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/* 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 HDB_WINDOW_H
#define HDB_WINDOW_H
namespace HDB {
enum {
kDialogTextLeft = 64,
kDialogTextRight = (kDialogTextLeft + kTileWidth * 9),
kOpenDialogTextLeft = kDialogTextLeft,
kOpenDialogTextRight = (kDialogTextRight + kTileWidth * 2),
kWeaponX = (480 - 34),
kWeaponY = 2,
kInvItemSpaceX = 48,
kInvItemSpaceY = 40,
kInvItemPerLine = 3,
kDlvItemSpaceX = 48,
kDlvItemSpaceY = (kTileHeight * 2 + 16),
kDlvItemPerLine = 3,
kDlvItemTextY = (kScreenHeight - 30),
kNumCrazy = 37,
kTextOutCenterX = ((kScreenWidth - kTileWidth * 5) / 2),
kPauseY = (kScreenHeight / 2 - 64)
};
struct DialogInfo {
char title[64]; // TITLE string
int tileIndex; // this is for a character picture
char string[160]; // actual text in the dialog
bool active; // is it drawing or not?
int x, y; // where to draw dialog
int width, height; // size of the dialog itself
int titleWidth;
Picture *gfx; // character tile (picture)
int more; // whether we want to draw the MORE icon or not
int el, er, et, eb; // saves the text edges
char luaMore[64]; // the name of the function to call after clicking the MORE button
DialogInfo() : title(""), tileIndex(0), string(""), active(false), x(0), y(0),
width(0), height(0), titleWidth(0), gfx(NULL), more(0), el(0), er(0), et(0),
eb(0), luaMore("") {}
};
struct DialogChoiceInfo {
char title[64]; // TITLE string
char text[160]; // actual text in the dialog
char func[64]; // function to call with result
bool active; // is it drawing or not?
int x, y; // where to draw dialog
int width, height; // size of the dialog itself
int textHeight; // height of everything above choices
int titleWidth;
int el, er, et, eb; // saves the text edges
uint32 timeout; // timeout value!
int selection; // which choice we've made
int numChoices; // how many choices possible
char choices[10][64]; // ptrs to choice text
DialogChoiceInfo() : title(""), text(""), func(""), active(false), x(0), y(0),
width(0), height(0), textHeight(0), titleWidth(0), el(0), er(0), et(0),
eb(0), timeout(0), selection(0), numChoices(0) {
for (int i = 0; i < 10; i++)
strcpy(choices[i], "");
}
};
struct InvWinInfo {
int x, y;
int width, height;
int selection;
bool active;
InvWinInfo() : x(0), y(0), width(0), height(0), selection(0), active(false) {}
};
struct DlvsInfo {
int x, y;
int width, height;
bool active;
int selected;
bool animate;
uint32 delay1, delay2, delay3;
bool go1, go2, go3;
DlvsInfo() : x(0), y(0), width(0), height(0), active(false), selected(0), animate(false), delay1(0), delay2(0), delay3(0), go1(false), go2(false), go3(false) {}
};
struct TOut {
char text[128];
int x, y;
uint32 timer;
TOut() : text(""), x(0), y(0), timer(0) {}
};
class Window {
public:
bool init();
void restartSystem();
void setInfobarDark(int value);
// Pause Functions
void drawPause();
void checkPause(uint x, uint y);
// Dialog Functions
void openDialog(const char *title, int tileIndex, const char *string, int more, const char *luaMore);
void drawDialog();
void closeDialog();
bool checkDialogClose(int x, int y);
void drawBorder(int x, int y, int width, int height, bool guyTalking);
void setDialogDelay(int delay);
uint32 getDialogDelay() {
return _dialogDelay;
}
bool dialogActive() {
return _dialogInfo.active;
}
// MessageBar Functions
void openMessageBar(const char *msg, int count);
// Inventory Functions
void drawInventory();
void setInvSelect(int status) {
_invWinInfo.selection = status;
}
int getInvSelect() {
return _invWinInfo.selection;
}
void checkInvSelect(int x, int y);
// Deliveries Functions
void openDeliveries(bool animate);
void drawDeliveries();
void setSelectedDelivery(int which);
int getSelectedDelivery() {
return _dlvsInfo.selected;
}
bool animatingDelivery() {
return _dlvsInfo.animate;
}
void checkDlvSelect(int x, int y);
// TextOut functions
void textOut(const char *text, int x, int y, int timer);
void centerTextOut(const char *text, int y, int timer);
void drawTextOut();
int textOutActive() {
return (_textOutList.size());
}
void closeTextOut();
private:
DialogInfo _dialogInfo;
uint32 _dialogDelay; // Used for Cinematics
DialogChoiceInfo _dialogChoiceInfo;
InvWinInfo _invWinInfo;
Common::Array<TOut *> _textOutList;
DlvsInfo _dlvsInfo;
// Windows GFX
Picture *_gfxTL, *_gfxTM, *_gfxTR;
Picture *_gfxL, *_gfxM, *_gfxR;
Picture *_gfxBL, *_gfxBM, *_gfxBR;
Picture *_gfxTitleL, *_gfxTitleM, *_gfxTitleR;
Picture *_gGfxTL, *_gGfxTM, *_gGfxTR;
Picture *_gGfxL, *_gGfxM, *_gGfxR;
Picture *_gGfxBL, *_gGfxBM, *_gGfxBR;
Picture *_gGfxTitleL, *_gGfxTitleM, *_gGfxTitleR;
Picture *_gfxResources, *_gfxDeliveries;
Picture *_gfxIndent, *_gfxArrowTo, *_gfxHandright;
Picture *_gfxTry, *_gfxAgain, *_gfxInvSelect;
Tile *_gfxMonkeystone;
Picture *_gfxLevelRestart, *_gfxPausePlaque;
Tile *_gemGfx;
Picture *_mstoneGfx;
// Info Bar
Picture *_gfxInfobar, *_gfxDarken;
int _infobarDimmed;
};
} // End of Namespace
#endif // !HDB_WINDOW_H
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