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-rw-r--r--engines/sherlock/inventory.cpp28
-rw-r--r--engines/sherlock/inventory.h2
-rw-r--r--engines/sherlock/settings.cpp3
-rw-r--r--engines/sherlock/sherlock.cpp2
-rw-r--r--engines/sherlock/talk.cpp8
-rw-r--r--engines/sherlock/talk.h4
-rw-r--r--engines/sherlock/user_interface.cpp150
-rw-r--r--engines/sherlock/user_interface.h96
8 files changed, 173 insertions, 120 deletions
diff --git a/engines/sherlock/inventory.cpp b/engines/sherlock/inventory.cpp
index 1997807d15..397575dfd9 100644
--- a/engines/sherlock/inventory.cpp
+++ b/engines/sherlock/inventory.cpp
@@ -274,7 +274,8 @@ void Inventory::drawInventory(int flag) {
screen._backBuffer = &screen._backBuffer1;
}
- ui._oldUse = -1;
+ assert(IS_SERRATED_SCALPEL);
+ ((ScalpelUserInterface *)_vm->_ui)->_oldUse = -1;
}
/**
@@ -356,31 +357,6 @@ void Inventory::highlight(int index, byte color) {
}
/**
- * Support method for updating the screen
- */
-void Inventory::doInvJF() {
- Screen &screen = *_vm->_screen;
- Talk &talk = *_vm->_talk;
- UserInterface &ui = *_vm->_ui;
-
- ui._invLookFlag = true;
- freeInv();
-
- ui._infoFlag = true;
- ui.clearInfo();
-
- screen._backBuffer2.blitFrom(screen._backBuffer1, Common::Point(0, CONTROLS_Y),
- Common::Rect(0, CONTROLS_Y, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT));
- ui.examine();
-
- if (!talk._talkToAbort) {
- screen._backBuffer2.blitFrom((*ui._controlPanel)[0]._frame,
- Common::Point(0, CONTROLS_Y));
- loadInv();
- }
-}
-
-/**
* Adds a shape from the scene to the player's inventory
*/
int Inventory::putNameInInventory(const Common::String &name) {
diff --git a/engines/sherlock/inventory.h b/engines/sherlock/inventory.h
index eb5aebdd7c..5b9374d7a7 100644
--- a/engines/sherlock/inventory.h
+++ b/engines/sherlock/inventory.h
@@ -95,8 +95,6 @@ public:
void highlight(int index, byte color);
- void doInvJF();
-
int putNameInInventory(const Common::String &name);
int putItemInInventory(Object &obj);
diff --git a/engines/sherlock/settings.cpp b/engines/sherlock/settings.cpp
index ffa1f056de..73c99bfa82 100644
--- a/engines/sherlock/settings.cpp
+++ b/engines/sherlock/settings.cpp
@@ -223,9 +223,10 @@ void Settings::show(SherlockEngine *vm) {
Screen &screen = *vm->_screen;
Sound &sound = *vm->_sound;
Talk &talk = *vm->_talk;
- UserInterface &ui = *vm->_ui;
+ ScalpelUserInterface &ui = *(ScalpelUserInterface *)vm->_ui;
bool updateConfig = false;
+ assert(vm->getGameID() == GType_SerratedScalpel);
Settings settings(vm);
settings.drawInteface(false);
diff --git a/engines/sherlock/sherlock.cpp b/engines/sherlock/sherlock.cpp
index eea3dcb867..80a4383bdf 100644
--- a/engines/sherlock/sherlock.cpp
+++ b/engines/sherlock/sherlock.cpp
@@ -89,7 +89,7 @@ void SherlockEngine::initialize() {
_screen = new Screen(this);
_sound = new Sound(this, _mixer);
_talk = new Talk(this);
- _ui = new UserInterface(this);
+ _ui = UserInterface::init(this);
// Load game settings
loadConfig();
diff --git a/engines/sherlock/talk.cpp b/engines/sherlock/talk.cpp
index d656431823..c67b98b35e 100644
--- a/engines/sherlock/talk.cpp
+++ b/engines/sherlock/talk.cpp
@@ -193,9 +193,11 @@ void Talk::talkTo(const Common::String &filename) {
while (!_sequenceStack.empty())
pullSequence();
- // Restore any pressed button
- if (!ui._windowOpen && savedMode != STD_MODE)
- ui.restoreButton(savedMode - 1);
+ if (IS_SERRATED_SCALPEL) {
+ // Restore any pressed button
+ if (!ui._windowOpen && savedMode != STD_MODE)
+ ((ScalpelUserInterface *)_vm->_ui)->restoreButton(savedMode - 1);
+ }
// Clear the ui counter so that anything displayed on the info line
// before the window was opened isn't cleared
diff --git a/engines/sherlock/talk.h b/engines/sherlock/talk.h
index b1a735827c..5c87d793f3 100644
--- a/engines/sherlock/talk.h
+++ b/engines/sherlock/talk.h
@@ -120,10 +120,10 @@ struct TalkSequences {
};
class SherlockEngine;
-class UserInterface;
+class ScalpelUserInterface;
class Talk {
- friend class UserInterface;
+ friend class ScalpelUserInterface;
private:
Common::Array<TalkSequences> STILL_SEQUENCES;
Common::Array<TalkSequences> TALK_SEQUENCES;
diff --git a/engines/sherlock/user_interface.cpp b/engines/sherlock/user_interface.cpp
index 1ab8fe7294..efe6c8ef59 100644
--- a/engines/sherlock/user_interface.cpp
+++ b/engines/sherlock/user_interface.cpp
@@ -78,45 +78,53 @@ const char *const MUSE[] = {
"Doors don't smoke"
};
-/*----------------------------------------------------------------*/
+
+
+UserInterface *UserInterface::init(SherlockEngine *vm) {
+ if (vm->getGameID() == GType_SerratedScalpel)
+ return new ScalpelUserInterface(vm);
+ else
+ return new TattooUserInterface(vm);
+}
UserInterface::UserInterface(SherlockEngine *vm) : _vm(vm) {
- if (_vm->getGameID() == GType_SerratedScalpel) {
- _controls = new ImageFile("menu.all");
- _controlPanel = new ImageFile("controls.vgs");
- } else {
- _controls = nullptr;
- _controlPanel = nullptr;
- }
- _bgFound = 0;
- _oldBgFound = -1;
- _keycode = Common::KEYCODE_INVALID;
- _helpStyle = false;
- _menuCounter = 0;
_menuMode = STD_MODE;
- _help = _oldHelp = 0;
- _lookHelp = 0;
+ _menuCounter = 0;
+ _infoFlag = false;
+ _windowOpen = false;
+ _endKeyActive = true;
+ _invLookFlag = 0;
+ _windowStyle = 1; // Sliding windows
+ _helpStyle = false;
+ _lookScriptFlag = false;
+
_key = _oldKey = 0;
+ _selector = _oldSelector = -1;
_temp = _oldTemp = 0;
_temp1 = 0;
- _invLookFlag = 0;
- _windowOpen = false;
+ _lookHelp = 0;
+}
+
+/*----------------------------------------------------------------*/
+
+ScalpelUserInterface::ScalpelUserInterface(SherlockEngine *vm): UserInterface(vm) {
+ _controls = new ImageFile("menu.all");
+ _controlPanel = new ImageFile("controls.vgs");
+ _bgFound = 0;
+ _oldBgFound = -1;
+ _keycode = Common::KEYCODE_INVALID;
+ _help = _oldHelp = 0;
_oldLook = false;
_keyboardInput = false;
_pause = false;
_cNum = 0;
- _selector = _oldSelector = -1;
_windowBounds = Common::Rect(0, CONTROLS_Y1, SHERLOCK_SCREEN_WIDTH - 1,
SHERLOCK_SCREEN_HEIGHT - 1);
- _windowStyle = 1; // Sliding windows
_find = 0;
_oldUse = 0;
- _endKeyActive = true;
- _lookScriptFlag = false;
- _infoFlag = false;
}
-UserInterface::~UserInterface() {
+ScalpelUserInterface::~ScalpelUserInterface() {
delete _controls;
delete _controlPanel;
}
@@ -124,7 +132,7 @@ UserInterface::~UserInterface() {
/**
* Resets the user interface
*/
-void UserInterface::reset() {
+void ScalpelUserInterface::reset() {
_oldKey = -1;
_help = _oldHelp = -1;
_oldTemp = _temp = -1;
@@ -133,7 +141,7 @@ void UserInterface::reset() {
/**
* Draw the user interface onto the screen's back buffers
*/
-void UserInterface::drawInterface(int bufferNum) {
+void ScalpelUserInterface::drawInterface(int bufferNum) {
Screen &screen = *_vm->_screen;
if (bufferNum & 1)
@@ -147,7 +155,7 @@ void UserInterface::drawInterface(int bufferNum) {
/**
* Main input handler for the user interface
*/
-void UserInterface::handleInput() {
+void ScalpelUserInterface::handleInput() {
Events &events = *_vm->_events;
Inventory &inv = *_vm->_inventory;
People &people = *_vm->_people;
@@ -405,7 +413,7 @@ void UserInterface::handleInput() {
/**
* Draws the image for a user interface button in the down/pressed state.
*/
-void UserInterface::depressButton(int num) {
+void ScalpelUserInterface::depressButton(int num) {
Screen &screen = *_vm->_screen;
Common::Point pt(MENU_POINTS[num][0], MENU_POINTS[num][1]);
@@ -418,7 +426,7 @@ void UserInterface::depressButton(int num) {
* Draws the image for the given user interface button in the up
* (not selected) position
*/
-void UserInterface::restoreButton(int num) {
+void ScalpelUserInterface::restoreButton(int num) {
Screen &screen = *_vm->_screen;
Common::Point pt(MENU_POINTS[num][0], MENU_POINTS[num][1]);
Graphics::Surface &frame = (*_controls)[num]._frame;
@@ -437,7 +445,7 @@ void UserInterface::restoreButton(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 UserInterface::pushButton(int num) {
+void ScalpelUserInterface::pushButton(int num) {
Events &events = *_vm->_events;
_oldKey = -1;
@@ -459,7 +467,7 @@ void UserInterface::pushButton(int num) {
* have already been drawn. This simply takes care of switching the mode around
* accordingly
*/
-void UserInterface::toggleButton(int num) {
+void ScalpelUserInterface::toggleButton(int num) {
Screen &screen = *_vm->_screen;
if (_menuMode != (num + 1)) {
@@ -490,7 +498,7 @@ void UserInterface::toggleButton(int num) {
/**
* Clears the info line of the screen
*/
-void UserInterface::clearInfo() {
+void ScalpelUserInterface::clearInfo() {
if (_infoFlag) {
_vm->_screen->vgaBar(Common::Rect(16, INFO_LINE, SHERLOCK_SCREEN_WIDTH - 19,
INFO_LINE + 10), INFO_BLACK);
@@ -502,7 +510,7 @@ void UserInterface::clearInfo() {
/**
* Clear any active text window
*/
-void UserInterface::clearWindow() {
+void ScalpelUserInterface::clearWindow() {
if (_windowOpen) {
_vm->_screen->vgaBar(Common::Rect(3, CONTROLS_Y + 11, SHERLOCK_SCREEN_WIDTH - 2,
SHERLOCK_SCREEN_HEIGHT - 2), INV_BACKGROUND);
@@ -512,7 +520,7 @@ void UserInterface::clearWindow() {
/**
* Handles counting down whilst checking for input, then clears the info line.
*/
-void UserInterface::whileMenuCounter() {
+void ScalpelUserInterface::whileMenuCounter() {
if (!(--_menuCounter) || _vm->_events->checkInput()) {
_menuCounter = 0;
_infoFlag = true;
@@ -524,7 +532,7 @@ void UserInterface::whileMenuCounter() {
* Creates a text window and uses it to display the in-depth description
* of the highlighted object
*/
-void UserInterface::examine() {
+void ScalpelUserInterface::examine() {
Events &events = *_vm->_events;
Inventory &inv = *_vm->_inventory;
People &people = *_vm->_people;
@@ -578,7 +586,7 @@ void UserInterface::examine() {
/**
* Print the name of an object in the scene
*/
-void UserInterface::lookScreen(const Common::Point &pt) {
+void ScalpelUserInterface::lookScreen(const Common::Point &pt) {
Events &events = *_vm->_events;
Inventory &inv = *_vm->_inventory;
Scene &scene = *_vm->_scene;
@@ -694,7 +702,7 @@ void UserInterface::lookScreen(const Common::Point &pt) {
/**
* Gets the item in the inventory the mouse is on and display's it's description
*/
-void UserInterface::lookInv() {
+void ScalpelUserInterface::lookInv() {
Events &events = *_vm->_events;
Inventory &inv = *_vm->_inventory;
Screen &screen = *_vm->_screen;
@@ -722,7 +730,7 @@ void UserInterface::lookInv() {
/**
* Handles input when the file list window is being displayed
*/
-void UserInterface::doEnvControl() {
+void ScalpelUserInterface::doEnvControl() {
Events &events = *_vm->_events;
SaveManager &saves = *_vm->_saves;
Scene &scene = *_vm->_scene;
@@ -1028,12 +1036,13 @@ void UserInterface::doEnvControl() {
/**
* Handle input whilst the inventory is active
*/
-void UserInterface::doInvControl() {
+void ScalpelUserInterface::doInvControl() {
Events &events = *_vm->_events;
Inventory &inv = *_vm->_inventory;
Scene &scene = *_vm->_scene;
Screen &screen = *_vm->_screen;
Talk &talk = *_vm->_talk;
+ UserInterface &ui = *_vm->_ui;
int colors[8];
Common::Point mousePos = events.mousePos();
@@ -1197,7 +1206,7 @@ void UserInterface::doInvControl() {
if ((mousePos.y < CONTROLS_Y1) && (inv._invMode == 1) && (_find >= 0) && (_find < 1000)) {
if (!scene._bgShapes[_find]._examine.empty() &&
scene._bgShapes[_find]._examine[0] >= ' ')
- inv.doInvJF();
+ ui.doInvJF();
} else if (_selector != -1 || _find >= 0) {
// Selector is the inventory object that was clicked on, or selected.
// If it's -1, then no inventory item is highlighted yet. Otherwise,
@@ -1205,7 +1214,7 @@ void UserInterface::doInvControl() {
if (_selector != -1 && inv._invMode == INVMODE_LOOK
&& mousePos.y >(CONTROLS_Y1 + 11))
- inv.doInvJF();
+ ui.doInvJF();
if (talk._talkToAbort)
return;
@@ -1255,7 +1264,7 @@ void UserInterface::doInvControl() {
/**
* Handles waiting whilst an object's description window is open.
*/
-void UserInterface::doLookControl() {
+void ScalpelUserInterface::doLookControl() {
Events &events = *_vm->_events;
Inventory &inv = *_vm->_inventory;
Screen &screen = *_vm->_screen;
@@ -1319,7 +1328,7 @@ void UserInterface::doLookControl() {
/**
* Handles input until one of the user interface buttons/commands is selected
*/
-void UserInterface::doMainControl() {
+void ScalpelUserInterface::doMainControl() {
Events &events = *_vm->_events;
Inventory &inv = *_vm->_inventory;
SaveManager &saves = *_vm->_saves;
@@ -1460,7 +1469,7 @@ void UserInterface::doMainControl() {
/**
* Handles the input for the MOVE, OPEN, and CLOSE commands
*/
-void UserInterface::doMiscControl(int allowed) {
+void ScalpelUserInterface::doMiscControl(int allowed) {
Events &events = *_vm->_events;
Scene &scene = *_vm->_scene;
Talk &talk = *_vm->_talk;
@@ -1512,7 +1521,7 @@ void UserInterface::doMiscControl(int allowed) {
/**
* Handles input for picking up items
*/
-void UserInterface::doPickControl() {
+void ScalpelUserInterface::doPickControl() {
Events &events = *_vm->_events;
Scene &scene = *_vm->_scene;
Talk &talk = *_vm->_talk;
@@ -1539,7 +1548,7 @@ void UserInterface::doPickControl() {
* Handles input when in talk mode. It highlights the buttons and available statements,
* and handles allowing the user to click on them
*/
-void UserInterface::doTalkControl() {
+void ScalpelUserInterface::doTalkControl() {
Events &events = *_vm->_events;
Journal &journal = *_vm->_journal;
People &people = *_vm->_people;
@@ -1795,7 +1804,7 @@ void UserInterface::doTalkControl() {
* 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 UserInterface::journalControl() {
+void ScalpelUserInterface::journalControl() {
Events &events = *_vm->_events;
Journal &journal = *_vm->_journal;
Scene &scene = *_vm->_scene;
@@ -1846,7 +1855,7 @@ void UserInterface::journalControl() {
/**
* Print the description of an object
*/
-void UserInterface::printObjectDesc(const Common::String &str, bool firstTime) {
+void ScalpelUserInterface::printObjectDesc(const Common::String &str, bool firstTime) {
Events &events = *_vm->_events;
Inventory &inv = *_vm->_inventory;
Screen &screen = *_vm->_screen;
@@ -2017,14 +2026,14 @@ void UserInterface::printObjectDesc(const Common::String &str, bool firstTime) {
/**
* Print the previously selected object's decription
*/
-void UserInterface::printObjectDesc() {
+void ScalpelUserInterface::printObjectDesc() {
printObjectDesc(_cAnimStr, true);
}
/**
* Displays a passed window by gradually scrolling it vertically on-screen
*/
-void UserInterface::summonWindow(const Surface &bgSurface, bool slideUp) {
+void ScalpelUserInterface::summonWindow(const Surface &bgSurface, bool slideUp) {
Events &events = *_vm->_events;
Screen &screen = *_vm->_screen;
@@ -2067,7 +2076,7 @@ void UserInterface::summonWindow(const Surface &bgSurface, bool slideUp) {
/**
* Slide the window stored in the back buffer onto the screen
*/
-void UserInterface::summonWindow(bool slideUp, int height) {
+void ScalpelUserInterface::summonWindow(bool slideUp, int height) {
Screen &screen = *_vm->_screen;
// Extract the window that's been drawn on the back buffer
@@ -2088,7 +2097,7 @@ void UserInterface::summonWindow(bool slideUp, int height) {
* Close a currently open window
* @param flag 0 = slide old window down, 1 = slide prior UI back up
*/
-void UserInterface::banishWindow(bool slideUp) {
+void ScalpelUserInterface::banishWindow(bool slideUp) {
Events &events = *_vm->_events;
Screen &screen = *_vm->_screen;
@@ -2157,7 +2166,7 @@ void UserInterface::banishWindow(bool slideUp) {
/**
* Checks to see whether a USE action is valid on the given object
*/
-void UserInterface::checkUseAction(const UseType *use, const Common::String &invName,
+void ScalpelUserInterface::checkUseAction(const UseType *use, const Common::String &invName,
const char *const messages[], int objNum, int giveMode) {
Events &events = *_vm->_events;
Inventory &inv = *_vm->_inventory;
@@ -2253,7 +2262,7 @@ void UserInterface::checkUseAction(const UseType *use, const Common::String &inv
/**
* Called for OPEN, CLOSE, and MOVE actions are being done
*/
-void UserInterface::checkAction(ActionType &action, const char *const messages[], int objNum) {
+void ScalpelUserInterface::checkAction(ActionType &action, const char *const messages[], int objNum) {
Events &events = *_vm->_events;
People &people = *_vm->_people;
Scene &scene = *_vm->_scene;
@@ -2385,4 +2394,39 @@ void UserInterface::checkAction(ActionType &action, const char *const messages[]
events.setCursor(ARROW);
}
+/**
+ * Support method for updating the screen
+ */
+void ScalpelUserInterface::doInvJF() {
+ Inventory &inv = *_vm->_inventory;
+ Screen &screen = *_vm->_screen;
+ Talk &talk = *_vm->_talk;
+
+ _invLookFlag = true;
+ inv.freeInv();
+
+ _infoFlag = true;
+ clearInfo();
+
+ screen._backBuffer2.blitFrom(screen._backBuffer1, Common::Point(0, CONTROLS_Y),
+ Common::Rect(0, CONTROLS_Y, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT));
+ examine();
+
+ if (!talk._talkToAbort) {
+ screen._backBuffer2.blitFrom((*_controlPanel)[0]._frame,
+ Common::Point(0, CONTROLS_Y));
+ inv.loadInv();
+ }
+}
+
+/*----------------------------------------------------------------*/
+
+TattooUserInterface::TattooUserInterface(SherlockEngine *vm): UserInterface(vm) {
+ //
+}
+
+void TattooUserInterface::handleInput() {
+ // TODO
+}
+
} // End of namespace Sherlock
diff --git a/engines/sherlock/user_interface.h b/engines/sherlock/user_interface.h
index 2ff60715e3..acbb0c0ed0 100644
--- a/engines/sherlock/user_interface.h
+++ b/engines/sherlock/user_interface.h
@@ -61,31 +61,64 @@ extern const char *const PRESS_KEY_TO_CONTINUE;
class SherlockEngine;
class Inventory;
class Talk;
-class UserInterface;
class UserInterface {
+protected:
+ SherlockEngine *_vm;
+
+ UserInterface(SherlockEngine *vm);
+public:
+ MenuMode _menuMode;
+ int _menuCounter;
+ bool _infoFlag;
+ bool _windowOpen;
+ bool _endKeyActive;
+ int _invLookFlag;
+ int _windowStyle;
+ bool _helpStyle;
+ Common::Rect _windowBounds;
+ bool _lookScriptFlag;
+
+ // TODO: Not so sure these should be in the base class. May want to refactor them to SherlockEngine, or refactor
+ // various Scalpel dialogs to keep their own private state of key/selections
+ int _key, _oldKey;
+ int _selector, _oldSelector;
+ int _temp, _oldTemp;
+ int _temp1;
+ int _lookHelp;
+public:
+ static UserInterface *init(SherlockEngine *vm);
+
+ virtual void reset() {}
+ virtual void drawInterface(int bufferNum = 3) {}
+ virtual void handleInput() {}
+
+ virtual void doInvJF() {}
+ virtual void summonWindow(const Surface &bgSurface, bool slideUp = true) {}
+ virtual void summonWindow(bool slideUp = true, int height = CONTROLS_Y) {}
+ virtual void banishWindow(bool slideUp = true) {}
+ virtual void clearInfo() {}
+ virtual void clearWindow() {}
+
+ virtual void printObjectDesc() {}
+};
+
+class ScalpelUserInterface: public UserInterface {
friend class Inventory;
friend class Settings;
friend class Talk;
private:
- SherlockEngine *_vm;
ImageFile *_controlPanel;
ImageFile *_controls;
int _bgFound;
int _oldBgFound;
int _keycode;
- int _lookHelp;
int _help, _oldHelp;
- int _key, _oldKey;
- int _temp, _oldTemp;
int _oldLook;
bool _keyboardInput;
bool _pause;
int _cNum;
- int _selector, _oldSelector;
Common::String _cAnimStr;
- bool _lookScriptFlag;
- Common::Rect _windowBounds;
Common::String _descStr;
int _find;
int _oldUse;
@@ -114,39 +147,38 @@ private:
void checkUseAction(const UseType *use, const Common::String &invName, const char *const messages[],
int objNum, int giveMode);
void checkAction(ActionType &action, const char *const messages[], int objNum);
+
+ void printObjectDesc(const Common::String &str, bool firstTime);
public:
- MenuMode _menuMode;
- int _menuCounter;
- bool _infoFlag;
- bool _windowOpen;
- bool _endKeyActive;
- int _invLookFlag;
- int _temp1;
- int _windowStyle;
- bool _helpStyle;
-public:
- UserInterface(SherlockEngine *vm);
- ~UserInterface();
+ ScalpelUserInterface(SherlockEngine *vm);
+ ~ScalpelUserInterface();
- void reset();
+ void whileMenuCounter();
- void drawInterface(int bufferNum = 3);
+ void restoreButton(int num);
+public:
+ virtual void reset();
- void handleInput();
+ virtual void handleInput();
- void clearInfo();
- void clearWindow();
+ virtual void drawInterface(int bufferNum = 3);
- void whileMenuCounter();
+ virtual void doInvJF();
- void printObjectDesc(const Common::String &str, bool firstTime);
- void printObjectDesc();
+ virtual void summonWindow(const Surface &bgSurface, bool slideUp = true);
+ virtual void summonWindow(bool slideUp = true, int height = CONTROLS_Y);
+ virtual void banishWindow(bool slideUp = true);
+ virtual void clearInfo();
+ virtual void clearWindow();
- void summonWindow(const Surface &bgSurface, bool slideUp = true);
- void summonWindow(bool slideUp = true, int height = CONTROLS_Y);
- void banishWindow(bool slideUp = true);
+ virtual void printObjectDesc();
+};
- void restoreButton(int num);
+class TattooUserInterface : public UserInterface {
+public:
+ TattooUserInterface(SherlockEngine *vm);
+public:
+ virtual void handleInput();
};
} // End of namespace Sherlock