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https://github.com/libretro/scummvm.git
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143 lines
3.4 KiB
C++
143 lines
3.4 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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*
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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, 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 TITANIC_MAIN_GAME_WINDOW_H
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#define TITANIC_MAIN_GAME_WINDOW_H
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#include "titanic/core/project_item.h"
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#include "titanic/events.h"
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#include "common/array.h"
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#include "common/scummsys.h"
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namespace Common {
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struct Point;
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}
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namespace Titanic {
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class CGameManager;
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class CGameView;
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class CScreenManager;
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class Image;
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class TitanicEngine;
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class CMainGameWindow : public CEventTarget {
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private:
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TitanicEngine *_vm;
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int _pendingLoadSlot;
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uint32 _priorLeftDownTime;
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uint32 _priorMiddleDownTime;
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private:
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/**
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* Returns true if a savegame was selected to be loaded
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* from the ScummVM launcher
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*/
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bool isLoadingFromLauncher() const;
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/**
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* Checks for the presence of any savegames and, if present,
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* lets the user pick one to resume
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*/
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int getSavegameSlot();
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/**
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* Creates the game "project" and determine a game save slot
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* to use
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*/
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int selectSavegame();
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/**
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* Used for drawing the PET fullscreen? maybe
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*/
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void drawPet(CScreenManager *screenManager);
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/**
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* Draws the background for the view
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*/
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void drawView();
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/**
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* Draws all the items within the view
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*/
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void drawViewContents(CScreenManager *screenManager);
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void leftButtonDoubleClick(const Point &mousePos);
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void middleButtonDoubleClick(const Point &mousePos);
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/**
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* Returns true if the player can control the mouse
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*/
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bool isMouseControlEnabled() const;
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public:
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CGameView *_gameView;
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CGameManager *_gameManager;
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CProjectItem *_project;
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bool _inputAllowed;
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Image *_image;
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void *_cursor;
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public:
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CMainGameWindow(TitanicEngine *vm);
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virtual ~CMainGameWindow();
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/**
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* Called to handle any regular updates the game requires
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*/
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void onIdle();
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virtual void mouseMove(const Point &mousePos);
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virtual void leftButtonDown(const Point &mousePos);
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virtual void leftButtonUp(const Point &mousePos);
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virtual void middleButtonDown(const Point &mousePos);
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virtual void middleButtonUp(const Point &mousePos);
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virtual void mouseWheel(const Point &mousePos, bool wheelUp);
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virtual void keyDown(Common::KeyState keyState);
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/**
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* Called when the application starts
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*/
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void applicationStarting();
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/**
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* Sets the view to be shown
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*/
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void setActiveView(CViewItem *viewItem);
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/**
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* Main draw method for the window
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*/
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void draw();
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/**
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* Called by the event handler when a mouse event has been generated
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*/
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void mouseChanged();
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/**
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* Schedules a savegame to be loaded
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*/
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void loadGame(int slotId);
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};
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} // End of namespace Titanic
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#endif /* TITANIC_MAIN_GAME_WINDOW_H */
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