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+/* 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 SHERLOCK_SCALPEL_UI_H
+#define SHERLOCK_SCALPEL_UI_H
+
+#include "common/scummsys.h"
+#include "sherlock/user_interface.h"
+
+namespace Sherlock {
+
+class Inventory;
+class Talk;
+
+namespace Scalpel {
+
+extern const char COMMANDS[13];
+extern const int MENU_POINTS[12][4];
+
+extern const int INVENTORY_POINTS[8][3];
+extern const char INVENTORY_COMMANDS[9];
+extern const char *const PRESS_KEY_FOR_MORE;
+extern const char *const PRESS_KEY_TO_CONTINUE;
+
+class Settings;
+
+class ScalpelUserInterface: public UserInterface {
+ friend class Settings;
+ friend class Talk;
+private:
+ char _keyPress;
+ int _lookHelp;
+ int _help, _oldHelp;
+ int _key, _oldKey;
+ int _temp, _oldTemp;
+ int _oldLook;
+ bool _keyboardInput;
+ bool _pause;
+ int _cNum;
+ Common::String _cAnimStr;
+ Common::String _descStr;
+ int _find;
+private:
+ /**
+ * Draws the image for a user interface button in the down/pressed state.
+ */
+ void depressButton(int num);
+
+ /**
+ * If he mouse button is pressed, then calls depressButton to draw the button
+ * as pressed; if not, it will show it as released with a call to "restoreButton".
+ */
+ void pushButton(int num);
+
+ /**
+ * By the time this method has been called, the graphics for the button change
+ * have already been drawn. This simply takes care of switching the mode around
+ * accordingly
+ */
+ void toggleButton(int num);
+
+ /**
+ * Print the name of an object in the scene
+ */
+ void lookScreen(const Common::Point &pt);
+
+ /**
+ * Gets the item in the inventory the mouse is on and display's it's description
+ */
+ void lookInv();
+
+ /**
+ * Handles input when the file list window is being displayed
+ */
+ void doEnvControl();
+
+ /**
+ * Handle input whilst the inventory is active
+ */
+ void doInvControl();
+
+ /**
+ * Handles waiting whilst an object's description window is open.
+ */
+ void doLookControl();
+
+ /**
+ * Handles input until one of the user interface buttons/commands is selected
+ */
+ void doMainControl();
+
+ /**
+ * Handles the input for the MOVE, OPEN, and CLOSE commands
+ */
+ void doMiscControl(int allowed);
+
+ /**
+ * Handles input for picking up items
+ */
+ void doPickControl();
+
+ /**
+ * Handles input when in talk mode. It highlights the buttons and available statements,
+ * and handles allowing the user to click on them
+ */
+ void doTalkControl();
+
+ /**
+ * Handles events when the Journal is active.
+ * @remarks Whilst this would in theory be better in the Journal class, since it displays in
+ * the user interface, it uses so many internal UI fields, that it sort of made some sense
+ * to put it in the UserInterface class.
+ */
+ void journalControl();
+
+ /**
+ * Checks to see whether a USE action is valid on the given object
+ */
+ void checkUseAction(const UseType *use, const Common::String &invName, FixedTextActionId fixedTextActionId,
+ int objNum, bool giveMode);
+
+ /**
+ * Print the previously selected object's decription
+ */
+ void printObjectDesc(const Common::String &str, bool firstTime);
+public:
+ ImageFile *_controlPanel;
+ ImageFile *_controls;
+ int _oldUse;
+public:
+ ScalpelUserInterface(SherlockEngine *vm);
+ virtual ~ScalpelUserInterface();
+
+ /**
+ * Handles counting down whilst checking for input, then clears the info line.
+ */
+ void whileMenuCounter();
+
+ /**
+ * Draws the image for the given user interface button in the up
+ * (not selected) position
+ */
+ void restoreButton(int num);
+
+ /**
+ * Creates a text window and uses it to display the in-depth description
+ * of the highlighted object
+ */
+ void examine();
+
+ void offsetButton3DO(Common::Point &pt, int num);
+public:
+ /**
+ * Resets the user interface
+ */
+ virtual void reset();
+
+ /**
+ * Main input handler for the user interface
+ */
+ virtual void handleInput();
+
+ /**
+ * Draw the user interface onto the screen's back buffers
+ */
+ virtual void drawInterface(int bufferNum = 3);
+
+ /**
+ * Displays a passed window by gradually scrolling it vertically on-screen
+ */
+ virtual void summonWindow(const Surface &bgSurface, bool slideUp = true);
+
+ /**
+ * Slide the window stored in the back buffer onto the screen
+ */
+ virtual void summonWindow(bool slideUp = true, int height = CONTROLS_Y);
+
+ /**
+ * Close a currently open window
+ * @param flag 0 = slide old window down, 1 = slide prior UI back up
+ */
+ virtual void banishWindow(bool slideUp = true);
+
+ /**
+ * Clears the info line of the screen
+ */
+ virtual void clearInfo();
+
+ /**
+ * Clear any active text window
+ */
+ virtual void clearWindow();
+
+ /**
+ * Print the previously selected object's decription
+ */
+ virtual void printObjectDesc();
+};
+
+} // End of namespace Scalpel
+
+} // End of namespace Sherlock
+
+#endif