mirror of
https://github.com/libretro/scummvm.git
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197 lines
4.1 KiB
C++
197 lines
4.1 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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* 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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* 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 MADS_DIALOGS_H
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#define MADS_DIALOGS_H
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#include "common/scummsys.h"
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#include "mads/game.h"
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#include "mads/msurface.h"
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namespace MADS {
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class Dialog {
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protected:
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MADSEngine *_vm;
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MSurface *_savedSurface;
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Common::Point _position;
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int _width;
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int _height;
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/**
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* Save the section of the passed surface the dialog will cover.
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* @param s Screen surface to save
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*/
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void save(MSurface *s);
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/**
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* Restore saved dialog surface
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* @param s Screen surface to restore to.
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*/
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void restore(MSurface *s);
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/**
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* Draws the content of a dialog with a gravelly alternating color.
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*/
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void drawContent(const Common::Rect &r, int seed, byte color1, byte color2);
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protected:
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/**
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* Draw the dialog
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*/
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virtual void draw();
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public:
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/**
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* Constructor
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*/
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Dialog(MADSEngine *vm);
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/**
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* Destructor
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*/
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virtual ~Dialog();
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};
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enum {
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TEXTDIALOG_CONTENT1 = 0XF8,
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TEXTDIALOG_CONTENT2 = 0XF9,
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TEXTDIALOG_EDGE = 0XFA,
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TEXTDIALOG_BACKGROUND = 0XFB,
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TEXTDIALOG_FC = 0XFC,
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TEXTDIALOG_FD = 0XFD,
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TEXTDIALOG_FE = 0XFE,
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TEXTDIALOG_BLACK = 0
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};
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#define TEXT_DIALOG_MAX_LINES 20
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class TextDialog: protected Dialog {
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private:
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/**
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* Increments the number of text lines the text dialog uses
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*/
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void incNumLines();
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/**
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* Flags the previously added line to be underlined
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*/
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void underlineLine();
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/**
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* Append text to the currently end line.
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*/
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void appendLine(const Common::String &line);
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/**
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* Clean up after finishing displaying the dialog
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*/
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void restorePalette();
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protected:
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Common::String _fontName;
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int _innerWidth;
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int _lineWidth;
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int _currentX;
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int _numLines;
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int _lineSize;
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int _askXp;
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int _askLineNum;
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Common::String _lines[TEXT_DIALOG_MAX_LINES];
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int _lineXp[TEXT_DIALOG_MAX_LINES];
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byte _savedPalette[8 * 3];
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/**
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* Add a new line to the dialog
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*/
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void addLine(const Common::String &line, bool underline = false);
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/**
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* Adds one or more lines, word wrapping the passed text
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*/
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void wordWrap(const Common::String &line);
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/**
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* Adds an input area following previously added text
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*/
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void addInput();
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public:
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/**
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* Constructor
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* @param vm Engine reference
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* @param fontName Font to use for display
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* @param pos Position for window top-left
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* @param maxChars Horizontal width of window in characters
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*/
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TextDialog(MADSEngine *vm, const Common::String &fontName, const Common::Point &pos,
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int maxChars);
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/**
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* Destructor
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*/
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virtual ~TextDialog();
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/**
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* Draw the dialog
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*/
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virtual void draw();
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/**
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* Draw the dialog along with any input box
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*/
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void drawWithInput();
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};
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class MessageDialog: protected TextDialog {
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public:
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MessageDialog(MADSEngine *vm, int lines, ...);
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virtual ~MessageDialog() {}
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/**
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* Show the dialog, and wait until a key or mouse press.
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*/
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void show();
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};
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enum DialogId {
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DIALOG_NONE = 0, DIALOG_GAME_MENU = 1, DIALOG_SAVE = 2, DIALOG_RESTORE = 3,
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DIALOG_OPTIONS = 4, DIALOG_DIFFICULTY = 5, DIALOG_ERROR = 6
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};
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class Dialogs {
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protected:
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MADSEngine *_vm;
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Dialogs(MADSEngine *vm);
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public:
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static Dialogs *init(MADSEngine *vm);
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public:
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Common::Point _defaultPosition;
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DialogId _pendingDialog;
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virtual ~Dialogs() {}
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virtual void showDialog() = 0;
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};
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} // End of namespace MADS
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#endif /* MADS_DIALOGS_H */
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