/* 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_WIDGET_INVENTORY_H #define SHERLOCK_TATTOO_WIDGET_INVENTORY_H #include "common/scummsys.h" #include "sherlock/tattoo/widget_base.h" #include "sherlock/tattoo/widget_tooltip.h" namespace Sherlock { class SherlockEngine; namespace Tattoo { #define NUM_INVENTORY_SHOWN 8 // Number of Inventory Items Shown class WidgetInventory: public WidgetBase { private: int _invVerbMode; int _invSelect, _oldInvSelect; int _selector, _oldSelector; int _invVerbSelect, _oldInvVerbSelect; int _dialogTimer; int _scrollHighlight; Common::StringArray _inventCommands; WidgetTooltip _tooltipWidget; Common::String _invVerb; Common::String _invTarget; Common::String _action; Common::Rect _invGraphicBounds; Surface _invGraphic; bool _swapItems; Common::Rect _menuBounds, _oldMenuBounds; Surface _menuSurface; /** * Draw the scrollbar for the dialog */ void drawScrollBar(); /** * Displays the description of any inventory item the moues cursor is over */ void updateDescription(); /** * Check for keys to mouse the mouse within the inventory dialog */ void checkInvTabbingKeys(); /** * Highlights the controls */ void highlightControls(); public: int _invMode; public: WidgetInventory(SherlockEngine *vm); virtual ~WidgetInventory() {} void load(int mode); /** * Draw the inventory on the surface */ void drawInventory(); /** * Handle events whilst the widget is on-screen */ virtual void handleEvents(); /** * Close a currently active menu */ virtual void banishWindow(); }; } // End of namespace Tattoo } // End of namespace Sherlock #endif