/* 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_GLYPHS_H #define TITANIC_PET_INVENTORY_GLYPHS_H #include "titanic/carry/carry.h" #include "titanic/pet_control/pet_glyphs.h" #include "titanic/support/screen_manager.h" namespace Titanic { class CPetInventoryGlyph : public CPetGlyph { private: /** * Populate the details for an item */ int populateItem(CGameObject *item, bool isLoading); /** * For items which can have multiple different states, such as the * beer glass or Maitre D arms, returns the correct item index to use * for getting the inventory item glyph and description */ int getItemIndex(CGameObject *item, bool isLoading); /** * Start a repeated animation for the item */ void startRepeatedMovie(); /** * Start a singular (non-repeating) animation for the item, * such as an item's transformation into a piece of Titania */ void startSingularMovie(); /** * Stop any previously started foreground or background movie */ void stopMovie(); /** * Reposition the inventory item */ void reposition(const Point &pt); public: CGameObject *_item; bool _active; CGameObject *_repeated; CGameObject *_singular; public: CPetInventoryGlyph() : _item(nullptr), _active(true), _repeated(nullptr), _singular(nullptr) {} CPetInventoryGlyph(CCarry *item, bool active) : _item(item), _active(active), _repeated(nullptr), _singular(nullptr) {} /** * Called when the PET area is entered */ virtual void enter(); /** * Called when the PET area is left */ virtual void leave(); /** * Draw the glyph at a specified position */ virtual void drawAt(CScreenManager *screenManager, const Point &pt, bool isHighlighted); /** * Unhighlight any currently highlighted element */ virtual void unhighlightCurrent(); /** * Highlight any currently highlighted element */ virtual void highlightCurrent(const Point &pt); /** * Glyph has been shifted to be first visible one */ virtual void glyphFocused(const Point &topLeft, bool flag); /** * Called when a glyph drag starts */ virtual bool dragGlyph(const Point &topLeft, CMouseDragStartMsg *msg); /** * Returns the tooltip text for when the glyph is selected */ virtual void getTooltip(CTextControl *text); /** * Return whether the glyph is currently valid */ virtual bool isValid() const { return _item && _repeated; } /** * Returns the object associated with the glyph */ virtual CGameObject *getObjectAt() { return _item; } /** * Does a processing action on the glyph */ virtual bool doAction(CGlyphAction *action); /** * Set the inventory item */ void setItem(CGameObject *item, bool isLoading); }; class CInventoryGlyphAction : public CGlyphAction { public: CGameObject *_item; public: CInventoryGlyphAction(CGameObject *item, GlyphActionMode mode) : CGlyphAction(mode), _item(item) {} }; class CPetInventoryGlyphs : public CPetGlyphs { friend class CPetInventoryGlyph; private: CGameObject *getBackground(int index); public: /** * Do an action on the glyphs */ bool doAction(CInventoryGlyphAction *item); }; } // End of namespace Titanic #endif /* TITANIC_PET_INVENTORY_GLYPHS_H */