _restoreState) {
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_restoreState = restoreState;
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switch (_restoreState) {
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case 0:
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screen.blitFrom(_restoreU, Common::Point(RESTORE_X, RESTORE_Y));
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break;
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case 1:
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screen.blitFrom(_restoreD, Common::Point(RESTORE_X, RESTORE_Y));
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break;
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case 2:
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screen.blitFrom(_restoreF, Common::Point(RESTORE_X, RESTORE_Y));
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break;
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default:
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break;
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}
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}
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}
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void CContinueSaveDialog::renderSlots() {
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for (int idx = 0; idx < (int)_saves.size(); ++idx) {
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byte rgb = (_highlightedSlot == idx) ? 255 : 0;
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_slotNames[idx].setColor(rgb, rgb, rgb);
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_slotNames[idx].setLineColor(0, rgb, rgb, rgb);
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_slotNames[idx].draw(CScreenManager::_screenManagerPtr);
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}
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}
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void CContinueSaveDialog::mouseMove(const Point &mousePos) {
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_mousePos = mousePos;
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renderButtons();
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}
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void CContinueSaveDialog::leftButtonDown(const Point &mousePos) {
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Rect eye1(188, 190, 192, 195), eye2(209, 192, 213, 197);
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if (g_vm->_events->isSpecialPressed(MK_SHIFT) &&
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(eye1.contains(mousePos) || eye2.contains(mousePos))) {
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// Show the Easter Egg "Evil Twin"
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_evilTwinShown = true;
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render();
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} else {
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// Standard mouse handling
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_mouseDown = true;
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mouseMove(mousePos);
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}
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}
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void CContinueSaveDialog::leftButtonUp(const Point &mousePos) {
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Rect restoreRect(RESTORE_X, RESTORE_Y, RESTORE_X + _restoreU.w, RESTORE_Y + _restoreU.h);
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Rect startRect(START_X, START_Y, START_X + _startU.w, START_Y + _startU.h);
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_mouseDown = false;
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if (_evilTwinShown) {
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_evilTwinShown = false;
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render();
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return;
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}
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if (restoreRect.contains(mousePos)) {
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// Flag to exit dialog and load highlighted slot. If no slot was
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// selected explicitly, then fall back on loading the first slot
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_selectedSlot = (_highlightedSlot == -999) ? _saves[0]._slot :
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_saves[_highlightedSlot]._slot;
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} else if (startRect.contains(mousePos)) {
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// Start a new game
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_selectedSlot = -1;
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} else {
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// Check whether a filled in slot was selected
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for (uint idx = 0; idx < _saves.size(); ++idx) {
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if (getSlotBounds(idx).contains(mousePos)) {
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_highlightedSlot = idx;
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render();
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break;
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}
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}
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}
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}
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void CContinueSaveDialog::keyDown(Common::KeyState keyState) {
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if (keyState.keycode == Common::KEYCODE_ESCAPE)
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_selectedSlot = EXIT_GAME;
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}
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} // End of namespace Titanic
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