/* 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 3 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, see . * */ #ifndef STARK_UI_SCREEN_H #define STARK_UI_SCREEN_H #include "common/array.h" #include "common/rect.h" #include "engines/stark/ui/window.h" namespace Stark { /** * Screens are individual pages of the user interface */ class Screen { public: enum Name { kScreenMainMenu, kScreenGame, kScreenFMV, kScreenDiaryIndex, kScreenSettingsMenu, kScreenSaveMenu, kScreenLoadMenu, kScreenFMVMenu, kScreenDiaryPages, kScreenDialog }; explicit Screen(Name name) : _name(name) {}; virtual ~Screen() {}; /** Obtain the name of the screen */ Name getName() const { return _name; } /** The screen is being made active, prepare it to be drawn */ virtual void open() {} /** The screen is no longer active, release resources to free memory */ virtual void close() {} /** Draw the screen */ virtual void render() = 0; /** Called once per game loop when the screen is active. */ virtual void handleGameLoop() {} /** Called when the screen resolution changes */ virtual void onScreenChanged() {} virtual void handleMouseMove() = 0; virtual void handleClick() = 0; virtual void handleRightClick() = 0; virtual void handleDoubleClick() = 0; private: Name _name; }; class SingleWindowScreen : public Screen, public Window { public: SingleWindowScreen(Name name, Gfx::Driver *gfx, Cursor *cursor) : Screen(name), Window(gfx, cursor) {} void handleGameLoop() override { Window::handleGameLoop(); } void render() override { Window::render(); } void handleMouseMove() override { Window::handleMouseMove(); } void handleClick() override { Window::handleClick(); } void handleRightClick() override { Window::handleRightClick(); } void handleDoubleClick() override { Window::handleDoubleClick(); } }; } // End of namespace Stark #endif // STARK_UI_SCREEN_H