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scummvm-cursorfix/engines/titanic/pet_control/pet_inventory_glyphs.h
2026-02-02 04:50:13 +01:00

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C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef TITANIC_PET_INVENTORY_GLYPHS_H
#define TITANIC_PET_INVENTORY_GLYPHS_H
#include "titanic/carry/carry.h"
#include "titanic/pet_control/pet_glyphs.h"
#include "titanic/support/screen_manager.h"
namespace Titanic {
class CPetInventoryGlyph : public CPetGlyph {
private:
/**
* Populate the details for an item
*/
int populateItem(CGameObject *item, bool isLoading);
/**
* For items which can have multiple different states, such as the
* beer glass or Maitre D arms, returns the correct item index to use
* for getting the inventory item glyph and description
*/
int getItemIndex(CGameObject *item, bool isLoading);
/**
* Start a repeated animation for the item
*/
void startRepeatedMovie();
/**
* Start a singular (non-repeating) animation for the item,
* such as an item's transformation into a piece of Titania
*/
void startSingularMovie();
/**
* Stop any previously started foreground or background movie
*/
void stopMovie();
/**
* Reposition the inventory item
*/
void reposition(const Point &pt);
public:
CGameObject *_item;
bool _active;
CGameObject *_repeated;
CGameObject *_singular;
public:
CPetInventoryGlyph() : _item(nullptr), _active(true),
_repeated(nullptr), _singular(nullptr) {}
CPetInventoryGlyph(CCarry *item, bool active) : _item(item),
_active(active), _repeated(nullptr), _singular(nullptr) {}
/**
* Called when the PET area is entered
*/
void enter() override;
/**
* Called when the PET area is left
*/
void leave() override;
/**
* Draw the glyph at a specified position
*/
void drawAt(CScreenManager *screenManager, const Point &pt, bool isHighlighted) override;
/**
* Unhighlight any currently highlighted element
*/
void unhighlightCurrent() override;
/**
* Highlight any currently highlighted element
*/
void highlightCurrent(const Point &pt) override;
/**
* Glyph has been shifted to be first visible one
*/
void glyphFocused(const Point &topLeft, bool flag) override;
/**
* Called when a glyph drag starts
*/
bool dragGlyph(const Point &topLeft, CMouseDragStartMsg *msg) override;
/**
* Returns the tooltip text for when the glyph is selected
*/
void getTooltip(CTextControl *text) override;
/**
* Return whether the glyph is currently valid
*/
bool isValid() const override { return _item && _repeated; }
/**
* Returns the object associated with the glyph
*/
CGameObject *getObjectAt() override { return _item; }
/**
* Does a processing action on the glyph
*/
bool doAction(CGlyphAction *action) override;
/**
* Set the inventory item
*/
void setItem(CGameObject *item, bool isLoading);
};
class CInventoryGlyphAction : public CGlyphAction {
public:
CGameObject *_item;
public:
CInventoryGlyphAction(CGameObject *item, GlyphActionMode mode) :
CGlyphAction(mode), _item(item) {}
};
class CPetInventoryGlyphs : public CPetGlyphs {
friend class CPetInventoryGlyph;
private:
CGameObject *getBackground(int index);
public:
/**
* Do an action on the glyphs
*/
bool doAction(CInventoryGlyphAction *item);
};
} // End of namespace Titanic
#endif /* TITANIC_PET_INVENTORY_GLYPHS_H */