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