/* 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_VK_H #define BLADERUNNER_VK_H #include "common/array.h" #include "common/str.h" #include "graphics/surface.h" namespace BladeRunner { class BladeRunnerEngine; class VKScript; class Shape; class UIImagePicker; class VQAPlayer; class VK { struct Question { bool isPresent; bool wasAsked; int sentenceId; int relatedSentenceId; }; BladeRunnerEngine *_vm; VKScript *_script; UIImagePicker *_buttons; Common::Array _shapes; VQAPlayer *_vqaPlayerMain; VQAPlayer *_vqaPlayerEye; int _vqaFrameMain; bool _vqaLoopEnded; Graphics::Surface _surfaceEye; bool _isOpen; int _actorId; bool _calibrationStarted; bool _testStarted; Common::Array > _questions; int _volumeAmbient; int _volumeMusic; int _soundTrackId1; int _soundTrackId2; int _soundTrackId3; int _calibration; int _calibrationRatio; int _calibrationCounter; int _humanProbability; int _humanGauge; int _humanGaugeTarget; int _humanGaugeDelta; int _timeNextHumanGaugeStep; int _replicantProbability; int _replicantGauge; int _replicantGaugeTarget; int _replicantGaugeDelta; int _timeNextReplicantGaugeStep; int _anxiety; int _needleValue; int _needleValueMax; int _needleValueTarget; int _needleValueDelta; int _timeNextNeedleStep; int _timeNextNeedleOscillate; int _timeNeedleReturn; bool _isClosing; int _timeClose; int _blinkState; int _timeNextBlink; int _timeNextGaugesBlink; bool _isAdjusting; int _adjustment; int _adjustmentTarget; int _adjustmentDelta; int _timeNextAdjustementStep; int _eyeLineSelected; int _eyeLineX; int _eyeLineXLast; int _eyeLineY; int _eyeLineYLast; int _eyeLineXDelta; int _eyeLineYDelta; int _timeNextEyeLineStep; int _timeNextEyeLineStart; public: VK(BladeRunnerEngine *vm); ~VK(); void open(int actorId, int calibrationRatio); bool isOpen() const; void close(); void tick(); void resume(); void handleMouseDown(int mouseX, int mouseY, bool mainButton); void handleMouseUp(int mouseX, int mouseY, bool mainButton); void playSpeechLine(int actorId, int sentenceId, float duration); void addQuestion(int intensity, int sentenceId, int relatedSentenceId); void subjectReacts(int intensity, int humanResponse, int replicantResponse, int anxiety); void eyeAnimates(int loopId); private: static void mouseDownCallback(int buttonId, void *callbackData); static void mouseUpCallback(int buttonId, void *callbackData); static void loopEnded(void *callbackData, int frame, int loopId); void reset(); void init(); void draw(); void drawNeedle(Graphics::Surface &surface); void drawEye(Graphics::Surface &surface); void drawEyeCrosshair(Graphics::Surface &surface, int timeNow); void drawMouse(Graphics::Surface &surface); void drawGauge(Graphics::Surface &surface, int value, int x, int y, int width); void drawHumanGauge(Graphics::Surface &surface); void drawReplicantGauge(Graphics::Surface &surface); void calibrate(); void beginTest(); void startAdjustement(); void stopAdjustement(); void animateAdjustment(int target); void setAdjustment(int x); void setAdjustmentFromMouse(); void askQuestion(int intensity); }; } // End of namespace BladeRunner #endif