scummvm/engines/sherlock/tattoo/tattoo_user_interface.h
2022-11-29 01:37:16 +01:00

264 lines
6.6 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef SHERLOCK_TATTOO_UI_H
#define SHERLOCK_TATTOO_UI_H
#include "common/scummsys.h"
#include "common/list.h"
#include "sherlock/saveload.h"
#include "sherlock/screen.h"
#include "sherlock/user_interface.h"
#include "sherlock/tattoo/widget_credits.h"
#include "sherlock/tattoo/widget_files.h"
#include "sherlock/tattoo/widget_inventory.h"
#include "sherlock/tattoo/widget_options.h"
#include "sherlock/tattoo/widget_quit.h"
#include "sherlock/tattoo/widget_text.h"
#include "sherlock/tattoo/widget_tooltip.h"
#include "sherlock/tattoo/widget_verbs.h"
namespace Sherlock {
namespace Tattoo {
// Button width/height
#define BUTTON_SIZE 15
// How long to play the intro before it can be skipped
#define STARTUP_KEYS_DISABLED_DELAY 200
class WidgetBase;
enum ScrollHighlight { SH_NONE = 0, SH_SCROLL_UP = 1, SH_PAGE_UP = 2, SH_THUMBNAIL = 3, SH_PAGE_DOWN = 4, SH_SCROLL_DOWN = 5 };
class WidgetList : public Common::List <WidgetBase *> {
public:
bool contains(const WidgetBase *item) const;
};
class TattooUserInterface : public UserInterface {
friend class WidgetBase;
private:
int _scriptZone;
int _cAnimFramePause;
WidgetInventory _inventoryWidget;
WidgetMessage _messageWidget;
WidgetQuit _quitWidget;
WidgetList _fixedWidgets;
WidgetList _widgets;
byte _lookupTable[PALETTE_COUNT];
byte _lookupTable1[PALETTE_COUNT];
private:
/**
* Handle any input when we're in standard mode (with no windows open)
*/
void doStandardControl();
/**
* Handle input when in look mode
*/
void doLookControl();
/**
* Handle input when the File window is open
*/
void doFileControl();
/**
* Handle input while the verb menu is open
*/
void doVerbControl();
/**
* Free any active menu
*/
void freeMenu();
public:
Common::Point _targetScroll;
int _scrollSize, _scrollSpeed;
bool _drawMenu;
int _arrowZone, _oldArrowZone;
Object *_bgShape;
bool _personFound;
int _activeObj;
Common::KeyState _keyState;
Common::Point _lookPos;
ScrollHighlight _scrollHighlight;
Common::SeekableReadStream *_mask, *_mask1;
Common::Point _maskOffset;
int _maskCounter;
int _lockoutTimer;
ImageFile *_interfaceImages;
WidgetCredits _creditsWidget;
WidgetOptions _optionsWidget;
WidgetText _textWidget;
WidgetSceneTooltip _tooltipWidget;
WidgetVerbs _verbsWidget;
WidgetList _postRenderWidgets;
public:
TattooUserInterface(SherlockEngine *vm);
~TattooUserInterface() override;
/**
* Handles restoring any areas of the back buffer that were/are covered by UI elements
*/
void doBgAnimRestoreUI();
/**
* Checks to see if the screen needs to be scrolled. If so, scrolls it towards the target position
*/
void doScroll();
/**
* Initializes scroll variables
*/
void initScrollVars();
/**
* Display the long description for an object in a window
*/
void lookAtObject();
/**
* Display the passed long description for an object. If the flag firstTime is set,
* the window will be opened to accommodate the text. Otherwise, the remaining text
* will be printed in an already open window
*/
void printObjectDesc(const Common::String &str, bool firstTime);
/**
* Handles displaying the journal
*/
void doJournal();
/**
* Put the game in inventory mode by opening the inventory dialog
*/
void doInventory(int mode);
/**
* Handle the display of the options/setup menu
*/
void doControls();
/**
* Handle the display of the quit menu
*/
void doQuitMenu();
/**
* Pick up the selected object
*/
void pickUpObject(int objNum);
/**
* This will display a text message in a dialog at the bottom of the screen
*/
void putMessage(MSVC_PRINTF const char *formatStr, ...) GCC_PRINTF(2, 3);
/**
* Makes a greyscale translation table for each palette entry in the table
*/
void setupBGArea(const byte cMap[PALETTE_SIZE]);
/**
* Erase any background as needed before drawing frame
*/
void doBgAnimEraseBackground();
/**
* Draws overlays onto the scene. Basically, the smoke effects some scenes have
*/
void drawMaskArea(bool mode);
/**
* Takes the data passed in the image and apply it to the surface at the given position.
* The src mask data is encoded with a different color for each item. To highlight one,
the runs that do not match the highlight number will be darkened
*/
void maskArea(Common::SeekableReadStream &mask, const Common::Point &pt);
/**
* Translate a given area of the back buffer to greyscale shading
*/
void makeBGArea(const Common::Rect &r);
/**
* Draws all the dialog rectangles for any items that need them
*/
void drawDialogRect(Surface &s, const Common::Rect &r, bool raised);
/**
* If the mouse cursor is point at the cursor, then display the name of the object on the screen.
* If there is no object being pointed it, clear any previously displayed name
*/
void displayObjectNames();
/**
* Show the load game dialog, and allow the user to load a game
*/
void loadGame();
/**
* Show the save game dialog, and allow the user to save the game
*/
void saveGame();
/**
* Add a widget to the current scene to be executed if there are no active widgets in the
* main _widgets list
*/
void addFixedWidget(WidgetBase *widget);
public:
/**
* Resets the user interface
*/
void reset() override;
/**
* Main input handler for the user interface
*/
void handleInput() override;
/**
* Draw the user interface onto the screen's back buffers
*/
void drawInterface(int bufferNum = 3) override;
/**
* Clear any active text window
*/
void clearWindow() override;
/**
* Banish any active window
* @remarks Tattoo doesn't use sliding windows, but the parameter is in the base
* UserInterface class as a convenience for Scalpel UI code
*/
void banishWindow(bool slideUp = true) override;
};
} // End of namespace Tattoo
} // End of namespace Sherlock
#endif