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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 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 NANCY_UI_CLOCK_H
#define NANCY_UI_CLOCK_H
#include "engines/nancy/renderobject.h"
#include "engines/nancy/enginedata.h"
#include "engines/nancy/time.h"
#include "engines/nancy/ui/animatedbutton.h"
namespace Nancy {
struct NancyInput;
namespace UI {
class Clock : public RenderObject {
friend class ClockAnim;
public:
Clock();
virtual ~Clock() = default;
void init() override;
void registerGraphics() override;
void updateGraphics() override;
void handleInput(NancyInput &input);
// Used to disable the UI clock when a scene can change the in-game time (e.g. SetPlayerClock)
void lockClock(bool val) { _locked = val; }
void drawClockHands();
protected:
class ClockAnim : public AnimatedButton {
public:
ClockAnim(uint zOrder, Clock *owner) : AnimatedButton(zOrder), _owner(owner), _closeTime(0), _timeToKeepOpen(0) {}
virtual ~ClockAnim() = default;
void init() override;
void updateGraphics() override;
void onClick() override;
void onTrigger() override;
private:
Clock *_owner;
uint32 _closeTime;
uint32 _timeToKeepOpen;
};
const CLOK *_clockData;
ClockAnim _animation;
// Used for gargoyle eyes in TVD, inside of watch in nancy2 and up
RenderObject _staticImage;
Time _playerTime;
bool _locked;
};
// Separate class since it's not actually a clock, and is non-interactable. Instead, this shows which
// in-game day it currently is, and also displays a countdown during the endgame
class Nancy5Clock : public RenderObject {
public:
Nancy5Clock() : RenderObject(10) {}
virtual ~Nancy5Clock() = default;
void init() override;
void updateGraphics() override;
private:
int32 _currentDay = -1;
int32 _countdownProgress = -1;
const CLOK *_clockData = nullptr;
};
} // End of namespace UI
} // End of namespace Nancy
#endif // NANCY_UI_CLOCK_H
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