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engines/mutationofjb/gamescreen.h
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103
engines/mutationofjb/gamescreen.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 MUTATIONOFJB_GUI_H
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#define MUTATIONOFJB_GUI_H
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#include "mutationofjb/inventory.h"
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#include "mutationofjb/script.h"
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#include "mutationofjb/guiscreen.h"
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#include "mutationofjb/widgets/buttonwidget.h"
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#include "mutationofjb/widgets/inventorywidget.h"
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#include "mutationofjb/widgets/gamewidget.h"
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#include "common/array.h"
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#include "common/hashmap.h"
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#include "common/hash-str.h"
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#include "graphics/surface.h"
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namespace Common {
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struct Event;
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}
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namespace Graphics {
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class Screen;
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}
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namespace MutationOfJB {
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class Game;
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class Widget;
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class InventoryWidget;
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class ConversationWidget;
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class LabelWidget;
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class GameWidget;
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class GameScreen : public GuiScreen, public InventoryObserver, public ButtonWidgetCallback, public InventoryWidgetCallback, public GameWidgetCallback {
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public:
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friend class InventoryAnimationDecoderCallback;
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friend class HudAnimationDecoderCallback;
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GameScreen(Game &game, Graphics::Screen *screen);
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~GameScreen() override;
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bool init();
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void handleEvent(const Common::Event &event) override;
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void onInventoryChanged() override;
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void onButtonClicked(ButtonWidget *) override;
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void onInventoryItemHovered(InventoryWidget *widget, int posInWidget) override;
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void onInventoryItemClicked(InventoryWidget *widget, int posInWidget) override;
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void onGameDoorClicked(GameWidget *, Door *door) override;
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void onGameStaticClicked(GameWidget *, Static *stat) override;
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void onGameEntityHovered(GameWidget *, const Common::String &entity) override;
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ConversationWidget &getConversationWidget();
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void showConversationWidget(bool show);
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void refreshAfterSceneChanged();
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private:
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bool loadInventoryGfx();
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bool loadHudGfx();
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void drawInventoryItem(const Common::String &item, int pos);
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void drawInventory();
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void updateStatusBarText(const Common::String &entity, bool inventory);
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Common::Array<Graphics::Surface> _inventorySurfaces;
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Common::Array<Graphics::Surface> _hudSurfaces;
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Common::Array<ButtonWidget *> _buttons;
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InventoryWidget *_inventoryWidget;
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ConversationWidget *_conversationWidget;
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LabelWidget *_statusBarWidget;
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GameWidget *_gameWidget;
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ActionInfo::Action _currentAction;
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Common::String _currentPickedItem;
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};
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}
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#endif
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