/* 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 SHERLOCK_TATTOO_UI_H #define SHERLOCK_TATTOO_UI_H #include "common/scummsys.h" #include "sherlock/saveload.h" #include "sherlock/user_interface.h" #include "sherlock/tattoo/widget_tooltip.h" #include "sherlock/tattoo/widget_verbs.h" namespace Sherlock { namespace Tattoo { class TattooUserInterface : public UserInterface { private: Common::Rect _menuBounds; Common::Rect _oldMenuBounds; Common::Rect _invMenuBounds; Common::Rect _oldInvMenuBounds; Common::Rect _invGraphicBounds; Common::Rect _oldInvGraphicBounds; Surface *_menuBuffer; Surface *_invMenuBuffer; Surface *_invGraphic; Common::Array _grayAreas; int _lockoutTimer; SaveMode _fileMode; int _exitZone; int _scriptZone; WidgetTooltip _tooltipWidget; WidgetVerbs _verbsWidget; private: /** * Draws designated areas of the screen that are meant to be grayed out using grayscale colors */ void drawGrayAreas(); /** * Handle any input when we're in standard mode (with no windows open) */ void doStandardControl(); /** * Handle input when in look mode */ void doLookControl(); /** * Handle input when the File window is open */ void doFileControl(); /** * Handle input if an inventory command (INVENT, LOOK, or USE) has an open window and is active */ void doInventoryControl(); /** * Handle input while the verb menu is open */ void doVerbControl(); /** * Handles input when in talk mode. It highlights the buttons and response statements, * and handles any actions for clicking on the buttons or statements. */ void doTalkControl(); /** * Handles input when a message window is open at the bottom of the screen */ void doMessageControl(); /** * Handles input when the player is in the Lab Table scene */ void doLabControl(); /** * If the mouse cursor is point at the cursor, then display the name of the object on the screen. * If there is no object being pointed it, clear any previously displayed name */ void displayObjectNames(); /** * Set up to display the Files menu */ void initFileMenu(); /** * Turn off any active object description text */ void turnTextOff(); /** * Handle displaying the quit menu */ void doQuitMenu(); public: Common::Point _currentScroll, _targetScroll; int _scrollSize, _scrollSpeed; bool _drawMenu; int _bgFound, _oldBgFound; int _arrowZone, _oldArrowZone; Object *_bgShape; bool _personFound; int _activeObj; Common::KeyState _keyState; public: TattooUserInterface(SherlockEngine *vm); /** * Handles restoring any areas of the back buffer that were/are covered by UI elements */ void doBgAnimRestoreUI(); /** * Checks to see if the screen needs to be scrolled. If so, scrolls it towards the target position */ void doScroll(); /** * Initializes scroll variables */ void initScrollVars(); /** * Display the long description for an object stored in it's _examine field, in a window that * will be shown at the bottom of the screen */ void lookAtObject(); /** * Handles displaying the journal */ void doJournal(); /** * Put the game in inventory mode by opening the inventory dialog */ void doInventory(int mode); /** * Handle the display of the options/setup menu */ void doControls(); /** * Pick up the selected object */ void pickUpObject(int objNum); public: virtual ~TattooUserInterface() {} /** * Main input handler for the user interface */ virtual void handleInput(); /** * Draw the user interface onto the screen's back buffers */ virtual void drawInterface(int bufferNum = 3); }; } // End of namespace Tattoo } // End of namespace Sherlock #endif