scummvm/engines/nancy/action/passwordpuzzle.h
fracturehill a29cdd43c0 NANCY: Make RenderObject non-abstract
Made RenderObject non-abstract so it can be used in some simple cases without the need for subclassing.
2021-04-15 15:12:00 +03:00

81 lines
2.7 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef NANCY_ACTION_PASSWORDPUZZLE_H
#define NANCY_ACTION_PASSWORDPUZZLE_H
#include "engines/nancy/renderobject.h"
#include "engines/nancy/action/actionrecord.h"
namespace Nancy {
namespace Action {
class PasswordPuzzle : public ActionRecord, public RenderObject {
public:
enum SolveState { kNotSolved, kFailed, kSolved };
PasswordPuzzle(RenderObject &redrawFrom) : RenderObject(redrawFrom, 7) {}
virtual ~PasswordPuzzle() {}
virtual void init() override;
virtual void readData(Common::SeekableReadStream &stream) override;
virtual void execute() override;
virtual void handleInput(NancyInput &input) override;
virtual void onPause(bool pause) override;
uint16 _fontID = 0; // 0x00
Time _cursorBlinkTime; // 0x2
Common::Rect _nameBounds; // 0x4
Common::Rect _passwordBounds; // 0x14
// _screenPosition 0x24
Common::String _name; // 0x34, 20 bytes long
Common::String _password; // 0x48, 20 bytes long
SceneChangeDescription _solveExitScene; // 0x5A
EventFlagDescription _flagOnSolve; // 0x66
SoundDescription _solveSound; // 0x69
SceneChangeDescription _failExitScene; // 0x8B
EventFlagDescription _flagOnFail; // 0x95
SoundDescription _failSound; // 0x98
SceneChangeDescription _exitScene; // 0xBA
EventFlagDescription _flagOnExit; // 0xC4
Common::Rect _exitHotspot; // 0xC7
Common::String _playerNameInput;
Common::String _playerPasswordInput;
Time _nextBlinkTime;
bool _passwordFieldIsActive = false;
bool _playerHasHitReturn = false;
SolveState _solveState = kNotSolved;
protected:
virtual Common::String getRecordTypeName() const override { return "PasswordPuzzle"; }
virtual bool isViewportRelative() const override { return true; }
void drawText();
};
} // End of namespace Action
} // End of namespace Nancy
#endif // NANCY_ACTION_PASSWORDPUZZLE_H