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engines/mads/nebular/menu_nebular.h
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161
engines/mads/nebular/menu_nebular.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef MADS_MENU_NEBULAR_H
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#define MADS_MENU_NEBULAR_H
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#include "common/scummsys.h"
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#include "mads/game.h"
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#include "mads/menu_views.h"
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#include "mads/msurface.h"
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#include "mads/nebular/dialogs_nebular.h"
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namespace MADS {
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class MADSEngine;
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namespace Nebular {
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enum MADSGameAction {
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START_GAME, RESUME_GAME, SHOW_INTRO, CREDITS, QUOTES, EXIT,
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SETS, EVOLVE
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};
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class MainMenu: public MenuView {
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private:
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SpriteAsset *_menuItems[7];
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int _menuItemIndexes[7];
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int _menuItemIndex;
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int _frameIndex;
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uint32 _delayTimeout;
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bool _skipFlag;
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bool _showEvolve, _showSets;
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/**
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* Currently highlighted menu item
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*/
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int _highlightedIndex;
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/**
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* Flag for mouse button being pressed
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*/
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bool _buttonDown;
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/**
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* Stores menu item selection
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*/
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int _selectedIndex;
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/**
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* Get the highlighted menu item under the cursor
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*/
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int getHighlightedItem(const Common::Point &pt);
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/**
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* Un-highlight a currently highlighted item
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*/
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void unhighlightItem();
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/**
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* Execute a given menuitem
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*/
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void handleAction(MADSGameAction action);
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/**
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* Add a sprite slot for the current menuitem frame
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*/
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void addSpriteSlot();
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/**
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* Returns true if the Quotes item should be shown.
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* i.e. if the player has completed the game
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*/
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bool shouldShowQuotes();
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/**
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* Show the bonus item icons, if available
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*/
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void showBonusItems();
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protected:
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/**
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* Display the menu
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*/
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void display() override;
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/**
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* Handle the menu item animations
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*/
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void doFrame() override;
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/**
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* Event handler
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*/
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bool onEvent(Common::Event &event) override;
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public:
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MainMenu(MADSEngine *vm);
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~MainMenu() override;
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};
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class AdvertView : public EventTarget {
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private:
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/**
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* Engine reference
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*/
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MADSEngine *_vm;
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/**
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* Signals when to close the dialog
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*/
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bool _breakFlag;
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protected:
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/**
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* Event handler
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*/
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bool onEvent(Common::Event &event) override;
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public:
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AdvertView(MADSEngine *vm);
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~AdvertView() override {}
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/**
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* Show the dialog
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*/
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void show();
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};
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class RexAnimationView : public AnimationView {
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protected:
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void scriptDone() override;
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public:
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RexAnimationView(MADSEngine *vm) : AnimationView(vm) {}
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};
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class RexTextView : public TextView {
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public:
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RexTextView(MADSEngine *vm) : TextView(vm) {}
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};
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} // End of namespace Nebular
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} // End of namespace MADS
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#endif /* MADS_MENU_NEBULAR_H */
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