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https://github.com/libretro/scummvm.git
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4fee9a492e
This was a suggestion by dafioram; holding down Shift allows you to skip scene transitions and edit the fragments of room glyphs. Now with this remapping, you can alternatively just use right clicks.
104 lines
2.6 KiB
C++
104 lines
2.6 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef TITANIC_CONTINUE_SAVE_DIALOG_H
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#define TITANIC_CONTINUE_SAVE_DIALOG_H
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#include "common/array.h"
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#include "titanic/events.h"
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#include "titanic/support/image.h"
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#include "titanic/support/rect.h"
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#include "titanic/support/string.h"
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#include "titanic/gfx/text_control.h"
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namespace Titanic {
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#define EXIT_GAME -2
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class CContinueSaveDialog : public CEventTarget {
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struct SaveEntry {
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int _slot;
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CString _name;
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SaveEntry() : _slot(0) {}
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SaveEntry(int slot, const CString &name) : _slot(slot), _name(name) {}
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};
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private:
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Common::Array<SaveEntry> _saves;
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CTextControl _slotNames[5];
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int _highlightedSlot, _selectedSlot;
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Point _mousePos;
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bool _evilTwinShown;
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bool _mouseDown;
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int _restoreState, _startState;
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Image _backdrop;
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Image _evilTwin;
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Image _restoreD, _restoreU, _restoreF;
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Image _startD, _startU, _startF;
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private:
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/**
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* Load the images
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*/
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void loadImages();
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/**
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* Render the dialog
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*/
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void render();
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/**
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* Render the buttons
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*/
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void renderButtons();
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/**
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* Render the slots
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*/
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void renderSlots();
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/**
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* Get the area to draw a slot name in
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*/
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Rect getSlotBounds(int index);
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public:
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CContinueSaveDialog();
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virtual ~CContinueSaveDialog();
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virtual void mouseMove(const Point &mousePos);
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virtual void leftButtonDown(const Point &mousePos);
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virtual void leftButtonUp(const Point &mousePos);
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virtual void keyDown(Common::KeyState keyState);
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/**
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* Add a savegame to the list to be displayed
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*/
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void addSavegame(int slot, const CString &name);
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/**
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* Show the dialog and wait for a slot to be selected
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*/
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int show();
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};
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} // End of namespace Titanic
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#endif /* TITANIC_CONTINUE_SAVE_DIALOG_H */
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