1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
|
/* 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 BLADERUNNER_KIA_SECTION_CLUES_H
#define BLADERUNNER_KIA_SECTION_CLUES_H
#include "bladerunner/ui/kia_section_base.h"
#include "common/array.h"
#include "common/str.h"
namespace BladeRunner {
class ActorClues;
class UIContainer;
class UIImagePicker;
class UIScrollBox;
class KIASectionClues : public KIASectionBase {
//TODO: use gameInfo->getClueCount(), not in original game
static const int kClueCount = 288;
struct Line {
Common::String crimeName;
int lineData;
int flags;
};
UIContainer *_uiContainer;
UIImagePicker *_buttons;
UIScrollBox *_cluesScrollBox;
UIScrollBox *_filterScrollBox;
bool _isOpen;
bool _debugIntangible;
int _debugNop;
ActorClues *_clues;
int _assetTypeFilterCount;
int _crimeFilterCount;
int _filterCount;
Common::Array<bool> _filters;
int _mouseX;
int _mouseY;
public:
KIASectionClues(BladeRunnerEngine *vm, ActorClues *clues);
~KIASectionClues();
void reset();
void open();
void close();
void draw(Graphics::Surface &surface);
void handleMouseMove(int mouseX, int mouseY);
void handleMouseDown(bool mainButton);
void handleMouseUp(bool mainButton);
void saveToLog();
void loadFromLog();
private:
static void scrollBoxCallback(void *callbackData, void *source, int lineData, int mouseButton);
static void mouseUpCallback(int buttonId, void *callbackData);
void onButtonPressed(int buttonId);
void enableAllFilters();
void disableAllFilters();
void populateFilters();
void populateClues();
int getClueFilterTypeTextId(int);
int getClueFilterCrimeId(int);
int getLineIdForAssetType(int assetType);
int getLineIdForCrimeId(int crimeId);
};
} // End of namespace BladeRunner
#endif
|