scummvm/engines/m4/m4_views.h
Eugene Sandulenko 696897b058 Whoa! Removing trailing spaces.
svn-id: r35648
2009-01-01 15:06:43 +00:00

119 lines
3.7 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.
*
* $URL$
* $Id$
*
*/
#ifndef M4_M4_VIEWS_H
#define M4_M4_VIEWS_H
#include "m4/gui.h"
#include "m4/viewmgr.h"
#include "common/rect.h"
#include "common/list.h"
#include "common/ptr.h"
namespace M4 {
class GUIInventoryItem {
public:
const char *name;
const char *verb;
M4Surface *icon;
int iconIndex;
GUIInventoryItem(const char *_name, const char *_verb, M4Surface *_icon, int _iconIndex) {
name = _name; _verb = verb; icon = _icon; iconIndex = _iconIndex;
}
};
class GUIInventory: public GUIRect {
typedef Common::List<Common::SharedPtr<GUIInventoryItem> > InventoryList;
typedef InventoryList::iterator ItemsIterator;
private:
InventoryList _inventoryItems;
Common::Point _cellSize;
Common::Point _cellCount;
bool _visible;
bool _scrollable;
int _scrollPosition;
int _highlightedIndex;
int _selectedIndex;
M4Engine *_vm;
public:
GUIInventory(View *owner, M4Engine *vm, const Common::Rect &bounds,
int horizCells, int vertCells, int cellWidth, int cellHeight, int tag);
void onRefresh();
bool onEvent(M4EventType eventType, int param, int x, int y, GUIObject *&currentItem);
void add(const char *name, const char *verb, M4Surface *icon, int iconIndex);
bool remove(const char *name);
int getInsideIndex(int x, int y);
int getSelectedIndex() { return _selectedIndex; }
const char *getSelectedObjectName();
void clearSelected() {
_selectedIndex = -1;
setHighlight(-1);
}
const Common::Point &getCellPosition(int index);
void setHighlight(int index);
bool needLeftButton() { return _scrollPosition != 0; }
bool needRightButton() {
return (uint)(_inventoryItems.size() - _scrollPosition) > (uint)(_cellCount.x * _cellCount.y);
}
void setScrollPosition(int value);
void scrollLeft() { setScrollPosition(_scrollPosition - 1); }
void scrollRight() { setScrollPosition(_scrollPosition + 1); }
void setVisible(bool value) { _visible = value; }
};
class GameInterfaceView: public View {
typedef Common::List<Common::SharedPtr<GUIButton> > ButtonList;
typedef ButtonList::iterator ButtonsIterator;
public:
SpriteAsset *_sprites;
ButtonList _buttons;
GUITextField _statusText;
GUIInventory _inventory;
int _highlightedIndex;
bool _selected;
private:
void setHighlightedButton(int index);
public:
GameInterfaceView(M4Engine *vm);
~GameInterfaceView();
void onRefresh(RectList *rects, M4Surface *destSurface);
bool onEvent(M4EventType eventType, int param, int x, int y, bool &captureEvents);
void setStatusText(const char *text) { _statusText.setText(text); }
void cancelSentence() { setStatusText(NULL); }
void inventoryAdd(const char *name, const char *verb, int iconIndex) {
_inventory.add(name, verb, _sprites->getFrame(iconIndex), iconIndex);
}
bool inventoryRemove(const char *name) { return _inventory.remove(name); }
};
}
#endif