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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 MUTATIONOFJB_GUI_H
#define MUTATIONOFJB_GUI_H
#include "mutationofjb/inventory.h"
#include "mutationofjb/script.h"
#include "mutationofjb/guiscreen.h"
#include "mutationofjb/widgets/buttonwidget.h"
#include "mutationofjb/widgets/inventorywidget.h"
#include "mutationofjb/widgets/gamewidget.h"
#include "common/array.h"
#include "common/hashmap.h"
#include "common/hash-str.h"
#include "graphics/surface.h"
namespace Common {
struct Event;
}
namespace Graphics {
class Screen;
}
namespace MutationOfJB {
class Game;
class Widget;
class InventoryWidget;
class ConversationWidget;
class LabelWidget;
class GameWidget;
class GameScreen : public GuiScreen, public InventoryObserver, public ButtonWidgetCallback, public InventoryWidgetCallback, public GameWidgetCallback {
public:
friend class InventoryAnimationDecoderCallback;
friend class HudAnimationDecoderCallback;
GameScreen(Game &game, Graphics::Screen *screen);
~GameScreen();
bool init();
virtual void handleEvent(const Common::Event &event) override;
virtual void onInventoryChanged() override;
virtual void onButtonClicked(ButtonWidget *) override;
virtual void onInventoryItemHovered(InventoryWidget *widget, int posInWidget) override;
virtual void onInventoryItemClicked(InventoryWidget *widget, int posInWidget) override;
virtual void onGameDoorClicked(GameWidget *, Door *door) override;
virtual void onGameStaticClicked(GameWidget *, Static *stat) override;
virtual void onGameEntityHovered(GameWidget *, const Common::String &entity) override;
ConversationWidget &getConversationWidget();
void showConversationWidget(bool show);
void refreshAfterSceneChanged();
private:
bool loadInventoryGfx();
bool loadHudGfx();
void drawInventoryItem(const Common::String &item, int pos);
void drawInventory();
void updateStatusBarText(const Common::String &entity, bool inventory);
Common::Array<Graphics::Surface> _inventorySurfaces;
Common::Array<Graphics::Surface> _hudSurfaces;
Common::Array<ButtonWidget *> _buttons;
InventoryWidget *_inventoryWidget;
ConversationWidget *_conversationWidget;
LabelWidget *_statusBarWidget;
GameWidget *_gameWidget;
ActionInfo::Action _currentAction;
Common::String _currentPickedItem;
};
}
#endif
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