/* 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 TSAGE_USER_INTERFACE_H #define TSAGE_USER_INTERFACE_H #include "common/scummsys.h" #include "tsage/core.h" #include "tsage/graphics.h" #include "tsage/sound.h" namespace TsAGE { class StripProxy: public EventHandler { public: virtual void process(Event &event); }; class UIElement: public BackgroundSceneObject { public: bool _enabled; int _frameNum; virtual Common::String getClassName() { return "UIElement"; } virtual void synchronize(Serializer &s); void setup(int visage, int stripNum, int frameNum, int posX, int posY, int priority); void setEnabled(bool flag); }; // This class implements the Question mark button class UIQuestion: public UIElement { private: void showDescription(CursorType item); void showItem(int resNum, int rlbNum, int frameNum); public: virtual void process(Event &event); void setEnabled(bool flag); }; // This class implements the score counter class UIScore: public UIElement { private: void showDescription(int lineNum); public: UIElement _digit3, _digit2, _digit1, _digit0; virtual void postInit(SceneObjectList *OwnerList = NULL); virtual void draw(); void updateScore(); }; class UIInventorySlot: public UIElement { public: int _objIndex; InvObject *_object; UIInventorySlot(); virtual Common::String getClassName() { return "UIInventorySlot"; } virtual void synchronize(Serializer &s); virtual void process(Event &event); }; class UIInventoryScroll: public UIElement { private: void toggle(bool pressed); public: bool _isLeft; UIInventoryScroll(); virtual Common::String getClassName() { return "UIInventoryScroll"; } virtual void synchronize(Serializer &s); virtual void process(Event &event); }; class UICollection: public EventHandler { private: void r2rDrawFrame(); protected: void erase(); public: Common::Point _position; Rect _bounds; bool _visible; bool _clearScreen; bool _cursorChanged; Common::Array _objList; UICollection(); void setup(const Common::Point &pt); void hide(); void show(); void resetClear(); void draw(); }; class UIElements: public UICollection { private: void add(UIElement *obj); void updateInvList(); public: UIElement _background; UIQuestion _question; UIScore _score; UIInventorySlot _slot1, _slot2, _slot3, _slot4; UIInventoryScroll _scrollLeft, _scrollRight; ASound _sound; int _slotStart, _scoreValue; bool _active; Common::Array _itemList; Visage _cursorVisage; UIElement _character; UIElements(); virtual Common::String getClassName() { return "UIElements"; } virtual void synchronize(Serializer &s); virtual void postInit(SceneObjectList *OwnerList = NULL) { error("Wrong init() called"); } virtual void process(Event &event); void setup(const Common::Point &pt); void updateInventory(int objectNumber = 0); void addScore(int amount); void scrollInventory(bool isLeft); static void loadNotifierProc(bool postFlag); }; } // End of namespace TsAGE #endif