/* 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 MUTATIONOFJB_GUI_H #define MUTATIONOFJB_GUI_H #include "mutationofjb/inventory.h" #include "mutationofjb/script.h" #include "mutationofjb/guiscreen.h" #include "mutationofjb/widgets/buttonwidget.h" #include "mutationofjb/widgets/inventorywidget.h" #include "mutationofjb/widgets/gamewidget.h" #include "common/array.h" #include "common/hashmap.h" #include "common/hash-str.h" #include "graphics/surface.h" namespace Common { struct Event; } namespace Graphics { class Screen; } namespace MutationOfJB { class Game; class Widget; class InventoryWidget; class ConversationWidget; class LabelWidget; class GameWidget; class GameScreen : public GuiScreen, public InventoryObserver, public ButtonWidgetCallback, public InventoryWidgetCallback, public GameWidgetCallback { public: friend class InventoryAnimationDecoderCallback; friend class HudAnimationDecoderCallback; GameScreen(Game &game, Graphics::Screen *screen); ~GameScreen(); bool init(); virtual void handleEvent(const Common::Event &event) override; virtual void onInventoryChanged() override; virtual void onButtonClicked(ButtonWidget *) override; virtual void onInventoryItemHovered(InventoryWidget *widget, int posInWidget) override; virtual void onInventoryItemClicked(InventoryWidget *widget, int posInWidget) override; virtual void onGameDoorClicked(GameWidget *, Door *door) override; virtual void onGameStaticClicked(GameWidget *, Static *stat) override; virtual void onGameEntityHovered(GameWidget *, const Common::String &entity) override; ConversationWidget &getConversationWidget(); void showConversationWidget(bool show); void refreshAfterSceneChanged(); private: bool loadInventoryGfx(); bool loadHudGfx(); void drawInventoryItem(const Common::String &item, int pos); void drawInventory(); void updateStatusBarText(const Common::String &entity, bool inventory); Common::Array _inventorySurfaces; Common::Array _hudSurfaces; Common::Array _buttons; InventoryWidget *_inventoryWidget; ConversationWidget *_conversationWidget; LabelWidget *_statusBarWidget; GameWidget *_gameWidget; ActionInfo::Action _currentAction; Common::String _currentPickedItem; }; } #endif