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