1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167
|
/* 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 AGI_SYSTEMUI_H
#define AGI_SYSTEMUI_H
namespace Agi {
#define SYSTEMUI_SAVEDGAME_MAXIMUM_SLOTS 100
#define SYSTEMUI_SAVEDGAME_SLOTS_ON_SCREEN 12
#define SYSTEMUI_SAVEDGAME_DESCRIPTION_LEN 30
#define SYSTEMUI_SAVEDGAME_DISPLAYTEXT_LEN 31
#define SYSTEMUI_SAVEDGAME_DISPLAYTEXT_PREFIX_LEN 3
struct SystemUISavedGameEntry {
int16 slotId;
bool exists;
bool isValid;
char description[SYSTEMUI_SAVEDGAME_DESCRIPTION_LEN + 1]; // actual description
char displayText[SYSTEMUI_SAVEDGAME_DISPLAYTEXT_LEN + 1]; // modified description, meant for display purposes only
};
typedef Common::Array<SystemUISavedGameEntry> SystemUISavedGameArray;
struct SystemUIButtonEntry {
Common::Rect rect;
const char *text;
int16 textWidth;
bool active;
bool isDefault;
};
typedef Common::Array<SystemUIButtonEntry> SystemUIButtonArray;
class SystemUI {
public:
SystemUI(AgiEngine *vm, GfxMgr *gfx, TextMgr *text);
~SystemUI();
private:
AgiEngine *_vm;
GfxMgr *_gfx;
TextMgr *_text;
public:
const char *getStatusTextScore();
const char *getStatusTextSoundOn();
const char *getStatusTextSoundOff();
void pauseDialog();
bool restartDialog();
bool quitDialog();
private:
public:
const char *getInventoryTextNothing();
const char *getInventoryTextYouAreCarrying();
const char *getInventoryTextSelectItems();
const char *getInventoryTextReturnToGame();
bool askForCommand(Common::String &commandText);
int16 figureOutAutomaticSaveGameSlot(const char *automaticSaveDescription);
int16 figureOutAutomaticRestoreGameSlot(const char *automaticSaveDescription);
int16 askForSaveGameSlot();
int16 askForRestoreGameSlot();
bool askForSaveGameDescription(int16 slotId, Common::String &newDescription);
void savedGameSlot_KeyPress(uint16 newKey);
private:
int16 askForSavedGameSlot(const char *slotListText);
bool askForSavedGameVerification(const char *verifyText, const char *verifyButton1, const char *verifyButton2, const char *actualDescription, int16 slotId);
bool askForVerification(const char *verifyText, const char *button1Text, const char *button2Text, bool continueOnMessageBoxClick);
void createSavedGameDisplayText(char *destDisplayText, const char *actualDescription, int16 slotId, bool fillUpWithSpaces);
void clearSavedGameSlots();
void readSavedGameSlots(bool filterNonexistant, bool withAutoSaveSlot);
void figureOutAutomaticSavedGameSlot(const char *automaticSaveDescription, int16 &matchedGameSlotId, int16 &freshGameSlotId);
void drawSavedGameSlots();
void drawSavedGameSlotSelector(bool active);
SystemUISavedGameArray _savedGameArray;
int16 _savedGameUpmostSlotNr;
int16 _savedGameSelectedSlotNr;
private:
SystemUIButtonArray _buttonArray;
Common::Rect createRect(int16 x, int16 adjX, int16 y, int16 adjY, int16 width, int16 adjWidth, int16 height, int16 adjHeight);
//void moveRect(int16 x, int16 adjX, int16 y, int16 adjY);
void drawButton(SystemUIButtonEntry *button);
void drawButtonAppleIIgs(SystemUIButtonEntry *buttonEntry);
void drawButtonAppleIIgsEdgePixels(int16 x, int16 adjX, int16 y, int16 adjY, byte *edgeBitmap, bool mirrored, bool upsideDown);
void drawButtonAmiga(SystemUIButtonEntry *buttonEntry);
void drawButtonAtariST(SystemUIButtonEntry *buttonEntry);
public:
void askForVerificationKeyPress(uint16 newKey);
private:
bool _askForVerificationContinueOnMessageBoxClick;
bool _askForVerificationCancelled;
int16 _askForVerificationMouseLockedButtonNr;
int16 _askForVerificationMouseActiveButtonNr;
private:
const char *_textStatusScore;
const char *_textStatusSoundOn;
const char *_textStatusSoundOff;
const char *_textEnterCommand;
const char *_textPause;
const char *_textPauseButton;
const char *_textRestart;
const char *_textRestartButton1;
const char *_textRestartButton2;
const char *_textQuit;
const char *_textQuitButton1;
const char *_textQuitButton2;
const char *_textInventoryNothing;
const char *_textInventoryYouAreCarrying;
const char *_textInventorySelectItems;
const char *_textInventoryReturnToGame;
const char *_textSaveGameSelectSlot;
const char *_textSaveGameEnterDescription;
const char *_textSaveGameVerify;
const char *_textSaveGameVerifyButton1;
const char *_textSaveGameVerifyButton2;
const char *_textRestoreGameNoSlots;
const char *_textRestoreGameSelectSlot;
const char *_textRestoreGameError;
const char *_textRestoreGameVerify;
const char *_textRestoreGameVerifyButton1;
const char *_textRestoreGameVerifyButton2;
};
} // End of namespace Agi
#endif /* AGI_SYSTEMUI_H */
|