mirror of
https://github.com/libretro/scummvm.git
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166 lines
5.3 KiB
C++
166 lines
5.3 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef AGI_SYSTEMUI_H
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#define AGI_SYSTEMUI_H
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namespace Agi {
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#define SYSTEMUI_SAVEDGAME_MAXIMUM_SLOTS 100
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#define SYSTEMUI_SAVEDGAME_SLOTS_ON_SCREEN 12
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#define SYSTEMUI_SAVEDGAME_DESCRIPTION_LEN 30
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#define SYSTEMUI_SAVEDGAME_DISPLAYTEXT_LEN 31
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#define SYSTEMUI_SAVEDGAME_DISPLAYTEXT_PREFIX_LEN 3
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struct SystemUISavedGameEntry {
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int16 slotId;
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bool exists;
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bool isValid;
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char description[SYSTEMUI_SAVEDGAME_DESCRIPTION_LEN + 1]; // actual description
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char displayText[SYSTEMUI_SAVEDGAME_DISPLAYTEXT_LEN + 1]; // modified description, meant for display purposes only
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};
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typedef Common::Array<SystemUISavedGameEntry> SystemUISavedGameArray;
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struct SystemUIButtonEntry {
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Common::Rect rect;
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const char *text;
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int16 textWidth;
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bool active;
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bool isDefault;
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};
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typedef Common::Array<SystemUIButtonEntry> SystemUIButtonArray;
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class SystemUI {
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public:
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SystemUI(AgiEngine *vm, GfxMgr *gfx, TextMgr *text);
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~SystemUI();
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private:
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AgiEngine *_vm;
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GfxMgr *_gfx;
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TextMgr *_text;
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public:
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const char *getStatusTextScore();
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const char *getStatusTextSoundOn();
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const char *getStatusTextSoundOff();
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void pauseDialog();
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bool restartDialog();
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bool quitDialog();
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private:
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public:
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const char *getInventoryTextNothing();
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const char *getInventoryTextYouAreCarrying();
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const char *getInventoryTextSelectItems();
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const char *getInventoryTextReturnToGame();
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bool askForCommand(Common::String &commandText);
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int16 figureOutAutomaticSaveGameSlot(const char *automaticSaveDescription);
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int16 figureOutAutomaticRestoreGameSlot(const char *automaticSaveDescription);
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int16 askForSaveGameSlot();
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int16 askForRestoreGameSlot();
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bool askForSaveGameDescription(int16 slotId, Common::String &newDescription);
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void savedGameSlot_KeyPress(uint16 newKey);
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private:
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int16 askForSavedGameSlot(const char *slotListText);
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bool askForSavedGameVerification(const char *verifyText, const char *verifyButton1, const char *verifyButton2, const char *actualDescription, int16 slotId);
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bool askForVerification(const char *verifyText, const char *button1Text, const char *button2Text, bool continueOnMessageBoxClick);
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void createSavedGameDisplayText(char *destDisplayText, const char *actualDescription, int16 slotId, bool fillUpWithSpaces);
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void clearSavedGameSlots();
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void readSavedGameSlots(bool filterNonexistant, bool withAutoSaveSlot);
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void figureOutAutomaticSavedGameSlot(const char *automaticSaveDescription, int16 &matchedGameSlotId, int16 &freshGameSlotId);
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void drawSavedGameSlots();
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void drawSavedGameSlotSelector(bool active);
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SystemUISavedGameArray _savedGameArray;
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int16 _savedGameUpmostSlotNr;
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int16 _savedGameSelectedSlotNr;
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private:
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SystemUIButtonArray _buttonArray;
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Common::Rect createRect(int16 x, int16 adjX, int16 y, int16 adjY, int16 width, int16 adjWidth, int16 height, int16 adjHeight);
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void drawButton(SystemUIButtonEntry *button);
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void drawButtonAppleIIgs(SystemUIButtonEntry *buttonEntry);
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void drawButtonAppleIIgsEdgePixels(int16 x, int16 adjX, int16 y, int16 adjY, byte *edgeBitmap, bool mirrored, bool upsideDown);
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void drawButtonAmiga(SystemUIButtonEntry *buttonEntry);
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void drawButtonAtariST(SystemUIButtonEntry *buttonEntry);
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public:
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void askForVerificationKeyPress(uint16 newKey);
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private:
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bool _askForVerificationContinueOnMessageBoxClick;
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bool _askForVerificationCancelled;
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int16 _askForVerificationMouseLockedButtonNr;
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int16 _askForVerificationMouseActiveButtonNr;
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private:
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const char *_textStatusScore;
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const char *_textStatusSoundOn;
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const char *_textStatusSoundOff;
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const char *_textEnterCommand;
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const char *_textPause;
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const char *_textPauseButton;
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const char *_textRestart;
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const char *_textRestartButton1;
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const char *_textRestartButton2;
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const char *_textQuit;
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const char *_textQuitButton1;
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const char *_textQuitButton2;
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const char *_textInventoryNothing;
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const char *_textInventoryYouAreCarrying;
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const char *_textInventorySelectItems;
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const char *_textInventoryReturnToGame;
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const char *_textSaveGameSelectSlot;
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const char *_textSaveGameEnterDescription;
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const char *_textSaveGameVerify;
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const char *_textSaveGameVerifyButton1;
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const char *_textSaveGameVerifyButton2;
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const char *_textRestoreGameNoSlots;
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const char *_textRestoreGameSelectSlot;
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const char *_textRestoreGameError;
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const char *_textRestoreGameVerify;
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const char *_textRestoreGameVerifyButton1;
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const char *_textRestoreGameVerifyButton2;
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};
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} // End of namespace Agi
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#endif /* AGI_SYSTEMUI_H */
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