scummvm/engines/trecision/metaengine.cpp

207 lines
6.8 KiB
C++

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