scummvm/engines/titanic/pet_control/pet_inventory.h
2018-03-12 18:56:25 -04:00

182 lines
4.3 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef TITANIC_PET_INVENTORY_H
#define TITANIC_PET_INVENTORY_H
#include "titanic/support/simple_file.h"
#include "titanic/pet_control/pet_section.h"
#include "titanic/pet_control/pet_inventory_glyphs.h"
#include "titanic/gfx/text_control.h"
namespace Titanic {
/**
* Handles displaying the player's inventory in the PET
*/
class CPetInventory : public CPetSection {
private:
CTextControl _text;
CPetInventoryGlyphs _items;
CGameObject *_itemBackgrounds[46];
CGameObject *_movie;
bool _isLoading;
int _titaniaBitFlags;
private:
/**
* Handles initial setup
*/
bool setPetControl(CPetControl *petControl);
/**
* Get the index of an item added to the PET
*/
int getItemIndex(CGameObject *item) const;
/**
* Remove any invalid inventory glyphs
*/
void removeInvalid();
public:
CPetInventory();
/**
* Sets up the section
*/
virtual bool setup(CPetControl *petControl);
/**
* Sets up the section
*/
virtual bool reset();
/**
* Draw the section
*/
virtual void draw(CScreenManager *screenManager);
/**
* Get the bounds for the section
*/
virtual Rect getBounds() const;
/**
* Called when a general change occurs
*/
virtual void changed(int changeType);
/**
* Called when a new room is entered
*/
virtual void enterRoom(CRoomItem *room);
/**
* Following are handlers for the various messages that the PET can
* pass onto the currently active section/area
*/
virtual bool MouseButtonDownMsg(CMouseButtonDownMsg *msg);
virtual bool MouseDragStartMsg(CMouseDragStartMsg *msg);
virtual bool MouseButtonUpMsg(CMouseButtonUpMsg *msg);
virtual bool MouseDoubleClickMsg(CMouseDoubleClickMsg *msg);
virtual bool VirtualKeyCharMsg(CVirtualKeyCharMsg *msg);
virtual bool MouseWheelMsg(CMouseWheelMsg *msg);
/**
* Returns item a drag-drop operation has dropped on, if any
*/
virtual CGameObject *dragEnd(const Point &pt) const;
/**
* Returns true if the object is in a valid state
*/
virtual bool isValid(CPetControl *petControl);
/**
* Load the data for the class from file
*/
virtual void load(SimpleFile *file, int param);
/**
* Called after a game has been loaded
*/
virtual void postLoad();
/**
* Save the data for the class to file
*/
virtual void save(SimpleFile *file, int indent);
/**
* Called when a section is switched to
*/
virtual void enter(PetArea oldArea);
/**
* Called when a section is being left, to switch to another area
*/
virtual void leave();
/**
* Get a reference to the tooltip text associated with the section
*/
virtual CTextControl *getText() { return &_text; }
/**
* Special retrieval of glyph background image
*/
virtual CGameObject *getBackground(int index) const;
/**
*
*/
void change(CGameObject *item);
/**
* Called when an item has been removed from the PET
*/
void itemRemoved(CGameObject *item);
/**
* Called when the items under the PET have changed
*/
void itemsChanged();
/**
* Called when the inventory can't be shown after adding an item
*/
void highlightItem(CGameObject *item);
/**
* Gets the object, if any, containing the transformation animation played
* when pieces of Titania are added to the inventory for the first time.
*/
CGameObject *getTransformAnimation(int index);
/**
* Play the animated movie for an object
*/
void playMovie(CGameObject *movie, bool repeat = true);
};
} // End of namespace Titanic
#endif /* TITANIC_PET_INVENTORY_H */