scummvm/engines/mads/dialogs.h
2014-02-28 20:37:42 -05:00

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