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engines/sherlock/tattoo/tattoo_user_interface.h
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engines/sherlock/tattoo/tattoo_user_interface.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 SHERLOCK_TATTOO_UI_H
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#define SHERLOCK_TATTOO_UI_H
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#include "common/scummsys.h"
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#include "common/list.h"
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#include "sherlock/saveload.h"
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#include "sherlock/screen.h"
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#include "sherlock/user_interface.h"
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#include "sherlock/tattoo/widget_credits.h"
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#include "sherlock/tattoo/widget_files.h"
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#include "sherlock/tattoo/widget_inventory.h"
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#include "sherlock/tattoo/widget_options.h"
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#include "sherlock/tattoo/widget_quit.h"
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#include "sherlock/tattoo/widget_text.h"
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#include "sherlock/tattoo/widget_tooltip.h"
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#include "sherlock/tattoo/widget_verbs.h"
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namespace Sherlock {
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namespace Tattoo {
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// Button width/height
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#define BUTTON_SIZE 15
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// How long to play the intro before it can be skipped
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#define STARTUP_KEYS_DISABLED_DELAY 200
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class WidgetBase;
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enum ScrollHighlight { SH_NONE = 0, SH_SCROLL_UP = 1, SH_PAGE_UP = 2, SH_THUMBNAIL = 3, SH_PAGE_DOWN = 4, SH_SCROLL_DOWN = 5 };
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class WidgetList : public Common::List <WidgetBase *> {
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public:
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bool contains(const WidgetBase *item) const;
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};
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class TattooUserInterface : public UserInterface {
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friend class WidgetBase;
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private:
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int _scriptZone;
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int _cAnimFramePause;
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WidgetInventory _inventoryWidget;
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WidgetMessage _messageWidget;
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WidgetQuit _quitWidget;
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WidgetList _fixedWidgets;
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WidgetList _widgets;
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byte _lookupTable[Graphics::PALETTE_COUNT];
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byte _lookupTable1[Graphics::PALETTE_COUNT];
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private:
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/**
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* Handle any input when we're in standard mode (with no windows open)
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*/
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void doStandardControl();
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/**
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* Handle input when in look mode
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*/
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void doLookControl();
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/**
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* Handle input when the File window is open
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*/
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void doFileControl();
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/**
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* Handle input while the verb menu is open
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*/
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void doVerbControl();
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/**
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* Free any active menu
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*/
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void freeMenu();
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public:
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Common::Point _targetScroll;
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int _scrollSize, _scrollSpeed;
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bool _drawMenu;
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int _arrowZone, _oldArrowZone;
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Object *_bgShape;
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bool _personFound;
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int _activeObj;
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Common::KeyState _keyState;
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Common::CustomEventType _action;
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Common::Point _lookPos;
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ScrollHighlight _scrollHighlight;
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Common::SeekableReadStream *_mask, *_mask1;
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Common::Point _maskOffset;
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int _maskCounter;
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int _lockoutTimer;
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ImageFile *_interfaceImages;
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WidgetCredits _creditsWidget;
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WidgetOptions _optionsWidget;
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WidgetText _textWidget;
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WidgetSceneTooltip _tooltipWidget;
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WidgetVerbs _verbsWidget;
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WidgetList _postRenderWidgets;
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public:
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TattooUserInterface(SherlockEngine *vm);
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~TattooUserInterface() override;
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/**
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* Handles restoring any areas of the back buffer that were/are covered by UI elements
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*/
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void doBgAnimRestoreUI();
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/**
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* Checks to see if the screen needs to be scrolled. If so, scrolls it towards the target position
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*/
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void doScroll();
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/**
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* Initializes scroll variables
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*/
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void initScrollVars();
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/**
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* Display the long description for an object in a window
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*/
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void lookAtObject();
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/**
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* Display the passed long description for an object. If the flag firstTime is set,
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* the window will be opened to accommodate the text. Otherwise, the remaining text
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* will be printed in an already open window
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*/
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void printObjectDesc(const Common::String &str, bool firstTime);
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/**
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* Handles displaying the journal
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*/
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void doJournal();
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/**
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* Put the game in inventory mode by opening the inventory dialog
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*/
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void doInventory(int mode);
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/**
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* Handle the display of the options/setup menu
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*/
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void doControls();
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/**
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* Handle the display of the quit menu
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*/
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void doQuitMenu();
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/**
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* Pick up the selected object
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*/
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void pickUpObject(int objNum);
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/**
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* This will display a text message in a dialog at the bottom of the screen
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*/
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void putMessage(MSVC_PRINTF const char *formatStr, ...) GCC_PRINTF(2, 3);
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/**
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* Makes a greyscale translation table for each palette entry in the table
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*/
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void setupBGArea(const byte cMap[Graphics::PALETTE_SIZE]);
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/**
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* Erase any background as needed before drawing frame
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*/
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void doBgAnimEraseBackground();
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/**
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* Draws overlays onto the scene. Basically, the smoke effects some scenes have
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*/
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void drawMaskArea(bool mode);
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/**
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* Takes the data passed in the image and apply it to the surface at the given position.
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* The src mask data is encoded with a different color for each item. To highlight one,
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the runs that do not match the highlight number will be darkened
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*/
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void maskArea(Common::SeekableReadStream &mask, const Common::Point &pt);
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/**
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* Translate a given area of the back buffer to greyscale shading
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*/
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void makeBGArea(const Common::Rect &r);
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/**
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* Draws all the dialog rectangles for any items that need them
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*/
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void drawDialogRect(Surface &s, const Common::Rect &r, bool raised);
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/**
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* If the mouse cursor is point at the cursor, then display the name of the object on the screen.
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* If there is no object being pointed it, clear any previously displayed name
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*/
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void displayObjectNames();
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/**
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* Show the load game dialog, and allow the user to load a game
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*/
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void loadGame();
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/**
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* Show the save game dialog, and allow the user to save the game
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*/
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void saveGame();
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/**
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* Add a widget to the current scene to be executed if there are no active widgets in the
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* main _widgets list
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*/
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void addFixedWidget(WidgetBase *widget);
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public:
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/**
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* Resets the user interface
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*/
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void reset() override;
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/**
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* Main input handler for the user interface
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*/
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void handleInput() override;
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/**
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* Draw the user interface onto the screen's back buffers
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*/
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void drawInterface(int bufferNum = 3) override;
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/**
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* Clear any active text window
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*/
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void clearWindow() override;
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/**
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* Banish any active window
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* @remarks Tattoo doesn't use sliding windows, but the parameter is in the base
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* UserInterface class as a convenience for Scalpel UI code
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*/
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void banishWindow(bool slideUp = true) override;
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};
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} // End of namespace Tattoo
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} // End of namespace Sherlock
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#endif
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