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scummvm-cursorfix/engines/agds/screen.h
2026-02-02 04:50:13 +01:00

174 lines
4.0 KiB
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 SCREEN_H
#define SCREEN_H
#include "agds/screenLoadingType.h"
#include "common/array.h"
#include "common/ptr.h"
#include "common/rect.h"
#include "common/scummsys.h"
#include "common/str.h"
namespace Graphics {
struct Surface;
}
namespace AGDS {
class AGDSEngine;
class Animation;
using AnimationPtr = Common::SharedPtr<Animation>;
class Object;
using ObjectPtr = Common::SharedPtr<Object>;
struct Region;
using RegionPtr = Common::SharedPtr<Region>;
struct Patch;
using PatchPtr = Common::SharedPtr<Patch>;
struct ScreenAnimationDesc {
AnimationPtr animation;
bool removed = false;
ScreenAnimationDesc(const AnimationPtr &a) : animation(a) {
}
};
class Screen {
static int ObjectZCompare(const ObjectPtr &a, const ObjectPtr &b);
static int AnimationZCompare(const ScreenAnimationDesc &a, const ScreenAnimationDesc &b);
using Animations = Common::SortedArray<ScreenAnimationDesc, const ScreenAnimationDesc &>;
using Children = Common::SortedArray<ObjectPtr, const ObjectPtr &>;
AGDSEngine *_engine;
ObjectPtr _object;
Object *_background;
Common::Point _scroll;
Common::String _name;
ScreenLoadingType _loadingType;
Common::String _previousScreen;
Children _children;
Animations _animations;
RegionPtr _region;
bool _applyingPatch;
int _characterNear, _characterFar;
int _fade;
public:
struct KeyHandler {
ObjectPtr object;
uint ip;
KeyHandler() : object(), ip() {}
KeyHandler(Object *o, uint i) : object(o), ip(i) {}
};
Screen(AGDSEngine *engine, ObjectPtr object, ScreenLoadingType loadingType, const Common::String &prevScreen);
~Screen();
int fade() const {
return _fade;
}
void fade(int fade) {
_fade = fade;
}
void setCharacterNearFar(int near, int far) {
_characterNear = near;
_characterFar = far;
}
float getZScale(int y) const;
bool applyingPatch() const {
return _applyingPatch;
}
ObjectPtr getObject() {
return _object;
}
const Common::String &getName() const {
return _name;
}
const Common::String &getPreviousScreenName() const {
return _previousScreen;
}
ScreenLoadingType loadingType() const {
return _loadingType;
}
const RegionPtr &region() const {
return _region;
}
void region(RegionPtr region) {
_region = region;
}
const Children &children() const {
return _children;
}
const Animations &animations() const {
return _animations;
}
void scrollTo(Common::Point scroll);
Common::Point scrollPosition() const {
return _scroll;
}
bool add(ObjectPtr object);
void add(AnimationPtr animation);
bool remove(const AnimationPtr &animation);
void update(const ObjectPtr &object) {
bool found = remove(object);
if (found)
add(object);
}
void setBackground(Object *object) {
_background = object;
}
bool remove(const Common::String &name);
bool remove(const ObjectPtr &object);
void tick();
void paint(Graphics::Surface &backbuffer) const;
Common::Array<ObjectPtr> find(Common::Point pos) const;
ObjectPtr find(const Common::String &name);
KeyHandler findKeyHandler(const Common::String &keyName);
AnimationPtr findAnimationByPhaseVar(const Common::String &phaseVar);
void load(const PatchPtr &patch);
void save(const PatchPtr &patch);
};
} // End of namespace AGDS
#endif /* AGDS_SCREEN_H */