/* 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 MADS_MENU_NEBULAR_H #define MADS_MENU_NEBULAR_H #include "common/scummsys.h" #include "mads/game.h" #include "mads/msurface.h" #include "mads/nebular/dialogs_nebular.h" namespace MADS { class MADSEngine; namespace Nebular { enum MADSGameAction { START_GAME, RESUME_GAME, SHOW_INTRO, CREDITS, QUOTES, EXIT }; class MenuView: public FullScreenDialog { protected: bool _breakFlag; bool _redrawFlag; virtual void doFrame() = 0; virtual void display(); public: MenuView(MADSEngine *vm); virtual ~MenuView() {} virtual void show(); }; class MainMenu: public MenuView { private: SpriteAsset *_menuItems[7]; int _menuItemIndexes[7]; int _menuItemIndex; int _frameIndex; uint32 _delayTimeout; bool _skipFlag; /** * Currently highlighted menu item */ int _highlightedIndex; /** * Flag for mouse button being pressed */ bool _buttonDown; /** * Stores menu item selection */ int _selectedIndex; /** * Get the highlighted menu item under the cursor */ int getHighlightedItem(const Common::Point &pt); /** * Un-highlight a currently highlighted item */ void unhighlightItem(); /** * Execute a given menuitem */ void handleAction(MADSGameAction action); /** * Add a sprite slot for the current menuitem frame */ void addSpriteSlot(); protected: /** * Display the menu */ virtual void display(); /** * Handle the menu item animations */ virtual void doFrame(); /** * Event handler */ virtual bool onEvent(Common::Event &event); public: MainMenu(MADSEngine *vm); virtual ~MainMenu(); }; class AdvertView : public EventTarget { private: /** * Engine reference */ MADSEngine *_vm; /** * Signals when to close the dialog */ bool _breakFlag; protected: /** * Event handler */ virtual bool onEvent(Common::Event &event); public: AdvertView(MADSEngine *vm); virtual ~AdvertView() {} /** * Show the dialog */ void show(); }; /** * Scrolling text view */ class TextView : public MenuView { private: static char _resourceName[100]; bool _animating; Common::Point _pan; int _panSpeed; int _spareScreens[10]; int _scrollCount; int _lineY; uint32 _scrollTimeout; int _panCountdown; int _translationX; Common::File _script; char _currentLine[80]; MSurface _textSurface; MSurface *_spareScreen; private: /** * Load the text resource */ void load(); /** * Process the lines */ void processLines(); /** * Process a command from the script file */ void processCommand(); /** * Process text from the script file */ void processText(); /** * Get a parameter from line */ int getParameter(const char **paramP); public: /** * Queue the given text resource for display */ static void execute(MADSEngine *vm, const Common::String &resName); TextView(MADSEngine *vm); virtual ~TextView(); }; /** * Animation cutscene view */ class AnimationView : public MenuView { private: static char _resourceName[100]; Common::File _script; uint32 _previousUpdate; char _currentLine[80]; char _currentFile[10]; bool _soundDriverLoaded; private: void load(); void processLines(); void processCommand(); void scriptDone(); void doFrame(); protected: virtual bool onEvent(Common::Event &event); public: /** * Queue the given text resource for display */ static void execute(MADSEngine *vm, const Common::String &resName); AnimationView(MADSEngine *vm); virtual ~AnimationView() {} }; } // End of namespace Nebular } // End of namespace MADS #endif /* MADS_MENU_NEBULAR_H */