aboutsummaryrefslogtreecommitdiff
path: root/engines/sherlock/tattoo/tattoo_user_interface.h
blob: d89da4a6da776d7708acb1b9fef7238462c31049 (plain)
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
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
/* 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 SHERLOCK_TATTOO_UI_H
#define SHERLOCK_TATTOO_UI_H

#include "common/scummsys.h"
#include "common/list.h"
#include "sherlock/saveload.h"
#include "sherlock/screen.h"
#include "sherlock/user_interface.h"
#include "sherlock/tattoo/widget_credits.h"
#include "sherlock/tattoo/widget_files.h"
#include "sherlock/tattoo/widget_inventory.h"
#include "sherlock/tattoo/widget_options.h"
#include "sherlock/tattoo/widget_quit.h"
#include "sherlock/tattoo/widget_text.h"
#include "sherlock/tattoo/widget_tooltip.h"
#include "sherlock/tattoo/widget_verbs.h"

namespace Sherlock {

namespace Tattoo {

// Button width/height
#define BUTTON_SIZE 15				
// How long to play the intro before it can be skipped
#define STARTUP_KEYS_DISABLED_DELAY 200

class WidgetBase;

enum ScrollHighlight { SH_NONE = 0, SH_SCROLL_UP = 1, SH_PAGE_UP = 2, SH_THUMBNAIL = 3, SH_PAGE_DOWN = 4, SH_SCROLL_DOWN = 5 };

class WidgetList : public Common::List <WidgetBase *> {
public:
	bool contains(const WidgetBase *item) const;
};

class TattooUserInterface : public UserInterface {
	friend class WidgetBase;
private:
	int _scriptZone;
	int _cAnimFramePause;
	WidgetInventory _inventoryWidget;
	WidgetMessage _messageWidget;
	WidgetQuit _quitWidget;
	WidgetList _fixedWidgets;
	WidgetList _widgets;
	byte _lookupTable[PALETTE_COUNT];
	byte _lookupTable1[PALETTE_COUNT];
private:
	/**
	 * Handle any input when we're in standard mode (with no windows open)
	 */
	void doStandardControl();

	/**
	 * Handle input when in look mode
	 */
	void doLookControl();

	/**
	 * Handle input when the File window is open
	 */
	void doFileControl();

	/**
	 * Handle input while the verb menu is open
	 */
	void doVerbControl();

	/**
	 * Free any active menu
	 */
	void freeMenu();
public:
	Common::Point _targetScroll;
	int _scrollSize, _scrollSpeed;
	bool _drawMenu;
	int _arrowZone, _oldArrowZone;
	Object *_bgShape;
	bool _personFound;
	int _activeObj;
	Common::KeyState _keyState;
	Common::Point _lookPos;
	ScrollHighlight _scrollHighlight;
	Common::SeekableReadStream *_mask, *_mask1;
	Common::Point _maskOffset;
	int _maskCounter;
	int _lockoutTimer;
	ImageFile *_interfaceImages;
	WidgetCredits _creditsWidget;
	WidgetOptions _optionsWidget;
	WidgetText _textWidget;
	WidgetSceneTooltip _tooltipWidget;
	WidgetVerbs _verbsWidget;
	WidgetList _postRenderWidgets;
public:
	TattooUserInterface(SherlockEngine *vm);
	virtual ~TattooUserInterface();

	/**
	 * Handles restoring any areas of the back buffer that were/are covered by UI elements
	 */
	void doBgAnimRestoreUI();

	/**
	 * Checks to see if the screen needs to be scrolled. If so, scrolls it towards the target position
	 */
	void doScroll();

	/**
	 * Initializes scroll variables
	 */
	void initScrollVars();

	/**
	 * Display the long description for an object in a window
	 */
	void lookAtObject();

	/**
	 * Display the passed long description for an object. If the flag firstTime is set,
	 * the window will be opened to accomodate the text. Otherwise, the remaining text
	 * will be printed in an already open window
	 */
	void printObjectDesc(const Common::String &str, bool firstTime);

	/**
	 * Handles displaying the journal
	 */
	void doJournal();

	/**
	 * Put the game in inventory mode by opening the inventory dialog
	 */
	void doInventory(int mode);

	/**
	 * Handle the display of the options/setup menu
	 */
	void doControls();

	/**
	 * Handle the display of the quit menu
	 */
	void doQuitMenu();

	/**
	 * Pick up the selected object
	 */
	void pickUpObject(int objNum);

	/**
	 * This will display a text message in a dialog at the bottom of the screen
	 */
	void putMessage(const char *formatStr, ...) GCC_PRINTF(2, 3);

	/**
	 * Makes a greyscale translation table for each palette entry in the table
	 */
	void setupBGArea(const byte cMap[PALETTE_SIZE]);

	/**
	 * Erase any background as needed before drawing frame
	 */
	void doBgAnimEraseBackground();

	/**
	 * Draws overlays onto the scene. Basically, the smoke effects some scenes have
	 */
	void drawMaskArea(bool mode);

	/**
	 * Takes the data passed in the image and apply it to the surface at the given position.
	 * The src mask data is encoded with a different color for each item. To highlight one,
	 the runs that do not match the highlight number will be darkened
	 */
	void maskArea(Common::SeekableReadStream &mask, const Common::Point &pt);

	/**
	 * Translate a given area of the back buffer to greyscale shading
	 */
	void makeBGArea(const Common::Rect &r);

	/**
	 * Draws all the dialog rectangles for any items that need them
	 */
	void drawDialogRect(Surface &s, const Common::Rect &r, bool raised);

	/**
	 * If the mouse cursor is point at the cursor, then display the name of the object on the screen.
	 * If there is no object being pointed it, clear any previously displayed name
	 */
	void displayObjectNames();

	/**
	 * Show the load game dialog, and allow the user to load a game
	 */
	void loadGame();

	/**
	 * Show the save game dialog, and allow the user to save the game
	 */
	void saveGame();

	/**
	 * Add a widget to the current scene to be executed if there are no active widgets in the
	 * main _widgets list
	 */
	void addFixedWidget(WidgetBase *widget);
public:
	/**
	 * Resets the user interface
	 */
	virtual void reset();

	/**
	 * Main input handler for the user interface
	 */
	virtual void handleInput();

	/**
	 * Draw the user interface onto the screen's back buffers
	 */	
	virtual void drawInterface(int bufferNum = 3);

	/**
	 * Clear any active text window
	 */
	virtual void clearWindow();

	/**
	 * Banish any active window
	 * @remarks		Tattoo doesn't use sliding windows, but the parameter is in the base
	 * UserInterface class as a convenience for Scalpel UI code
	 */
	virtual void banishWindow(bool slideUp = true);
};

} // End of namespace Tattoo

} // End of namespace Sherlock

#endif