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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_PET_SECTION_H
#define TITANIC_PET_SECTION_H
#include "titanic/messages/mouse_messages.h"
#include "titanic/support/simple_file.h"
namespace Titanic {
enum PetArea {
PET_INVENTORY = 0, PET_CONVERSATION = 1, PET_REMOTE = 2,
PET_ROOMS = 3, PET_REAL_LIFE = 4, PET_STARFIELD = 5, PET_MESSAGE = 6
};
class CPetControl;
class CPetElement;
class CPetText;
class CScreenManager;
class CRoomItem;
struct CPetSectionSubData {
int _field0;
int _field4;
int _field8;
int _fieldC;
CPetSectionSubData() : _field0(0), _field4(0), _field8(0),
_fieldC(0) {}
};
class CPetSection {
public:
CPetControl *_petControl;
protected:
/**
* Called when the current area is changed
*/
void areaChanged(PetArea area);
/**
* Returns the name of the currently active NPC, if any
*/
CString getActiveNPCName() const;
/**
* Create a color table
*/
void copyColors(uint tableNum, uint colors[5]);
public:
CPetSection() : _petControl(nullptr) {}
virtual ~CPetSection() {}
/**
* Sets up the section
*/
virtual bool setup(CPetControl *petControl) { return false; }
/**
* Reset the section
*/
virtual bool reset() { return false; }
/**
* Draw the section
*/
virtual void draw(CScreenManager *screenManager) {}
/**
* Get the bounds for the section
*/
virtual Rect getBounds() const { return Rect(); }
/**
* Called when a general change occurs
*/
virtual void changed(int changeType) {}
/**
* Following are handlers for the various messages that the PET can
* pass onto the currently active section/area
*/
virtual bool MouseButtonDownMsg(CMouseButtonDownMsg *msg) { return false; }
virtual bool MouseDragStartMsg(CMouseDragStartMsg *msg) { return false; }
virtual bool MouseDragMoveMsg(CMouseDragMoveMsg *msg) { return false; }
virtual bool MouseDragEndMsg(CMouseDragEndMsg *msg) { return false; }
virtual bool MouseButtonUpMsg(CMouseButtonUpMsg *msg) { return false; }
virtual bool MouseDoubleClickMsg(CMouseDoubleClickMsg *msg) { return false; }
virtual bool KeyCharMsg(CKeyCharMsg *msg) { return false; }
virtual bool VirtualKeyCharMsg(CVirtualKeyCharMsg *msg) { return false; }
/**
* Check whether a drag drop can occur
*/
virtual bool checkDragEnd(CGameObject *item) { return false; }
/**
* Returns item a drag-drop operation has dropped on, if any
*/
virtual CGameObject *dragEnd(const Point &pt) const { return nullptr; }
/**
* Display a message
*/
virtual void displayMessage(const CString &msg);
/**
* Returns true if the object is in a valid state
*/
virtual bool isValid(CPetControl *petControl) { return false; }
/**
* Load the data for the class from file
*/
virtual void load(SimpleFile *file, int param) {}
/**
* Called after a game has been loaded
*/
virtual void postLoad() {}
/**
* Save the data for the class to file
*/
virtual void save(SimpleFile *file, int indent) {}
/**
* Called when a section is switched to
*/
virtual void enter(PetArea oldArea) {}
/**
* Called when a section is being left, to switch to another area
*/
virtual void leave() {}
virtual void proc23() {}
/**
* Called when a new room is entered
*/
virtual void enterRoom(CRoomItem *room) {}
/**
* Called when a previously set up PET timer expires
*/
virtual void timerExpired(int val);
/**
* Get a reference to the tooltip text associated with the section
*/
virtual CPetText *getText() { return nullptr; }
/**
* Removes text after a given duration
*/
virtual void removeText(int duration);
/**
* Removes text after a given duration
*/
virtual void removeText();
/**
* Stops the text removal timer
*/
virtual void stopTextTimer();
/**
* Get an element from the section by a designated Id
*/
virtual CPetElement *getElement(uint id) { return nullptr; }
/**
* Special retrieval of glyph background image
*/
virtual CGameObject *getBackground(int index) const { return nullptr; }
/**
* Display a title for an NPC
*/
virtual void displayNPCName(CGameObject *npc) {}
virtual void proc33() {}
/**
* Sets the NPC to use
*/
virtual void setNPC(const CString &name) {}
/**
* Resets the active NPC
*/
virtual void resetNPC() {}
/**
* Show the text cursor
*/
virtual void showCursor() {}
/**
* Hide the text cursor
*/
virtual void hideCursor() {}
/**
* Highlights a glyph item in the section, if applicable
*/
virtual void highlight(int id) {}
/**
* Get the PET control
*/
CPetControl *getPetControl() const { return _petControl; }
/**
* Get a specified color in the currently active UI color table
*/
uint getColor(uint index);
/**
* Get one of the game's three UI color tables. If the default
* tableNum of -1 is used, the table is taken from the game state
*/
const uint *getColorTable(int tableNum = -1);
};
} // End of namespace Titanic
#endif /* TITANIC_PET_SECTION_H */
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