mirror of
https://github.com/libretro/scummvm.git
synced 2025-01-04 00:19:56 +00:00
8a595e7771
- graphics code fully rewritten - Apple IIgs font support - Amiga Topaz support - Word parser rewritten - menu code rewritten - removed forced 2 second delay on all room changes replaced with heuristic to detect situations, where it's required - lots of naming cleanup - new console commands show_map, screenobj, vmvars and vmflags - all sorts of hacks/workarounds removed - added SCI wait mouse cursor - added Apple IIgs mouse cursor - added Atari ST mouse cursor - added Amiga/Apple IIgs transition - added Atari ST transition - user can select another render mode and use Apple IIgs palette + transition for PC versions - inventory screen rewritten - SetSimple command now properly implemented - PreAGI Mickey: Sierra logo now shown - saved games: now saving controller key mapping also saving automatic save data (SetSimple command) - fixed invalid memory access when saving games (31 bytes were saved using Common::String c_ptr() Special Thanks to: - fuzzie for helping out with the Apple IIgs font + valgrind - eriktorbjorn for helping out with valgrind - LordHoto for figuring out the code, that caused invalid memory access in the original code, when saving a game - sev for help out with reversing the Amiga transition currently missing: - mouse support for menu - mouse support for system dialogs - predictive dialog support
120 lines
3.7 KiB
C++
120 lines
3.7 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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*
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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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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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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PictureMgr *_picture;
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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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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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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_CharPress(int16 newChar);
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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 *description);
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void createSavedGameDisplayText(char *destDisplayText, const char *actualDescription, int16 slotId);
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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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const char *_textStatusScore;
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const char *_textStatusSoundOn;
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const char *_textStatusSoundOff;
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const char *_textPause;
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const char *_textRestart;
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const char *_textQuit;
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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 *_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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};
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} // End of namespace Agi
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#endif /* AGI_SYSTEMUI_H */
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