/* 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 3 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, see . * */ #include "engines/nancy/nancy.h" #include "engines/nancy/cursor.h" #include "engines/nancy/sound.h" #include "engines/nancy/input.h" #include "engines/nancy/util.h" #include "engines/nancy/resource.h" #include "engines/nancy/graphics.h" #include "engines/nancy/state/loadsave.h" #include "engines/nancy/state/scene.h" #include "engines/nancy/ui/button.h" #include "common/config-manager.h" namespace Common { DECLARE_SINGLETON(Nancy::State::LoadSaveMenu); } namespace Nancy { namespace State { LoadSaveMenu::~LoadSaveMenu() { for (auto *tb : _textboxes) { delete tb; } for (auto *button : _loadButtons) { delete button; } for (auto *button : _saveButtons) { delete button; } for (auto *overlay : _cancelButtonOverlays) { delete overlay; } delete _exitButton; delete _cancelButton; g_nancy->_input->setVKEnabled(false); } void LoadSaveMenu::process() { if (g_nancy->_sound->isSoundPlaying("BUOK") || g_nancy->_sound->isSoundPlaying("BULS") || g_nancy->_sound->isSoundPlaying("BUDE")) { return; } switch (_state) { case kInit: init(); // fall through case kRun: run(); break; case kEnterFilename: enterFilename(); break; case kSave: save(); break; case kLoad: load(); break; case kSuccess: success(); break; default: break; } // Make sure stop runs on the same frame if (_state == kStop) { stop(); } g_nancy->_cursor->setCursorType(CursorManager::kNormalArrow); } void LoadSaveMenu::onStateEnter(const NancyState::NancyState prevState) { if (_state == kEnterFilename) { g_nancy->_input->setVKEnabled(true); } registerGraphics(); } bool LoadSaveMenu::onStateExit(const NancyState::NancyState nextState) { g_nancy->_input->setVKEnabled(false); return _destroyOnExit; } void LoadSaveMenu::registerGraphics() { _background.registerGraphics(); for (auto *button : _loadButtons) { button->registerGraphics(); } for (auto *button : _saveButtons) { button->registerGraphics(); } for (auto *overlay : _cancelButtonOverlays) { overlay->registerGraphics(); } for (auto *tb : _textboxes) { tb->registerGraphics(); } if (_exitButton) { _exitButton->registerGraphics(); } if (_cancelButton) { _cancelButton->registerGraphics(); } _blinkingCursorOverlay.registerGraphics(); _successOverlay.registerGraphics(); g_nancy->_graphics->redrawAll(); } void LoadSaveMenu::init() { _loadSaveData = GetEngineData(LOAD); assert(_loadSaveData); _background.init(_loadSaveData->_image1Name); _baseFont = g_nancy->_graphics->getFont(_loadSaveData->_mainFontID); if (_loadSaveData->_highlightFontID != -1) { _highlightFont = g_nancy->_graphics->getFont(_loadSaveData->_highlightFontID); _disabledFont = g_nancy->_graphics->getFont(_loadSaveData->_disabledFontID); } else { _highlightFont = _disabledFont = _baseFont; } _filenameStrings.resize(_loadSaveData->_textboxBounds.size()); _saveExists.resize(_filenameStrings.size(), false); _textboxes.resize(_filenameStrings.size()); for (uint i = 0; i < _textboxes.size(); ++i) { // Load textbox objects RenderObject *newTb = new RenderObject(5); _textboxes[i] = newTb; const Common::Rect &bounds = _loadSaveData->_textboxBounds[i]; newTb->_drawSurface.create(bounds.width(), bounds.height(), g_nancy->_graphics->getScreenPixelFormat()); newTb->_drawSurface.clear(g_nancy->_graphics->getTransColor()); newTb->moveTo(bounds); newTb->setTransparent(true); newTb->setVisible(true); newTb->init(); // Check for valid save and write its name in the textbox SaveStateDescriptor desc = g_nancy->getMetaEngine()->querySaveMetaInfos(ConfMan.getActiveDomainName().c_str(), i + 1); if (desc.isValid()) { _saveExists[i] = true; _filenameStrings[i] = desc.getDescription(); } else { // If no valid save, copy over the empty save string if (_loadSaveData->_emptySaveText.size()) { _filenameStrings[i] = _loadSaveData->_emptySaveText; } else { _filenameStrings[i] = g_nancy->getStaticData().emptySaveText; } } } bool hasHighlights = _loadSaveData->_loadButtonHighlightSrcs.size(); _loadButtons.resize(_textboxes.size()); _saveButtons.resize(_textboxes.size()); _cancelButtonOverlays.resize(_textboxes.size()); for (uint i = 0; i < _loadButtons.size(); ++i) { // Load Save and Load buttons, and Cancel overlays _loadButtons[i] = new UI::Button(1, _background._drawSurface, _loadSaveData->_loadButtonDownSrcs[i], _loadSaveData->_loadButtonDests[i], hasHighlights ? _loadSaveData->_loadButtonHighlightSrcs[i] : Common::Rect(), hasHighlights ? _loadSaveData->_loadButtonDisabledSrcs[i] : Common::Rect()); _saveButtons[i] = new UI::Button(1, _background._drawSurface, _loadSaveData->_saveButtonDownSrcs[i], _loadSaveData->_saveButtonDests[i], hasHighlights ? _loadSaveData->_saveButtonHighlightSrcs[i] : Common::Rect(), hasHighlights ? _loadSaveData->_saveButtonDisabledSrcs[i] : Common::Rect()); _cancelButtonOverlays[i] = new RenderObject(2, _background._drawSurface, _loadSaveData->_cancelButtonSrcs[i], _loadSaveData->_cancelButtonDests[i]); _loadButtons[i]->init(); _saveButtons[i]->init(); _cancelButtonOverlays[i]->init(); } // Load exit button _exitButton = new UI::Button(3, _background._drawSurface, _loadSaveData->_doneButtonDownSrc, _loadSaveData->_doneButtonDest, hasHighlights ? _loadSaveData->_doneButtonHighlightSrc : Common::Rect(), hasHighlights ? _loadSaveData->_doneButtonDisabledSrc : Common::Rect()); // Load Cancel button that activates when typing a filename // Note: this is only responsible for the hover/mouse down/disabled graphic; // the graphics that replace the Save buttons with Cancel are their own RenderObject. // We also make sure this has an invalid position until we need it. Common::Rect pos = _loadSaveData->_cancelButtonDests[0]; pos.moveTo(-500, 0); _cancelButton = new UI::Button(3, _background._drawSurface, _loadSaveData->_cancelButtonDownSrc, Common::Rect(), _loadSaveData->_cancelButtonHighlightSrc, _loadSaveData->_cancelButtonDisabledSrc); // Load the blinking cursor graphic that appears while typing a filename _blinkingCursorOverlay._drawSurface.create(_loadSaveData->_blinkingCursorSrc.width(), _loadSaveData->_blinkingCursorSrc.height(), g_nancy->_graphics->getScreenPixelFormat()); _blinkingCursorOverlay.setTransparent(true); _blinkingCursorOverlay.setVisible(false); _blinkingCursorOverlay._drawSurface.clear(_blinkingCursorOverlay._drawSurface.getTransparentColor()); _blinkingCursorOverlay._drawSurface.transBlitFrom(_highlightFont->getImageSurface(), _loadSaveData->_blinkingCursorSrc, Common::Point(), g_nancy->_graphics->getTransColor()); // Load the "Your game has been saved" popup graphic if (!_loadSaveData->_gameSavedPopup.empty()) { g_nancy->_resource->loadImage(_loadSaveData->_gameSavedPopup, _successOverlay._drawSurface); Common::Rect destBounds = Common::Rect(0,0, _successOverlay._drawSurface.w, _successOverlay._drawSurface.h); destBounds.moveTo(640 / 2 - destBounds.width() / 2, 480 / 2 - destBounds.height() / 2); _successOverlay.moveTo(destBounds); _successOverlay.setVisible(false); } registerGraphics(); _state = kRun; _enteringNewState = true; } void LoadSaveMenu::run() { if (_enteringNewState) { // State has changed, revert all relevant objects to an appropriate state for (uint i = 0; i < _textboxes.size(); ++i) { writeToTextbox(i, _filenameStrings[i], Nancy::State::Scene::hasInstance() ? _baseFont : _disabledFont); // Set load button state depending on whether there exists a save in the corresponding slot // Save buttons are always active _loadButtons[i]->setDisabled(_saveExists[i] == false); _saveButtons[i]->setDisabled(!Nancy::State::Scene::hasInstance()); _cancelButtonOverlays[i]->setVisible(false); _loadButtons[i]->_isClicked = false; _saveButtons[i]->_isClicked = false; } if (_cancelButton) { _cancelButton->_isClicked = false; _cancelButton->setDisabled(true); _cancelButton->moveTo(Common::Point(-500, 0)); } _blinkingCursorOverlay.setVisible(false); _exitButton->setDisabled(false); _enteredString.clear(); _successOverlay.setVisible(false); _selectedSave = -1; _enteringNewState = false; } // Handle input NancyInput input = g_nancy->_input->getInput(); for (uint i = 0; i < _loadButtons.size(); ++i) { _loadButtons[i]->handleInput(input); if (_loadButtons[i]->_isClicked) { if (_saveExists[i]) { _state = kLoad; _enteringNewState = true; _selectedSave = i; g_nancy->_sound->playSound("BULS"); } else if (!_loadSaveData->_saveButtonHighlightSrcs.size()) { // TVD and nancy1 buttons get pushed and play error sound _loadButtons[i]->setVisible(true); g_nancy->_sound->playSound("BUDE"); _enteringNewState = true; } return; } } for (uint i = 0; i < _saveButtons.size(); ++i) { _saveButtons[i]->handleInput(input); if (_saveButtons[i]->_isClicked) { if (Nancy::State::Scene::hasInstance()) { _state = kSave; _enteringNewState = true; _selectedSave = i; g_nancy->_sound->playSound("BULS"); } else if (!_loadSaveData->_saveButtonHighlightSrcs.size()) { // TVD and nancy1 buttons get pushed and play error sound _saveButtons[i]->setVisible(true); g_nancy->_sound->playSound("BUDE"); _enteringNewState = true; } return; } } // Handle textbox hovering bool hoversOverTextbox = false; for (int i = 0; i < (int)_textboxes.size(); ++i) { if (_textboxes[i]->getScreenPosition().contains(input.mousePos)) { if (Nancy::State::Scene::hasInstance()) { hoversOverTextbox = true; if (_selectedSave != i) { if (_selectedSave != -1) { writeToTextbox(_selectedSave, _filenameStrings[_selectedSave], _baseFont); } _selectedSave = i; writeToTextbox(_selectedSave, _filenameStrings[_selectedSave], _highlightFont); } if (input.input & NancyInput::kLeftMouseButtonUp) { _state = kEnterFilename; _enteringNewState = true; g_nancy->_sound->playSound("BUOK"); _selectedSave = i; return; } break; } else if (!_loadSaveData->_saveButtonHighlightSrcs.size()) { if (input.input & NancyInput::kLeftMouseButtonUp) { // TVD and nancy1 textboxes play error sound when no Scene is active g_nancy->_sound->playSound("BUDE"); } } } } if (!hoversOverTextbox && _selectedSave != -1) { writeToTextbox(_selectedSave, _filenameStrings[_selectedSave], _baseFont); _selectedSave = -1; } // Check Done button if (_exitButton) { _exitButton->handleInput(input); if (_exitButton->_isClicked) { _state = kStop; g_nancy->_sound->playSound("BUOK"); return; } } } void LoadSaveMenu::enterFilename() { if (_enteringNewState) { // State has changed, revert all relevant objects to an appropriate state if (_cancelButton) { _cancelButton->setDisabled(false); _cancelButton->moveTo(_loadSaveData->_cancelButtonDests[_selectedSave]); } for (int i = 0; i < (int)_textboxes.size(); ++i) { bool sel = i == _selectedSave; writeToTextbox(i, sel ? Common::String() : _filenameStrings[i], sel ? _highlightFont : _disabledFont); _loadButtons[i]->setDisabled(true); if (i != _selectedSave) { _saveButtons[i]->setDisabled(true); } } _exitButton->setDisabled(true); _cancelButtonOverlays[_selectedSave]->setVisible(true); // Set up blinking cursor (doesn't blink in TVD) Common::Rect tbPosition = _textboxes[_selectedSave]->getScreenPosition(); Common::Rect cursorRect = _blinkingCursorOverlay._drawSurface.getBounds(); cursorRect.moveTo(tbPosition.left, tbPosition.bottom - _blinkingCursorOverlay._drawSurface.h + _loadSaveData->_fontYOffset); _blinkingCursorOverlay.moveTo(cursorRect); _blinkingCursorOverlay.setVisible(true); _nextBlink = g_nancy->getTotalPlayTime() + _loadSaveData->_blinkingTimeDelay; _enteringNewState = false; g_nancy->_input->setVKEnabled(true); } // Perform cursor blinking uint32 gameTime = g_nancy->getTotalPlayTime(); if (_loadSaveData->_blinkingTimeDelay != 0 && gameTime > _nextBlink) { _blinkingCursorOverlay.setVisible(!_blinkingCursorOverlay.isVisible()); _nextBlink = gameTime + _loadSaveData->_blinkingTimeDelay; } // Handle input NancyInput input = g_nancy->_input->getInput(); // Improvement: we allow the enter key to sumbit bool enterKeyPressed = false; for (uint i = 0; i < input.otherKbdInput.size(); ++i) { Common::KeyState &key = input.otherKbdInput[i]; if (key.keycode == Common::KEYCODE_BACKSPACE) { if (_enteredString.size()) { _enteredString.deleteLastChar(); } } else if (key.keycode == Common::KEYCODE_RETURN || key.keycode == Common::KEYCODE_KP_ENTER) { enterKeyPressed = true; } else if (Common::isAlnum(key.ascii) || Common::isSpace(key.ascii)) { _enteredString += key.ascii; } uint16 textWidthInPixels = writeToTextbox(_selectedSave, _enteredString, _highlightFont); Common::Rect tbPosition = _textboxes[_selectedSave]->getScreenPosition(); _blinkingCursorOverlay.moveTo(Common::Point(tbPosition.left + textWidthInPixels, tbPosition.bottom - _blinkingCursorOverlay._drawSurface.h + _loadSaveData->_fontYOffset)); } _cancelButton->handleInput(input); if (_cancelButton->_isClicked) { _state = kRun; _enteringNewState = true; g_nancy->_sound->playSound("BULS"); g_nancy->_input->setVKEnabled(false); return; } _saveButtons[_selectedSave]->handleInput(input); if (_saveButtons[_selectedSave]->_isClicked || enterKeyPressed) { _state = kSave; _enteringNewState = true; g_nancy->_sound->playSound("BULS"); g_nancy->_input->setVKEnabled(false); return; } } void LoadSaveMenu::save() { auto *sdlg = GetEngineData(SDLG); if (sdlg && sdlg->dialogs.size() > 1) { // nancy6 added a "Do you want to overwrite this save" dialog. // First, check if we are actually overwriting SaveStateDescriptor desc = g_nancy->getMetaEngine()->querySaveMetaInfos(ConfMan.getActiveDomainName().c_str(), _selectedSave + 1); if (desc.isValid()) { if (!ConfMan.hasKey("sdlg_return", Common::ConfigManager::kTransientDomain)) { // Request the dialog ConfMan.setInt("sdlg_id", 1, Common::ConfigManager::kTransientDomain); _destroyOnExit = false; g_nancy->setState(NancyState::kSaveDialog); return; } else { // Dialog has returned g_nancy->_graphics->suppressNextDraw(); _destroyOnExit = true; uint ret = ConfMan.getInt("sdlg_return", Common::ConfigManager::kTransientDomain); ConfMan.removeKey("sdlg_return", Common::ConfigManager::kTransientDomain); switch (ret) { case 1 : // "No" keeps us in the LoadSave state but doesn't save _state = kRun; return; case 2 : // "Cancel" returns to the main menu g_nancy->setState(NancyState::kMainMenu); return; default: // "Yes" actually saves break; } } } } // Improvement: not providing a name doesn't result in the // savefile being named "--- Empty ---" or "Nothing Saved Here". // Instead, we use ScummVM's built-in save name generator // This does not apply to nancy7, where a default name is provided in // the LOAD chunk, and has a number appended to the end Common::String finalDesc = _enteredString; if (!finalDesc.size()) { if (_loadSaveData->_defaultSaveNamePrefix.size()) { if (_filenameStrings[_selectedSave].equals(_loadSaveData->_emptySaveText)) { uint suffixNum = 1; for (int i = 1; i < g_nancy->getMetaEngine()->getMaximumSaveSlot(); ++i) { if (i == _selectedSave + 1) { continue; } SaveStateDescriptor desc = g_nancy->getMetaEngine()->querySaveMetaInfos(ConfMan.getActiveDomainName().c_str(), i); if (desc.getDescription().substr(0, _loadSaveData->_defaultSaveNamePrefix.size()).equals(Common::U32String(_loadSaveData->_defaultSaveNamePrefix))) { if (desc.getDescription().substr(_loadSaveData->_defaultSaveNamePrefix.size(), 1).asUint64() == suffixNum) { ++suffixNum; } else { break; } } } finalDesc = _loadSaveData->_defaultSaveNamePrefix + ('0' + suffixNum); } else { finalDesc = _filenameStrings[_selectedSave]; } } else { if (!_filenameStrings[_selectedSave].equals(g_nancy->getStaticData().emptySaveText)) { finalDesc = _filenameStrings[_selectedSave]; } } } g_nancy->saveGameState(_selectedSave + 1, finalDesc, false); // Feed the new name back into the list of saves SaveStateDescriptor desc = g_nancy->getMetaEngine()->querySaveMetaInfos(ConfMan.getActiveDomainName().c_str(), _selectedSave + 1); if (desc.isValid()) { _filenameStrings[_selectedSave] = desc.getDescription(); } if (_successOverlay._drawSurface.empty()) { _state = kRun; _enteringNewState = true; } else { _state = kSuccess; _enteringNewState = true; } _saveExists[_selectedSave] = true; g_nancy->_hasJustSaved = true; } void LoadSaveMenu::load() { auto *sdlg = GetEngineData(SDLG); if (sdlg && sdlg->dialogs.size() > 1 && Nancy::State::Scene::hasInstance() && !g_nancy->_hasJustSaved) { // nancy6 added a "Do you want load without saving" dialog. if (!ConfMan.hasKey("sdlg_return", Common::ConfigManager::kTransientDomain)) { // Request the dialog ConfMan.setInt("sdlg_id", 2, Common::ConfigManager::kTransientDomain); _destroyOnExit = false; g_nancy->setState(NancyState::kSaveDialog); return; } else { // Dialog has returned _destroyOnExit = true; g_nancy->_graphics->suppressNextDraw(); uint ret = ConfMan.getInt("sdlg_return", Common::ConfigManager::kTransientDomain); ConfMan.removeKey("sdlg_return", Common::ConfigManager::kTransientDomain); switch (ret) { case 1 : // "No" keeps us in the LoadSave state but doesn't load _state = kRun; return; case 2 : // "Cancel" returns to the main menu g_nancy->setState(NancyState::kMainMenu); return; default: // "Yes" actually loads break; } } } if (Nancy::State::Scene::hasInstance()) { Nancy::State::Scene::destroy(); } ConfMan.setInt("save_slot", _selectedSave + 1, Common::ConfigManager::kTransientDomain); _state = kStop; _enteringNewState = true; } void LoadSaveMenu::success() { // The original engine still lets the cursor blink in the background, but implementing that is completely unnecessary if (_enteringNewState) { _nextBlink = g_nancy->getTotalPlayTime() + 2000; // Hardcoded _successOverlay.setVisible(true); _enteringNewState = false; } if (g_nancy->getTotalPlayTime() > _nextBlink) { _state = kRun; _enteringNewState = true; } } void LoadSaveMenu::stop() { if (_selectedSave != -1) { g_nancy->setState(NancyState::kScene); } else { g_nancy->setState(NancyState::kMainMenu); } } uint16 LoadSaveMenu::writeToTextbox(uint textboxID, const Common::String &text, const Font *font) { assert(font); _textboxes[textboxID]->_drawSurface.clear(g_nancy->_graphics->getTransColor()); Common::Point destPoint(_loadSaveData->_fontXOffset, _loadSaveData->_fontYOffset + _textboxes[textboxID]->_drawSurface.h - font->getFontHeight()); font->drawString(&_textboxes[textboxID]->_drawSurface, text, destPoint.x, destPoint.y, _textboxes[textboxID]->_drawSurface.w, 0); _textboxes[textboxID]->setVisible(true); return font->getStringWidth(text); } } // End of namespace State } // End of namespace Nancy