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
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
|
/* 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_DIALOGS_H
#define MADS_DIALOGS_H
#include "common/scummsys.h"
#include "mads/game.h"
#include "mads/msurface.h"
namespace MADS {
class Dialog {
protected:
MADSEngine *_vm;
MSurface *_savedSurface;
Common::Point _position;
int _width;
int _height;
/**
* Save the section of the passed surface the dialog will cover.
* @param s Screen surface to save
*/
void save(MSurface *s);
/**
* Restore saved dialog surface
* @param s Screen surface to restore to.
*/
void restore(MSurface *s);
/**
* Draws the content of a dialog with a gravelly alternating color.
*/
void drawContent(const Common::Rect &r, int seed, byte color1, byte color2);
protected:
/**
* Draw the dialog
*/
virtual void draw();
public:
/**
* Constructor
*/
Dialog(MADSEngine *vm);
/**
* Destructor
*/
~Dialog();
};
enum {
TEXTDIALOG_CONTENT1 = 0XF8,
TEXTDIALOG_CONTENT2 = 0XF9,
TEXTDIALOG_EDGE = 0XFA,
TEXTDIALOG_BACKGROUND = 0XFB,
TEXTDIALOG_FC = 0XFC,
TEXTDIALOG_FD = 0XFD,
TEXTDIALOG_FE = 0XFE,
TEXTDIALOG_BLACK = 0
};
#define TEXT_DIALOG_MAX_LINES 20
class TextDialog: protected Dialog {
private:
/**
* Increments the number of text lines the text dialog uses
*/
void incNumLines();
/**
* Flags the previously added line to be underlined
*/
void underlineLine();
/**
* Append text to the currently end line.
*/
void appendLine(const Common::String &line);
/**
* Clean up after finishing displaying the dialog
*/
void restorePalette();
protected:
Common::String _fontName;
int _innerWidth;
int _lineWidth;
int _currentX;
int _numLines;
int _lineSize;
int _askXp;
int _askLineNum;
Common::String _lines[TEXT_DIALOG_MAX_LINES];
int _lineXp[TEXT_DIALOG_MAX_LINES];
byte _savedPalette[8 * 3];
/**
* Add a new line to the dialog
*/
void addLine(const Common::String &line, bool underline = false);
/**
* Adds one or more lines, word wrapping the passed text
*/
void wordWrap(const Common::String &line);
/**
* Adds an input area following previously added text
*/
void addInput();
public:
/**
* Constructor
* @param vm Engine reference
* @param fontName Font to use for display
* @param pos Position for window top-left
* @param maxChars Horizontal width of window in characters
*/
TextDialog(MADSEngine *vm, const Common::String &fontName, const Common::Point &pos,
int maxChars);
/**
* Destructor
*/
~TextDialog();
/**
* Draw the dialog
*/
virtual void draw();
/**
* Draw the dialog along with any input box
*/
void drawWithInput();
};
class MessageDialog: protected TextDialog {
public:
MessageDialog(MADSEngine *vm, int lines, ...);
/**
* Show the dialog, and wait until a key or mouse press.
*/
void show();
};
enum DialogId {
DIALOG_NONE = 0, DIALOG_GAME_MENU = 1, DIALOG_SAVE = 2, DIALOG_RESTORE = 3,
DIALOG_OPTIONS = 4, DIALOG_DIFFICULTY = 5, DIALOG_ERROR = 6
};
class Dialogs {
protected:
MADSEngine *_vm;
Dialogs(MADSEngine *vm);
public:
static Dialogs *init(MADSEngine *vm);
public:
Common::Point _defaultPosition;
DialogId _pendingDialog;
virtual void showDialog() = 0;
};
} // End of namespace MADS
#endif /* MADS_DIALOGS_H */
|