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engines/ultima/nuvie/gui/widgets/command_bar.h
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113
engines/ultima/nuvie/gui/widgets/command_bar.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 NUVIE_CORE_COMMAND_BAR_H
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#define NUVIE_CORE_COMMAND_BAR_H
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#include "ultima/shared/std/string.h"
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#include "ultima/nuvie/gui/widgets/gui_widget.h"
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#include "ultima/nuvie/misc/call_back.h"
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namespace Ultima {
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namespace Nuvie {
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class NuvieIO;
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class Events;
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class Game;
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class GUI_Button;
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class GUI_CallBack;
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class Font;
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class U6Shape;
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#define COMMANDBAR_USE_BUTTON 1
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#define COMMANDBAR_ACTION_BUTTON 3
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/* U6 command buttons.
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* [Attack][Cast][Talk][Look][Get][Drop][Move][Use][Rest][Combat]
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* Left click: New action if none is pending.
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* Right click: Set default action.
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* Information: [A]M-DD-YYYY Wind: W[B]
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*/
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class CommandBar: public GUI_Widget, public CallBack {
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protected:
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Game *game;
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Events *event;
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Font *font;
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const Tile *icon[13];
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U6Shape *background; // used to display the WoU command bar backgrounds
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U6Shape *lever_up; // The lever in the up state (MD only)
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U6Shape *lever_down; // The lever in the down state (MD only)
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sint8 selected_action; // underlined icon (-1 = none)
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sint8 active_action_num; // the last action that was activated (for MD levers)
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bool combat_mode; // state of combat icon
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Std::string wind; // wind direction
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void fill_square(uint8 pal_index);
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uint8 bg_color, font_color;
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uint16 offset;
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virtual void display_information();
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virtual GUI_status hit(uint8 num);
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public:
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CommandBar();
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CommandBar(Game *g);
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~CommandBar() override;
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virtual bool init_buttons();
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void Display(bool full_redraw) override;
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GUI_status MouseDown(int x, int y, Events::MouseButton button) override;
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void update() {
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update_display = true;
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}
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void select_action(sint8 activate);
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void set_combat_mode(bool mode);
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// void set_wind(Std::string dir) { wind = dir; update_display = true; }
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void set_selected_action(sint8 action) {
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selected_action = action;
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update_display = true;
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}
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bool try_selected_action(sint8 command_num = -1);
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sint8 get_selected_action() const {
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return selected_action;
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}
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// Called when a mode is being changed from here
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// *or* keyboard - so MD can update levers
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void on_new_action(EventMode action);
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GUI_status callback(uint16 msg, GUI_CallBack *caller, void *data) override {
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return GUI_PASS;
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}
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uint16 callback(uint16 msg, CallBack *caller, void *data) override;
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bool load(NuvieIO *objlist);
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bool save(NuvieIO *objlist);
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bool drag_accept_drop(int x, int y, int message, void *data) override; // needed for !orig_style
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void drag_perform_drop(int x, int y, int message, void *data) override; // needed for !orig_style
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};
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} // End of namespace Nuvie
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} // End of namespace Ultima
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#endif
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