/* 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 TITANIC_PET_INVENTORY_H #define TITANIC_PET_INVENTORY_H #include "titanic/support/simple_file.h" #include "titanic/pet_control/pet_section.h" #include "titanic/pet_control/pet_inventory_glyphs.h" #include "titanic/gfx/text_control.h" namespace Titanic { /** * Handles displaying the player's inventory in the PET */ class CPetInventory : public CPetSection { private: CTextControl _text; CPetInventoryGlyphs _items; CGameObject *_itemBackgrounds[46]; CGameObject *_itemGlyphs[46]; CGameObject *_movie; bool _isLoading; int _titaniaBitFlags; private: /** * Handles initial setup */ bool setPetControl(CPetControl *petControl); /** * Get the index of an item added to the PET */ int getItemIndex(CGameObject *item) const; /** * Remove any invalid inventory glyphs */ void removeInvalid(); public: CPetInventory(); /** * Sets up the section */ virtual bool setup(CPetControl *petControl); /** * Sets up the section */ virtual bool reset(); /** * Draw the section */ virtual void draw(CScreenManager *screenManager); /** * Get the bounds for the section */ virtual Rect getBounds() const; /** * Called when a general change occurs */ virtual void changed(int changeType); /** * Called when a new room is entered */ virtual void enterRoom(CRoomItem *room); /** * Following are handlers for the various messages that the PET can * pass onto the currently active section/area */ virtual bool MouseButtonDownMsg(CMouseButtonDownMsg *msg); virtual bool MouseDragStartMsg(CMouseDragStartMsg *msg); virtual bool MouseButtonUpMsg(CMouseButtonUpMsg *msg); virtual bool MouseDoubleClickMsg(CMouseDoubleClickMsg *msg); virtual bool VirtualKeyCharMsg(CVirtualKeyCharMsg *msg); virtual bool MouseWheelMsg(CMouseWheelMsg *msg); /** * Returns item a drag-drop operation has dropped on, if any */ virtual CGameObject *dragEnd(const Point &pt) const; /** * Returns true if the object is in a valid state */ virtual bool isValid(CPetControl *petControl); /** * Load the data for the class from file */ virtual void load(SimpleFile *file, int param); /** * Called after a game has been loaded */ virtual void postLoad(); /** * Save the data for the class to file */ virtual void save(SimpleFile *file, int indent); /** * Called when a section is switched to */ virtual void enter(PetArea oldArea); /** * Called when a section is being left, to switch to another area */ virtual void leave(); /** * Get a reference to the tooltip text associated with the section */ virtual CTextControl *getText() { return &_text; } /** * Special retrieval of glyph background image */ virtual CGameObject *getBackground(int index) const; /** * */ void change(CGameObject *item); /** * Called when an item has been removed from the PET */ void itemRemoved(CGameObject *item); /** * Called when the items under the PET have changed */ void itemsChanged(); /** * Called when the inventory can't be shown after adding an item */ void highlightItem(CGameObject *item); /** * Gets the object, if any, containing the transformation animation played * when pieces of Titania are added to the inventory for the first time. */ CGameObject *getTransformAnimation(int index); /** * Play the animated movie for an object */ void playMovie(CGameObject *movie, bool repeat = true); }; } // End of namespace Titanic #endif /* TITANIC_PET_INVENTORY_H */