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https://github.com/libretro/scummvm.git
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88 lines
2.1 KiB
C++
88 lines
2.1 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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*
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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 SHERLOCK_TATTOO_WIDGET_FILES_H
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#define SHERLOCK_TATTOO_WIDGET_FILES_H
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#include "common/scummsys.h"
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#include "sherlock/tattoo/widget_base.h"
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#include "sherlock/saveload.h"
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namespace Sherlock {
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class SherlockEngine;
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namespace Tattoo {
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enum FilesRenderMode { RENDER_ALL, RENDER_NAMES, RENDER_NAMES_AND_SCROLLBAR };
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class WidgetFiles: public WidgetBase, public SaveManager {
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private:
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SherlockEngine *_vm;
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SaveMode _fileMode;
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int _selector, _oldSelector;
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/**
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* Render the dialog
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*/
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void render(FilesRenderMode mode);
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/**
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* Show the ScummVM Save Game dialog
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*/
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void showScummVMSaveDialog();
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/**
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* Show the ScummVM Load Game dialog
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*/
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void showScummVMRestoreDialog();
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/**
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* Prompt the user for a savegame name in the currently selected slot
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*/
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bool getFilename();
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/**
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* Return the area of a widget that the scrollbar will be drawn in
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*/
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virtual Common::Rect getScrollBarBounds() const;
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public:
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WidgetFiles(SherlockEngine *vm, const Common::String &target);
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virtual ~WidgetFiles() {}
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/**
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* Prompt the user whether to quit
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*/
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void show(SaveMode mode);
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/**
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* Handle event processing
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*/
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virtual void handleEvents();
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};
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} // End of namespace Tattoo
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} // End of namespace Sherlock
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#endif
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