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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.
*
* $URL$
* $Id$
*
*/
#ifndef M4_MADS_VIEWS_H
#define M4_MADS_VIEWS_H
#include "m4/gui.h"
#include "m4/viewmgr.h"
#include "common/rect.h"
#include "common/list.h"
#include "common/ptr.h"
namespace M4 {
class IntegerList : public Common::Array<int> {
public:
int indexOf(int v) {
for (uint i = 0; i < size(); ++i)
if (operator [](i) == v)
return i;
return -1;
}
};
enum InterfaceFontMode {ITEM_NORMAL, ITEM_HIGHLIGHTED, ITEM_SELECTED};
enum InterfaceObjects {ACTIONS_START = 0, SCROLL_UP = 10, SCROLL_SCROLLER = 11, SCROLL_DOWN = 12,
INVLIST_START = 13, VOCAB_START = 18};
class MadsInterfaceView : public GameInterfaceView {
private:
IntegerList _inventoryList;
RectList _screenObjects;
int _highlightedElement;
int _topIndex;
uint32 _nextScrollerTicks;
int _cheatKeyCtr;
// Object display fields
int _selectedObject;
SpriteAsset *_objectSprites;
RGBList *_objectPalData;
int _objectFrameNumber;
void setFontMode(InterfaceFontMode newMode);
bool handleCheatKey(int32 keycode);
bool handleKeypress(int32 keycode);
public:
MadsInterfaceView(MadsM4Engine *vm);
~MadsInterfaceView();
virtual void initialise();
virtual void setSelectedObject(int objectNumber);
virtual void addObjectToInventory(int objectNumber);
void onRefresh(RectList *rects, M4Surface *destSurface);
bool onEvent(M4EventType eventType, int32 param1, int x, int y, bool &captureEvents);
};
}
#endif
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