scummvm/engines/sherlock/user_interface.h
2016-10-09 14:59:58 +02:00

143 lines
3.5 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 SHERLOCK_UI_H
#define SHERLOCK_UI_H
#include "common/scummsys.h"
#include "common/events.h"
#include "sherlock/surface.h"
#include "sherlock/objects.h"
#include "sherlock/resources.h"
#include "sherlock/fixed_text.h"
namespace Sherlock {
#define CONTROLS_Y 138
#define CONTROLS_Y1 151
enum MenuMode {
STD_MODE = 0,
LOOK_MODE = 1,
MOVE_MODE = 2,
TALK_MODE = 3,
PICKUP_MODE = 4,
OPEN_MODE = 5,
CLOSE_MODE = 6,
INV_MODE = 7,
USE_MODE = 8,
GIVE_MODE = 9,
JOURNAL_MODE = 10,
FILES_MODE = 11,
SETUP_MODE = 12,
// Rose Tattoo specific
LAB_MODE = 20,
MESSAGE_MODE = 21,
VERB_MODE = 22,
OPTION_MODE = 23,
QUIT_MODE = 24,
FOOLSCAP_MODE = 25,
PASSWORD_MODE = 26
};
class UserInterface {
protected:
SherlockEngine *_vm;
UserInterface(SherlockEngine *vm);
public:
MenuMode _menuMode;
int _menuCounter;
bool _infoFlag;
bool _windowOpen;
bool _endKeyActive;
int _invLookFlag;
bool _slideWindows;
bool _helpStyle;
Common::Rect _windowBounds;
bool _lookScriptFlag;
int _bgFound, _oldBgFound;
int _exitZone;
// TODO: Not so sure these should be in the base class. May want to refactor them to SherlockEngine, or refactor
// various Scalpel dialogs to keep their own private state of key/selections
signed char _key, _oldKey;
int _selector, _oldSelector;
int _temp, _oldTemp;
int _temp1;
int _lookHelp;
public:
static UserInterface *init(SherlockEngine *vm);
virtual ~UserInterface() {}
/**
* Called for OPEN, CLOSE, and MOVE actions are being done
*/
void checkAction(ActionType &action, int objNum, FixedTextActionId fixedTextActionId = kFixedTextAction_Invalid);
public:
/**
* Resets the user interface
*/
virtual void reset();
/**
* Draw the user interface onto the screen's back buffers
*/
virtual void drawInterface(int bufferNum = 3) {}
/**
* Main input handler for the user interface
*/
virtual void handleInput() {}
/**
* Displays a passed window by gradually scrolling it vertically on-screen
*/
virtual void summonWindow(const Surface &bgSurface, bool slideUp = true) {}
/**
* Slide the window stored in the back buffer onto the screen
*/
virtual void summonWindow(bool slideUp = true, int height = CONTROLS_Y) {}
/**
* Close a currently open window
* @param flag 0 = slide old window down, 1 = slide prior UI back up
*/
virtual void banishWindow(bool slideUp = true) {}
/**
* Clears the info line of the screen
*/
virtual void clearInfo() {}
/**
* Clear any active text window
*/
virtual void clearWindow() {}
};
} // End of namespace Sherlock
#endif