mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-28 04:34:50 +00:00
696897b058
svn-id: r35648
119 lines
3.7 KiB
C++
119 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
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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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* 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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* 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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* $URL$
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* $Id$
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*
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*/
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#ifndef M4_M4_VIEWS_H
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#define M4_M4_VIEWS_H
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#include "m4/gui.h"
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#include "m4/viewmgr.h"
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#include "common/rect.h"
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#include "common/list.h"
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#include "common/ptr.h"
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namespace M4 {
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class GUIInventoryItem {
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public:
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const char *name;
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const char *verb;
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M4Surface *icon;
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int iconIndex;
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GUIInventoryItem(const char *_name, const char *_verb, M4Surface *_icon, int _iconIndex) {
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name = _name; _verb = verb; icon = _icon; iconIndex = _iconIndex;
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}
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};
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class GUIInventory: public GUIRect {
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typedef Common::List<Common::SharedPtr<GUIInventoryItem> > InventoryList;
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typedef InventoryList::iterator ItemsIterator;
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private:
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InventoryList _inventoryItems;
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Common::Point _cellSize;
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Common::Point _cellCount;
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bool _visible;
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bool _scrollable;
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int _scrollPosition;
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int _highlightedIndex;
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int _selectedIndex;
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M4Engine *_vm;
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public:
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GUIInventory(View *owner, M4Engine *vm, const Common::Rect &bounds,
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int horizCells, int vertCells, int cellWidth, int cellHeight, int tag);
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void onRefresh();
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bool onEvent(M4EventType eventType, int param, int x, int y, GUIObject *¤tItem);
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void add(const char *name, const char *verb, M4Surface *icon, int iconIndex);
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bool remove(const char *name);
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int getInsideIndex(int x, int y);
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int getSelectedIndex() { return _selectedIndex; }
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const char *getSelectedObjectName();
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void clearSelected() {
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_selectedIndex = -1;
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setHighlight(-1);
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}
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const Common::Point &getCellPosition(int index);
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void setHighlight(int index);
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bool needLeftButton() { return _scrollPosition != 0; }
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bool needRightButton() {
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return (uint)(_inventoryItems.size() - _scrollPosition) > (uint)(_cellCount.x * _cellCount.y);
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}
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void setScrollPosition(int value);
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void scrollLeft() { setScrollPosition(_scrollPosition - 1); }
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void scrollRight() { setScrollPosition(_scrollPosition + 1); }
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void setVisible(bool value) { _visible = value; }
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};
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class GameInterfaceView: public View {
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typedef Common::List<Common::SharedPtr<GUIButton> > ButtonList;
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typedef ButtonList::iterator ButtonsIterator;
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public:
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SpriteAsset *_sprites;
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ButtonList _buttons;
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GUITextField _statusText;
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GUIInventory _inventory;
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int _highlightedIndex;
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bool _selected;
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private:
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void setHighlightedButton(int index);
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public:
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GameInterfaceView(M4Engine *vm);
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~GameInterfaceView();
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void onRefresh(RectList *rects, M4Surface *destSurface);
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bool onEvent(M4EventType eventType, int param, int x, int y, bool &captureEvents);
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void setStatusText(const char *text) { _statusText.setText(text); }
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void cancelSentence() { setStatusText(NULL); }
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void inventoryAdd(const char *name, const char *verb, int iconIndex) {
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_inventory.add(name, verb, _sprites->getFrame(iconIndex), iconIndex);
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}
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bool inventoryRemove(const char *name) { return _inventory.remove(name); }
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};
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}
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#endif
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