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controls.h

/* 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.
 *
 * Additional copyright for this file:
 * Copyright (C) 1994-1998 Revolution Software Ltd.
 *
 * 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.
 *
 * $URL: https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/tags/release-0-11-1/engines/sword2/controls.h $
 * $Id: controls.h 30944 2008-02-23 22:50:18Z sev $
 */

#ifndef     SWORD2_CONTROL_H
#define     SWORD2_CONTROL_H

#include "sword2/defs.h"
#include "sword2/saveload.h"

#define MAX_WIDGETS 25

namespace Sword2 {

class Sword2Engine;
class FontRendererGui;
class Widget;
class Switch;
class Slider;
class Button;
class ScrollButton;
class Slot;

enum {
      kSaveDialog,
      kRestoreDialog
};

/**
 * Base class for all dialogs.
 */

00056 class Dialog {
private:
      int _numWidgets;
      Widget *_widgets[MAX_WIDGETS];
      bool _finish;
      int _result;

public:
      Sword2Engine *_vm;

      Dialog(Sword2Engine *vm);
      virtual ~Dialog();

      void registerWidget(Widget *widget);

      virtual void paint();
      virtual void setResult(int result);

      virtual int runModal();

      virtual void onAction(Widget *widget, int result = 0) {}
};

class OptionsDialog : public Dialog {
private:
      FontRendererGui *_fr;
      Widget *_panel;
      Switch *_objectLabelsSwitch;
      Switch *_subtitlesSwitch;
      Switch *_reverseStereoSwitch;
      Switch *_musicSwitch;
      Switch *_speechSwitch;
      Switch *_fxSwitch;
      Slider *_musicSlider;
      Slider *_speechSlider;
      Slider *_fxSlider;
      Slider *_gfxSlider;
      Widget *_gfxPreview;
      Button *_okButton;
      Button *_cancelButton;

      Audio::Mixer *_mixer;

public:
      OptionsDialog(Sword2Engine *vm);
      ~OptionsDialog();

      virtual void paint();
      virtual void onAction(Widget *widget, int result = 0);
};

class SaveRestoreDialog : public Dialog {
private:
      int _mode, _selectedSlot;
      byte _editBuffer[SAVE_DESCRIPTION_LEN];
      int _editPos, _firstPos;
      int _cursorTick;

      FontRendererGui *_fr1;
      FontRendererGui *_fr2;
      Widget *_panel;
      Slot *_slotButton[8];
      ScrollButton *_zupButton;
      ScrollButton *_upButton;
      ScrollButton *_downButton;
      ScrollButton *_zdownButton;
      Button *_okButton;
      Button *_cancelButton;

public:
      SaveRestoreDialog(Sword2Engine *vm, int mode);
      ~SaveRestoreDialog();

      void updateSlots();
      void drawEditBuffer(Slot *slot);

      virtual void onAction(Widget *widget, int result = 0);
      virtual void paint();
      virtual void setResult(int result);
      virtual int runModal();
};

/**
 * A "mini" dialog is usually a yes/no question, but also used for the
 * restart/restore dialog at the beginning of the game.
 */

00143 class MiniDialog : public Dialog {
private:
      uint32 _headerTextId;
      uint32 _okTextId;
      uint32 _cancelTextId;
      FontRendererGui *_fr;
      Widget *_panel;
      Button *_okButton;
      Button *_cancelButton;

public:
      MiniDialog(Sword2Engine *vm, uint32 headerTextId, uint32 okTextId = TEXT_OK, uint32 cancelTextId = TEXT_CANCEL);
      virtual ~MiniDialog();
      virtual void paint();
      virtual void onAction(Widget *widget, int result = 0);
};

class StartDialog : public MiniDialog {
public:
      StartDialog(Sword2Engine *vm);
      virtual int runModal();
};

class RestartDialog : public MiniDialog {
public:
      RestartDialog(Sword2Engine *vm);
      virtual int runModal();
};

class QuitDialog : public MiniDialog {
public:
      QuitDialog(Sword2Engine *vm);
      virtual int runModal();
};

class SaveDialog : public SaveRestoreDialog {
public:
      SaveDialog(Sword2Engine *vm) : SaveRestoreDialog(vm, kSaveDialog) {}
};

class RestoreDialog : public SaveRestoreDialog {
public:
      RestoreDialog(Sword2Engine *vm) : SaveRestoreDialog(vm, kRestoreDialog) {}
};

} // End of namespace Sword2

#endif

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