scummvm/engines/sherlock/tattoo/widget_files.h

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