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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 TITANIC_MAIN_GAME_WINDOW_H
#define TITANIC_MAIN_GAME_WINDOW_H
#include "common/scummsys.h"
#include "common/array.h"
#include "titanic/game_manager.h"
#include "titanic/game_view.h"
#include "titanic/support/image.h"
#include "titanic/core/project_item.h"
#include "titanic/events.h"
namespace Titanic {
class TitanicEngine;
class CMainGameWindow : public CEventTarget {
private:
TitanicEngine *_vm;
int _pendingLoadSlot;
uint32 _priorLeftDownTime;
uint32 _priorMiddleDownTime;
uint32 _priorRightDownTime;
private:
/**
* Returns true if a savegame was selected to be loaded
* from the ScummVM launcher
*/
bool isLoadingFromLauncher() const;
/**
* Checks for the presence of any savegames and, if present,
* lets the user pick one to resume
*/
int getSavegameSlot();
/**
* Creates the game "project" and determine a game save slot
* to use
*/
int selectSavegame();
/**
* Used for drawing the PET fullscreen? maybe
*/
void drawPet(CScreenManager *screenManager);
/**
* Draws the background for the view
*/
void drawView();
/**
* Draws all the items within the view
*/
void drawViewContents(CScreenManager *screenManager);
void leftButtonDoubleClick(const Point &mousePos);
void middleButtonDoubleClick(const Point &mousePos);
void rightButtonDoubleClick(const Point &mousePos);
/**
* Returns true if the player can control the mouse
*/
bool isMouseControlEnabled() const;
public:
CGameView *_gameView;
CGameManager *_gameManager;
CProjectItem *_project;
bool _inputAllowed;
Image *_image;
void *_cursor;
public:
CMainGameWindow(TitanicEngine *vm);
virtual ~CMainGameWindow();
/**
* Called to handle any regular updates the game requires
*/
void onIdle();
virtual void mouseMove(const Point &mousePos);
virtual void leftButtonDown(const Point &mousePos);
virtual void leftButtonUp(const Point &mousePos);
virtual void middleButtonDown(const Point &mousePos);
virtual void middleButtonUp(const Point &mousePos);
virtual void rightButtonDown(const Point &mousePos);
virtual void rightButtonUp(const Point &mousePos);
virtual void mouseWheel(const Point &mousePos, bool wheelUp);
virtual void keyDown(Common::KeyState keyState);
/**
* Called when the application starts
*/
void applicationStarting();
/**
* Sets the view to be shown
*/
void setActiveView(CViewItem *viewItem);
/**
* Main draw method for the window
*/
void draw();
/**
* Called by the event handler when a mouse event has been generated
*/
void mouseChanged();
/**
* Schedules a savegame to be loaded
*/
void loadGame(int slotId);
};
} // End of namespace Titanic
#endif /* TITANIC_MAIN_GAME_WINDOW_H */
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