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https://github.com/libretro/scummvm.git
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2a8512925a
Items now show up in TVD's inventory box, and displaying their cursor in the viewport no longer crashes the game.
131 lines
3.1 KiB
C++
131 lines
3.1 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef NANCY_UI_INVENTORYBOX_H
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#define NANCY_UI_INVENTORYBOX_H
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#include "engines/nancy/time.h"
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#include "engines/nancy/renderobject.h"
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namespace Nancy {
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class NancyEngine;
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struct NancyInput;
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namespace State {
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class Scene;
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}
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namespace UI {
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class Scrollbar;
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class InventoryBox : public RenderObject {
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friend class InventoryScrollbar;
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friend class Shades;
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friend class Nancy::State::Scene;
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public:
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struct ItemDescription {
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Common::String name; // 0x00
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byte oneTimeUse = 0; // 0x14
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Common::Rect sourceRect; // 0x16
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};
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InventoryBox(RenderObject &redrawFrom);
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virtual ~InventoryBox();
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virtual void init() override;
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virtual void updateGraphics() override;
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virtual void registerGraphics() override;
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void handleInput(NancyInput &input);
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// To be called from Scene
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void addItem(int16 itemID);
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void removeItem(int16 itemID);
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ItemDescription getItemDescription(uint id) const { return _itemDescriptions[id]; }
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void onScrollbarMove();
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private:
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void onReorder();
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void setHotspots(uint pageNr);
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class Curtains : public RenderObject {
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public:
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Curtains(RenderObject &redrawFrom, InventoryBox *parent) :
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RenderObject(redrawFrom, 9),
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_parent(parent),
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_soundTriggered(false),
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_areOpen(false),
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_curFrame(0) {}
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virtual ~Curtains() = default;
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virtual void init() override;
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virtual void updateGraphics() override;
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void setOpen(bool open) { _areOpen = open; }
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void setAnimationFrame(uint frame);
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InventoryBox *_parent;
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uint _curFrame;
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Time _nextFrameTime;
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bool _areOpen;
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bool _soundTriggered;
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};
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struct ItemHotspot {
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int16 itemID = -1;
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Common::Rect hotspot; // in screen coordinates
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};
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Graphics::ManagedSurface _iconsSurface;
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Graphics::ManagedSurface _fullInventorySurface;
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Scrollbar *_scrollbar;
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Curtains _curtains;
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float _scrollbarPos;
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Common::Array<int16> _order;
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ItemHotspot _itemHotspots[4];
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// INV contents
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//...
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Common::Array<Common::Rect> _curtainsSrc; // 0xD6
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// _screenPosition 0x1B6
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uint16 _curtainsFrameTime; // 0x1C6
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Common::String _inventoryCursorsImageName; // 0x1D2, should this be here?
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Common::Rect _emptySpace; // 0x1E4
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Common::Array<ItemDescription> _itemDescriptions; // 0x1F4
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};
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} // End of namespace UI
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} // End of namespace Nancy
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#endif // NANCY_UI_INVENTORYBOX_H
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