scummvm/engines/illusions/menusystem.h
Eric Fry 8e43261d13 ILLUSIONS: Formatting fixes
Simplified some point arithmetic
Lock fixedpoint calcs to float rather than double
2018-07-20 06:43:33 +00:00

255 lines
7.0 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 ILLUSIONS_MENUSYSTEM_H
#define ILLUSIONS_MENUSYSTEM_H
#include "illusions/actor.h"
#include "illusions/graphics.h"
#include "illusions/resources/fontresource.h"
#include "common/array.h"
#include "common/rect.h"
#include "common/stack.h"
#include "common/str.h"
#include "graphics/surface.h"
namespace Illusions {
class IllusionsEngine;
class BaseMenuSystem;
class BaseMenuAction;
const uint kMenuTextSize = 4096;
class MenuItem {
public:
MenuItem(const Common::String text, BaseMenuAction *action);
~MenuItem();
void executeAction(const Common::Point &point);
const Common::String& getText() const { return _text; }
void setText(const Common::String &text) { _text = text; }
const Common::Point& getMouseClickPoint() { return _mouseClickPoint; };
protected:
Common::String _text;
BaseMenuAction *_action;
Common::Point _mouseClickPoint;
};
class BaseMenu {
public:
BaseMenu(BaseMenuSystem *menuSystem, uint32 fontId, byte backgroundColor, byte borderColor, byte textColor, byte fieldE,
uint defaultMenuItemIndex);
virtual ~BaseMenu();
void addText(const Common::String text);
void addMenuItem(MenuItem *menuItem);
uint getHeaderLinesCount();
const Common::String& getHeaderLine(uint index);
uint getMenuItemsCount();
MenuItem *getMenuItem(uint index);
virtual void enterMenu();
public://protected://TODO
typedef Common::Array<MenuItem*> MenuItems;
BaseMenuSystem *_menuSystem;
uint32 _fontId;
byte _backgroundColor, _borderColor, _textColor, _fieldE;
uint _field2C18;
uint _defaultMenuItemIndex;
Common::Array<Common::String> _text;
MenuItems _menuItems;
};
class MenuStack : public Common::Stack<BaseMenu*> {
};
typedef Common::Array<int16> MenuChoiceOffsets;
class BaseMenuSystem {
public:
BaseMenuSystem(IllusionsEngine *vm);
virtual ~BaseMenuSystem();
void playSoundEffect13();
void playSoundEffect14();
void selectMenuChoiceIndex(uint choiceIndex);
void leaveMenu();
void enterSubMenu(BaseMenu *menu);
void leaveSubMenu();
void enterSubMenuById(int menuId);
uint getQueryConfirmationChoiceIndex() const;
void setQueryConfirmationChoiceIndex(uint queryConfirmationChoiceIndex);
bool isActive() const { return _isActive; }
void openMenu(BaseMenu *menu);
void closeMenu();
void handleClick(uint menuItemIndex, const Common::Point &mousePos);
uint drawMenuText(BaseMenu *menu);
void redrawMenuText(BaseMenu *menu);
void update(Control *cursorControl);
void setTimeOutDuration(uint32 duration, uint timeOutMenuChoiceIndex);
void setMenuCallerThreadId(uint32 menuCallerThreadId);
void setMenuChoiceOffsets(MenuChoiceOffsets menuChoiceOffsets, int16 *menuChoiceOffset);
void setSavegameSlotNum(int slotNum);
void setSavegameDescription(Common::String desc);
bool calcMenuItemTextPositionAtPoint(Common::Point pt, int &offset);
virtual bool initMenuCursor() = 0;
virtual int getGameState() = 0;
virtual void setGameState(int gameState) = 0;
virtual void setMenuCursorNum(int cursorNum) = 0;
protected:
IllusionsEngine *_vm;
MenuStack _menuStack;
uint32 _menuCallerThreadId;
bool _isTimeOutEnabled;
bool _isTimeOutReached;
uint32 _timeOutDuration;
uint _timeOutMenuChoiceIndex;
uint32 _timeOutStartTime;
uint32 _timeOutEndTime;
Common::Point _savedCursorPos;
bool _cursorInitialVisibleFlag;
int _savedGameState;
int _savedCursorActorIndex;
int _savedCursorSequenceId;
bool _isActive;
MenuChoiceOffsets _menuChoiceOffsets;
int16 *_menuChoiceOffset;
uint _queryConfirmationChoiceIndex;
uint _field54;
uint _menuLinesCount;
uint _menuItemCount;
uint _hoveredMenuItemIndex;
uint _hoveredMenuItemIndex2;
uint _hoveredMenuItemIndex3;
BaseMenu *_activeMenu;
void setMouseCursorToMenuItem(int menuItemIndex);
void calcMenuItemRect(uint menuItemIndex, WRect &rect);
bool calcMenuItemMousePos(uint menuItemIndex, Common::Point &pt);
bool calcMenuItemIndexAtPoint(Common::Point pt, uint &menuItemIndex);
void setMousePos(Common::Point &mousePos);
void activateMenu(BaseMenu *menu);
void updateTimeOut(bool resetTimeOut);
void initActorHoverBackground();
void placeActorHoverBackground();
void updateActorHoverBackground();
void hideActorHoverBackground();
void initActorTextColorRect();
void placeActorTextColorRect();
void hideActorTextColorRect();
virtual BaseMenu *getMenuById(int menuId) = 0;
virtual void playSoundEffect(int sfxId) = 0;
};
class MenuTextBuilder {
public:
MenuTextBuilder();
void appendString(const Common::String &value);
void appendNewLine();
void finalize();
uint16 *getText() { return _text; }
protected:
uint16 _text[kMenuTextSize];
uint _pos;
};
// Menu actions
class BaseMenuAction {
public:
BaseMenuAction(BaseMenuSystem *menuSystem);
virtual ~BaseMenuAction() {}
virtual void execute() = 0;
protected:
BaseMenuSystem *_menuSystem;
};
// Type 1: Enter a submenu
class MenuActionEnterMenu : public BaseMenuAction {
public:
MenuActionEnterMenu(BaseMenuSystem *menuSystem, int menuId);
virtual void execute();
protected:
int _menuId;
};
// Type 4: Leave a submenu or the whole menu if on the main menu level
class MenuActionLeaveMenu : public BaseMenuAction {
public:
MenuActionLeaveMenu(BaseMenuSystem *menuSystem);
virtual void execute();
};
// Type 5: Return a menu choice index and exit the menu
class MenuActionReturnChoice : public BaseMenuAction {
public:
MenuActionReturnChoice(BaseMenuSystem *menuSystem, uint choiceIndex);
virtual void execute();
protected:
int _choiceIndex;
};
// Type 8: Return a menu choice index and exit the menu after displaying a query message
class MenuActionEnterQueryMenu : public BaseMenuAction {
public:
MenuActionEnterQueryMenu(BaseMenuSystem *menuSystem, int menuId, uint confirmationChoiceIndex);
virtual void execute();
protected:
int _menuId;
uint _confirmationChoiceIndex;
};
class MenuActionLoadGame : public BaseMenuAction {
public:
MenuActionLoadGame(BaseMenuSystem *menuSystem, uint choiceIndex);
virtual void execute();
protected:
uint _choiceIndex;
};
class MenuActionSaveGame : public BaseMenuAction {
public:
MenuActionSaveGame(BaseMenuSystem *menuSystem, uint choiceIndex);
virtual void execute();
protected:
uint _choiceIndex;
};
} // End of namespace Illusions
#endif // ILLUSIONS_MENUSYSTEM_H