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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 SHERLOCK_SCALPEL_SAVELOAD_H
#define SHERLOCK_SCALPEL_SAVELOAD_H
#include "sherlock/saveload.h"
namespace Sherlock {
namespace Scalpel {
extern const int ENV_POINTS[6][3];
class ScalpelSaveManager: public SaveManager {
public:
SaveMode _envMode;
public:
ScalpelSaveManager(SherlockEngine *vm, const Common::String &target);
virtual ~ScalpelSaveManager() {}
/**
* Shows the in-game dialog interface for loading and saving games
*/
void drawInterface();
/**
* Return the index of the button the mouse is over, if any
*/
int getHighlightedButton() const;
/**
* Handle highlighting buttons
*/
void highlightButtons(int btnIndex);
/**
* Make sure that the selected savegame is on-screen
*/
bool checkGameOnScreen(int slot);
/**
* Prompts the user to enter a description in a given slot
*/
bool promptForDescription(int slot);
};
} // End of namespace Scalpel
} // End of namespace Sherlock
#endif
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