mirror of
https://github.com/libretro/scummvm.git
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166 lines
4.3 KiB
C++
166 lines
4.3 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
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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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* 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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* 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 SWORD1_CONTROL_H
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#define SWORD1_CONTROL_H
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#include "common/scummsys.h"
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#include "common/events.h"
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#include "common/str-array.h"
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#include "sword1/sworddefs.h"
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class OSystem;
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namespace Common {
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class SaveFileManager;
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}
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namespace Sword1 {
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class ObjectMan;
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class ResMan;
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class Mouse;
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class Music;
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class Sound;
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#define SAVEGAME_HEADER MKTAG('B','S','_','1')
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#define SAVEGAME_VERSION 2
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#define MAX_BUTTONS 16
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#define CONTROL_NOTHING_DONE 0
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#define CONTROL_GAME_RESTORED 1
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#define CONTROL_RESTART_GAME 2
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class ControlButton {
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public:
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ControlButton(uint16 x, uint16 y, uint32 resId, uint8 id, uint8 flag, ResMan *pResMan, uint8 *screenBuf, OSystem *system);
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~ControlButton();
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void draw();
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bool wasClicked(uint16 mouseX, uint16 mouseY);
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void setSelected(uint8 selected);
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bool isSaveslot();
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uint8 _id;
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uint8 _flag;
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private:
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int _frameIdx;
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uint16 _x, _y;
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uint16 _width, _height;
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uint32 _resId;
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ResMan *_resMan;
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uint8 *_dstBuf;
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OSystem *_system;
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};
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enum {
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kButtonOk = 1,
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kButtonCancel = 2
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};
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struct ButtonInfo {
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uint16 x, y;
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uint32 resId, id;
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uint8 flag;
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};
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class Control {
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public:
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Control(Common::SaveFileManager *saveFileMan, ResMan *pResMan, ObjectMan *pObjMan, OSystem *system, Mouse *pMouse, Sound *pSound, Music *pMusic);
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uint8 runPanel();
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void doRestore();
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void askForCd();
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bool savegamesExist();
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void readSavegameDescriptions();
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void saveGameToFile(uint8 slot);
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bool restoreGameFromFile(uint8 slot);
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void checkForOldSaveGames();
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bool isPanelShown();
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void setSaveDescription(int slot, const char *desc) {
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_saveNames[slot] = desc;
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}
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private:
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int displayMessage(const char *altButton, const char *message, ...) GCC_PRINTF(3, 4);
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bool convertSaveGame(uint8 slot, char* desc);
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void showSavegameNames();
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void deselectSaveslots();
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uint8 *_restoreBuf;
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uint8 _saveFiles;
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uint8 _numSaves;
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uint8 _saveScrollPos;
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uint8 _selectedSavegame;
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Common::StringArray _saveNames;
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Common::String _oldName;
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uint8 _cursorTick;
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bool _cursorVisible;
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bool _panelShown;
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uint8 getClicks(uint8 mode, uint8 *retVal);
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uint8 handleButtonClick(uint8 id, uint8 mode, uint8 *retVal);
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void handleVolumeClicks();
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void changeVolume(uint8 id, uint8 action);
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void setupMainPanel();
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void setupSaveRestorePanel(bool saving);
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void setupVolumePanel();
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bool getConfirm(const uint8 *title);
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void saveNameScroll(uint8 scroll, bool saving);
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void saveNameSelect(uint8 id, bool saving);
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bool saveToFile();
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bool restoreFromFile();
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bool keyAccepted(uint16 ascii);
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void handleSaveKey(Common::KeyState kbd);
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void renderVolumeBar(uint8 id, uint8 volL, uint8 volR);
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uint16 getTextWidth(const uint8 *str);
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void renderText(const uint8 *str, uint16 x, uint16 y, uint8 mode);
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uint8 _numButtons;
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uint8 _selectedButton;
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void createButtons(const ButtonInfo *buttons, uint8 num);
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void destroyButtons();
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ControlButton *_buttons[MAX_BUTTONS];
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static const ButtonInfo _deathButtons[3], _panelButtons[7], _saveButtons[16], _volumeButtons[4];
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static const uint8 _languageStrings[8 * 20][43];
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const uint8 (*_lStrings)[43];
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Common::SaveFileManager *_saveFileMan;
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ObjectMan *_objMan;
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ResMan *_resMan;
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OSystem *_system;
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Mouse *_mouse;
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Music *_music;
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Sound *_sound;
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uint8 *_font, *_redFont;
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uint8 *_screenBuf;
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Common::KeyState _keyPressed;
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void delay(uint32 msecs);
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Common::Point _mouseCoord;
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uint16 _mouseState;
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bool _mouseDown;
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};
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} // End of namespace Sword1
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#endif //BSCONTROL_H
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