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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/>.
*
*/
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of Penumbra Overture.
*/
#ifndef GAME_NUMERICAL_PANEL_H
#define GAME_NUMERICAL_PANEL_H
#include "hpl1/engine/engine.h"
#include "hpl1/penumbra-overture/GameTypes.h"
using namespace hpl;
class cInit;
//---------------------------
class cNumericalPanel;
class cNumericalButton {
public:
cNumericalButton(cInit *apInit, cNumericalPanel *apPanel, cVector2f avPos, cVector2f avSize, int alNum);
~cNumericalButton();
void OnUpdate(float afTimeStep);
void OnDraw();
void OnMouseDown();
void OnMouseUp();
void OnMouseOver(bool abOver);
const cRect2f &GetRect() { return mRect; }
private:
cGfxObject *mpGfxUp;
cGfxObject *mpGfxDown;
float mfAlpha;
bool mbOver;
cInit *mpInit;
cGraphicsDrawer *mpDrawer;
cNumericalPanel *mpPanel;
cVector3f mvPositon;
cRect2f mRect;
int mlNum;
};
typedef Common::List<cNumericalButton *> tNumericalButtonList;
typedef tNumericalButtonList::iterator tNumericalButtonListIt;
//---------------------------------------------
class cNumericalPanel : public iUpdateable {
friend class cNumericalButton;
public:
cNumericalPanel(cInit *apInit);
~cNumericalPanel();
void Reset();
void OnDraw();
void Update(float afTimeStep);
void SetMousePos(const cVector2f &avPos);
void AddMousePos(const cVector2f &avRel);
cVector2f GetMousePos() { return mvMousePos; }
void OnMouseDown(eMButton aButton);
void OnMouseUp(eMButton aButton);
void SetActive(bool abX);
bool IsActive() { return mbActive; }
void OnExit();
void AddDigit(int alNum);
void SetUp(const tString &asName, const tString &asCallback);
void SetCode(tIntVec &avCode);
private:
cInit *mpInit;
cGraphicsDrawer *mpDrawer;
cGfxObject *mpGfxBackground;
cGfxObject *mpGfxPanel;
bool mbMouseIsDown;
bool mbActive;
float mfAlpha;
cVector2f mvMousePos;
eCrossHairState mLastCrossHairState;
tNumericalButtonList mlstButtons;
tString msName;
tString msCallback;
tIntVec mvDigits;
tIntVec mvCode;
};
//---------------------------------------------
#endif // GAME_NUMERICAL_PANEL_H
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