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https://github.com/libretro/scummvm.git
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312 lines
6.9 KiB
C++
312 lines
6.9 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 MADS_USER_INTERFACE_H
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#define MADS_USER_INTERFACE_H
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#include "common/scummsys.h"
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#include "common/rect.h"
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#include "common/str.h"
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#include "mads/msurface.h"
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#include "mads/screen.h"
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namespace MADS {
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enum { IMG_SPINNING_OBJECT = 200, IMG_TEXT_UPDATE = 201 };
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enum ScrollbarActive {
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SCROLLBAR_NONE = 0, // No state
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SCROLLBAR_UP = 1, // Up butotn
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SCROLLBAR_DOWN = 2, // Down button
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SCROLLBAR_ELEVATOR = 3, // Elevator bar
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SCROLLBAR_THUMB = 4 // Scrollbar thumb
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};
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class AnimFrameEntry;
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class MADSEngine;
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class UISlot {
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public:
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int _flags;
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int _segmentId;
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int _spritesIndex;
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int _frameNumber;
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Common::Point _position;
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// Only used for IMG_OVERPRINT
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int _width;
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int _height;
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UISlot();
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};
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/**
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* Sprite list for the user interface
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*/
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class UISlots : public Common::Array<UISlot> {
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private:
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MADSEngine *_vm;
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public:
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/**
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* Constructor
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*/
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UISlots(MADSEngine *vm) : _vm(vm) {}
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/**
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* Add an overprint (text) entry to the list
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*/
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void add(const Common::Rect &bounds);
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/**
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* Loads the data from an aimation frame entry
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*/
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void add(const AnimFrameEntry &frameEntry);
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/**
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* Adds a special entry for full refresh of the user interface
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*/
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void fullRefresh();
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/**
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* Draw all the sprites in the list on the user interface.
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* @param updateFlag Flag drawn areas to be updated on physical screen
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* @param delFlag Controls how used slots are deleted after drawing
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*/
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void draw(bool updateFlag, bool delFlag);
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};
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class Conversation {
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private:
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static MADSEngine *_vm;
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public:
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static void init(MADSEngine *vm);
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public:
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int _globalId;
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Common::Array<int> _quotes;
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/**
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* Set up a conversation sequence
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*/
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void setup(int globalId, ...);
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/**
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* Activates the passed set of quotes in the given conversation node
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*/
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void set(int quoteId, ...);
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/**
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* Returns the bit for a given quote to indicate whether it's active or not or,
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* if 0 is passed, returns the number of currently active quotes
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*/
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int read(int quoteId);
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/**
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* Activates or deactivates the specified quote in the given conversation node
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*/
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void write(int quoteId, bool flag);
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/**
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* Starts the conversation
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*/
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void start();
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};
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class UserInterface : public MSurface {
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friend class UISlots;
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private:
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MADSEngine *_vm;
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int _invSpritesIndex;
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int _invFrameNumber;
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uint32 _scrollMilli;
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bool _scrollFlag;
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int _noSegmentsActive;
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int _someSegmentsActive;
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/**
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* Loads the elements of the user interface
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*/
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void loadElements();
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/**
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* Returns the area within the user interface a given element falls
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*/
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bool getBounds(ScrCategory category, int invIndex, Common::Rect &bounds);
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/**
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* Reposition a bounding rectangle to physical co-ordinates
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*/
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void moveRect(Common::Rect &bounds);
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/**
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* Draw options during a conversation.
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*/
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void drawConversationList();
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/**
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* Draw the action list
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*/
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void drawActions();
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/**
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* Draw the inventory list
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*/
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void drawInventoryList();
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/**
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* Draw the inventory item vocab list
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*/
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void drawItemVocabList();
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/**
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* Draw the inventory scroller
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*/
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void drawScroller();
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/**
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* Called when the inventory scrollbar has changed
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*/
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void scrollbarChanged();
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/**
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* Draw a UI textual element
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*/
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void writeVocab(ScrCategory category, int id);
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void refresh();
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void updateRect(const Common::Rect &bounds);
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public:
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MSurface _surface;
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UISlots _uiSlots;
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DirtyAreas _dirtyAreas;
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ScrCategory _category;
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Common::Rect *_rectP;
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int _inventoryTopIndex;
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int _selectedInvIndex;
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int _selectedActionIndex;
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int _selectedItemVocabIdx;
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ScrollbarActive _scrollbarActive, _scrollbarOldActive;
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int _highlightedCommandIndex;
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int _highlightedInvIndex;
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int _highlightedItemVocabIndex;
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bool _inventoryChanged;
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int _categoryIndexes[8];
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Common::StringArray _talkStrings;
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Common::Array<int> _talkIds;
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bool _scrollbarQuickly;
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uint32 _scrollbarMilliTime;
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int _scrollbarElevator, _scrollbarOldElevator;
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ScrollbarActive _scrollbarStrokeType;
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public:
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/**
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* Constructor
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*/
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UserInterface(MADSEngine *vm);
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/**
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* Loads an interface from a specified resource
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*/
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virtual void load(const Common::String &resName);
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/**
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* Set up the interface
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*/
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void setup(InputMode inputMode);
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void drawTextElements();
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/**
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* Merges a sub-section of another surface into the user interface without
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* destroying any on-screen text
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* @param src Source surface
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* @param srcBounds Area to copy/merge from
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* @param destPos Destination position to draw in current surface
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* @param transparencyIndex Transparency color
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*/
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void mergeFrom(MSurface *src, const Common::Rect &srcBounds, const Common::Point &destPos,
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int transparencyIndex = -1);
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/**
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* Loads the animation sprite data for a given inventory object
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*/
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void loadInventoryAnim(int objectId);
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/**
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* Resets the inventory animation when no inventory item is selected
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*/
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void noInventoryAnim();
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/**
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* Handles any animation that occurs in the background of the user interface
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*/
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void doBackgroundAnimation();
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/**
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* Handles queuing a new frame of an inventory animation for drawing
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*/
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void inventoryAnim();
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void categoryChanged();
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/**
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* Select an item from the inventory list
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* @param invIndex Index in the inventory list of the item to select
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*/
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void selectObject(int invIndex);
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void updateSelection(ScrCategory category, int newIndex, int *idx);
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/**
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* Updates the current top visible item of the scrollbar
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*/
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void changeScrollBar();
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void scrollerChanged();
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void scrollInventory();
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/**
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* Checks for the mouse being on the user interface inventory scroller,
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* and update the scroller highlight and selected inventory object as necessary
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*/
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void updateInventoryScroller();
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/**
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* Empties the current conversation talk list
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*/
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void emptyConversationList();
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/**
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* Add a msesage to the list of conversation items to select from
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*/
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void addConversationMessage(int vocabId, const Common::String &msg);
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/**
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* Synchronize the data
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*/
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void synchronize(Common::Serializer &s);
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};
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} // End of namespace MADS
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#endif /* MADS_USER_INTERFACE_H */
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