scummvm/engines/tsage/user_interface.h
2014-02-18 02:39:39 +01:00

151 lines
3.8 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 TSAGE_USER_INTERFACE_H
#define TSAGE_USER_INTERFACE_H
#include "common/scummsys.h"
#include "tsage/core.h"
#include "tsage/graphics.h"
#include "tsage/sound.h"
namespace TsAGE {
class StripProxy: public EventHandler {
public:
virtual void process(Event &event);
};
class UIElement: public BackgroundSceneObject {
public:
bool _enabled;
int _frameNum;
virtual Common::String getClassName() { return "UIElement"; }
virtual void synchronize(Serializer &s);
void setup(int visage, int stripNum, int frameNum, int posX, int posY, int priority);
void setEnabled(bool flag);
};
// This class implements the Question mark button
class UIQuestion: public UIElement {
private:
void showDescription(CursorType item);
void showItem(int resNum, int rlbNum, int frameNum);
public:
virtual void process(Event &event);
void setEnabled(bool flag);
};
// This class implements the score counter
class UIScore: public UIElement {
private:
void showDescription(int lineNum);
public:
UIElement _digit3, _digit2, _digit1, _digit0;
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void draw();
void updateScore();
};
class UIInventorySlot: public UIElement {
public:
int _objIndex;
InvObject *_object;
UIInventorySlot();
virtual Common::String getClassName() { return "UIInventorySlot"; }
virtual void synchronize(Serializer &s);
virtual void process(Event &event);
};
class UIInventoryScroll: public UIElement {
private:
void toggle(bool pressed);
public:
bool _isLeft;
UIInventoryScroll();
virtual Common::String getClassName() { return "UIInventoryScroll"; }
virtual void synchronize(Serializer &s);
virtual void process(Event &event);
};
class UICollection: public EventHandler {
private:
void r2rDrawFrame();
protected:
void erase();
public:
Common::Point _position;
Rect _bounds;
bool _visible;
bool _clearScreen;
bool _cursorChanged;
Common::Array<UIElement *> _objList;
UICollection();
void setup(const Common::Point &pt);
void hide();
void show();
void resetClear();
void draw();
};
class UIElements: public UICollection {
private:
void add(UIElement *obj);
void updateInvList();
public:
UIElement _background;
UIQuestion _question;
UIScore _score;
UIInventorySlot _slot1, _slot2, _slot3, _slot4;
UIInventoryScroll _scrollLeft, _scrollRight;
ASound _sound;
int _slotStart, _scoreValue;
bool _active;
Common::Array<int> _itemList;
Visage _cursorVisage;
UIElement _character;
UIElements();
virtual Common::String getClassName() { return "UIElements"; }
virtual void synchronize(Serializer &s);
virtual void postInit(SceneObjectList *OwnerList = NULL) { error("Wrong init() called"); }
virtual void process(Event &event);
void setup(const Common::Point &pt);
void updateInventory(int objectNumber = 0);
void addScore(int amount);
void scrollInventory(bool isLeft);
static void loadNotifierProc(bool postFlag);
};
} // End of namespace TsAGE
#endif