mirror of
https://github.com/libretro/scummvm.git
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143 lines
3.5 KiB
C++
143 lines
3.5 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 SHERLOCK_UI_H
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#define SHERLOCK_UI_H
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#include "common/scummsys.h"
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#include "common/events.h"
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#include "sherlock/surface.h"
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#include "sherlock/objects.h"
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#include "sherlock/resources.h"
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#include "sherlock/fixed_text.h"
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namespace Sherlock {
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#define CONTROLS_Y 138
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#define CONTROLS_Y1 151
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enum MenuMode {
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STD_MODE = 0,
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LOOK_MODE = 1,
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MOVE_MODE = 2,
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TALK_MODE = 3,
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PICKUP_MODE = 4,
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OPEN_MODE = 5,
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CLOSE_MODE = 6,
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INV_MODE = 7,
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USE_MODE = 8,
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GIVE_MODE = 9,
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JOURNAL_MODE = 10,
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FILES_MODE = 11,
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SETUP_MODE = 12,
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// Rose Tattoo specific
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LAB_MODE = 20,
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MESSAGE_MODE = 21,
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VERB_MODE = 22,
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OPTION_MODE = 23,
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QUIT_MODE = 24,
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FOOLSCAP_MODE = 25,
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PASSWORD_MODE = 26
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};
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class UserInterface {
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protected:
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SherlockEngine *_vm;
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UserInterface(SherlockEngine *vm);
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public:
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MenuMode _menuMode;
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int _menuCounter;
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bool _infoFlag;
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bool _windowOpen;
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bool _endKeyActive;
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int _invLookFlag;
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bool _slideWindows;
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bool _helpStyle;
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Common::Rect _windowBounds;
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bool _lookScriptFlag;
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int _bgFound, _oldBgFound;
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int _exitZone;
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// TODO: Not so sure these should be in the base class. May want to refactor them to SherlockEngine, or refactor
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// various Scalpel dialogs to keep their own private state of key/selections
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signed char _key, _oldKey;
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int _selector, _oldSelector;
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int _temp, _oldTemp;
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int _temp1;
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int _lookHelp;
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public:
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static UserInterface *init(SherlockEngine *vm);
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virtual ~UserInterface() {}
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/**
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* Called for OPEN, CLOSE, and MOVE actions are being done
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*/
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void checkAction(ActionType &action, int objNum, FixedTextActionId fixedTextActionId = kFixedTextAction_Invalid);
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public:
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/**
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* Resets the user interface
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*/
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virtual void reset();
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/**
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* Draw the user interface onto the screen's back buffers
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*/
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virtual void drawInterface(int bufferNum = 3) {}
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/**
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* Main input handler for the user interface
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*/
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virtual void handleInput() {}
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/**
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* Displays a passed window by gradually scrolling it vertically on-screen
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*/
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virtual void summonWindow(const Surface &bgSurface, bool slideUp = true) {}
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/**
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* Slide the window stored in the back buffer onto the screen
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*/
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virtual void summonWindow(bool slideUp = true, int height = CONTROLS_Y) {}
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/**
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* Close a currently open window
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* @param flag 0 = slide old window down, 1 = slide prior UI back up
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*/
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virtual void banishWindow(bool slideUp = true) {}
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/**
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* Clears the info line of the screen
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*/
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virtual void clearInfo() {}
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/**
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* Clear any active text window
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*/
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virtual void clearWindow() {}
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};
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} // End of namespace Sherlock
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#endif
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