scummvm/sword2/controls.h
Torbjörn Andersson 807b33ec29 More BS2 restructuring.
The various game settings are no longer stored in the Gui class. They are
stored in the class that use them.

Code that doesn't belong in the Gui class, e.g. the "restart" code, has
been moved out of it.

Afterwards, the Gui class had been reduced to nothing more than a handful
of trivial methods for invoking the in-game dialogs. So the entire Gui
class has been removed.

svn-id: r16827
2005-02-20 15:38:48 +00:00

173 lines
3.6 KiB
C++

/* Copyright (C) 1994-1998 Revolution Software Ltd.
* Copyright (C) 2003-2005 The ScummVM project
*
* 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 _CONTROL_S
#define _CONTROL_S
#include "sword2/defs.h"
#define MAX_WIDGETS 25
namespace Sword2 {
class Sword2Engine;
class FontRendererGui;
class Widget;
class Switch;
class Slider;
class Button;
class ScrollButton;
class Slot;
enum {
kSaveDialog,
kLoadDialog
};
/**
* Base class for all dialogs.
*/
class Dialog {
private:
int _numWidgets;
Widget *_widgets[MAX_WIDGETS];
bool _finish;
int _result;
public:
Sword2Engine *_vm;
Dialog(Sword2Engine *vm);
virtual ~Dialog();
void registerWidget(Widget *widget);
virtual void paint();
virtual void setResult(int result);
virtual int runModal();
virtual void onAction(Widget *widget, int result = 0) {}
};
class OptionsDialog : public Dialog {
private:
FontRendererGui *_fr;
Widget *_panel;
Switch *_objectLabelsSwitch;
Switch *_subtitlesSwitch;
Switch *_reverseStereoSwitch;
Switch *_musicSwitch;
Switch *_speechSwitch;
Switch *_fxSwitch;
Slider *_musicSlider;
Slider *_speechSlider;
Slider *_fxSlider;
Slider *_gfxSlider;
Widget *_gfxPreview;
Button *_okButton;
Button *_cancelButton;
SoundMixer *_mixer;
public:
OptionsDialog(Sword2Engine *vm);
~OptionsDialog();
virtual void paint();
virtual void onAction(Widget *widget, int result = 0);
};
class SaveLoadDialog : public Dialog {
private:
int _mode, _selectedSlot;
byte _editBuffer[SAVE_DESCRIPTION_LEN];
int _editPos, _firstPos;
int _cursorTick;
FontRendererGui *_fr1;
FontRendererGui *_fr2;
Widget *_panel;
Slot *_slotButton[8];
ScrollButton *_zupButton;
ScrollButton *_upButton;
ScrollButton *_downButton;
ScrollButton *_zdownButton;
Button *_okButton;
Button *_cancelButton;
public:
SaveLoadDialog(Sword2Engine *vm, int mode);
~SaveLoadDialog();
void updateSlots();
void drawEditBuffer(Slot *slot);
virtual void onAction(Widget *widget, int result = 0);
virtual void paint();
virtual void setResult(int result);
virtual int runModal();
};
/**
* A "mini" dialog is usually a yes/no question, but also used for the
* restart/restore dialog at the beginning of the game.
*/
class MiniDialog : public Dialog {
private:
uint32 _headerTextId;
uint32 _okTextId;
uint32 _cancelTextId;
FontRendererGui *_fr;
Widget *_panel;
Button *_okButton;
Button *_cancelButton;
public:
MiniDialog(Sword2Engine *vm, uint32 headerTextId, uint32 okTextId = TEXT_OK, uint32 cancelTextId = TEXT_CANCEL);
virtual ~MiniDialog();
virtual void paint();
virtual void onAction(Widget *widget, int result = 0);
};
class StartDialog : public MiniDialog {
public:
StartDialog(Sword2Engine *vm);
virtual int runModal();
};
class RestartDialog : public MiniDialog {
public:
RestartDialog(Sword2Engine *vm);
virtual int runModal();
};
class QuitDialog : public MiniDialog {
public:
QuitDialog(Sword2Engine *vm);
virtual int runModal();
};
} // End of namespace Sword2
#endif