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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 STARK_UI_WINDOW_H
#define STARK_UI_WINDOW_H
#include "common/array.h"
#include "common/rect.h"
namespace Graphics {
struct Surface;
}
namespace Stark {
class Cursor;
namespace Gfx {
class Driver;
}
namespace Resources {
typedef Common::Array<uint32> ActionArray;
}
/**
* A window is a portion of the game screen.
*
* A window can handle events happening in its screen portion,
* as well as render graphics to that same screen portion.
*
* Coordinates inside a window are relative to its top left corner.
* Rendering happens in a viewport matching the window's screen portion.
*
*/
class Window {
public:
Window(Gfx::Driver *gfx, Cursor *cursor);
virtual ~Window();
/** Called by the user interface when the mouse moves inside the window */
void handleMouseMove();
/** Called by the user interface when the mouse is clicked inside the window */
void handleClick();
/** Called by the user interface when the mouse is right clicked inside the window */
void handleRightClick();
/** Called by the user interface when the mouse is double clicked inside the window */
void handleDoubleClick();
/** Called once per game loop when the screen is active. */
void handleGameLoop();
/** Called by the user interface in the render phase of the game loop */
void render();
/** Is the mouse inside the window? */
bool isMouseInside() const;
/** Is the window visible */
bool isVisible() const;
/** Grab a screenshot of the window if it is visible */
Graphics::Surface *getScreenshot() const;
protected:
virtual void onMouseMove(const Common::Point &pos) {}
virtual void onClick(const Common::Point &pos) {}
virtual void onRightClick(const Common::Point &pos) {}
virtual void onDoubleClick(const Common::Point &pos) {}
virtual void onGameLoop() {};
virtual void onRender() = 0;
Common::Point getRelativeMousePosition() const;
Gfx::Driver *_gfx;
Cursor *_cursor;
Common::Rect _position;
bool _visible;
};
} // End of namespace Stark
#endif // STARK_UI_WINDOW_H
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