scummvm/engines/scumm/dialogs.h
athrxx 5b6ffeaa3d GUI: allow ingame CJK dialogs regardless of the launcher language
This allows a text widget to be expressly marked as Japanese, Korean or Chinese, so that the theme engine may use an appropriate font.
2020-10-30 21:36:23 +01:00

216 lines
5.2 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 SCUMM_DIALOGS_H
#define SCUMM_DIALOGS_H
#include "common/str.h"
#include "common/ustr.h"
#include "common/keyboard.h"
#include "gui/dialog.h"
#include "engines/dialogs.h"
namespace GUI {
class CommandSender;
class StaticTextWidget;
}
namespace Scumm {
class ScummEngine;
class ScummDialog : public GUI::Dialog {
public:
ScummDialog(int x, int y, int w, int h);
ScummDialog(Common::String name);
protected:
typedef Common::String String;
typedef Common::U32String U32String;
};
#ifndef DISABLE_HELP
class ScummMenuDialog : public MainMenuDialog {
public:
ScummMenuDialog(ScummEngine *scumm);
~ScummMenuDialog() override;
void handleCommand(GUI::CommandSender *sender, uint32 cmd, uint32 data) override;
protected:
GUI::Dialog *_helpDialog;
};
#endif
/**
* A dialog which displays an arbitrary message to the user and returns
* ther users reply as its result value. More specifically, it returns
* the ASCII code of the key used to close the dialog (0 if a mouse
* click closed the dialog).
*/
class InfoDialog : public ScummDialog {
protected:
ScummEngine *_vm;
U32String _message;
GUI::StaticTextWidget *_text;
GUI::ThemeEngine::FontStyle _style;
public:
// arbitrary message
InfoDialog(ScummEngine *scumm, const U32String &message);
// from resources
InfoDialog(ScummEngine *scumm, int res);
void setInfoText(const U32String &message);
void handleMouseDown(int x, int y, int button, int clickCount) override {
setResult(0);
close();
}
void handleKeyDown(Common::KeyState state) override {
setResult(state.ascii);
close();
}
void reflowLayout() override;
protected:
// Query a string from the resources
const U32String queryResString(int stringno);
};
/**
* The pause dialog, visible whenever the user activates pause mode. Goes
* away uon any key or mouse button press.
*/
class PauseDialog : public InfoDialog {
public:
PauseDialog(ScummEngine *scumm, int res);
void handleKeyDown(Common::KeyState state) override;
};
/**
* A simple yes/no dialog, used to ask the user whether to really
* quit/restart ScummVM.
*/
class ConfirmDialog : public InfoDialog {
public:
ConfirmDialog(ScummEngine *scumm, int res);
void handleKeyDown(Common::KeyState state) override;
protected:
char _yesKey, _noKey;
};
/**
* A dialog used to display the music volume / text speed.
* Automatically closes after a brief time passed.
*/
class ValueDisplayDialog : public GUI::Dialog {
public:
ValueDisplayDialog(const Common::U32String &label, int minVal, int maxVal, int val, uint16 incKey, uint16 decKey);
void open() override;
void drawDialog(GUI::DrawLayer layerToDraw) override;
void handleTickle() override;
void handleMouseDown(int x, int y, int button, int clickCount) override {
close();
}
void handleKeyDown(Common::KeyState state) override;
void reflowLayout() override;
protected:
enum {
kDisplayDelay = 1500
};
Common::U32String _label;
const int _min, _max;
const uint16 _incKey, _decKey;
int _percentBarWidth;
int _value;
uint32 _timer;
};
/**
* A dialog used to display and cycle subtitle settings.
* Automatically closes after a brief time has passed.
*/
class SubtitleSettingsDialog : public InfoDialog {
public:
SubtitleSettingsDialog(ScummEngine *scumm, int value);
void open() override;
void handleTickle() override;
void handleMouseDown(int x, int y, int button, int clickCount) override {
close();
}
void handleKeyDown(Common::KeyState state) override;
protected:
int _value;
uint32 _timer;
void cycleValue();
};
//The Indy IQ dialog
class Indy3IQPointsDialog : public InfoDialog {
public:
Indy3IQPointsDialog(ScummEngine *scumm, char* text);
void handleKeyDown(Common::KeyState state) override;
};
class DebugInputDialog : public InfoDialog {
public:
DebugInputDialog(ScummEngine *scumm, char* text);
void handleKeyDown(Common::KeyState state) override;
bool done;
Common::String buffer;
Common::String mainText;
};
/**
* Difficulty selection dialog for Loom FM-Towns.
*/
class LoomTownsDifficultyDialog : public GUI::Dialog {
public:
LoomTownsDifficultyDialog();
int getSelectedDifficulty() const { return _difficulty; }
protected:
void handleCommand(GUI::CommandSender *sender, uint32 cmd, uint32 data) override;
private:
enum {
kStandardCmd = 'STDD',
kPracticeCmd = 'PRAD',
kExpertCmd = 'EXPD'
};
int _difficulty;
};
} // End of namespace Scumm
#endif