scummvm/sword1/control.h

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/* ScummVM - Scumm Interpreter
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* Copyright (C) 2003-2005 The ScummVM project
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*
* 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 2
* 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, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#ifndef BSCONTROL_H
#define BSCONTROL_H
#include "scummsys.h"
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#include "sword1/sworddefs.h"
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class OSystem;
namespace Common {
class SaveFileManager;
}
namespace Sword1 {
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class ObjectMan;
class ResMan;
class Mouse;
class Music;
class Sound;
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#define MAX_BUTTONS 16
#define CONTROL_NOTHING_DONE 0
#define CONTROL_GAME_RESTORED 1
#define CONTROL_RESTART_GAME 2
class ControlButton {
public:
ControlButton(uint16 x, uint16 y, uint32 resId, uint8 id, ResMan *pResMan, uint8 *screenBuf, OSystem *system);
~ControlButton(void);
void draw(void);
bool wasClicked(uint16 mouseX, uint16 mouseY);
void setSelected(uint8 selected);
bool isSaveslot(void);
uint8 _id;
private:
int _frameIdx;
uint16 _x, _y;
uint16 _width, _height;
uint32 _resId;
ResMan *_resMan;
uint8 *_dstBuf;
OSystem *_system;
};
struct ButtonInfo {
uint16 x, y;
uint32 resId, id;
};
class Control {
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public:
Control(Common::SaveFileManager *saveFileMan, ResMan *pResMan, ObjectMan *pObjMan, OSystem *system, Mouse *pMouse, Sound *pSound, Music *pMusic);
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uint8 runPanel(void);
void doRestore(void);
void askForCd(void);
bool savegamesExist(void);
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private:
int displayMessage(const char *altButton, const char *message, ...);
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void saveGameToFile(uint8 slot);
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bool restoreGameFromFile(uint8 slot);
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void readSavegameDescriptions(void);
void writeSavegameDescriptions(void);
void showSavegameNames(void);
void deselectSaveslots(void);
uint8 *_restoreBuf;
uint8 _saveFiles;
uint8 _saveScrollPos;
uint8 _selectedSavegame;
uint8 _saveNames[64][32];
uint8 _oldName[32];
uint8 _cursorTick;
bool _cursorVisible;
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uint8 getClicks(uint8 mode, uint8 *retVal);
uint8 handleButtonClick(uint8 id, uint8 mode, uint8 *retVal);
void handleVolumeClicks(void);
void changeVolume(uint8 id, uint8 action);
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void setupMainPanel(void);
void setupSaveRestorePanel(bool saving);
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void setupVolumePanel(void);
bool getConfirm(const uint8 *title);
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void saveNameScroll(uint8 scroll, bool saving);
void saveNameSelect(uint8 id, bool saving);
bool saveToFile(void);
bool restoreFromFile(void);
bool keyAccepted(uint8 key);
void handleSaveKey(uint8 key);
void renderVolumeBar(uint8 id, uint8 volL, uint8 volR);
uint16 getTextWidth(const uint8 *str);
void renderText(const uint8 *str, uint16 x, uint16 y, uint8 mode);
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uint8 _numButtons;
uint8 _selectedButton;
void createButtons(const ButtonInfo *buttons, uint8 num);
void destroyButtons(void);
ControlButton *_buttons[MAX_BUTTONS];
static const ButtonInfo _deathButtons[3], _panelButtons[7], _saveButtons[16], _volumeButtons[4];
static const uint8 _languageStrings[8 * 20][43];
const uint8 (*_lStrings)[43];
Common::SaveFileManager *_saveFileMan;
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ObjectMan *_objMan;
ResMan *_resMan;
OSystem *_system;
Mouse *_mouse;
Music *_music;
Sound *_sound;
uint8 *_font, *_redFont;
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uint8 *_screenBuf;
uint8 _keyPressed;
void delay(uint32 msecs);
uint16 _mouseX, _mouseY, _mouseState;
bool _mouseDown;
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};
} // End of namespace Sword1
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#endif //BSCONTROL_H