/* 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_GAMEWIDGET_H #define MUTATIONOFJB_GAMEWIDGET_H #include "mutationofjb/widgets/widget.h" namespace MutationOfJB { class GameWidget; struct Door; struct Static; class GameWidgetCallback { public: virtual ~GameWidgetCallback() {} virtual void onGameDoorClicked(GameWidget *, Door *door) = 0; virtual void onGameStaticClicked(GameWidget *, Static *stat) = 0; virtual void onGameEntityHovered(GameWidget *, const Common::String &entity) = 0; }; class GameWidget : public Widget { public: enum { GAME_NORMAL_AREA_WIDTH = 320, GAME_NORMAL_AREA_HEIGHT = 139, GAME_FULL_AREA_WIDTH = 320, GAME_FULL_AREA_HEIGHT = 200 }; GameWidget(GuiScreen &gui); void setCallback(GameWidgetCallback *callback) { _callback = callback; } virtual void handleEvent(const Common::Event &); void clearState(); protected: virtual void draw(Graphics::ManagedSurface &); private: enum { DIRTY_MAP_SELECTION = 1 << 1 }; /** * Handling for normal (non-map) scenes. * * Statics and doors define mouse clickable areas. * Statics are used to start actions. * Doors are used to transition between scenes. * * @param event ScummVM event. */ void handleNormalScene(const Common::Event &event); /** * Special handling for map scenes. * * Bitmaps define mouse clickable areas. * Statics are used to start actions. * Objects are used for showing labels. * * @param event ScummVM event. */ void handleMapScene(const Common::Event &event); uint8 _currentMapObjectId; uint8 _nextMapObjectId; GameWidgetCallback *_callback; }; } #endif