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Diffstat (limited to 'engines/sherlock/tattoo/tattoo_user_interface.h')
-rw-r--r-- | engines/sherlock/tattoo/tattoo_user_interface.h | 261 |
1 files changed, 261 insertions, 0 deletions
diff --git a/engines/sherlock/tattoo/tattoo_user_interface.h b/engines/sherlock/tattoo/tattoo_user_interface.h new file mode 100644 index 0000000000..c92ff21dd1 --- /dev/null +++ b/engines/sherlock/tattoo/tattoo_user_interface.h @@ -0,0 +1,261 @@ +/* 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_TATTOO_UI_H +#define SHERLOCK_TATTOO_UI_H + +#include "common/scummsys.h" +#include "common/list.h" +#include "sherlock/saveload.h" +#include "sherlock/screen.h" +#include "sherlock/user_interface.h" +#include "sherlock/tattoo/widget_credits.h" +#include "sherlock/tattoo/widget_files.h" +#include "sherlock/tattoo/widget_inventory.h" +#include "sherlock/tattoo/widget_options.h" +#include "sherlock/tattoo/widget_quit.h" +#include "sherlock/tattoo/widget_text.h" +#include "sherlock/tattoo/widget_tooltip.h" +#include "sherlock/tattoo/widget_verbs.h" + +namespace Sherlock { + +namespace Tattoo { + +// Button width/height +#define BUTTON_SIZE 15 +// How long to play the intro before it can be skipped +#define STARTUP_KEYS_DISABLED_DELAY 200 + +class WidgetBase; + +enum ScrollHighlight { SH_NONE = 0, SH_SCROLL_UP = 1, SH_PAGE_UP = 2, SH_THUMBNAIL = 3, SH_PAGE_DOWN = 4, SH_SCROLL_DOWN = 5 }; + +class WidgetList : public Common::List <WidgetBase *> { +public: + bool contains(const WidgetBase *item) const; +}; + +class TattooUserInterface : public UserInterface { + friend class WidgetBase; +private: + int _scriptZone; + int _cAnimFramePause; + WidgetInventory _inventoryWidget; + WidgetMessage _messageWidget; + WidgetQuit _quitWidget; + WidgetList _fixedWidgets; + WidgetList _widgets; + byte _lookupTable[PALETTE_COUNT]; + byte _lookupTable1[PALETTE_COUNT]; +private: + /** + * Handle any input when we're in standard mode (with no windows open) + */ + void doStandardControl(); + + /** + * Handle input when in look mode + */ + void doLookControl(); + + /** + * Handle input when the File window is open + */ + void doFileControl(); + + /** + * Handle input while the verb menu is open + */ + void doVerbControl(); + + /** + * Free any active menu + */ + void freeMenu(); +public: + Common::Point _targetScroll; + int _scrollSize, _scrollSpeed; + bool _drawMenu; + int _arrowZone, _oldArrowZone; + Object *_bgShape; + bool _personFound; + int _activeObj; + Common::KeyState _keyState; + Common::Point _lookPos; + ScrollHighlight _scrollHighlight; + Common::SeekableReadStream *_mask, *_mask1; + Common::Point _maskOffset; + int _maskCounter; + int _lockoutTimer; + ImageFile *_interfaceImages; + WidgetCredits _creditsWidget; + WidgetOptions _optionsWidget; + WidgetText _textWidget; + WidgetSceneTooltip _tooltipWidget; + WidgetVerbs _verbsWidget; + WidgetList _postRenderWidgets; +public: + TattooUserInterface(SherlockEngine *vm); + virtual ~TattooUserInterface(); + + /** + * Handles restoring any areas of the back buffer that were/are covered by UI elements + */ + void doBgAnimRestoreUI(); + + /** + * Checks to see if the screen needs to be scrolled. If so, scrolls it towards the target position + */ + void doScroll(); + + /** + * Initializes scroll variables + */ + void initScrollVars(); + + /** + * Display the long description for an object in a window + */ + void lookAtObject(); + + /** + * Display the passed long description for an object. If the flag firstTime is set, + * the window will be opened to accomodate the text. Otherwise, the remaining text + * will be printed in an already open window + */ + void printObjectDesc(const Common::String &str, bool firstTime); + + /** + * Handles displaying the journal + */ + void doJournal(); + + /** + * Put the game in inventory mode by opening the inventory dialog + */ + void doInventory(int mode); + + /** + * Handle the display of the options/setup menu + */ + void doControls(); + + /** + * Handle the display of the quit menu + */ + void doQuitMenu(); + + /** + * Pick up the selected object + */ + void pickUpObject(int objNum); + + /** + * This will display a text message in a dialog at the bottom of the screen + */ + void putMessage(const char *formatStr, ...) GCC_PRINTF(2, 3); + + /** + * Makes a greyscale translation table for each palette entry in the table + */ + void setupBGArea(const byte cMap[PALETTE_SIZE]); + + /** + * Erase any background as needed before drawing frame + */ + void doBgAnimEraseBackground(); + + void drawMaskArea(bool mode); + + /** + * Takes the data passed in the image and apply it to the surface at the given position. + * The src mask data is encoded with a different color for each item. To highlight one, + the runs that do not match the highlight number will be darkened + */ + void maskArea(Common::SeekableReadStream &mask, const Common::Point &pt); + + /** + * Translate a given area of the back buffer to greyscale shading + */ + void makeBGArea(const Common::Rect &r); + + /** + * Draws all the dialog rectangles for any items that need them + */ + void drawDialogRect(Surface &s, const Common::Rect &r, bool raised); + + /** + * If the mouse cursor is point at the cursor, then display the name of the object on the screen. + * If there is no object being pointed it, clear any previously displayed name + */ + void displayObjectNames(); + + /** + * Show the load game dialog, and allow the user to load a game + */ + void loadGame(); + + /** + * Show the save game dialog, and allow the user to save the game + */ + void saveGame(); + + /** + * Add a widget to the current scene to be executed if there are no active widgets in the + * main _widgets list + */ + void addFixedWidget(WidgetBase *widget); +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); + + /** + * Clear any active text window + */ + virtual void clearWindow(); + + /** + * Banish any active window + * @remarks Tattoo doesn't use sliding windows, but the parameter is in the base + * UserInterface class as a convenience for Scalpel UI code + */ + virtual void banishWindow(bool slideUp = true); +}; + +} // End of namespace Tattoo + +} // End of namespace Sherlock + +#endif |