scummvm/engines/buried/frame_window.h

87 lines
2.7 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.
*
* 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 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.
*
*/
#ifndef BURIED_FRAME_WINDOW_H
#define BURIED_FRAME_WINDOW_H
#include "buried/window.h"
namespace Buried {
class BuriedEngine;
struct GlobalFlags;
class FrameWindow : public Window {
public:
FrameWindow(BuriedEngine *vm);
~FrameWindow();
bool showTitleSequence();
bool showMainMenu();
bool returnToMainMenu();
bool playMovie(const Common::String &background, const Common::String &movie, int movieLeft, int movieTop);
bool showClosingScreen();
bool showFeaturesScreen();
bool startNewGame(bool walkthrough = false, bool introMovie = false);
bool showDeathScene(int deathSceneIndex, GlobalFlags globalFlags, Common::Array<int> itemArray);
bool showCompletionScene(GlobalFlags globalFlags);
bool showCredits();
bool showOverview();
bool notifyUserOfFrameCycling();
bool setTimerPause(bool pause);
bool onEraseBackground();
void onKeyDown(const Common::KeyState &key, uint flags);
void onKeyUp(const Common::KeyState &key, uint flags);
void onTimer(uint timer);
void onKillFocus(Window *newWindow);
void onSetFocus(Window *oldWindow);
int getTransitionSpeed() const { return _transitionSpeed; }
void setTransitionSpeed(int newSpeed);
bool isFrameCyclingDefault() const { return _cycleDefault; }
bool isFrameCachingAllowed() const { return _cacheFrames; }
bool _reviewerMode;
bool _controlDown;
bool isGameInProgress() const { return _gameInProgress; }
Window *getMainChildWindow() const { return _mainChildWindow; }
void loadFromState(const Location &location, GlobalFlags flags, Common::Array<int> inventoryItems);
private:
Window *_mainChildWindow;
bool _cacheFrames;
bool _cycleDefault;
int _transitionSpeed;
bool _gameInProgress;
bool _atMainMenu;
};
} // End of namespace Buried
#endif