/* ScummVM - Scumm Interpreter * Copyright (C) 2003 The ScummVM project * * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Header$ * */ #ifndef BSCONTROL_H #define BSCONTROL_H #include "scummsys.h" #include "sworddefs.h" class ObjectMan; class ResMan; class OSystem; class SwordMouse; class SwordMusic; #define MAX_BUTTONS 16 #define CONTROL_NOTHING_DONE 0 #define CONTROL_GAME_RESTORED 1 #define CONTROL_RESTART_GAME 2 class ControlButton { public: ControlButton(uint16 x, uint16 y, uint32 resId, uint8 id, ResMan *pResMan, uint8 *screenBuf, OSystem *system); ~ControlButton(void); void draw(void); bool wasClicked(uint16 mouseX, uint16 mouseY); void setSelected(uint8 selected); bool isSaveslot(void); uint8 _id; private: int _frameIdx; uint16 _x, _y; uint16 _width, _height; uint32 _resId; ResMan *_resMan; uint8 *_dstBuf; OSystem *_system; }; struct ButtonInfo { uint16 x, y; uint32 resId, id; }; class SwordControl { public: SwordControl(ResMan *pResMan, ObjectMan *pObjMan, OSystem *system, SwordMouse *pMouse, SwordMusic *pMusic, const char *savePath); ~SwordControl(void); uint8 runPanel(void); void doRestore(void); void askForCd(void); bool savegamesExist(void); private: void initData(void); void closeData(void); void saveGameToFile(uint8 slot); bool restoreGameFromFile(uint8 slot); void readSavegameDescriptions(void); void writeSavegameDescriptions(void); void showSavegameNames(void); void deselectSaveslots(void); uint8 *_restoreBuf; uint8 _saveFiles; uint8 _saveScrollPos; uint8 _selectedSavegame; uint8 _saveNames[64][32]; uint8 _oldName[32]; uint8 getClicks(uint8 mode, uint8 *retVal); uint8 handleButtonClick(uint8 id, uint8 mode, uint8 *retVal); void setupMainPanel(void); void setupSaveRestorePanel(bool saving); void setupVolumePanel(void); void saveNameScroll(uint8 scroll, bool saving); void saveNameSelect(uint8 id, bool saving); bool saveToFile(void); bool restoreFromFile(void); bool keyAccepted(uint8 key); void handleSaveKey(uint8 key); void renderVolumeBar(uint8 id); uint16 getTextWidth(const uint8 *str); void renderText(const uint8 *str, uint16 x, uint16 y, uint8 mode); uint8 _numButtons; uint8 _selectedButton; void createButtons(const ButtonInfo *buttons, uint8 num); void destroyButtons(void); ControlButton *_buttons[MAX_BUTTONS]; static const ButtonInfo _deathButtons[3], _panelButtons[8], _saveButtons[16], _volumeButtons[1]; static const uint8 _languageStrings[8 * 20][43]; const uint8 (*_lStrings)[43]; ObjectMan *_objMan; ResMan *_resMan; OSystem *_system; SwordMouse *_mouse; SwordMusic *_music; char _savePath[256]; uint8 *_font, *_redFont; uint8 *_screenBuf; uint8 _keyPressed; void delay(uint32 msecs); uint16 _mouseX, _mouseY, _mouseState; }; #endif //BSCONTROL_H