/* 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 SHERLOCK_SCALPEL_UI_H
#define SHERLOCK_SCALPEL_UI_H

#include "common/scummsys.h"
#include "sherlock/user_interface.h"

namespace Sherlock {

class Inventory;
class Talk;

namespace Scalpel {

extern const int MENU_POINTS[12][4];

extern const int INVENTORY_POINTS[8][3];

enum {
	MAINBUTTON_LOOK = 0,
	MAINBUTTON_MOVE,
	MAINBUTTON_TALK,
	MAINBUTTON_PICKUP,
	MAINBUTTON_OPEN,
	MAINBUTTON_CLOSE,
	MAINBUTTON_INVENTORY,
	MAINBUTTON_USE,
	MAINBUTTON_GIVE,
	MAINBUTTON_JOURNAL,
	MAINBUTTON_FILES,
	MAINBUTTON_SETUP,
	MAINBUTTON_LOADGAME,
	MAINBUTTON_SAVEGAME
};

class Settings;

class ScalpelUserInterface: public UserInterface {
	friend class Settings;
	friend class Sherlock::Talk;
private:
	char _keyPress;
	int _lookHelp;
	int _help, _oldHelp;
	int _key, _oldKey;
	int _temp, _oldTemp; // button number (0-11)
	int _oldLook;
	bool _keyboardInput;
	bool _pause;
	int _cNum;
	Common::String _cAnimStr;
	Common::String _descStr;
	int _find;
private:
	/**
	 * Draws the image for a user interface button in the down/pressed state.
	 */
	void depressButton(int num);

	/**
	 * If he mouse button is pressed, then calls depressButton to draw the button
	 * as pressed; if not, it will show it as released with a call to "restoreButton".
	 */
	void pushButton(int num);

	/**
	 * By the time this method has been called, the graphics for the button change
	 * have already been drawn. This simply takes care of switching the mode around
	 * accordingly
	 */
	void toggleButton(uint16 num);

	/**
	 * Print the name of an object in the scene
	 */
	void lookScreen(const Common::Point &pt);

	/**
	 * Gets the item in the inventory the mouse is on and display's its description
	 */
	void lookInv();

	/**
	 * Handles input when the file list window is being displayed
	 */
	void doEnvControl();

	/**
	 * Handle input whilst the inventory is active
	 */
	void doInvControl();

	/**
	 * Handles waiting whilst an object's description window is open.
	 */
	void doLookControl();

	/**
	 * Handles input until one of the user interface buttons/commands is selected
	 */
	void doMainControl();

	/**
	 * Handles the input for the MOVE, OPEN, and CLOSE commands
	 */
	void doMiscControl(int allowed);

	/**
	 * Handles input for picking up items
	 */
	void doPickControl();

	/**
	 * Handles input when in talk mode. It highlights the buttons and available statements,
	 * and handles allowing the user to click on them
	 */
	void doTalkControl();

	/**
	 * Handles events when the Journal is active.
	 * @remarks		Whilst this would in theory be better in the Journal class, since it displays in
	 *		the user interface, it uses so many internal UI fields, that it sort of made some sense
	 *		to put it in the UserInterface class.
	 */
	void journalControl();

	/**
	 * Checks to see whether a USE action is valid on the given object
	 */
	void checkUseAction(const UseType *use, const Common::String &invName, FixedTextActionId fixedTextActionId,
		int objNum, bool giveMode);

	/**
	 * Print the previously selected object's decription
	 */
	void printObjectDesc(const Common::String &str, bool firstTime);
public:
	ImageFile *_controlPanel;
		ImageFile *_controls;
	int _oldUse;

	byte _hotkeyLook;
	byte _hotkeyMove;
	byte _hotkeyTalk;
	byte _hotkeyPickUp;
	byte _hotkeyOpen;
	byte _hotkeyClose;
	byte _hotkeyInventory;
	byte _hotkeyUse;
	byte _hotkeyGive;
	byte _hotkeyJournal; // not used for 3DO
	byte _hotkeyFiles; // not used for 3DO
	byte _hotkeySetUp; // SetUp-button is in the spot of Journal for 3DO
	byte _hotkeyLoadGame; // 3DO
	byte _hotkeySaveGame; // 3DO

	byte _hotkeysIndexed[14];

public:
	ScalpelUserInterface(SherlockEngine *vm);
	~ScalpelUserInterface() override;

	/**
	 * Handles counting down whilst checking for input, then clears the info line.
	 */
	void whileMenuCounter();

	/**
	 * Draws the image for the given user interface button in the up
	 * (not selected) position
	 */
	void restoreButton(int num);

	/**
	 * Creates a text window and uses it to display the in-depth description
	 * of the highlighted object
	 */
	void examine();

	void offsetButton3DO(Common::Point &pt, int num);
public:
	/**
	 * Resets the user interface
	 */
	void reset() override;

	/**
	 * Main input handler for the user interface
	 */
	void handleInput() override;

	/**
	 * Draw the user interface onto the screen's back buffers
	 */
	void drawInterface(int bufferNum = 3) override;

	/**
	 * Displays a passed window by gradually scrolling it vertically on-screen
	 */
	void summonWindow(const Surface &bgSurface, bool slideUp = true) override;

	/**
	 * Slide the window stored in the back buffer onto the screen
	 */
	void summonWindow(bool slideUp = true, int height = CONTROLS_Y) override;

	/**
	 * Close a currently open window
	 * @param flag	0 = slide old window down, 1 = slide prior UI back up
	 */
	void banishWindow(bool slideUp = true) override;

	/**
	 * Clears the info line of the screen
	 */
	void clearInfo() override;

	/**
	 * Clear any active text window
	 */
	void clearWindow() override;

	/**
	 * Print the previously selected object's decription
	 */
	virtual void printObjectDesc();
};

} // End of namespace Scalpel

} // End of namespace Sherlock

#endif
