Also change behavior of makeButton/buttonPrint to directly remove a hotkey-prefix, in case it was passed.
100 lines
2.5 KiB
C++
100 lines
2.5 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef SHERLOCK_SCALPEL_SAVELOAD_H
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#define SHERLOCK_SCALPEL_SAVELOAD_H
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#include "sherlock/saveload.h"
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namespace Sherlock {
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namespace Scalpel {
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extern const int ENV_POINTS[6][3];
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class ScalpelSaveManager: public SaveManager {
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public:
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SaveMode _envMode;
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Common::String _fixedTextExit;
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Common::String _fixedTextLoad;
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Common::String _fixedTextSave;
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Common::String _fixedTextUp;
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Common::String _fixedTextDown;
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Common::String _fixedTextQuit;
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byte _hotkeyExit;
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byte _hotkeyLoad;
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byte _hotkeySave;
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byte _hotkeyUp;
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byte _hotkeyDown;
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byte _hotkeyQuit;
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byte _hotkeysIndexed[6];
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Common::String _fixedTextQuitGameQuestion;
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Common::String _fixedTextQuitGameYes;
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Common::String _fixedTextQuitGameNo;
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byte _hotkeyQuitGameYes;
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byte _hotkeyQuitGameNo;
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public:
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ScalpelSaveManager(SherlockEngine *vm, const Common::String &target);
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virtual ~ScalpelSaveManager() {}
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/**
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* Shows the in-game dialog interface for loading and saving games
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*/
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void drawInterface();
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/**
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* Return the index of the button the mouse is over, if any
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*/
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int getHighlightedButton() const;
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/**
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* Handle highlighting buttons
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*/
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void highlightButtons(int btnIndex);
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/**
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* Make sure that the selected savegame is on-screen
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*/
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bool checkGameOnScreen(int slot);
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/**
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* Prompts the user to enter a description in a given slot
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*/
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bool promptForDescription(int slot);
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/**
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* Identifies a button number according to the key, that the user pressed
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*/
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int identifyUserButton(int key);
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};
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} // End of namespace Scalpel
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} // End of namespace Sherlock
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#endif
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