mirror of
https://github.com/libretro/scummvm.git
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150 lines
3.7 KiB
C++
150 lines
3.7 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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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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*
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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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef TSAGE_USER_INTERFACE_H
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#define TSAGE_USER_INTERFACE_H
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#include "common/scummsys.h"
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#include "tsage/core.h"
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#include "tsage/graphics.h"
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#include "tsage/sound.h"
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namespace TsAGE {
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class StripProxy: public EventHandler {
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public:
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void process(Event &event) override;
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};
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class UIElement: public BackgroundSceneObject {
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public:
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bool _enabled;
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int _frameNum;
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Common::String getClassName() override { return "UIElement"; }
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void synchronize(Serializer &s) override;
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void setup(int visage, int stripNum, int frameNum, int posX, int posY, int priority);
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void setEnabled(bool flag);
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};
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// This class implements the Question mark button
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class UIQuestion: public UIElement {
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private:
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void showDescription(CursorType item);
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void showItem(int resNum, int rlbNum, int frameNum);
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public:
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void process(Event &event) override;
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void setEnabled(bool flag);
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};
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// This class implements the score counter
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class UIScore: public UIElement {
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private:
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void showDescription(int lineNum);
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public:
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UIElement _digit3, _digit2, _digit1, _digit0;
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void postInit(SceneObjectList *OwnerList = NULL) override;
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void draw() override;
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void updateScore();
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};
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class UIInventorySlot: public UIElement {
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public:
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int _objIndex;
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InvObject *_object;
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UIInventorySlot();
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Common::String getClassName() override { return "UIInventorySlot"; }
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void synchronize(Serializer &s) override;
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void process(Event &event) override;
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};
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class UIInventoryScroll: public UIElement {
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private:
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void toggle(bool pressed);
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public:
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bool _isLeft;
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UIInventoryScroll();
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Common::String getClassName() override { return "UIInventoryScroll"; }
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void synchronize(Serializer &s) override;
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void process(Event &event) override;
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};
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class UICollection: public EventHandler {
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private:
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void r2rDrawFrame();
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protected:
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void erase();
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public:
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Common::Point _position;
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Rect _bounds;
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bool _visible;
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bool _clearScreen;
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bool _cursorChanged;
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Common::Array<UIElement *> _objList;
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UICollection();
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void setup(const Common::Point &pt);
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void hide();
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void show();
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void resetClear();
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void draw();
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};
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class UIElements: public UICollection {
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private:
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void add(UIElement *obj);
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void updateInvList();
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public:
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UIElement _background;
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UIQuestion _question;
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UIScore _score;
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UIInventorySlot _slot1, _slot2, _slot3, _slot4;
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UIInventoryScroll _scrollLeft, _scrollRight;
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ASound _sound;
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int _slotStart, _scoreValue;
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bool _active;
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Common::Array<int> _itemList;
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Visage _cursorVisage;
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UIElement _character;
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UIElements();
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Common::String getClassName() override { return "UIElements"; }
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void synchronize(Serializer &s) override;
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void postInit(SceneObjectList *OwnerList = NULL) override { error("Wrong init() called"); }
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void process(Event &event) override;
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void setup(const Common::Point &pt);
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void updateInventory(int objectNumber = 0);
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void addScore(int amount);
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void scrollInventory(bool isLeft);
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static void loadNotifierProc(bool postFlag);
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};
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} // End of namespace TsAGE
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#endif
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