/* 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