mirror of
https://github.com/scummvm/scummvm.git
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207 lines
6.8 KiB
C++
207 lines
6.8 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "base/plugins.h"
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#include "engines/advancedDetector.h"
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#include "graphics/surface.h"
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#include "common/system.h"
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#include "common/savefile.h"
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#include "common/translation.h"
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#include "backends/keymapper/action.h"
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#include "backends/keymapper/keymapper.h"
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#include "backends/keymapper/standard-actions.h"
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#include "trecision/trecision.h"
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#include "trecision/detection.h"
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static const ADExtraGuiOptionsMap optionsList[] = {
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{
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GAMEOPTION_ORIGINAL_SAVELOAD,
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{
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_s("Use original save/load screens"),
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_s("Use the original save/load screens instead of the ScummVM ones"),
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"originalsaveload",
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false,
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0,
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0
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}
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},
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AD_EXTRA_GUI_OPTIONS_TERMINATOR
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};
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class TrecisionMetaEngine : public AdvancedMetaEngine<ADGameDescription> {
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const char *getName() const override {
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return "trecision";
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}
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const ADExtraGuiOptionsMap *getAdvancedExtraGuiOptions() const override {
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return optionsList;
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}
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Common::Error createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const override;
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void getSavegameThumbnail(Graphics::Surface &thumb) override;
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SaveStateDescriptor querySaveMetaInfos(const char *target, int slot) const override;
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Common::KeymapArray initKeymaps(const char *target) const override;
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};
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Common::Error TrecisionMetaEngine::createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const {
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*engine = new Trecision::TrecisionEngine(syst, desc);
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return Common::kNoError;
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}
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void TrecisionMetaEngine::getSavegameThumbnail(Graphics::Surface &thumb) {
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// We are referencing g_engine here, but this should be safe, as this
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// method is only used while the engine is running.
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// TODO: Is there a better way to do this?
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Trecision::TrecisionEngine *engine = (Trecision::TrecisionEngine *)g_engine;
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if (engine->_controlPanelSave)
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thumb.copyFrom(engine->_thumbnail);
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else
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MetaEngine::getSavegameThumbnail(thumb);
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}
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SaveStateDescriptor TrecisionMetaEngine::querySaveMetaInfos(const char *target, int slot) const {
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Common::ScopedPtr<Common::InSaveFile> saveFile(g_system->getSavefileManager()->openForLoading(
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getSavegameFile(slot, target)));
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if (saveFile) {
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const byte version = saveFile->readByte();
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if (version >= SAVE_VERSION_ORIGINAL_MIN && version <= SAVE_VERSION_ORIGINAL_MAX) {
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// Original saved game, convert
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Common::String saveName = saveFile->readString(0, 40);
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SaveStateDescriptor desc(this, slot, saveName);
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// This is freed inside SaveStateDescriptor
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const Graphics::PixelFormat kImageFormat(2, 5, 5, 5, 0, 10, 5, 0, 0);
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Graphics::Surface *thumbnail = new Graphics::Surface();
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thumbnail->create(ICONDX, ICONDY, kImageFormat);
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saveFile->read(thumbnail->getPixels(), ICONDX * ICONDY * kImageFormat.bytesPerPixel);
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desc.setThumbnail(thumbnail);
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return desc;
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} else if (version >= SAVE_VERSION_SCUMMVM_MIN) {
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saveFile->seek(0);
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return MetaEngine::querySaveMetaInfos(target, slot);
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}
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}
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return SaveStateDescriptor();
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}
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Common::KeymapArray TrecisionMetaEngine::initKeymaps(const char *target) const {
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using namespace Common;
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using namespace Trecision;
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Keymap *engineKeyMap = new Keymap(Keymap::kKeymapTypeGame, "trecision-default", _("Default keymappings"));
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Keymap *gameKeyMap = new Keymap(Keymap::kKeymapTypeGame, "game-shortcuts", _("Game keymappings"));
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Action *act;
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act = new Action(kStandardActionLeftClick, _("Left Click"));
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act->setLeftClickEvent();
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act->addDefaultInputMapping("MOUSE_LEFT");
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act->addDefaultInputMapping("JOY_A");
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engineKeyMap->addAction(act);
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act = new Action(kStandardActionRightClick, _("Right Click"));
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act->setRightClickEvent();
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act->addDefaultInputMapping("MOUSE_RIGHT");
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act->addDefaultInputMapping("JOY_B");
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engineKeyMap->addAction(act);
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act = new Action("SKIP", _("Skip video"));
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act->setCustomEngineActionEvent(kActionSkipVideo);
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act->addDefaultInputMapping("ESCAPE");
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act->addDefaultInputMapping("JOY_X");
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gameKeyMap->addAction(act);
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// I18N: Toggles walking speed of actor
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act = new Action("FASTWALK", _("Toggle fast walk"));
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act->setCustomEngineActionEvent(kActionFastWalk);
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act->addDefaultInputMapping("CAPSLOCK");
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act->addDefaultInputMapping("JOY_CENTER");
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gameKeyMap->addAction(act);
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act = new Action("PAUSE", _("Pause game"));
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act->setCustomEngineActionEvent(kActionPause);
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act->addDefaultInputMapping("p");
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act->addDefaultInputMapping("JOY_RIGHT_SHOULDER");
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gameKeyMap->addAction(act);
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act = new Action("QUIT", _("Quit game"));
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act->setCustomEngineActionEvent(kActionQuit);
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act->addDefaultInputMapping("q");
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act->addDefaultInputMapping("Q");
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act->addDefaultInputMapping("JOY_LEFT_STICK");
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gameKeyMap->addAction(act);
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act = new Action("SYSMENU", _("Open system menu"));
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act->setCustomEngineActionEvent(kActionSystemMenu);
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act->addDefaultInputMapping("F1");
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act->addDefaultInputMapping("JOY_Y");
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gameKeyMap->addAction(act);
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act = new Action("SAVEGAME", _("Save game"));
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act->setCustomEngineActionEvent(kActionSave);
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act->addDefaultInputMapping("F2");
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act->addDefaultInputMapping("JOY_LEFT_TRIGGER");
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gameKeyMap->addAction(act);
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act = new Action("LOADGAME", _("Load game"));
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act->setCustomEngineActionEvent(kActionLoad);
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act->addDefaultInputMapping("F3");
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act->addDefaultInputMapping("JOY_RIGHT_TRIGGER");
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gameKeyMap->addAction(act);
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act = new Action("YESKEY", _("Press \"Yes\" key"));
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act->setCustomEngineActionEvent(kActionYes);
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act->addDefaultInputMapping("y");
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act->addDefaultInputMapping("j");
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act->addDefaultInputMapping("JOY_RIGHT_STICK");
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gameKeyMap->addAction(act);
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KeymapArray keymaps(2);
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keymaps[0] = engineKeyMap;
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keymaps[1] = gameKeyMap;
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return keymaps;
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}
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bool Trecision::TrecisionEngine::hasFeature(EngineFeature f) const {
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return (f == kSupportsSubtitleOptions) ||
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(f == kSupportsReturnToLauncher) ||
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(f == kSupportsLoadingDuringRuntime) ||
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(f == kSupportsSavingDuringRuntime) ||
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(f == kSupportsChangingOptionsDuringRuntime);
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}
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#if PLUGIN_ENABLED_DYNAMIC(TRECISION)
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REGISTER_PLUGIN_DYNAMIC(TRECISION, PLUGIN_TYPE_ENGINE, TrecisionMetaEngine);
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#else
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REGISTER_PLUGIN_STATIC(TRECISION, PLUGIN_TYPE_ENGINE, TrecisionMetaEngine);
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#endif
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