1 /* ScummVM - Graphic Adventure Engine
2 *
3 * ScummVM is the legal property of its developers, whose names
4 * are too numerous to list here. Please refer to the COPYRIGHT
5 * file distributed with this source distribution.
6 *
7 * This program is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU General Public License
9 * as published by the Free Software Foundation; either version 2
10 * of the License, or (at your option) any later version.
11 *
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
16 *
17 * You should have received a copy of the GNU General Public License
18 * along with this program; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20 *
21 */
22
23 #include "sherlock/scalpel/scalpel_fixed_text.h"
24 #include "sherlock/scalpel/scalpel_saveload.h"
25 #include "sherlock/scalpel/scalpel_screen.h"
26 #include "sherlock/scalpel/scalpel.h"
27
28 namespace Sherlock {
29
30 namespace Scalpel {
31
32 const int ENV_POINTS[6][3] = {
33 { 41, 80, 61 }, // Exit
34 { 81, 120, 101 }, // Load
35 { 121, 160, 141 }, // Save
36 { 161, 200, 181 }, // Up
37 { 201, 240, 221 }, // Down
38 { 241, 280, 261 } // Quit
39 };
40
41 /*----------------------------------------------------------------*/
42
ScalpelSaveManager(SherlockEngine * vm,const Common::String & target)43 ScalpelSaveManager::ScalpelSaveManager(SherlockEngine *vm, const Common::String &target) :
44 SaveManager(vm, target), _envMode(SAVEMODE_NONE) {
45
46 _fixedTextExit = FIXED(LoadSave_Exit);
47 _fixedTextLoad = FIXED(LoadSave_Load);
48 _fixedTextSave = FIXED(LoadSave_Save);
49 _fixedTextUp = FIXED(LoadSave_Up);
50 _fixedTextDown = FIXED(LoadSave_Down);
51 _fixedTextQuit = FIXED(LoadSave_Quit);
52
53 _hotkeyExit = toupper(_fixedTextExit[0]);
54 _hotkeyLoad = toupper(_fixedTextLoad[0]);
55 _hotkeySave = toupper(_fixedTextSave[0]);
56 _hotkeyUp = toupper(_fixedTextUp[0]);
57 _hotkeyDown = toupper(_fixedTextDown[0]);
58 _hotkeyQuit = toupper(_fixedTextQuit[0]);
59
60 _hotkeysIndexed[0] = _hotkeyExit;
61 _hotkeysIndexed[1] = _hotkeyLoad;
62 _hotkeysIndexed[2] = _hotkeySave;
63 _hotkeysIndexed[3] = _hotkeyUp;
64 _hotkeysIndexed[4] = _hotkeyDown;
65 _hotkeysIndexed[5] = _hotkeyQuit;
66
67 _fixedTextQuitGameQuestion = FIXED(QuitGame_Question);
68 _fixedTextQuitGameYes = FIXED(QuitGame_Yes);
69 _fixedTextQuitGameNo = FIXED(QuitGame_No);
70
71 _hotkeyQuitGameYes = toupper(_fixedTextQuitGameYes[0]);
72 _hotkeyQuitGameNo = toupper(_fixedTextQuitGameNo[0]);
73 }
74
identifyUserButton(int key)75 int ScalpelSaveManager::identifyUserButton(int key) {
76 for (uint16 hotkeyNr = 0; hotkeyNr < sizeof(_hotkeysIndexed); hotkeyNr++) {
77 if (key == _hotkeysIndexed[hotkeyNr])
78 return hotkeyNr;
79 }
80 return -1;
81 }
82
drawInterface()83 void ScalpelSaveManager::drawInterface() {
84 ScalpelScreen &screen = *(ScalpelScreen *)_vm->_screen;
85 UserInterface &ui = *_vm->_ui;
86
87 // Create a list of savegame slots
88 createSavegameList();
89
90 screen._backBuffer1.fillRect(Common::Rect(0, CONTROLS_Y, SHERLOCK_SCREEN_WIDTH, CONTROLS_Y + 10), BORDER_COLOR);
91 screen._backBuffer1.fillRect(Common::Rect(0, CONTROLS_Y + 10, 2, SHERLOCK_SCREEN_HEIGHT), BORDER_COLOR);
92 screen._backBuffer1.fillRect(Common::Rect(318, CONTROLS_Y + 10, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT), BORDER_COLOR);
93 screen._backBuffer1.fillRect(Common::Rect(0, 199, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT), BORDER_COLOR);
94 screen._backBuffer1.fillRect(Common::Rect(2, CONTROLS_Y + 10, SHERLOCK_SCREEN_WIDTH - 2, SHERLOCK_SCREEN_HEIGHT - 2), INV_BACKGROUND);
95
96 screen.makeButton(Common::Rect(ENV_POINTS[0][0], CONTROLS_Y, ENV_POINTS[0][1], CONTROLS_Y + 10),
97 ENV_POINTS[0][2], _fixedTextExit);
98 screen.makeButton(Common::Rect(ENV_POINTS[1][0], CONTROLS_Y, ENV_POINTS[1][1], CONTROLS_Y + 10),
99 ENV_POINTS[1][2], _fixedTextLoad);
100 screen.makeButton(Common::Rect(ENV_POINTS[2][0], CONTROLS_Y, ENV_POINTS[2][1], CONTROLS_Y + 10),
101 ENV_POINTS[2][2], _fixedTextSave);
102 screen.makeButton(Common::Rect(ENV_POINTS[3][0], CONTROLS_Y, ENV_POINTS[3][1], CONTROLS_Y + 10),
103 ENV_POINTS[3][2], _fixedTextUp);
104 screen.makeButton(Common::Rect(ENV_POINTS[4][0], CONTROLS_Y, ENV_POINTS[4][1], CONTROLS_Y + 10),
105 ENV_POINTS[4][2], _fixedTextDown);
106 screen.makeButton(Common::Rect(ENV_POINTS[5][0], CONTROLS_Y, ENV_POINTS[5][1], CONTROLS_Y + 10),
107 ENV_POINTS[5][2], _fixedTextQuit);
108
109 if (!_savegameIndex)
110 screen.buttonPrint(Common::Point(ENV_POINTS[3][2], CONTROLS_Y), COMMAND_NULL, 0, _fixedTextUp);
111
112 if (_savegameIndex == MAX_SAVEGAME_SLOTS - ONSCREEN_FILES_COUNT)
113 screen.buttonPrint(Common::Point(ENV_POINTS[4][2], CONTROLS_Y), COMMAND_NULL, 0, _fixedTextDown);
114
115 for (int idx = _savegameIndex; idx < _savegameIndex + ONSCREEN_FILES_COUNT; ++idx) {
116 screen.gPrint(Common::Point(6, CONTROLS_Y + 11 + (idx - _savegameIndex) * 10),
117 INV_FOREGROUND, "%d.", idx + 1);
118 screen.gPrint(Common::Point(24, CONTROLS_Y + 11 + (idx - _savegameIndex) * 10),
119 INV_FOREGROUND, "%s", _savegames[idx].c_str());
120 }
121
122 if (!ui._slideWindows) {
123 screen.slamRect(Common::Rect(0, CONTROLS_Y, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT));
124 } else {
125 ui.summonWindow();
126 }
127
128 _envMode = SAVEMODE_NONE;
129 }
130
getHighlightedButton() const131 int ScalpelSaveManager::getHighlightedButton() const {
132 Common::Point pt = _vm->_events->mousePos();
133
134 for (int idx = 0; idx < 6; ++idx) {
135 if (pt.x > ENV_POINTS[idx][0] && pt.x < ENV_POINTS[idx][1] && pt.y > CONTROLS_Y
136 && pt.y < (CONTROLS_Y + 10))
137 return idx;
138 }
139
140 return -1;
141 }
142
highlightButtons(int btnIndex)143 void ScalpelSaveManager::highlightButtons(int btnIndex) {
144 ScalpelScreen &screen = *(ScalpelScreen *)_vm->_screen;
145 byte color = (btnIndex == 0) ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND;
146
147 screen.buttonPrint(Common::Point(ENV_POINTS[0][2], CONTROLS_Y), color, 1, _fixedTextExit);
148
149 if ((btnIndex == 1) || ((_envMode == SAVEMODE_LOAD) && (btnIndex != 2)))
150 screen.buttonPrint(Common::Point(ENV_POINTS[1][2], CONTROLS_Y), COMMAND_HIGHLIGHTED, true, _fixedTextLoad);
151 else
152 screen.buttonPrint(Common::Point(ENV_POINTS[1][2], CONTROLS_Y), COMMAND_FOREGROUND, true, _fixedTextLoad);
153
154 if ((btnIndex == 2) || ((_envMode == SAVEMODE_SAVE) && (btnIndex != 1)))
155 screen.buttonPrint(Common::Point(ENV_POINTS[2][2], CONTROLS_Y), COMMAND_HIGHLIGHTED, true, _fixedTextSave);
156 else
157 screen.buttonPrint(Common::Point(ENV_POINTS[2][2], CONTROLS_Y), COMMAND_FOREGROUND, true, _fixedTextSave);
158
159 if (btnIndex == 3 && _savegameIndex)
160 screen.buttonPrint(Common::Point(ENV_POINTS[3][2], CONTROLS_Y), COMMAND_HIGHLIGHTED, true, _fixedTextUp);
161 else
162 if (_savegameIndex)
163 screen.buttonPrint(Common::Point(ENV_POINTS[3][2], CONTROLS_Y), COMMAND_FOREGROUND, true, _fixedTextUp);
164
165 if ((btnIndex == 4) && (_savegameIndex < MAX_SAVEGAME_SLOTS - 5))
166 screen.buttonPrint(Common::Point(ENV_POINTS[4][2], CONTROLS_Y), COMMAND_HIGHLIGHTED, true, _fixedTextDown);
167 else if (_savegameIndex < (MAX_SAVEGAME_SLOTS - 5))
168 screen.buttonPrint(Common::Point(ENV_POINTS[4][2], CONTROLS_Y), COMMAND_FOREGROUND, true, _fixedTextDown);
169
170 color = (btnIndex == 5) ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND;
171 screen.buttonPrint(Common::Point(ENV_POINTS[5][2], CONTROLS_Y), color, 1, _fixedTextQuit);
172 }
173
checkGameOnScreen(int slot)174 bool ScalpelSaveManager::checkGameOnScreen(int slot) {
175 ScalpelScreen &screen = *(ScalpelScreen *)_vm->_screen;
176
177 // Check if it's already on-screen
178 if (slot != -1 && (slot < _savegameIndex || slot >= (_savegameIndex + ONSCREEN_FILES_COUNT))) {
179 _savegameIndex = slot;
180
181 screen._backBuffer1.fillRect(Common::Rect(3, CONTROLS_Y + 11, SHERLOCK_SCREEN_WIDTH - 2,
182 SHERLOCK_SCREEN_HEIGHT - 1), INV_BACKGROUND);
183
184 for (int idx = _savegameIndex; idx < (_savegameIndex + 5); ++idx) {
185 screen.gPrint(Common::Point(6, CONTROLS_Y + 11 + (idx - _savegameIndex) * 10),
186 INV_FOREGROUND, "%d.", idx + 1);
187 screen.gPrint(Common::Point(24, CONTROLS_Y + 11 + (idx - _savegameIndex) * 10),
188 INV_FOREGROUND, "%s", _savegames[idx].c_str());
189 }
190
191 screen.slamRect(Common::Rect(3, CONTROLS_Y + 11, 318, SHERLOCK_SCREEN_HEIGHT));
192
193 byte color = !_savegameIndex ? COMMAND_NULL : COMMAND_FOREGROUND;
194 screen.buttonPrint(Common::Point(ENV_POINTS[3][2], CONTROLS_Y), color, 1, _fixedTextUp);
195
196 color = (_savegameIndex == (MAX_SAVEGAME_SLOTS - 5)) ? COMMAND_NULL : COMMAND_FOREGROUND;
197 screen.buttonPrint(Common::Point(ENV_POINTS[4][2], CONTROLS_Y), color, 1, _fixedTextDown);
198
199 return true;
200 }
201
202 return false;
203 }
204
promptForDescription(int slot)205 bool ScalpelSaveManager::promptForDescription(int slot) {
206 Events &events = *_vm->_events;
207 Scene &scene = *_vm->_scene;
208 ScalpelScreen &screen = *(ScalpelScreen *)_vm->_screen;
209 Talk &talk = *_vm->_talk;
210 int xp, yp;
211 bool flag = false;
212
213 screen.buttonPrint(Common::Point(ENV_POINTS[0][2], CONTROLS_Y), COMMAND_NULL, true, _fixedTextExit);
214 screen.buttonPrint(Common::Point(ENV_POINTS[1][2], CONTROLS_Y), COMMAND_NULL, true, _fixedTextLoad);
215 screen.buttonPrint(Common::Point(ENV_POINTS[2][2], CONTROLS_Y), COMMAND_NULL, true, _fixedTextSave);
216 screen.buttonPrint(Common::Point(ENV_POINTS[3][2], CONTROLS_Y), COMMAND_NULL, true, _fixedTextUp);
217 screen.buttonPrint(Common::Point(ENV_POINTS[4][2], CONTROLS_Y), COMMAND_NULL, true, _fixedTextDown);
218 screen.buttonPrint(Common::Point(ENV_POINTS[5][2], CONTROLS_Y), COMMAND_NULL, true, _fixedTextQuit);
219
220 Common::String saveName = _savegames[slot];
221 if (isSlotEmpty(slot)) {
222 // It's an empty slot, so start off with an empty save name
223 saveName = "";
224
225 yp = CONTROLS_Y + 12 + (slot - _savegameIndex) * 10;
226 screen.vgaBar(Common::Rect(24, yp, 85, yp + 9), INV_BACKGROUND);
227 }
228
229 screen.print(Common::Point(6, CONTROLS_Y + 12 + (slot - _savegameIndex) * 10), TALK_FOREGROUND, "%d.", slot + 1);
230 screen.print(Common::Point(24, CONTROLS_Y + 12 + (slot - _savegameIndex) * 10), TALK_FOREGROUND, "%s", saveName.c_str());
231 xp = 24 + screen.stringWidth(saveName);
232 yp = CONTROLS_Y + 12 + (slot - _savegameIndex) * 10;
233
234 int done = 0;
235 do {
236 while (!_vm->shouldQuit() && !events.kbHit()) {
237 scene.doBgAnim();
238
239 if (talk._talkToAbort)
240 return false;
241
242 // Allow event processing
243 events.pollEventsAndWait();
244 events.setButtonState();
245
246 flag = !flag;
247 if (flag)
248 screen.vgaBar(Common::Rect(xp, yp - 1, xp + 8, yp + 9), INV_FOREGROUND);
249 else
250 screen.vgaBar(Common::Rect(xp, yp - 1, xp + 8, yp + 9), INV_BACKGROUND);
251 }
252 if (_vm->shouldQuit())
253 return false;
254
255 // Get the next keypress
256 Common::KeyState keyState = events.getKey();
257
258 if (keyState.keycode == Common::KEYCODE_BACKSPACE && saveName.size() > 0) {
259 // Delete character of save name
260 screen.vgaBar(Common::Rect(xp - screen.charWidth(saveName.lastChar()), yp - 1,
261 xp + 8, yp + 9), INV_BACKGROUND);
262 xp -= screen.charWidth(saveName.lastChar());
263 screen.vgaBar(Common::Rect(xp, yp - 1, xp + 8, yp + 9), INV_FOREGROUND);
264 saveName.deleteLastChar();
265
266 } else if (keyState.keycode == Common::KEYCODE_RETURN && saveName.compareToIgnoreCase(EMPTY_SAVEGAME_SLOT)) {
267 done = 1;
268
269 } else if (keyState.keycode == Common::KEYCODE_ESCAPE) {
270 screen.vgaBar(Common::Rect(xp, yp - 1, xp + 8, yp + 9), INV_BACKGROUND);
271 done = -1;
272
273 } else if (keyState.ascii >= ' ' && keyState.ascii <= 'z' && saveName.size() < 50
274 && (xp + screen.charWidth(keyState.ascii)) < 308) {
275 char c = (char)keyState.ascii;
276
277 screen.vgaBar(Common::Rect(xp, yp - 1, xp + 8, yp + 9), INV_BACKGROUND);
278 screen.print(Common::Point(xp, yp), TALK_FOREGROUND, "%c", c);
279 xp += screen.charWidth(c);
280 screen.vgaBar(Common::Rect(xp, yp - 1, xp + 8, yp + 9), INV_FOREGROUND);
281 saveName += c;
282 }
283 } while (!done);
284
285 if (done == 1) {
286 // Enter key perssed
287 _savegames[slot] = saveName;
288 } else {
289 done = 0;
290 _envMode = SAVEMODE_NONE;
291 highlightButtons(-1);
292 }
293
294 return done == 1;
295 }
296
297 } // End of namespace Scalpel
298
299 } // End of namespace Sherlock
300