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
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
|
/* 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_SUSPECTS_H
#define BLADERUNNER_KIA_SECTION_SUSPECTS_H
#include "bladerunner/ui/kia_section_base.h"
#include "common/array.h"
namespace BladeRunner {
class ActorClues;
class BladeRunnerEngine;
class Shape;
class UICheckBox;
class UIContainer;
class UIImagePicker;
class UIScrollBox;
class KIASectionSuspects : public KIASectionBase {
// _vm->_gameInfo->getClueCount()
static const int kClueCount = 288;
struct AcquiredClue {
int clueId;
int actorId;
};
bool _isOpen;
UIContainer *_uiContainer;
UIImagePicker *_buttons;
UIScrollBox *_cluesScrollBox;
UIScrollBox *_crimesScrollBox;
UICheckBox *_whereaboutsCheckBox;
UICheckBox *_MOCheckBox;
UICheckBox *_replicantCheckBox;
UICheckBox *_nonReplicantCheckBox;
UICheckBox *_othersCheckBox;
bool _whereaboutsFilter;
bool _MOFilter;
bool _replicantFilter;
bool _nonReplicantFilter;
bool _othersFilter;
ActorClues *_clues;
int _acquiredClueCount;
AcquiredClue _acquiredClues[kClueCount];
int _suspectSelected;
int _suspectsFoundCount;
Common::Array<bool> _suspectsFound;
Common::Array<bool> _suspectsWithIdentity;
int _mouseX;
int _mouseY;
int _suspectPhotoShapeId;
Shape *_suspectPhotoShape;
public:
int _crimeSelected;
public:
KIASectionSuspects(BladeRunnerEngine *vm, ActorClues *clues);
~KIASectionSuspects();
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();
void selectSuspect(int suspectId);
static const char *scrambleSuspectsName(const char *name);
private:
static void scrollBoxCallback(void *callbackData, void *source, int lineData, int mouseButton);
static void checkBoxCallback(void *callbackData, void *source);
static void mouseUpCallback(int buttonId, void *callbackData);
void onButtonPressed(int buttonId);
void populateAcquiredClues();
void populateSuspects();
void populateCrimes();
void populateVisibleClues();
void updateSuspectPhoto();
void nextSuspect();
void prevSuspect();
void enableAllFilters();
void disableAllFilters();
};
} // End of namespace BladeRunner
#endif
|