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/* 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;
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 */
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