/* 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_UI_H #define SHERLOCK_UI_H #include "common/scummsys.h" #include "common/events.h" #include "sherlock/surface.h" #include "sherlock/objects.h" #include "sherlock/resources.h" namespace Sherlock { #define CONTROLS_Y 138 #define CONTROLS_Y1 151 enum MenuMode { STD_MODE = 0, LOOK_MODE = 1, MOVE_MODE = 2, TALK_MODE = 3, PICKUP_MODE = 4, OPEN_MODE = 5, CLOSE_MODE = 6, INV_MODE = 7, USE_MODE = 8, GIVE_MODE = 9, JOURNAL_MODE = 10, FILES_MODE = 11, SETUP_MODE = 12 }; extern const char COMMANDS[13]; extern const int MENU_POINTS[12][4]; extern const int INVENTORY_POINTS[8][3]; extern const char INVENTORY_COMMANDS[9]; extern const char *const PRESS_KEY_FOR_MORE; extern const char *const PRESS_KEY_TO_CONTINUE; class SherlockEngine; class Inventory; class Talk; class UserInterface { protected: SherlockEngine *_vm; UserInterface(SherlockEngine *vm); public: MenuMode _menuMode; int _menuCounter; bool _infoFlag; bool _windowOpen; bool _endKeyActive; int _invLookFlag; bool _slideWindows; bool _helpStyle; Common::Rect _windowBounds; bool _lookScriptFlag; // TODO: Not so sure these should be in the base class. May want to refactor them to SherlockEngine, or refactor // various Scalpel dialogs to keep their own private state of key/selections char _key, _oldKey; int _selector, _oldSelector; int _temp, _oldTemp; int _temp1; int _lookHelp; public: static UserInterface *init(SherlockEngine *vm); virtual ~UserInterface() {} /** * Resets the user interface */ virtual void reset() {} /** * Draw the user interface onto the screen's back buffers */ virtual void drawInterface(int bufferNum = 3) {} /** * Main input handler for the user interface */ virtual void handleInput() {} /** * Displays a passed window by gradually scrolling it vertically on-screen */ virtual void summonWindow(const Surface &bgSurface, bool slideUp = true) {} /** * Slide the window stored in the back buffer onto the screen */ virtual void summonWindow(bool slideUp = true, int height = CONTROLS_Y) {} /** * Close a currently open window * @param flag 0 = slide old window down, 1 = slide prior UI back up */ virtual void banishWindow(bool slideUp = true) {} /** * Clears the info line of the screen */ virtual void clearInfo() {} /** * Clear any active text window */ virtual void clearWindow() {} /** * Print the previously selected object's decription */ virtual void printObjectDesc() {} }; class ScalpelUserInterface: public UserInterface { friend class Inventory; friend class Settings; friend class Talk; private: ImageFile *_controlPanel; ImageFile *_controls; char _keyPress; int _lookHelp; int _bgFound, _oldBgFound; int _help, _oldHelp; char _key, _oldKey; int _temp, _oldTemp; int _oldLook; bool _keyboardInput; bool _pause; int _cNum; Common::String _cAnimStr; Common::String _descStr; int _find; int _oldUse; private: /** * Draws the image for a user interface button in the down/pressed state. */ void depressButton(int num); /** * If he mouse button is pressed, then calls depressButton to draw the button * as pressed; if not, it will show it as released with a call to "restoreButton". */ void pushButton(int num); /** * By the time this method has been called, the graphics for the button change * have already been drawn. This simply takes care of switching the mode around * accordingly */ void toggleButton(int num); /** * Creates a text window and uses it to display the in-depth description * of the highlighted object */ void examine(); /** * Print the name of an object in the scene */ void lookScreen(const Common::Point &pt); /** * Gets the item in the inventory the mouse is on and display's it's description */ void lookInv(); /** * Handles input when the file list window is being displayed */ void doEnvControl(); /** * Handle input whilst the inventory is active */ void doInvControl(); /** * Handles waiting whilst an object's description window is open. */ void doLookControl(); /** * Handles input until one of the user interface buttons/commands is selected */ void doMainControl(); /** * Handles the input for the MOVE, OPEN, and CLOSE commands */ void doMiscControl(int allowed); /** * Handles input for picking up items */ void doPickControl(); /** * Handles input when in talk mode. It highlights the buttons and available statements, * and handles allowing the user to click on them */ void doTalkControl(); /** * Handles events when the Journal is active. * @remarks Whilst this would in theory be better in the Journal class, since it displays in * the user interface, it uses so many internal UI fields, that it sort of made some sense * to put it in the UserInterface class. */ void journalControl(); /** * Checks to see whether a USE action is valid on the given object */ void checkUseAction(const UseType *use, const Common::String &invName, const char *const messages[], int objNum, bool giveMode); /** * Called for OPEN, CLOSE, and MOVE actions are being done */ void checkAction(ActionType &action, const char *const messages[], int objNum); /** * Print the previously selected object's decription */ void printObjectDesc(const Common::String &str, bool firstTime); public: ScalpelUserInterface(SherlockEngine *vm); virtual ~ScalpelUserInterface(); /** * Handles counting down whilst checking for input, then clears the info line. */ void whileMenuCounter(); /** * Draws the image for the given user interface button in the up * (not selected) position */ void restoreButton(int num); 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); /** * Displays a passed window by gradually scrolling it vertically on-screen */ virtual void summonWindow(const Surface &bgSurface, bool slideUp = true); /** * Slide the window stored in the back buffer onto the screen */ virtual void summonWindow(bool slideUp = true, int height = CONTROLS_Y); /** * Close a currently open window * @param flag 0 = slide old window down, 1 = slide prior UI back up */ virtual void banishWindow(bool slideUp = true); /** * Clears the info line of the screen */ virtual void clearInfo(); /** * Clear any active text window */ virtual void clearWindow(); /** * Print the previously selected object's decription */ virtual void printObjectDesc(); }; class TattooUserInterface : public UserInterface { public: TattooUserInterface(SherlockEngine *vm); public: virtual ~TattooUserInterface() {} /** * Main input handler for the user interface */ virtual void handleInput(); }; } // End of namespace Sherlock #endif