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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 MUTATIONOFJB_GAMEWIDGET_H
#define MUTATIONOFJB_GAMEWIDGET_H
#include "mutationofjb/widgets/widget.h"
namespace MutationOfJB {
class GameWidget;
struct Door;
struct Static;
class GameWidgetCallback {
public:
virtual ~GameWidgetCallback() {}
virtual void onGameDoorClicked(GameWidget *, Door *door) = 0;
virtual void onGameStaticClicked(GameWidget *, Static *stat) = 0;
virtual void onGameEntityHovered(GameWidget *, const Common::String &entity) = 0;
};
class GameWidget : public Widget {
public:
enum {
GAME_NORMAL_AREA_WIDTH = 320,
GAME_NORMAL_AREA_HEIGHT = 139,
GAME_FULL_AREA_WIDTH = 320,
GAME_FULL_AREA_HEIGHT = 200
};
enum DirtyFlags {
DIRTY_AFTER_SCENE_CHANGE = 1 << 1,
DIRTY_MAP_SELECTION = 1 << 2
};
GameWidget(GuiScreen &gui);
void setCallback(GameWidgetCallback *callback) {
_callback = callback;
}
void handleEvent(const Common::Event &) override;
void clearState();
protected:
void draw(Graphics::ManagedSurface &) override;
private:
/**
* Handling for normal (non-map) scenes.
*
* Statics and doors define mouse clickable areas.
* Statics are used to start actions.
* Doors are used to transition between scenes.
*
* @param event ScummVM event.
*/
void handleNormalScene(const Common::Event &event);
/**
* Special handling for map scenes.
*
* Bitmaps define mouse clickable areas.
* Statics are used to start actions.
* Objects are used for showing labels.
*
* @param event ScummVM event.
*/
void handleMapScene(const Common::Event &event);
uint8 _currentMapObjectId;
uint8 _nextMapObjectId;
GameWidgetCallback *_callback;
};
}
#endif
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