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engines/ultima/ultima1/u1gfx/view_game.h
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engines/ultima/ultima1/u1gfx/view_game.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 ULTIMA_ULTIMA1_GFX_VIEW_GAME_H
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#define ULTIMA_ULTIMA1_GFX_VIEW_GAME_H
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#include "ultima/shared/gfx/visual_container.h"
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#include "ultima/shared/gfx/bitmap.h"
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namespace Ultima {
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namespace Shared {
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class Info;
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class ViewportDungeon;
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namespace Actions {
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class Action;
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} // End of namespace Actions
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} // End of namespace Shared
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namespace Ultima1 {
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namespace U1Gfx {
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class Status;
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class ViewportMap;
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using Shared::CShowMsg;
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using Shared::CEndOfTurnMsg;
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using Shared::CFrameMsg;
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using Shared::CCharacterInputMsg;
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/**
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* This class implements a standard view screen that shows a status and log area, as well as either
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* a map or dungeon view covering the bulk of the screen
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*/
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class ViewGame : public Shared::Gfx::VisualContainer {
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DECLARE_MESSAGE_MAP;
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bool ShowMsg(CShowMsg *msg);
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bool EndOfTurnMsg(CEndOfTurnMsg *msg);
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bool FrameMsg(CFrameMsg *msg);
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bool CharacterInputMsg(CCharacterInputMsg *msg);
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private:
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Shared::Info *_info;
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Shared::ViewportDungeon *_viewportDungeon;
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ViewportMap *_viewportMap;
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Status *_status;
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Common::Array<Shared::Actions::Action *> _actions;
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int _frameCtr;
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private:
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/**
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* Draws level & direction indicators when in a dungeon
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*/
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void drawIndicators();
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/**
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* Handle movement keys
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*/
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bool checkMovement(const Common::KeyState &keyState);
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public:
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CLASSDEF;
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ViewGame(TreeItem *parent = nullptr);
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~ViewGame() override;
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/**
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* Draw the game screen
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*/
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void draw() override;
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};
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} // End of namespace U1Gfx
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} // End of namespace Shared
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} // End of namespace Ultima
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#endif
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