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178
engines/ultima/ultima1/u6gfx/game_view.cpp
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178
engines/ultima/ultima1/u6gfx/game_view.cpp
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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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#include "ultima/ultima1/u6gfx/game_view.h"
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#include "ultima/shared/actions/pass.h"
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#include "ultima/shared/maps/map.h"
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#include "ultima/shared/gfx/info.h"
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#include "ultima/ultima1/game.h"
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#include "ultima/ultima1/u1gfx/drawing_support.h"
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#include "ultima/ultima1/u1gfx/status.h"
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#include "ultima/ultima1/u1gfx/viewport_dungeon.h"
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#include "ultima/ultima1/u1gfx/viewport_map.h"
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#include "ultima/ultima1/actions/move.h"
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#include "ultima/ultima1/core/resources.h"
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#include "ultima/shared/engine/messages.h"
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#include "ultima/shared/gfx/bitmap.h"
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namespace Ultima {
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namespace Ultima1 {
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namespace U6Gfx {
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BEGIN_MESSAGE_MAP(GameView, Shared::Gfx::VisualContainer)
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ON_MESSAGE(KeypressMsg)
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END_MESSAGE_MAP()
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GameView::GameView(TreeItem *parent) : Shared::Gfx::VisualContainer("GameView", Rect(0, 0, 320, 200), parent) {
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_info = nullptr;
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_status = new U1Gfx::Status(this);
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Ultima1Game *game = static_cast<Ultima1Game *>(getGame());
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_actions[0] = new Actions::Move(this);
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//_actions[1] = new Actions::Climb(this);
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//_actions[2] = new Actions::Enter(this);
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_actions[3] = new Shared::Actions::Pass(this, game->_res->ACTION_NAMES[15]);
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loadBackground();
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}
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GameView::~GameView() {
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delete _info;
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delete _status;
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for (int idx = 0; idx < 4; ++idx)
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delete _actions[idx];
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}
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void GameView::loadBackground() {
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// Load in the Ultima 6 background
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Shared::Gfx::Bitmap pic;
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pic.load("paper.bmp");
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_background.copyFrom(pic);
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// The scroll area in Ultima 6 is too big for the Ultima 1 status area, so we first have to remove it
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// Erase bottom edge of scroll
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_background.blitFrom(_background, Common::Rect(8, 190, 160, 200), Common::Point(168, 190));
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// Erase right edge of scroll
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pic.create(8, 86);
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pic.blitFrom(_background, Common::Rect(312, 16, 320, 102), Common::Point(0, 0));
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_background.blitFrom(pic, Common::Point(312, 105));
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// Erase bottom right-corner of scroll
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pic.create(8, 12);
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pic.blitFrom(_background, Common::Rect(0, 188, 8, 200), Common::Point(0, 0));
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pic.flipHorizontally();
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_background.blitFrom(pic, Common::Point(312, 188));
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// Clear off the rest of the scroll
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byte bgColor = *(const byte *)_background.getBasePtr(8, 8);
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_background.fillRect(Common::Rect(8, 8, 312, 192), bgColor);
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// Render the status and info areas
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Scroll scroll;
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scroll.draw(_background, Common::Rect(247, 159, 320, 200));
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scroll.draw(_background, Common::Rect(0, 159, 255, 200));
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}
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void GameView::draw() {
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Shared::Gfx::VisualSurface s = getSurface();
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s.blitFrom(_background);
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_status->draw();
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}
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bool GameView::KeypressMsg(CKeypressMsg *msg) {
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switch (msg->_keyState.keycode) {
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case Common::KEYCODE_LEFT:
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case Common::KEYCODE_KP4: {
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Shared::CMoveMsg move(Shared::Maps::DIR_LEFT);
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move.execute(this);
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break;
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}
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case Common::KEYCODE_RIGHT:
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case Common::KEYCODE_KP6: {
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Shared::CMoveMsg move(Shared::Maps::DIR_RIGHT);
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move.execute(this);
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break;
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}
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case Common::KEYCODE_UP:
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case Common::KEYCODE_KP8: {
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Shared::CMoveMsg move(Shared::Maps::DIR_UP);
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move.execute(this);
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break;
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}
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case Common::KEYCODE_DOWN:
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case Common::KEYCODE_KP2: {
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Shared::CMoveMsg move(Shared::Maps::DIR_DOWN);
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move.execute(this);
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break;
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}
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case Common::KEYCODE_e: {
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Shared::CEnterMsg enter;
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enter.execute(this);
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break;
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}
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case Common::KEYCODE_k: {
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Shared::CClimbMsg climb;
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climb.execute(this);
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break;
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}
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case Common::KEYCODE_SPACE: {
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Shared::CPassMsg pass;
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pass.execute(this);
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break;
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}
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default:
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return false;
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}
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return true;
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}
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/*-------------------------------------------------------------------*/
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GameView::Scroll::Scroll() {
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Shared::Gfx::Bitmap b;
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b.load("newmagic.bmp");
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copyFrom(b);
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}
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void GameView::Scroll::draw(Graphics::ManagedSurface &dest, const Common::Rect &r) {
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const byte bgColor = *(const byte *)getBasePtr(16, 16);
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// To allow for increasing and/or decreasing horizontal and vertical, we rendering into
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// the four corners, allowing overlapping in the source if needed to increase the width
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// Top left
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dest.transBlitFrom(*this, Common::Rect(0, 0, r.width() / 2 + 1, r.height() / 2 + 1),
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Common::Point(r.left, r.top), bgColor);
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// Top right
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dest.transBlitFrom(*this, Common::Rect(this->w - r.width() / 2, 0, this->w, r.height() / 2 + 1),
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Common::Point(r.left + r.width() / 2, r.top), bgColor);
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// Bottom left
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dest.transBlitFrom(*this, Common::Rect(0, this->h - r.height() / 2, r.width() / 2 + 1, this->h),
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Common::Point(r.left, r.top + r.height() / 2), bgColor);
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// Bottom right
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dest.transBlitFrom(*this, Common::Rect(this->w - r.width() / 2, this->h - r.height() / 2,
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this->w, this->h), Common::Point(r.left + r.width() / 2, r.top + r.height() / 2), bgColor);
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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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106
engines/ultima/ultima1/u6gfx/game_view.h
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106
engines/ultima/ultima1/u6gfx/game_view.h
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@@ -0,0 +1,106 @@
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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_U6GFX_GAME_VIEW_H
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#define ULTIMA_ULTIMA1_U6GFX_GAME_VIEW_H
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#include "ultima/shared/gfx/visual_container.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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} // End of namespace Shared
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} // End of namespace Ultima
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namespace Ultima {
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namespace Shared {
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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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} // End of namespace Ultima
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namespace Ultima {
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namespace Ultima1 {
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namespace U1Gfx {
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class Status;
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} // End of namespace U1Gfx
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} // End of namespace Ultima1
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} // End of namespace Ultima
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namespace Ultima {
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namespace Ultima1 {
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namespace U6Gfx {
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using Shared::CKeypressMsg;
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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 GameView : public Shared::Gfx::VisualContainer {
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/**
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* Simple class encapsulating the logic for drawing the Ultima 6 scroll onto a surface
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*/
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class Scroll : private Graphics::ManagedSurface {
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public:
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/**
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* Constructor
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*/
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Scroll();
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/**
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* Draw a scroll of a given size
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*/
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void draw(Graphics::ManagedSurface &dest, const Common::Rect &r);
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};
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DECLARE_MESSAGE_MAP;
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bool KeypressMsg(CKeypressMsg *msg);
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private:
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Shared::Info *_info;
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U1Gfx::Status *_status;
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// Shared::ViewportDungeon *_viewportDungeon;
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Shared::Actions::Action *_actions[4];
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Graphics::ManagedSurface _background;
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private:
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/**
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* Sets up the background for the screen by adapting the Ultima 6 game background to fit the
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* asthetics needed for Ultima 1
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*/
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void loadBackground();
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public:
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CLASSDEF;
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GameView(Shared::TreeItem *parent = nullptr);
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~GameView() 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 U6Gfx
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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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