scummvm/engines/mads/dialogs.h
Filippos Karapetis 33b770ac60 MADS: Move all the anim and text view code into a common class
The animation and text players are more or less common among all MADS
games
2014-10-15 11:43:30 +03:00

264 lines
5.3 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 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef MADS_DIALOGS_H
#define MADS_DIALOGS_H
#include "common/scummsys.h"
#include "mads/game.h"
#include "mads/font.h"
#include "mads/msurface.h"
namespace MADS {
#define DIALOG_TOP 22
class Dialog {
private:
void setDialogPalette();
protected:
MADSEngine *_vm;
MSurface *_savedSurface;
Common::Point _position;
int _width;
int _height;
byte _dialogPalette[8 * 3];
int TEXTDIALOG_CONTENT1;
int TEXTDIALOG_CONTENT2;
int TEXTDIALOG_EDGE;
int TEXTDIALOG_BACKGROUND;
int TEXTDIALOG_FC;
int TEXTDIALOG_FD;
int TEXTDIALOG_FE;
int TEXTDIALOG_BLACK;
protected:
/**
* Draw the dialog
*/
virtual void draw();
/**
* Calculate bounds for the dialog
*/
virtual void calculateBounds();
/**
* Save the section of the passed surface the dialog will cover.
*/
virtual void save();
/**
* Restore saved dialog surface
*/
virtual void restore();
/**
* Draws the content of a dialog with a gravelly alternating color.
*/
void drawContent(const Common::Rect &r, int seed, byte color1, byte color2);
public:
/**
* Constructor
*/
Dialog(MADSEngine *vm);
/**
* Destructor
*/
virtual ~Dialog();
/**
* Return the bounds of the dialog.
*/
Common::Rect getBounds() const {
return Common::Rect(_position.x, _position.y,
_position.x + _width, _position.y + _height);
}
};
#define TEXT_DIALOG_MAX_LINES 20
class TextDialog : protected Dialog {
private:
/**
* Append text to the currently end line.
*/
void appendLine(const Common::String &line);
/**
* Clean up after finishing displaying the dialog
*/
void restorePalette();
protected:
Font *_font;
int _innerWidth;
int _lineWidth;
int _currentX;
int _numLines;
int _lineSize;
int _askXp;
int _askLineNum;
Common::String _lines[TEXT_DIALOG_MAX_LINES];
int _lineXp[TEXT_DIALOG_MAX_LINES];
/**
* Calculate the bounds for the dialog
*/
virtual void calculateBounds();
public:
/**
* Constructor
* @param vm Engine reference
* @param fontName Font to use for display
* @param pos Position for window top-left
* @param maxChars Horizontal width of window in characters
*/
TextDialog(MADSEngine *vm, const Common::String &fontName, const Common::Point &pos,
int maxChars);
/**
* Destructor
*/
virtual ~TextDialog();
/**
* Draw the dialog
*/
virtual void draw();
/**
* Draw the dialog along with any input box
*/
void drawWithInput();
/**
* Add a new line to the dialog
*/
void addLine(const Common::String &line, bool underline = false);
/**
* Adds one or more lines, word wrapping the passed text
*/
void wordWrap(const Common::String &line);
/**
* Increments the number of text lines the text dialog uses
*/
void incNumLines();
/**
* Adds an input area following previously added text
*/
void addInput();
/**
* Adds a bar line to separate sections of text
*/
void addBarLine();
/**
* Flags the previously added line to be underlined
*/
void underlineLine();
void downPixelLine();
/**
* Set the x position for the given line
*/
void setLineXp(int xp);
/**
* Show the dialog, and wait until a key or mouse press.
*/
virtual void show();
};
class MessageDialog : public TextDialog {
public:
MessageDialog(MADSEngine *vm, int lines, ...);
virtual ~MessageDialog() {}
};
enum DialogId {
DIALOG_NONE = 0, DIALOG_GAME_MENU = 1, DIALOG_SAVE = 2, DIALOG_RESTORE = 3,
DIALOG_OPTIONS = 4, DIALOG_DIFFICULTY = 5, DIALOG_ERROR = 6,
DIALOG_MAIN_MENU = 7, DIALOG_TEXTVIEW = 8, DIALOG_ANIMVIEW = 9,
DIALOG_ADVERT = 10
};
class Dialogs {
protected:
MADSEngine *_vm;
Dialogs(MADSEngine *vm);
public:
static Dialogs *init(MADSEngine *vm);
public:
Common::Point _defaultPosition;
DialogId _pendingDialog;
int _indexList[10];
virtual ~Dialogs() {}
virtual void showDialog() = 0;
virtual void showItem(int objectId, int messageId, int speech = 0) = 0;
virtual Common::String getVocab(int vocabId) = 0;
virtual bool show(int messageId, int objectId = -1) = 0;
};
class FullScreenDialog: public EventTarget {
protected:
/**
* Engine reference
*/
MADSEngine *_vm;
/**
* Screen/scene to show background from
*/
int _screenId;
/**
* Flag for palette initialization
*/
bool _palFlag;
/**
* Handles displaying the screen background and dialog
*/
virtual void display();
public:
/**
* Constructor
*/
FullScreenDialog(MADSEngine *vm);
virtual ~FullScreenDialog();
};
} // End of namespace MADS
#endif /* MADS_DIALOGS_H */