scummvm/engines/sherlock/scalpel/scalpel_saveload.h
2021-12-26 18:48:43 +01:00

100 lines
2.4 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef SHERLOCK_SCALPEL_SAVELOAD_H
#define SHERLOCK_SCALPEL_SAVELOAD_H
#include "sherlock/saveload.h"
namespace Sherlock {
namespace Scalpel {
extern const int ENV_POINTS[6][3];
class ScalpelSaveManager: public SaveManager {
public:
SaveMode _envMode;
Common::String _fixedTextExit;
Common::String _fixedTextLoad;
Common::String _fixedTextSave;
Common::String _fixedTextUp;
Common::String _fixedTextDown;
Common::String _fixedTextQuit;
byte _hotkeyExit;
byte _hotkeyLoad;
byte _hotkeySave;
byte _hotkeyUp;
byte _hotkeyDown;
byte _hotkeyQuit;
byte _hotkeysIndexed[6];
Common::String _fixedTextQuitGameQuestion;
Common::String _fixedTextQuitGameYes;
Common::String _fixedTextQuitGameNo;
byte _hotkeyQuitGameYes;
byte _hotkeyQuitGameNo;
public:
ScalpelSaveManager(SherlockEngine *vm, const Common::String &target);
~ScalpelSaveManager() override {}
/**
* Shows the in-game dialog interface for loading and saving games
*/
void drawInterface();
/**
* Return the index of the button the mouse is over, if any
*/
int getHighlightedButton() const;
/**
* Handle highlighting buttons
*/
void highlightButtons(int btnIndex);
/**
* Make sure that the selected savegame is on-screen
*/
bool checkGameOnScreen(int slot);
/**
* Prompts the user to enter a description in a given slot
*/
bool promptForDescription(int slot);
/**
* Identifies a button number according to the key, that the user pressed
*/
int identifyUserButton(int key);
};
} // End of namespace Scalpel
} // End of namespace Sherlock
#endif