/* 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 BLADERUNNER_SPINNER_H #define BLADERUNNER_SPINNER_H #include "common/array.h" #include "common/rect.h" namespace BladeRunner { class BladeRunnerEngine; class Shape; class VQAPlayer; class UIImagePicker; class Spinner { static const int kSpinnerDestinations = 10; struct Destination { int id; Common::Rect rect; }; BladeRunnerEngine *_vm; bool _isDestinationSelectable[kSpinnerDestinations]; bool _isOpen; VQAPlayer *_vqaPlayer; const Destination *_destinations; int _selectedDestination; Common::Array _shapes; UIImagePicker *_imagePicker; public: Spinner(BladeRunnerEngine *vm); ~Spinner(); void setSelectableDestinationFlag(int destination, bool selectable); bool querySelectableDestinationFlag(int destination) const; int chooseDestination(int vqaLoopId, bool immediately); void open(); bool isOpen() const; int handleMouseUp(int x, int y); int handleMouseDown(int x, int y); void tick(); void setSelectedDestination(int destination); void reset(); void resume(); private: static void mouseUpCallback(int, void *); static const Destination *getDestinationsFar(); static const Destination *getDestinationsMedium(); static const Destination *getDestinationsNear(); }; } // End of namespace BladeRunner #endif