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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_UI_H
#define SHERLOCK_UI_H
#include "common/scummsys.h"
#include "common/events.h"
#include "sherlock/surface.h"
#include "sherlock/objects.h"
#include "sherlock/resources.h"
namespace Sherlock {
#define CONTROLS_Y 138
#define CONTROLS_Y1 151
enum MenuMode {
STD_MODE = 0,
LOOK_MODE = 1,
MOVE_MODE = 2,
TALK_MODE = 3,
PICKUP_MODE = 4,
OPEN_MODE = 5,
CLOSE_MODE = 6,
INV_MODE = 7,
USE_MODE = 8,
GIVE_MODE = 9,
JOURNAL_MODE = 10,
FILES_MODE = 11,
SETUP_MODE = 12
};
extern const char COMMANDS[13];
extern const int MENU_POINTS[12][4];
extern const int INVENTORY_POINTS[8][3];
extern const char INVENTORY_COMMANDS[9];
extern const char *const PRESS_KEY_FOR_MORE;
extern const char *const PRESS_KEY_TO_CONTINUE;
class SherlockEngine;
class Inventory;
class Talk;
class UserInterface {
protected:
SherlockEngine *_vm;
UserInterface(SherlockEngine *vm);
public:
MenuMode _menuMode;
int _menuCounter;
bool _infoFlag;
bool _windowOpen;
bool _endKeyActive;
int _invLookFlag;
bool _slideWindows;
bool _helpStyle;
Common::Rect _windowBounds;
bool _lookScriptFlag;
// TODO: Not so sure these should be in the base class. May want to refactor them to SherlockEngine, or refactor
// various Scalpel dialogs to keep their own private state of key/selections
char _key, _oldKey;
int _selector, _oldSelector;
int _temp, _oldTemp;
int _temp1;
int _lookHelp;
public:
static UserInterface *init(SherlockEngine *vm);
/**
* Resets the user interface
*/
virtual void reset() {}
/**
* Draw the user interface onto the screen's back buffers
*/
virtual void drawInterface(int bufferNum = 3) {}
/**
* Main input handler for the user interface
*/
virtual void handleInput() {}
/**
* Displays a passed window by gradually scrolling it vertically on-screen
*/
virtual void summonWindow(const Surface &bgSurface, bool slideUp = true) {}
/**
* Slide the window stored in the back buffer onto the screen
*/
virtual void summonWindow(bool slideUp = true, int height = CONTROLS_Y) {}
/**
* Close a currently open window
* @param flag 0 = slide old window down, 1 = slide prior UI back up
*/
virtual void banishWindow(bool slideUp = true) {}
/**
* Clears the info line of the screen
*/
virtual void clearInfo() {}
/**
* Clear any active text window
*/
virtual void clearWindow() {}
/**
* Print the previously selected object's decription
*/
virtual void printObjectDesc() {}
};
class ScalpelUserInterface: public UserInterface {
friend class Inventory;
friend class Settings;
friend class Talk;
private:
ImageFile *_controlPanel;
ImageFile *_controls;
char _keyPress;
int _lookHelp;
int _bgFound, _oldBgFound;
int _help, _oldHelp;
char _key, _oldKey;
int _temp, _oldTemp;
int _oldLook;
bool _keyboardInput;
bool _pause;
int _cNum;
Common::String _cAnimStr;
Common::String _descStr;
int _find;
int _oldUse;
private:
/**
* Draws the image for a user interface button in the down/pressed state.
*/
void depressButton(int num);
/**
* If he mouse button is pressed, then calls depressButton to draw the button
* as pressed; if not, it will show it as released with a call to "restoreButton".
*/
void pushButton(int num);
/**
* By the time this method has been called, the graphics for the button change
* have already been drawn. This simply takes care of switching the mode around
* accordingly
*/
void toggleButton(int num);
/**
* Creates a text window and uses it to display the in-depth description
* of the highlighted object
*/
void examine();
/**
* Print the name of an object in the scene
*/
void lookScreen(const Common::Point &pt);
/**
* Gets the item in the inventory the mouse is on and display's it's description
*/
void lookInv();
/**
* Handles input when the file list window is being displayed
*/
void doEnvControl();
/**
* Handle input whilst the inventory is active
*/
void doInvControl();
/**
* Handles waiting whilst an object's description window is open.
*/
void doLookControl();
/**
* Handles input until one of the user interface buttons/commands is selected
*/
void doMainControl();
/**
* Handles the input for the MOVE, OPEN, and CLOSE commands
*/
void doMiscControl(int allowed);
/**
* Handles input for picking up items
*/
void doPickControl();
/**
* Handles input when in talk mode. It highlights the buttons and available statements,
* and handles allowing the user to click on them
*/
void doTalkControl();
/**
* Handles events when the Journal is active.
* @remarks Whilst this would in theory be better in the Journal class, since it displays in
* the user interface, it uses so many internal UI fields, that it sort of made some sense
* to put it in the UserInterface class.
*/
void journalControl();
/**
* Checks to see whether a USE action is valid on the given object
*/
void checkUseAction(const UseType *use, const Common::String &invName, const char *const messages[],
int objNum, bool giveMode);
/**
* Called for OPEN, CLOSE, and MOVE actions are being done
*/
void checkAction(ActionType &action, const char *const messages[], int objNum);
/**
* Print the previously selected object's decription
*/
void printObjectDesc(const Common::String &str, bool firstTime);
public:
ScalpelUserInterface(SherlockEngine *vm);
~ScalpelUserInterface();
/**
* Handles counting down whilst checking for input, then clears the info line.
*/
void whileMenuCounter();
/**
* Draws the image for the given user interface button in the up
* (not selected) position
*/
void restoreButton(int num);
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);
/**
* Displays a passed window by gradually scrolling it vertically on-screen
*/
virtual void summonWindow(const Surface &bgSurface, bool slideUp = true);
/**
* Slide the window stored in the back buffer onto the screen
*/
virtual void summonWindow(bool slideUp = true, int height = CONTROLS_Y);
/**
* Close a currently open window
* @param flag 0 = slide old window down, 1 = slide prior UI back up
*/
virtual void banishWindow(bool slideUp = true);
/**
* Clears the info line of the screen
*/
virtual void clearInfo();
/**
* Clear any active text window
*/
virtual void clearWindow();
/**
* Print the previously selected object's decription
*/
virtual void printObjectDesc();
};
class TattooUserInterface : public UserInterface {
public:
TattooUserInterface(SherlockEngine *vm);
public:
/**
* Main input handler for the user interface
*/
virtual void handleInput();
};
} // End of namespace Sherlock
#endif
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