scummvm/engines/buried/livetext.cpp
2021-03-22 00:07:40 +01:00

130 lines
3.3 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.
*
* Additional copyright for this file:
* Copyright (C) 1995 Presto Studios, Inc.
*
* 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.
*
*/
#include "graphics/font.h"
#include "graphics/surface.h"
#include "buried/buried.h"
#include "buried/gameui.h"
#include "buried/graphics.h"
#include "buried/livetext.h"
#include "buried/resources.h"
namespace Buried {
LiveTextWindow::LiveTextWindow(BuriedEngine *vm, Window *parent) : Window(vm, parent) {
// Initialize member variables to empty
_textTranslation = false;
// Create font
_fontHeight = (_vm->getLanguage() == Common::JA_JPN) ? 12 : 14;
_font = _vm->_gfx->createFont(_fontHeight);
// Create window
_rect = Common::Rect(137, 21, 447, 87);
// Update the text in the window
updateLiveText(_vm->getString(IDS_SAVE_GAME_MESSAGE), false);
}
LiveTextWindow::~LiveTextWindow() {
delete _font;
}
bool LiveTextWindow::updateLiveText(const Common::String &text, bool notifyUser) {
// Set translated text flag
_textTranslation = false;
if (text.empty()) {
_text.clear();
invalidateWindow(false);
((GameUIWindow *)_parent)->setWarningState(false);
return true;
}
_text = text;
// Redraw the window
invalidateWindow(false);
if (notifyUser)
((GameUIWindow *)_parent)->flashWarningLight();
return true;
}
bool LiveTextWindow::updateTranslationText(const Common::String &text, bool notifyUser) {
if (text.empty()) {
_text.clear();
invalidateWindow(false);
((GameUIWindow *)_parent)->setWarningState(false);
return true;
}
_text = text;
// Set translated text flag
_textTranslation = true;
// Redraw the window
invalidateWindow(false);
((GameUIWindow *)_parent)->setWarningState(false);
return true;
}
void LiveTextWindow::translateBiochipClosing() {
// If the current text is translated text, then kill it now
if (_textTranslation)
updateLiveText();
}
void LiveTextWindow::onPaint() {
// Draw the background bitmap
Graphics::Surface *surface = _vm->_gfx->getBitmap(IDB_LIVE_TEXT_BACKGROUND);
// Draw the text on top of that
if (!_text.empty())
_vm->_gfx->renderText(surface, _font, _text, 30, 4, 270, 50, _vm->_gfx->getColor(212, 109, 0), _fontHeight);
Common::Rect absoluteRect = getAbsoluteRect();
_vm->_gfx->blit(surface, absoluteRect.left, absoluteRect.top);
surface->free();
delete surface;
}
void LiveTextWindow::onEnable(bool enable) {
if (enable)
_vm->removeMouseMessages(this);
}
} // End of namespace Buried