/* 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. * * Additional copyright for this file: * Copyright (C) 1995-1997 Presto Studios, Inc. * * 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 PEGASUS_ELEMENTS_H #define PEGASUS_ELEMENTS_H #include "common/array.h" #include "common/rect.h" #include "common/str.h" #include "common/system.h" #include "graphics/surface.h" #include "pegasus/timers.h" #include "pegasus/util.h" namespace Common { class MacResManager; } namespace Pegasus { class DisplayElement : public IDObject { friend class GraphicsManager; public: DisplayElement(const DisplayElementID); virtual ~DisplayElement(); void setDisplayOrder(const DisplayOrder); DisplayOrder getDisplayOrder() const { return _elementOrder; } bool validToDraw(DisplayOrder, DisplayOrder); virtual void draw(const Common::Rect&) {} bool isDisplaying() { return _elementIsDisplaying; } virtual void startDisplaying(); virtual void stopDisplaying(); virtual void show(); virtual void hide(); bool isVisible() { return _elementIsVisible; } // triggerRedraw only triggers a draw if the element is displaying and visible. void triggerRedraw(); void setTriggeredElement(DisplayElement *); virtual void setBounds(const CoordType, const CoordType, const CoordType, const CoordType); virtual void setBounds(const Common::Rect &); virtual void getBounds(Common::Rect &) const; virtual void sizeElement(const CoordType, const CoordType); virtual void moveElementTo(const CoordType, const CoordType); virtual void moveElement(const CoordType, const CoordType); virtual void getLocation(CoordType &, CoordType &) const; virtual void getCenter(CoordType &, CoordType &) const; virtual void centerElementAt(const CoordType, const CoordType); protected: Common::Rect _bounds; bool _elementIsVisible; DisplayElement *_triggeredElement; // Used only by PegasusEngine bool _elementIsDisplaying; DisplayOrder _elementOrder; DisplayElement *_nextElement; }; // I'm using the proper "highlight" instead of the evil // QuickDraw "hilite" :P (deal with it!) class DropHighlight : public DisplayElement { public: DropHighlight(const DisplayElementID); virtual ~DropHighlight() {} void setHighlightColor(const uint32 &highlight) { _highlightColor = highlight; } void getHighlightColor(uint32 &highlight) const { highlight = _highlightColor; } void setHighlightThickness(const uint16 thickness) { _thickness = thickness; } uint16 getHighlightThickness() const { return _thickness; } void setHighlightCornerDiameter(const uint16 diameter) { _cornerDiameter = diameter; } uint16 getHighlightCornerDiameter() const { return _cornerDiameter; } virtual void draw(const Common::Rect&); protected: uint32 _highlightColor; uint16 _thickness; uint16 _cornerDiameter; }; class Animation : public DisplayElement, public DynamicElement { public: Animation(const DisplayElementID id) : DisplayElement(id) {} }; class IdlerAnimation : public Animation, public Idler { public: IdlerAnimation(const DisplayElementID); virtual void startDisplaying(); virtual void stopDisplaying(); TimeValue getLastTime() const { return _lastTime; } protected: virtual void useIdleTime(); virtual void timeChanged(const TimeValue); TimeValue _lastTime; }; // This class reads PICT resources and plays them like a movie. // Assumes there is a resource of type 'PFrm' describing the time values for each // PICT frame, as well as the total time in the movie. // Assumes that PICT frames begin at PICT 128 class FrameSequence : public IdlerAnimation { public: FrameSequence(const DisplayElementID); virtual ~FrameSequence(); void useFileName(const Common::String &fileName); virtual void openFrameSequence(); virtual void closeFrameSequence(); bool isSequenceOpen() const; uint16 getNumFrames() const { return _numFrames; } virtual uint16 getFrameNum() const { return _currentFrameNum; } virtual void setFrameNum(const int16); protected: virtual void timeChanged(const TimeValue); virtual void newFrame(const uint16) {} Common::MacResManager *_resFork; TimeValue _duration; uint16 _numFrames; Common::Array _frameTimes; uint16 _currentFrameNum; }; class SpriteFrame; class Sprite : public DisplayElement { friend class SpriteFrame; public: Sprite(const DisplayElementID); virtual ~Sprite(); virtual void addPICTResourceFrame(const ResIDType, const bool, const CoordType, const CoordType); virtual uint32 addFrame(SpriteFrame *, const CoordType, const CoordType); virtual void removeFrame(const uint32); virtual void discardFrames(); // Setting the current frame. // If the index is negative, sets the current frame to NULL and hides the sprite. // If the index is larger than the number of frames in the sprite, the number // is treated modulo the number of frames. virtual void setCurrentFrameIndex(const int32); virtual uint32 getCurrentFrameIndex() const { return _currentFrameNum; } virtual SpriteFrame *getFrame(const int32); virtual void draw(const Common::Rect &); uint32 getNumFrames() const { return _numFrames; } protected: struct SpriteFrameRec { SpriteFrame *frame; CoordType frameLeft; CoordType frameTop; }; uint32 _numFrames; uint32 _currentFrameNum; SpriteFrameRec *_currentFrame; Common::Array _frameArray; }; class SpriteSequence : public FrameSequence { public: SpriteSequence(const DisplayElementID id, const DisplayElementID spriteID); virtual ~SpriteSequence() {} void useTransparent(bool transparent) { _transparent = transparent; } virtual void openFrameSequence(); virtual void closeFrameSequence(); virtual void draw(const Common::Rect &); virtual void setBounds(const Common::Rect &); protected: virtual void newFrame(const uint16); bool _transparent; Sprite _sprite; }; class ScreenDimmer : public DisplayElement { public: ScreenDimmer() : DisplayElement(kScreenDimmerID) {} virtual ~ScreenDimmer() {} virtual void draw(const Common::Rect &); }; class SoundLevel : public DisplayElement { public: SoundLevel(const DisplayElementID); virtual ~SoundLevel() {} void incrementLevel(); void decrementLevel(); uint16 getSoundLevel(); void setSoundLevel(uint16); void draw(const Common::Rect &); protected: uint16 _soundLevel; }; } // End of namespace Pegasus #endif