scummvm/engines/parallaction/inventory.h
2011-05-12 01:16:22 +02:00

120 lines
2.8 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.
*
*/
#ifndef PARALLACTION_INVENTORY_H
#define PARALLACTION_INVENTORY_H
#include "graphics/surface.h"
namespace Parallaction {
class Parallaction;
struct InventoryItem {
uint32 _id; // object name (lowest 16 bits are always zero)
uint16 _index; // index to frame in objs file
};
struct InventoryProperties {
uint _itemPitch;
uint _itemWidth;
uint _itemHeight;
int _maxItems;
int _itemsPerLine;
int _maxLines;
int _width;
int _height;
};
#define MAKE_INVENTORY_ID(x) (((x) & 0xFFFF) << 16)
typedef int16 ItemPosition;
typedef uint16 ItemName;
class Inventory {
protected:
uint16 _numVerbs;
InventoryItem *_items;
uint16 _numItems;
int _maxItems;
public:
Inventory(int maxItems, InventoryItem *verbs);
virtual ~Inventory();
ItemPosition addItem(ItemName name, uint32 value);
ItemPosition addItem(ItemName item);
void removeItem(ItemName name);
void clear(bool keepVerbs = true);
const InventoryItem* getItem(ItemPosition pos) const;
ItemName getItemName(ItemPosition pos) const;
ItemPosition findItem(ItemName name) const;
int16 getNumItems() const { return _numItems; }
};
class InventoryRenderer {
Parallaction *_vm;
InventoryProperties *_props;
Inventory *_inv;
Common::Point _pos;
Graphics::Surface _surf;
protected:
void getItemRect(ItemPosition pos, Common::Rect &r);
void drawItem(ItemPosition pos, ItemName name);
void refresh();
public:
InventoryRenderer(Parallaction *vm, InventoryProperties *props, Inventory *inv);
virtual ~InventoryRenderer();
void showInventory();
void hideInventory();
ItemPosition hitTest(const Common::Point &p) const;
void highlightItem(ItemPosition pos, byte color);
void drawItem(ItemName name, byte *buffer, uint pitch);
byte* getData() const { return (byte*)_surf.pixels; }
void getRect(Common::Rect &r) const;
int16 getNumLines() const;
};
} // namespace Parallaction
#endif