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
|
/* 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_PET_INVENTORY_GLYPHS_H
#define TITANIC_PET_INVENTORY_GLYPHS_H
#include "titanic/carry/carry.h"
#include "titanic/pet_control/pet_glyphs.h"
#include "titanic/support/screen_manager.h"
namespace Titanic {
class CPetInventoryGlyph : public CPetGlyph {
private:
/**
* Populate the details for an item
*/
int populateItem(CGameObject *item, bool isLoading);
/**
* For items which can have multiple different states, such as the
* beer glass or Maitre D arms, returns the correct item index to use
* for getting the inventory item glyph and description
*/
int getItemIndex(CGameObject *item, bool isLoading);
/**
* Start a repeated animation for the item
*/
void startRepeatedMovie();
/**
* Start a singular (non-repeating) animation for the item,
* such as an item's transformation into a piece of Titania
*/
void startSingularMovie();
/**
* Stop any previously started foreground or background movie
*/
void stopMovie();
/**
* Reposition the inventory item
*/
void reposition(const Point &pt);
public:
CGameObject *_item;
int _field34;
CGameObject *_background;
CGameObject *_image;
public:
CPetInventoryGlyph() : _item(nullptr), _field34(1),
_background(nullptr), _image(nullptr) {}
CPetInventoryGlyph(CCarry *item, int val) : _item(item),
_field34(val), _background(nullptr), _image(nullptr) {}
/**
* Called when the PET area is entered
*/
virtual void enter();
/**
* Called when the PET area is left
*/
virtual void leave();
/**
* Draw the glyph at a specified position
*/
virtual void drawAt(CScreenManager *screenManager, const Point &pt, bool isHighlighted);
/**
* Unhighlight any currently highlighted element
*/
virtual void unhighlightCurrent();
/**
* Highlight any currently highlighted element
*/
virtual void highlightCurrent(const Point &pt);
/**
* Glyph has been shifted to be first visible one
*/
virtual void glyphFocused(const Point &topLeft, bool flag);
/**
* Called when a glyph drag starts
*/
virtual bool dragGlyph(const Point &topLeft, CMouseDragStartMsg *msg);
/**
* Returns the tooltip text for when the glyph is selected
*/
virtual void getTooltip(CTextControl *text);
/**
* Return whether the glyph is currently valid
*/
virtual bool isValid() const { return _item && _background; }
/**
* Returns the object associated with the glyph
*/
virtual CGameObject *getObjectAt() { return _item; }
/**
* Does a processing action on the glyph
*/
virtual bool doAction(CGlyphAction *action);
/**
* Set the inventory item
*/
void setItem(CGameObject *item, bool isLoading);
};
class CInventoryGlyphAction : public CGlyphAction {
public:
CGameObject *_item;
public:
CInventoryGlyphAction(CGameObject *item, GlyphActionMode mode) :
CGlyphAction(mode), _item(item) {}
};
class CPetInventoryGlyphs : public CPetGlyphs {
friend class CPetInventoryGlyph;
private:
CGameObject *getBackground(int index);
public:
/**
* Do an action on the glyphs
*/
bool doAction(CInventoryGlyphAction *item);
};
} // End of namespace Titanic
#endif /* TITANIC_PET_INVENTORY_GLYPHS_H */
|