Files
scummvm-cursorfix/engines/alcachofa/menu.h
2026-02-02 04:50:13 +01:00

109 lines
2.8 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#ifndef ALCACHOFA_MENU_H
#define ALCACHOFA_MENU_H
#include "common/savefile.h"
namespace Alcachofa {
class Room;
enum class MainMenuAction : int32 {
ContinueGame = 0,
Save,
Load,
InternetMenu,
OptionsMenu,
Exit,
NextSave,
PrevSave,
NewGame,
AlsoExit // there seems to be no difference to Exit
};
enum class OptionsMenuAction : int32 {
SubtitlesOn = 0,
SubtitlesOff,
HighQuality,
LowQuality,
Bits32,
Bits16,
MainMenu
};
enum class OptionsMenuValue : int32 {
Music = 0,
Speech = 1
};
class Menu {
public:
Menu();
inline bool isOpen() const { return _isOpen; }
inline uint32 millisBeforeMenu() const { return _millisBeforeMenu; }
inline Room *previousRoom() { return _previousRoom; }
inline FakeSemaphore &interactionSemaphore() { return _interactionSemaphore; }
void resetAfterLoad();
void updateOpeningMenu();
void triggerMainMenuAction(MainMenuAction action);
void triggerLoad();
void openOptionsMenu();
void triggerOptionsAction(OptionsMenuAction action);
void triggerOptionsValue(OptionsMenuValue valueId, float value);
// if we do still have a big thumbnail, any autosaves, ScummVM-saves, ingame-saves
// do not have to render themselves, they can just reuse the one we have.
// as such - may return nullptr
const Graphics::Surface *getBigThumbnail() const;
private:
void triggerSave();
void updateSelectedSavefile(bool hasJustSaved);
bool tryReadOldSavefile();
void continueGame();
void continueMainMenu();
void setOptionsState();
bool
_isOpen = false,
_openAtNextFrame = false;
uint32
_millisBeforeMenu = 0,
_selectedSavefileI = 0;
Room *_previousRoom = nullptr;
FakeSemaphore _interactionSemaphore; // to prevent ScummVM loading during button clicks
Common::String _selectedSavefileDescription = "<unset>";
Common::Array<Common::String> _savefiles;
Graphics::ManagedSurface
_bigThumbnail, // big because it is for the in-game menu, not for ScummVM
_selectedThumbnail;
Common::SaveFileManager *_saveFileMgr;
};
}
#endif // ALCACHOFA_MENU_H