/* 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. * * Additional copyright for this file: * Copyright (C) 1995 Presto Studios, Inc. * * 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 BURIED_FRAME_WINDOW_H #define BURIED_FRAME_WINDOW_H #include "buried/window.h" namespace Buried { class BuriedEngine; struct GlobalFlags; class FrameWindow : public Window { public: FrameWindow(BuriedEngine *vm); ~FrameWindow(); bool showTitleSequence(); bool showMainMenu(); bool returnToMainMenu(); bool playMovie(const Common::String &background, const Common::String &movie, int movieLeft, int movieTop); bool showClosingScreen(); bool showFeaturesScreen(); bool startNewGame(bool walkthrough = false, bool introMovie = false); bool showDeathScene(int deathSceneIndex, GlobalFlags &globalFlags, Common::Array itemArray); bool showCompletionScene(GlobalFlags &globalFlags); bool showCredits(); bool showOverview(); bool setTimerPause(bool pause); bool onEraseBackground(); void onKeyDown(const Common::KeyState &key, uint flags); void onKeyUp(const Common::KeyState &key, uint flags); void onTimer(uint timer); void onKillFocus(Window *newWindow); void onSetFocus(Window *oldWindow); int getTransitionSpeed() const { return _transitionSpeed; } void setTransitionSpeed(int newSpeed); bool isFrameCyclingDefault() const { return _cycleDefault; } bool isFrameCachingAllowed() const { return _cacheFrames; } bool _reviewerMode; bool _controlDown; bool isGameInProgress() const { return _gameInProgress; } Window *getMainChildWindow() const { return _mainChildWindow; } void loadFromState(const Location &location, GlobalFlags &flags, Common::Array inventoryItems); private: Window *_mainChildWindow; bool _cacheFrames; bool _cycleDefault; int _transitionSpeed; bool _gameInProgress; bool _atMainMenu; }; } // End of namespace Buried #endif