scummvm/engines/buried/inventory_window.h
Filippos Karapetis 1880b37100 BURIED: Add metadata to saved games - FR #12889
- Saved games now contain all metadata, including thumbnails, creation
date and play time
- Savesd games are now named buried.###, and they are compatible among
all versions
- Saved games are now sorted by slot, like in other engines, and are no
longer sorted alphabetically as before
- The engine checks on startup for saves using the original format and
converts them to the new format, thus it's possible to import saved
games from the original game
- The currently selected item is now stored in the saved game, thus
crashes that were related to loading a game with fewer items than the
currently selected item no longer occur
2021-12-30 13:27:49 +02:00

113 lines
3.0 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.
*
* 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 <http://www.gnu.org/licenses/>.
*
*/
#ifndef BURIED_INVENTORY_WINDOW_H
#define BURIED_INVENTORY_WINDOW_H
#include "buried/invdata.h"
#include "buried/sprtdata.h"
#include "buried/window.h"
#include "common/array.h"
namespace Graphics {
class Font;
}
namespace Buried {
class AVIFrames;
class InventoryInfoWindow;
class BurnedLetterViewWindow;
class InventoryWindow : public Window {
public:
InventoryWindow(BuriedEngine *vm, Window *parent);
~InventoryWindow();
bool rebuildPreBuffer();
bool addItem(int itemID);
bool removeItem(int itemID);
bool startDraggingNewItem(int itemID, const Common::Point &pointStart);
bool isItemInInventory(int itemID);
InventoryElement getItemStaticData(int itemID);
int getItemCount() { return _itemArray.size(); }
int getItemID(int itemIndex) { return _itemArray[itemIndex]; }
void setItemArray(const Common::Array<int> &array);
Common::Array<int> &getItemArray() { return _itemArray; }
bool destroyInfoWindow();
InventoryInfoWindow *getInfoWindow() { return _infoWindow; }
bool displayBurnedLetterWindow();
bool destroyBurnedLetterWindow();
BurnedLetterViewWindow *getBurnedLetterWindow() { return _letterViewWindow; }
void onPaint();
void onLButtonDown(const Common::Point &point, uint flags);
void onLButtonUp(const Common::Point &point, uint flags);
void onMouseMove(const Common::Point &point, uint flags);
bool onSetCursor(uint message);
void onTimer(uint timer);
private:
void setCurItem(uint16 itemId);
uint16 getCurItem() const;
Graphics::Font *_textFont;
int _fontHeight;
Graphics::Surface *_background;
Common::Array<int> _itemArray;
bool _magSelected;
bool _upSelected;
bool _downSelected;
int _textSelected;
bool _draggingObject;
bool _itemComesFromInventory;
int _draggingItemID;
Sprite _draggingItemSpriteData;
int _draggingIconIndex;
bool _draggingItemInInventory;
Common::Point _curMousePos;
int _curCursor;
InventoryInfoWindow *_infoWindow;
BurnedLetterViewWindow *_letterViewWindow;
AVIFrames *_dragFrames;
uint _scrollTimer;
// TODO: Item data
};
} // End of namespace Buried
#endif