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
|
/* 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 <http://www.gnu.org/licenses/>.
*
*/
#ifndef TETRAEDGE_GAME_INVENTORY_H
#define TETRAEDGE_GAME_INVENTORY_H
#include "common/str.h"
#include "tetraedge/game/inventory_object.h"
#include "tetraedge/te/te_layout.h"
#include "tetraedge/te/te_lua_gui.h"
namespace Tetraedge {
class Cellphone;
class Inventory : public TeLayout {
public:
struct InventoryObjectData {
Common::String _id;
Common::String _name;
bool _isDocument;
};
Inventory();
virtual ~Inventory() {}
void enter();
void leave();
void load();
void unload();
void loadCellphone();
//void loadFromBackup(TiXmlNode *node);
//void saveToBackup(TiXmlNode *node);
void addObject(const Common::String &objname);
bool addObject(InventoryObject *obj);
bool isDocument(const Common::String &objname);
int objectCount(const Common::String &objname);
Common::String objectDescription(const Common::String &objname);
Common::String objectName(const Common::String &objname);
bool onMainMenuButton();
bool onObjectSelected(InventoryObject &obj);
bool onQuitButton();
bool onTakeObjectSelected();
bool onVisibleCellphone();
bool onZoomed();
void pauseAnims();
void unPauseAnims();
void removeObject(const Common::String &objname);
void removeSelectedObject();
InventoryObject *selectedInventoryObject();
void selectedObject(const Common::String &objname);
void selectedObject(InventoryObject *obj);
const Common::String &selectedObject();
bool updateLayout();
Common::Error syncState(Common::Serializer &s);
Cellphone *cellphone() { return _cellphone; }
private:
void loadXMLFile(const Common::Path &path);
TeLuaGUI _gui;
Common::List<InventoryObject *> _invObjects;
Cellphone *_cellphone;
InventoryObject *_selectedObject;
Common::HashMap<Common::String, InventoryObjectData> _objectData;
// This is used when we need a reference to a blank str in selectedObject()
const Common::String _blankStr;
TeTimer _selectedTimer;
};
} // end namespace Tetraedge
#endif // TETRAEDGE_GAME_INVENTORY_H
|