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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 MADS_USER_INTERFACE_H
#define MADS_USER_INTERFACE_H
#include "common/scummsys.h"
#include "common/rect.h"
#include "common/str.h"
#include "mads/msurface.h"
#include "mads/screen.h"
namespace MADS {
enum { IMG_SPINNING_OBJECT = 200, IMG_TEXT_UPDATE = 201 };
enum ScrollbarActive {
SCROLLBAR_NONE = 0, // No state
SCROLLBAR_UP = 1, // Up butotn
SCROLLBAR_DOWN = 2, // Down button
SCROLLBAR_ELEVATOR = 3, // Elevator bar
SCROLLBAR_THUMB = 4 // Scrollbar thumb
};
class AnimFrameEntry;
class MADSEngine;
class UISlot {
public:
int _flags;
int _segmentId;
int _spritesIndex;
int _frameNumber;
Common::Point _position;
// Only used for IMG_OVERPRINT
int _width;
int _height;
UISlot();
};
/**
* Sprite list for the user interface
*/
class UISlots : public Common::Array<UISlot> {
private:
MADSEngine *_vm;
public:
/**
* Constructor
*/
UISlots(MADSEngine *vm) : _vm(vm) {}
/**
* Add an overprint (text) entry to the list
*/
void add(const Common::Rect &bounds);
/**
* Loads the data from an aimation frame entry
*/
void add(const AnimFrameEntry &frameEntry);
/**
* Adds a special entry for full refresh of the user interface
*/
void fullRefresh();
/**
* Draw all the sprites in the list on the user interface.
* @param updateFlag Flag drawn areas to be updated on physical screen
* @param delFlag Controls how used slots are deleted after drawing
*/
void draw(bool updateFlag, bool delFlag);
};
class Conversation {
private:
static MADSEngine *_vm;
public:
static void init(MADSEngine *vm);
public:
int _globalId;
Common::Array<int> _quotes;
/**
* Set up a conversation sequence
*/
void setup(int globalId, ...);
/**
* Activates the passed set of quotes in the given conversation node
*/
void set(int quoteId, ...);
/**
* Returns the bit for a given quote to indicate whether it's active or not or,
* if 0 is passed, returns the number of currently active quotes
*/
int read(int quoteId);
/**
* Activates or deactivates the specified quote in the given conversation node
*/
void write(int quoteId, bool flag);
/**
* Starts the conversation
*/
void start();
};
class UserInterface : public MSurface {
friend class UISlots;
private:
MADSEngine *_vm;
int _invSpritesIndex;
int _invFrameNumber;
uint32 _scrollMilli;
bool _scrollFlag;
int _noSegmentsActive;
int _someSegmentsActive;
/**
* Loads the elements of the user interface
*/
void loadElements();
/**
* Returns the area within the user interface a given element falls
*/
bool getBounds(ScrCategory category, int invIndex, Common::Rect &bounds);
/**
* Reposition a bounding rectangle to physical co-ordinates
*/
void moveRect(Common::Rect &bounds);
/**
* Draw options during a conversation.
*/
void drawConversationList();
/**
* Draw the action list
*/
void drawActions();
/**
* Draw the inventory list
*/
void drawInventoryList();
/**
* Draw the inventory item vocab list
*/
void drawItemVocabList();
/**
* Draw the inventory scroller
*/
void drawScroller();
/**
* Called when the inventory scrollbar has changed
*/
void scrollbarChanged();
/**
* Draw a UI textual element
*/
void writeVocab(ScrCategory category, int id);
public:
MSurface _surface;
UISlots _uiSlots;
DirtyAreas _dirtyAreas;
ScrCategory _category;
Common::Rect *_rectP;
int _inventoryTopIndex;
int _selectedInvIndex;
int _selectedActionIndex;
int _selectedItemVocabIdx;
ScrollbarActive _scrollbarActive, _scrollbarOldActive;
int _highlightedCommandIndex;
int _highlightedInvIndex;
int _highlightedItemVocabIndex;
bool _inventoryChanged;
int _categoryIndexes[8];
Common::StringArray _talkStrings;
Common::Array<int> _talkIds;
bool _scrollbarQuickly;
uint32 _scrollbarMilliTime;
int _scrollbarElevator, _scrollbarOldElevator;
ScrollbarActive _scrollbarStrokeType;
public:
/**
* Constructor
*/
UserInterface(MADSEngine *vm);
/**
* Loads an interface from a specified resource
*/
virtual void load(const Common::String &resName);
/**
* Set up the interface
*/
void setup(InputMode inputMode);
void drawTextElements();
/**
* Merges a sub-section of another surface into the user interface without
* destroying any on-screen text
* @param src Source surface
* @param srcBounds Area to copy/merge from
* @param destPos Destination position to draw in current surface
* @param transparencyIndex Transparency color
*/
void mergeFrom(BaseSurface *src, const Common::Rect &srcBounds, const Common::Point &destPos,
int transparencyIndex = -1);
/**
* Loads the animation sprite data for a given inventory object
*/
void loadInventoryAnim(int objectId);
/**
* Resets the inventory animation when no inventory item is selected
*/
void noInventoryAnim();
/**
* Handles any animation that occurs in the background of the user interface
*/
void doBackgroundAnimation();
/**
* Handles queuing a new frame of an inventory animation for drawing
*/
void inventoryAnim();
void categoryChanged();
/**
* Select an item from the inventory list
* @param invIndex Index in the inventory list of the item to select
*/
void selectObject(int invIndex);
void updateSelection(ScrCategory category, int newIndex, int *idx);
/**
* Updates the current top visible item of the scrollbar
*/
void changeScrollBar();
void scrollerChanged();
void scrollInventory();
/**
* Checks for the mouse being on the user interface inventory scroller,
* and update the scroller highlight and selected inventory object as necessary
*/
void updateInventoryScroller();
/**
* Empties the current conversation talk list
*/
void emptyConversationList();
/**
* Add a msesage to the list of conversation items to select from
*/
void addConversationMessage(int vocabId, const Common::String &msg);
/**
* Synchronize the data
*/
void synchronize(Common::Serializer &s);
void refresh();
};
} // End of namespace MADS
#endif /* MADS_USER_INTERFACE_H */
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