/* 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 "common/list.h" #include "sherlock/saveload.h" #include "sherlock/screen.h" #include "sherlock/user_interface.h" #include "sherlock/tattoo/widget_credits.h" #include "sherlock/tattoo/widget_files.h" #include "sherlock/tattoo/widget_inventory.h" #include "sherlock/tattoo/widget_options.h" #include "sherlock/tattoo/widget_quit.h" #include "sherlock/tattoo/widget_text.h" #include "sherlock/tattoo/widget_tooltip.h" #include "sherlock/tattoo/widget_verbs.h" namespace Sherlock { namespace Tattoo { // Button width/height #define BUTTON_SIZE 15 // How long to play the intro before it can be skipped #define STARTUP_KEYS_DISABLED_DELAY 200 class WidgetBase; enum ScrollHighlight { SH_NONE = 0, SH_SCROLL_UP = 1, SH_PAGE_UP = 2, SH_THUMBNAIL = 3, SH_PAGE_DOWN = 4, SH_SCROLL_DOWN = 5 }; class WidgetList : public Common::List { public: bool contains(const WidgetBase *item) const; }; class TattooUserInterface : public UserInterface { friend class WidgetBase; private: int _scriptZone; int _cAnimFramePause; WidgetInventory _inventoryWidget; WidgetMessage _messageWidget; WidgetQuit _quitWidget; WidgetList _fixedWidgets; WidgetList _widgets; byte _lookupTable[PALETTE_COUNT]; byte _lookupTable1[PALETTE_COUNT]; private: /** * 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 while the verb menu is open */ void doVerbControl(); /** * Free any active menu */ void freeMenu(); public: Common::Point _targetScroll; int _scrollSize, _scrollSpeed; bool _drawMenu; int _arrowZone, _oldArrowZone; Object *_bgShape; bool _personFound; int _activeObj; Common::KeyState _keyState; Common::Point _lookPos; ScrollHighlight _scrollHighlight; Common::SeekableReadStream *_mask, *_mask1; Common::Point _maskOffset; int _maskCounter; int _lockoutTimer; ImageFile *_interfaceImages; WidgetCredits _creditsWidget; WidgetOptions _optionsWidget; WidgetText _textWidget; WidgetSceneTooltip _tooltipWidget; WidgetVerbs _verbsWidget; WidgetList _postRenderWidgets; public: TattooUserInterface(SherlockEngine *vm); virtual ~TattooUserInterface(); /** * 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 in a window */ void lookAtObject(); /** * Display the passed long description for an object. If the flag firstTime is set, * the window will be opened to accomodate the text. Otherwise, the remaining text * will be printed in an already open window */ void printObjectDesc(const Common::String &str, bool firstTime); /** * 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(); /** * Handle the display of the quit menu */ void doQuitMenu(); /** * Pick up the selected object */ void pickUpObject(int objNum); /** * This will display a text message in a dialog at the bottom of the screen */ void putMessage(const char *formatStr, ...) GCC_PRINTF(2, 3); /** * Makes a greyscale translation table for each palette entry in the table */ void setupBGArea(const byte cMap[PALETTE_SIZE]); /** * Erase any background as needed before drawing frame */ void doBgAnimEraseBackground(); /** * Draws overlays onto the scene. Basically, the smoke effects some scenes have */ void drawMaskArea(bool mode); /** * Takes the data passed in the image and apply it to the surface at the given position. * The src mask data is encoded with a different color for each item. To highlight one, the runs that do not match the highlight number will be darkened */ void maskArea(Common::SeekableReadStream &mask, const Common::Point &pt); /** * Translate a given area of the back buffer to greyscale shading */ void makeBGArea(const Common::Rect &r); /** * Draws all the dialog rectangles for any items that need them */ void drawDialogRect(Surface &s, const Common::Rect &r, bool raised); /** * 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(); /** * Show the load game dialog, and allow the user to load a game */ void loadGame(); /** * Show the save game dialog, and allow the user to save the game */ void saveGame(); /** * Add a widget to the current scene to be executed if there are no active widgets in the * main _widgets list */ void addFixedWidget(WidgetBase *widget); public: /** * Resets the user interface */ virtual void reset(); /** * 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); /** * Clear any active text window */ virtual void clearWindow(); /** * Banish any active window * @remarks Tattoo doesn't use sliding windows, but the parameter is in the base * UserInterface class as a convenience for Scalpel UI code */ virtual void banishWindow(bool slideUp = true); }; } // End of namespace Tattoo } // End of namespace Sherlock #endif