mirror of
https://github.com/Oibaf66/frodo-wii.git
synced 2024-11-14 07:35:12 +01:00
8085fee39c
Solved issues # 20, 21,23, 25, 29. Added the possibility to show a smaller screen (so also the borders are shown), the preferences are saved manually and not automatically on exit, when a gameshot is saved also some preferences (key bindings, game name, 1541 emulation, screen dimension) related to the game are saved.
230 lines
4.6 KiB
C++
230 lines
4.6 KiB
C++
#include <unistd.h> /* unlink */
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#include <C64.h>
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#include <utils.hh>
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#include "menu.hh"
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#include "file_browser.hh"
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#include "game_info.hh"
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#include "game_info_box.hh"
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static const char *save_exts[] = {".sav", ".SAV", NULL};
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class SaveGameMenu;
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class SaveGameView : public GuiView
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{
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public:
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SaveGameView();
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~SaveGameView();
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void pushEvent(event_t ev);
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void loadGameInfo(const char *what);
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void setDirectory(const char *path);
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void setLoadSnapshot(bool which);
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void viewPushCallback();
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void saveSnapshot();
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/* Inherited */
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void runLogic();
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void draw(SDL_Surface *where);
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SaveGameMenu *menu;
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GameInfoBox *gameInfo;
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};
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class SaveGameMenu : public FileBrowser, TimeoutHandler
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{
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friend class SaveGameView;
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public:
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SaveGameMenu(Font *font) :
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FileBrowser(save_exts, font)
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{
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this->loadSnapshot = true;
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}
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~SaveGameMenu()
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{
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}
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virtual void selectCallback(int which)
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{
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const char *fileName = this->pp_msgs[this->cur_sel];
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char *new_path;
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char *prefs_path;
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/* If we selected a directory, just take the next one */
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if (fileName[0] == '[')
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{
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this->pushDirectory(fileName);
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return;
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}
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new_path = (char *)xmalloc(strlen(this->cur_path_prefix) + 3 + strlen(fileName));
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prefs_path = (char *)xmalloc(strlen(this->cur_path_prefix) + 8 + strlen(fileName));
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sprintf(new_path, "%s/%s", this->cur_path_prefix, fileName);
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sprintf(prefs_path, "%s.prefs", new_path);
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if (this->loadSnapshot)
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{
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//int display_type = Gui::gui->np->DisplayType;
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TheC64->Reset();
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TheC64->LoadSnapshot(new_path);
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this->updateGameInfo(fileName);
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Gui::gui->updateGameInfo(Gui::gui->sgv->gameInfo->gi);
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Gui::gui->np->Load(prefs_path);
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/* Don't change display type */
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//Gui::gui->np->DisplayType = display_type;
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} else
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unlink(new_path);
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free(prefs_path);
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free(new_path);
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Gui::gui->popView();
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}
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virtual void hoverCallback(int which)
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{
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TimerController::controller->arm(this, 350);
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}
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virtual void escapeCallback(int which)
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{
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Gui::gui->popView();
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}
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void updateGameInfo(const char *fileName)
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{
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char *cpy = xstrdup(fileName);
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char *p = strstr(cpy, ".sav");
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if (p)
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*p = '\0';
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Gui::gui->sgv->loadGameInfo(cpy);
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free(cpy);
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}
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virtual void timeoutCallback()
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{
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this->updateGameInfo(this->pp_msgs[this->cur_sel]);
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}
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bool loadSnapshot;
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};
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SaveGameView::SaveGameView() : GuiView()
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{
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this->menu = new SaveGameMenu(Gui::gui->default_font);
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this->gameInfo = new GameInfoBox(Gui::gui->default_font);
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}
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SaveGameView::~SaveGameView()
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{
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delete this->menu;
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delete this->gameInfo;
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}
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void SaveGameView::loadGameInfo(const char *what)
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{
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this->gameInfo->loadGameInfo(what, Gui::gui->save_game_path);
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}
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void SaveGameView::setDirectory(const char *path)
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{
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this->menu->setDirectory(path);
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}
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void SaveGameView::setLoadSnapshot(bool what)
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{
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this->menu->loadSnapshot = what;
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}
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void SaveGameView::viewPushCallback()
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{
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this->gameInfo->setGameInfo(NULL);
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}
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void SaveGameView::saveSnapshot()
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{
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const char *name = "unknown";
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const char *out_name;
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char *prefs_name;
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char *save;
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/*
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if (strlen(Gui::gui->np->DrivePath[0]) != 0)
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name = Gui::gui->np->DrivePath[0];
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out_name = strrchr(name, '/');
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if (!out_name)
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out_name = name;
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else
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out_name++;
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*/
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//take the filename from gameinfo instead from drivepath
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out_name = Gui::gui->cur_gameInfo->filename;
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if (!out_name)
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out_name = name;
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save = (char*)xmalloc( strlen(Gui::gui->save_game_path) + strlen(out_name) + 6 );
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prefs_name = (char*)xmalloc( strlen(Gui::gui->save_game_path) + strlen(out_name) + 12 );
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sprintf(save, "%s/%s.sav", Gui::gui->save_game_path, out_name);
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sprintf(prefs_name, "%s.prefs", save);
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bool was_paused = TheC64->IsPaused();
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if (!was_paused)
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TheC64->Pause();
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TheC64->SaveSnapshot(save);
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if (!was_paused)
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TheC64->Resume();
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//Take the screenshot from the one saved when the gui was activacted
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Gui::gui->cur_gameInfo->setScreenshot(sdl_surface_8bit_copy(Gui::gui->screenshot));
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Gui::gui->saveGameInfo(Gui::gui->save_game_path, out_name);
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ThePrefs = *Gui::gui->np;
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ThePrefs.Save_game(prefs_name);
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Gui::gui->pushDialogueBox(new DialogueBox(save_state_done));
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free(save);
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free(prefs_name);
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}
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void SaveGameView::runLogic()
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{
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this->menu->runLogic();
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}
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void SaveGameView::pushEvent(event_t ev)
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{
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this->menu->pushEvent(ev);
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}
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void SaveGameView::draw(SDL_Surface *where)
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{
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SDL_Rect dst;
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/* Blit the backgrounds */
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dst = (SDL_Rect){20,45,300,400};
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SDL_BlitSurface(Gui::gui->main_menu_bg, NULL, where, &dst);
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dst = (SDL_Rect){350,13,0,0};
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SDL_BlitSurface(Gui::gui->disc_info, NULL, where, &dst);
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this->menu->draw(where, 50, 70, 280, 375);
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this->gameInfo->draw(where, 390, 55, 242, 447);
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}
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