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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 SHERLOCK_TATTOO_WIDGET_INVENTORY_H
#define SHERLOCK_TATTOO_WIDGET_INVENTORY_H
#include "common/scummsys.h"
#include "sherlock/tattoo/widget_base.h"
#include "sherlock/tattoo/widget_tooltip.h"
namespace Sherlock {
class SherlockEngine;
namespace Tattoo {
#define NUM_INVENTORY_SHOWN 8 // Number of Inventory Items Shown
class WidgetInventory: public WidgetBase {
private:
int _invVerbMode;
int _invSelect, _oldInvSelect;
int _selector, _oldSelector;
int _invVerbSelect, _oldInvVerbSelect;
int _dialogTimer;
int _scrollHighlight;
Common::StringArray _inventCommands;
WidgetTooltip _tooltipWidget;
Common::String _invVerb;
Common::String _invTarget;
Common::String _action;
Common::Rect _invGraphicBounds;
Surface _invGraphic;
bool _swapItems;
Common::Rect _menuBounds, _oldMenuBounds;
Surface _menuSurface;
/**
* Draw the scrollbar for the dialog
*/
void drawScrollBar();
/**
* Displays the description of any inventory item the moues cursor is over
*/
void updateDescription();
/**
* Check for keys to mouse the mouse within the inventory dialog
*/
void checkInvTabbingKeys();
/**
* Highlights the controls
*/
void highlightControls();
public:
int _invMode;
public:
WidgetInventory(SherlockEngine *vm);
virtual ~WidgetInventory() {}
void load(int mode);
/**
* Draw the inventory on the surface
*/
void drawInventory();
/**
* Handle events whilst the widget is on-screen
*/
virtual void handleEvents();
/**
* Close a currently active menu
*/
virtual void banishWindow();
};
} // End of namespace Tattoo
} // End of namespace Sherlock
#endif
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