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engines/ultima/nuvie/views/portrait_view.h
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engines/ultima/nuvie/views/portrait_view.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_VIEWS_PORTRAIT_VIEW_H
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#define NUVIE_VIEWS_PORTRAIT_VIEW_H
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#include "ultima/nuvie/views/view.h"
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namespace Ultima {
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namespace Nuvie {
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class Configuration;
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class TileManager;
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class Portrait;
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class Screen;
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class Font;
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class ObjManager;
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class Party;
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class Player;
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class Actor;
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class DollWidget;
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class U6Shape;
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class PortraitView : public View {
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nuvie_game_t gametype;
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uint8 cur_actor_num;
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Portrait *portrait;
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Std::string *name_string;
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unsigned char *portrait_data;
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U6Shape *bg_data;
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uint8 portrait_width;
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uint8 portrait_height;
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bool waiting; // waiting for input, then will return to previous view
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bool show_cursor; // indicate waiting for input
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// uint16 cursor_x, cursor_y;
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DollWidget *doll_widget;
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bool display_doll;
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public:
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PortraitView(const Configuration *cfg);
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~PortraitView() override;
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bool init(uint16 x, uint16 y, Font *f, Party *p, Player *player, TileManager *tm, ObjManager *om, Portrait *port);
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void Display(bool full_redraw) override;
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GUI_status HandleEvent(const Common::Event *event) override;
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bool set_portrait(Actor *actor, const char *name);
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void set_show_cursor(bool state) {
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show_cursor = state;
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}
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void set_waiting(bool state);
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bool get_waiting() const {
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return waiting;
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}
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protected:
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void display_name(uint16 y_offset);
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private:
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void load_background(const char *filename, uint8 lib_offset);
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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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