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8edce85e04
"restore" other times.) The save/restore dialog now has two separate classes, though they both inherit from the old combined class of course. svn-id: r16848
183 lines
3.9 KiB
C++
183 lines
3.9 KiB
C++
/* Copyright (C) 1994-1998 Revolution Software Ltd.
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* Copyright (C) 2003-2005 The ScummVM project
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*/
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#ifndef _CONTROL_S
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#define _CONTROL_S
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#include "sword2/defs.h"
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#define MAX_WIDGETS 25
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namespace Sword2 {
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class Sword2Engine;
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class FontRendererGui;
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class Widget;
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class Switch;
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class Slider;
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class Button;
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class ScrollButton;
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class Slot;
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enum {
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kSaveDialog,
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kRestoreDialog
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};
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/**
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* Base class for all dialogs.
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*/
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class Dialog {
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private:
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int _numWidgets;
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Widget *_widgets[MAX_WIDGETS];
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bool _finish;
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int _result;
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public:
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Sword2Engine *_vm;
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Dialog(Sword2Engine *vm);
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virtual ~Dialog();
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void registerWidget(Widget *widget);
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virtual void paint();
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virtual void setResult(int result);
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virtual int runModal();
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virtual void onAction(Widget *widget, int result = 0) {}
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};
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class OptionsDialog : public Dialog {
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private:
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FontRendererGui *_fr;
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Widget *_panel;
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Switch *_objectLabelsSwitch;
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Switch *_subtitlesSwitch;
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Switch *_reverseStereoSwitch;
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Switch *_musicSwitch;
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Switch *_speechSwitch;
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Switch *_fxSwitch;
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Slider *_musicSlider;
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Slider *_speechSlider;
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Slider *_fxSlider;
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Slider *_gfxSlider;
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Widget *_gfxPreview;
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Button *_okButton;
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Button *_cancelButton;
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SoundMixer *_mixer;
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public:
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OptionsDialog(Sword2Engine *vm);
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~OptionsDialog();
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virtual void paint();
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virtual void onAction(Widget *widget, int result = 0);
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};
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class SaveRestoreDialog : public Dialog {
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private:
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int _mode, _selectedSlot;
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byte _editBuffer[SAVE_DESCRIPTION_LEN];
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int _editPos, _firstPos;
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int _cursorTick;
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FontRendererGui *_fr1;
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FontRendererGui *_fr2;
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Widget *_panel;
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Slot *_slotButton[8];
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ScrollButton *_zupButton;
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ScrollButton *_upButton;
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ScrollButton *_downButton;
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ScrollButton *_zdownButton;
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Button *_okButton;
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Button *_cancelButton;
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public:
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SaveRestoreDialog(Sword2Engine *vm, int mode);
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~SaveRestoreDialog();
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void updateSlots();
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void drawEditBuffer(Slot *slot);
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virtual void onAction(Widget *widget, int result = 0);
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virtual void paint();
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virtual void setResult(int result);
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virtual int runModal();
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};
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/**
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* A "mini" dialog is usually a yes/no question, but also used for the
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* restart/restore dialog at the beginning of the game.
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*/
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class MiniDialog : public Dialog {
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private:
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uint32 _headerTextId;
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uint32 _okTextId;
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uint32 _cancelTextId;
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FontRendererGui *_fr;
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Widget *_panel;
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Button *_okButton;
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Button *_cancelButton;
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public:
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MiniDialog(Sword2Engine *vm, uint32 headerTextId, uint32 okTextId = TEXT_OK, uint32 cancelTextId = TEXT_CANCEL);
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virtual ~MiniDialog();
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virtual void paint();
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virtual void onAction(Widget *widget, int result = 0);
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};
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class StartDialog : public MiniDialog {
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public:
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StartDialog(Sword2Engine *vm);
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virtual int runModal();
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};
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class RestartDialog : public MiniDialog {
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public:
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RestartDialog(Sword2Engine *vm);
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virtual int runModal();
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};
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class QuitDialog : public MiniDialog {
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public:
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QuitDialog(Sword2Engine *vm);
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virtual int runModal();
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};
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class SaveDialog : public SaveRestoreDialog {
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public:
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SaveDialog(Sword2Engine *vm) : SaveRestoreDialog(vm, kSaveDialog) {}
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};
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class RestoreDialog : public SaveRestoreDialog {
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public:
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RestoreDialog(Sword2Engine *vm) : SaveRestoreDialog(vm, kRestoreDialog) {}
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};
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} // End of namespace Sword2
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#endif
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