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engines/titanic/pet_control/pet_inventory_glyphs.h
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158
engines/titanic/pet_control/pet_inventory_glyphs.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 TITANIC_PET_INVENTORY_GLYPHS_H
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#define TITANIC_PET_INVENTORY_GLYPHS_H
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#include "titanic/carry/carry.h"
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#include "titanic/pet_control/pet_glyphs.h"
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#include "titanic/support/screen_manager.h"
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namespace Titanic {
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class CPetInventoryGlyph : public CPetGlyph {
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private:
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/**
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* Populate the details for an item
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*/
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int populateItem(CGameObject *item, bool isLoading);
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/**
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* For items which can have multiple different states, such as the
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* beer glass or Maitre D arms, returns the correct item index to use
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* for getting the inventory item glyph and description
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*/
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int getItemIndex(CGameObject *item, bool isLoading);
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/**
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* Start a repeated animation for the item
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*/
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void startRepeatedMovie();
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/**
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* Start a singular (non-repeating) animation for the item,
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* such as an item's transformation into a piece of Titania
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*/
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void startSingularMovie();
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/**
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* Stop any previously started foreground or background movie
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*/
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void stopMovie();
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/**
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* Reposition the inventory item
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*/
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void reposition(const Point &pt);
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public:
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CGameObject *_item;
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bool _active;
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CGameObject *_repeated;
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CGameObject *_singular;
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public:
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CPetInventoryGlyph() : _item(nullptr), _active(true),
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_repeated(nullptr), _singular(nullptr) {}
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CPetInventoryGlyph(CCarry *item, bool active) : _item(item),
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_active(active), _repeated(nullptr), _singular(nullptr) {}
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/**
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* Called when the PET area is entered
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*/
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void enter() override;
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/**
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* Called when the PET area is left
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*/
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void leave() override;
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/**
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* Draw the glyph at a specified position
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*/
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void drawAt(CScreenManager *screenManager, const Point &pt, bool isHighlighted) override;
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/**
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* Unhighlight any currently highlighted element
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*/
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void unhighlightCurrent() override;
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/**
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* Highlight any currently highlighted element
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*/
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void highlightCurrent(const Point &pt) override;
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/**
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* Glyph has been shifted to be first visible one
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*/
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void glyphFocused(const Point &topLeft, bool flag) override;
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/**
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* Called when a glyph drag starts
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*/
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bool dragGlyph(const Point &topLeft, CMouseDragStartMsg *msg) override;
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/**
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* Returns the tooltip text for when the glyph is selected
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*/
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void getTooltip(CTextControl *text) override;
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/**
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* Return whether the glyph is currently valid
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*/
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bool isValid() const override { return _item && _repeated; }
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/**
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* Returns the object associated with the glyph
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*/
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CGameObject *getObjectAt() override { return _item; }
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/**
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* Does a processing action on the glyph
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*/
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bool doAction(CGlyphAction *action) override;
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/**
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* Set the inventory item
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*/
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void setItem(CGameObject *item, bool isLoading);
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};
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class CInventoryGlyphAction : public CGlyphAction {
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public:
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CGameObject *_item;
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public:
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CInventoryGlyphAction(CGameObject *item, GlyphActionMode mode) :
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CGlyphAction(mode), _item(item) {}
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};
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class CPetInventoryGlyphs : public CPetGlyphs {
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friend class CPetInventoryGlyph;
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private:
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CGameObject *getBackground(int index);
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public:
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/**
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* Do an action on the glyphs
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*/
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bool doAction(CInventoryGlyphAction *item);
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};
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} // End of namespace Titanic
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#endif /* TITANIC_PET_INVENTORY_GLYPHS_H */
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