scummvm/engines/wage/gui.cpp
WinterSun23 a5a6057198 WAGE : Fix 2 issues with "New" and "Revert":
- Fix issue with "New" option after game over screen

    Fix issue, where clicking the new option after the game over screen
    causes the scene window to be not visible until scummvm is
    restarted.
    Fix by resetting game related variables in engine class
    when the new option is clicked.

- Fix issue with "Revert" option

    Fix issue, where using "Revert" when the previous save is in the
    current scene, causes the current scene to not redraw. The objects
    in the scene do not have correct ownership. They are both in the
    scene objects and in player inventory.
    Fix by forcing redraw and clearing scene objects and characters
    during loading the previous save.
2025-03-11 21:24:39 +01:00

435 lines
11 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/>.
*
* MIT License:
*
* Copyright (c) 2009 Alexei Svitkine, Eugene Sandulenko
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use,
* copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following
* conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*
*/
#include "common/timer.h"
#include "common/system.h"
#include "graphics/cursorman.h"
#include "graphics/primitives.h"
#include "graphics/macgui/macfontmanager.h"
#include "graphics/macgui/macwindowmanager.h"
#include "graphics/macgui/macwindow.h"
#include "graphics/macgui/macmenu.h"
#include "wage/wage.h"
#include "wage/design.h"
#include "wage/entities.h"
#include "wage/gui.h"
#include "wage/world.h"
namespace Wage {
static const Graphics::MacMenuData menuSubItems[] = {
{ kMenuHighLevel, "File", 0, 0, false },
{ kMenuHighLevel, "Edit", 0, 0, false },
{ kMenuFile, "New", kMenuActionNew, 0, true },
{ kMenuFile, "Open...", kMenuActionOpen, 0, true },
{ kMenuFile, "Close", kMenuActionClose, 0, false },
{ kMenuFile, "Save", kMenuActionSave, 0, false },
{ kMenuFile, "Save as...", kMenuActionSaveAs, 0, true },
{ kMenuFile, "Revert", kMenuActionRevert, 0, false },
{ kMenuFile, "Quit", kMenuActionQuit, 0, true },
{ kMenuEdit, "Undo", kMenuActionUndo, 'Z', false },
{ kMenuEdit, NULL, 0, 0, false },
{ kMenuEdit, "Cut", kMenuActionCut, 'K', false },
{ kMenuEdit, "Copy", kMenuActionCopy, 'C', false },
{ kMenuEdit, "Paste", kMenuActionPaste, 'V', false },
{ kMenuEdit, "Clear", kMenuActionClear, 'B', false },
{ 0, NULL, 0, 0, false }
};
static bool sceneWindowCallback(WindowClick click, Common::Event &event, void *gui);
static void menuCommandsCallback(int action, Common::String &text, void *data);
Gui::Gui(WageEngine *engine) {
_engine = engine;
_scene = NULL;
_sceneDirty = true;
_screen.create(g_system->getWidth(), g_system->getHeight(), Graphics::PixelFormat::createFormatCLUT8());
_wm = new Graphics::MacWindowManager(Graphics::kWMNoScummVMWallpaper);
_wm->setScreen(&_screen);
_menu = _wm->addMenu();
_menu->setCommandsCallback(menuCommandsCallback, this);
_menu->addStaticMenus(menuSubItems);
_menu->addSubMenu(nullptr, kMenuAbout);
_menu->addMenuItem(_menu->getSubmenu(nullptr, kMenuAbout), _engine->_world->getAboutMenuItemName(), kMenuActionAbout);
_commandsMenuId = _menu->addMenuItem(nullptr, _engine->_world->_commandsMenuName);
regenCommandsMenu();
if (!_engine->_world->_weaponMenuDisabled) {
_weaponsMenuId = _menu->addMenuItem(nullptr, _engine->_world->_weaponsMenuName);
regenWeaponsMenu();
} else {
_weaponsMenuId = -1;
}
_menu->calcDimensions();
if (g_system->hasTextInClipboard()) {
_menu->enableCommand(kMenuEdit, kMenuActionPaste, true);
}
_sceneWindow = _wm->addWindow(false, false, false);
_sceneWindow->setCallback(sceneWindowCallback, this);
//TODO: Make the font we use here work
// (currently MacFontRun::getFont gets called with the fonts being uninitialized,
// so it initializes them by itself with default params, and not those here)
const Graphics::MacFont *font = new Graphics::MacFont(Graphics::kMacFontSystem, 8);
uint maxWidth = _screen.w;
_consoleWindow = _wm->addTextWindow(font, kColorBlack, kColorWhite, maxWidth, Graphics::kTextAlignLeft, _menu);
_consoleWindow->setEditable(true);
loadBorders();
}
Gui::~Gui() {
_screen.free();
_console.free();
delete _wm;
}
void Gui::draw() {
if (_engine->_isGameOver) {
_wm->draw();
return;
}
if (!_engine->_world->_player->_currentScene)
return;
if (_scene != _engine->_world->_player->_currentScene) {
_sceneDirty = true;
_scene = _engine->_world->_player->_currentScene;
_sceneWindow->setTitle(_scene->_name);
_sceneWindow->setDimensions(*_scene->_designBounds);
_consoleWindow->setDimensions(*_scene->_textBounds);
_wm->setFullRefresh(true);
}
drawScene();
_wm->draw();
_sceneDirty = false;
}
void Gui::drawScene() {
if (!_sceneDirty)
return;
_scene->paint(_sceneWindow->getWindowSurface(), 0, 0);
_sceneWindow->setDirty(true);
_sceneDirty = true;
_menu->setDirty(true);
}
static bool sceneWindowCallback(WindowClick click, Common::Event &event, void *g) {
Gui *gui = (Gui *)g;
return gui->processSceneEvents(click, event);
}
bool Gui::processSceneEvents(WindowClick click, Common::Event &event) {
if (click == kBorderInner && event.type == Common::EVENT_LBUTTONUP) {
Designed *obj = _scene->lookUpEntity(event.mouse.x, event.mouse.y);
if (obj != nullptr)
_engine->processTurn(NULL, obj);
return true;
}
return false;
}
////////////////
// Menu stuff
////////////////
void Gui::regenCommandsMenu() {
_menu->createSubMenuFromString(_commandsMenuId, _engine->_world->_commandsMenu.c_str(), kMenuActionCommand);
}
void Gui::regenWeaponsMenu() {
if (_engine->_world->_weaponMenuDisabled)
return;
_menu->clearSubMenu(_weaponsMenuId);
Chr *player = _engine->_world->_player;
if (!player) {
warning("regenWeaponsMenu: player is not defined");
return;
}
ObjArray *weapons = player->getWeapons(true);
bool empty = true;
Graphics::MacMenuSubMenu *submenu = _menu->getSubmenu(nullptr, _weaponsMenuId);
if (submenu == nullptr)
submenu = _menu->addSubMenu(nullptr, _weaponsMenuId);
for (uint i = 0; i < weapons->size(); i++) {
Obj *obj = (*weapons)[i];
if (obj->_type == Obj::REGULAR_WEAPON ||
obj->_type == Obj::THROW_WEAPON ||
obj->_type == Obj::MAGICAL_OBJECT) {
Common::String command(obj->_operativeVerb);
command += " ";
command += obj->_name;
_menu->addMenuItem(submenu, command, kMenuActionCommand, 0, 0, true);
empty = false;
}
}
delete weapons;
if (empty)
_menu->addMenuItem(submenu, "You have no weapons", 0, 0, 0, false);
}
bool Gui::processEvent(Common::Event &event) {
if (event.type == Common::EVENT_CLIPBOARD_UPDATE) {
_menu->enableCommand(kMenuEdit, kMenuActionPaste, true);
}
return _wm->processEvent(event);
}
void menuCommandsCallback(int action, Common::String &text, void *data) {
Gui *g = (Gui *)data;
g->executeMenuCommand(action, text);
}
void Gui::executeMenuCommand(int action, Common::String &text) {
switch(action) {
case kMenuActionAbout:
_engine->aboutDialog();
break;
case kMenuActionNew:
_engine->_restartRequested = true;
break;
case kMenuActionClose:
// This is a no-op as we do not let new game to be opened
break;
case kMenuActionRevert:
if (_engine->_defaultSaveSlot != -1) {
_engine->_isGameOver = false;
_engine->loadGameState(_engine->_defaultSaveSlot);
_engine->_world->_weaponMenuDisabled = false;
_engine->_gui->regenCommandsMenu();
_engine->_gui->regenWeaponsMenu();
_scene = nullptr; // To force current scene to be redrawn
_engine->redrawScene();
g_system->updateScreen();
}
break;
case kMenuActionOpen:
_engine->scummVMSaveLoadDialog(false);
break;
case kMenuActionQuit:
_engine->saveDialog();
break;
case kMenuActionSave:
_engine->saveGame();
break;
case kMenuActionSaveAs:
_engine->scummVMSaveLoadDialog(true);
break;
case kMenuActionUndo:
actionUndo();
break;
case kMenuActionCut:
actionCut();
break;
case kMenuActionCopy:
actionCopy();
break;
case kMenuActionPaste:
actionPaste();
break;
case kMenuActionClear:
actionClear();
break;
case kMenuActionCommand: {
_engine->_inputText = text;
Common::String inp = text + '\n';
appendText(inp.c_str());
_consoleWindow->clearInput();
_engine->processTurn(&text, NULL);
break;
}
default:
warning("Unknown action: %d", action);
}
}
//////////////////
// Console stuff
//////////////////
const Graphics::MacFont *Gui::getConsoleMacFont() {
Scene *scene = _engine->_world->_player->_currentScene;
return scene->getFont();
}
const Graphics::Font *Gui::getConsoleFont() {
return _wm->_fontMan->getFont(*getConsoleMacFont());
}
void Gui::appendText(const char *s) {
_consoleWindow->appendText(s, getConsoleMacFont());
}
void Gui::clearOutput() {
_consoleWindow->clearText();
}
void Gui::actionCopy() {
g_system->setTextInClipboard(Common::convertUtf32ToUtf8(_consoleWindow->getSelection()));
_menu->enableCommand(kMenuEdit, kMenuActionPaste, true);
}
void Gui::actionPaste() {
if (g_system->hasTextInClipboard()) {
_undobuffer = _engine->_inputText;
_consoleWindow->appendInput(g_system->getTextFromClipboard());
_menu->enableCommand(kMenuEdit, kMenuActionUndo, true);
}
}
void Gui::actionUndo() {
_consoleWindow->clearInput();
_consoleWindow->appendInput(_undobuffer);
_menu->enableCommand(kMenuEdit, kMenuActionUndo, false);
}
void Gui::actionClear() {
if (_consoleWindow->getSelectedText()->endY == -1)
return;
Common::String input = Common::convertFromU32String(_consoleWindow->getInput());
_consoleWindow->cutSelection();
_undobuffer = input;
_menu->enableCommand(kMenuEdit, kMenuActionUndo, true);
}
void Gui::actionCut() {
if (_consoleWindow->getSelectedText()->endY == -1)
return;
Common::String input = Common::convertFromU32String(_consoleWindow->getInput());
g_system->setTextInClipboard(_consoleWindow->cutSelection());
_undobuffer = input;
_menu->enableCommand(kMenuEdit, kMenuActionUndo, true);
_menu->enableCommand(kMenuEdit, kMenuActionPaste, true);
}
void Gui::disableUndo() {
_menu->enableCommand(kMenuEdit, kMenuActionUndo, false);
}
void Gui::disableAllMenus() {
_menu->disableAllMenus();
}
void Gui::enableNewGameMenus() {
_menu->enableCommand(kMenuFile, kMenuActionNew, true);
_menu->enableCommand(kMenuFile, kMenuActionOpen, true);
_menu->enableCommand(kMenuFile, kMenuActionQuit, true);
}
void Gui::enableSave() {
_menu->enableCommand(kMenuFile, kMenuActionSave, true);
}
void Gui::enableRevert() {
_menu->enableCommand(kMenuFile, kMenuActionRevert, true);
}
} // End of namespace Wage