/* 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 SystemUISavedGameArray; 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(); const char *getInventoryTextNothing(); const char *getInventoryTextYouAreCarrying(); const char *getInventoryTextSelectItems(); const char *getInventoryTextReturnToGame(); int16 figureOutAutomaticSaveGameSlot(const char *automaticSaveDescription); int16 figureOutAutomaticRestoreGameSlot(const char *automaticSaveDescription); int16 askForSaveGameSlot(); int16 askForRestoreGameSlot(); bool askForSaveGameDescription(int16 slotId, Common::String &newDescription); void savedGameSlot_CharPress(int16 newChar); private: int16 askForSavedGameSlot(const char *slotListText); bool askForSavedGameVerification(const char *verifyText, const char *actualDescription, int16 slotId); 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: const char *_textStatusScore; const char *_textStatusSoundOn; const char *_textStatusSoundOff; const char *_textPause; const char *_textRestart; const char *_textQuit; const char *_textInventoryNothing; const char *_textInventoryYouAreCarrying; const char *_textInventorySelectItems; const char *_textInventoryReturnToGame; const char *_textSaveGameSelectSlot; const char *_textSaveGameEnterDescription; const char *_textSaveGameVerify; const char *_textRestoreGameNoSlots; const char *_textRestoreGameSelectSlot; const char *_textRestoreGameError; const char *_textRestoreGameVerify; }; } // End of namespace Agi #endif /* AGI_SYSTEMUI_H */