/* 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 TSAGE_USER_INTERFACE_H #define TSAGE_USER_INTERFACE_H #include "common/scummsys.h" #include "tsage/core.h" #include "tsage/graphics.h" #include "tsage/sound.h" namespace TsAGE { class StripProxy: public EventHandler { public: void process(Event &event) override; }; class UIElement: public BackgroundSceneObject { public: bool _enabled; int _frameNum; Common::String getClassName() override { return "UIElement"; } void synchronize(Serializer &s) override; void setup(int visage, int stripNum, int frameNum, int posX, int posY, int priority); void setEnabled(bool flag); }; // This class implements the Question mark button class UIQuestion: public UIElement { private: void showDescription(CursorType item); void showItem(int resNum, int rlbNum, int frameNum); public: void process(Event &event) override; void setEnabled(bool flag); }; // This class implements the score counter class UIScore: public UIElement { private: void showDescription(int lineNum); public: UIElement _digit3, _digit2, _digit1, _digit0; void postInit(SceneObjectList *OwnerList = NULL) override; void draw() override; void updateScore(); }; class UIInventorySlot: public UIElement { public: int _objIndex; InvObject *_object; UIInventorySlot(); Common::String getClassName() override { return "UIInventorySlot"; } void synchronize(Serializer &s) override; void process(Event &event) override; }; class UIInventoryScroll: public UIElement { private: void toggle(bool pressed); public: bool _isLeft; UIInventoryScroll(); Common::String getClassName() override { return "UIInventoryScroll"; } void synchronize(Serializer &s) override; void process(Event &event) override; }; class UICollection: public EventHandler { private: void r2rDrawFrame(); protected: void erase(); public: Common::Point _position; Rect _bounds; bool _visible; bool _clearScreen; bool _cursorChanged; Common::Array _objList; UICollection(); void setup(const Common::Point &pt); void hide(); void show(); void resetClear(); void draw(); }; class UIElements: public UICollection { private: void add(UIElement *obj); void updateInvList(); public: UIElement _background; UIQuestion _question; UIScore _score; UIInventorySlot _slot1, _slot2, _slot3, _slot4; UIInventoryScroll _scrollLeft, _scrollRight; ASound _sound; int _slotStart, _scoreValue; bool _active; Common::Array _itemList; Visage _cursorVisage; UIElement _character; UIElements(); Common::String getClassName() override { return "UIElements"; } void synchronize(Serializer &s) override; void postInit(SceneObjectList *OwnerList = NULL) override { error("Wrong init() called"); } void process(Event &event) override; void setup(const Common::Point &pt); void updateInventory(int objectNumber = 0); void addScore(int amount); void scrollInventory(bool isLeft); static void loadNotifierProc(bool postFlag); }; } // End of namespace TsAGE #endif