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engines/ultima/ultima8/gumps/computer_gump.h
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engines/ultima/ultima8/gumps/computer_gump.h
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/* 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef ULTIMA8_GUMPS_COMPUTERGUMP_H
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#define ULTIMA8_GUMPS_COMPUTERGUMP_H
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#include "ultima/ultima8/gumps/modal_gump.h"
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#include "ultima/ultima8/gfx/fonts/rendered_text.h"
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#include "ultima/ultima8/usecode/intrinsics.h"
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#include "ultima/ultima8/misc/classtype.h"
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namespace Ultima {
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namespace Ultima8 {
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/**
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* The gump for showing the computer with text in Crusader
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*/
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class ComputerGump : public ModalGump {
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public:
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ENABLE_RUNTIME_CLASSTYPE()
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ComputerGump();
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ComputerGump(const Std::string &msg);
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~ComputerGump() override;
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// Close on mouse click on key press
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Gump *onMouseDown(int button, int32 mx, int32 my) override;
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bool OnKeyDown(int key, int mod) override;
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// Init the gump, call after construction
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void InitGump(Gump *newparent, bool take_focus = true) override;
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void run() override;
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void Paint(RenderSurface *, int32 lerp_factor, bool scaled) override;
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INTRINSIC(I_readComputer);
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bool loadData(Common::ReadStream *rs, uint32 version);
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void saveData(Common::WriteStream *ws) override;
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private:
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void nextScreen();
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bool nextChar();
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RenderedText *_renderedLines[14];
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Common::Array<Common::String> _textLines;
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//! The current line from the full text
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uint32 _curTextLine;
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//! The current line in the rendered lines array
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uint32 _curDisplayLine;
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//! The current char within the current line
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uint32 _charOff;
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//! The frame when the next character will be added
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uint32 _nextCharTick;
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//! Tick now (timed separately to the kernel as this is run when game is paused)
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uint32 _tick;
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//! Whether display is currently paused waiting for input (with "MORE" at the bottom)
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bool _paused;
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};
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} // End of namespace Ultima8
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} // End of namespace Ultima
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#endif
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