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/**
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* @file control.h
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*
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* Interface of the character and main control panels
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*/
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#pragma once
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#include <cstdint>
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#include "engine.h"
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#include "engine/render/text_render.hpp"
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#include "spelldat.h"
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#include "spells.h"
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#include "utils/ui_fwd.h"
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#include "utils/stdcompat/optional.hpp"
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namespace devilution {
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#define PANEL_WIDTH 640
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#define PANEL_HEIGHT 128
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#define PANEL_TOP (gnScreenHeight - PANEL_HEIGHT)
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#define PANEL_LEFT (gnScreenWidth - PANEL_WIDTH) / 2
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#define PANEL_X PANEL_LEFT
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#define PANEL_Y PANEL_TOP
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#define SPANEL_WIDTH 320
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#define SPANEL_HEIGHT 352
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#define RIGHT_PANEL (gnScreenWidth - SPANEL_WIDTH)
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#define RIGHT_PANEL_X RIGHT_PANEL
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struct RECT32 {
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int x;
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int y;
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int w;
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int h;
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};
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extern bool drawhpflag;
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extern bool dropGoldFlag;
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extern bool chrbtn[4];
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extern bool lvlbtndown;
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extern int dropGoldValue;
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extern bool drawmanaflag;
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extern bool chrbtnactive;
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extern int pnumlines;
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extern bool pinfoflag;
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extern spell_id pSpell;
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extern uint16_t infoclr;
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extern char tempstr[256];
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extern int sbooktab;
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extern spell_type pSplType;
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extern int initialDropGoldIndex;
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extern bool talkflag;
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extern bool sbookflag;
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extern bool chrflag;
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extern bool drawbtnflag;
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extern char infostr[64];
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extern bool panelflag;
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extern int initialDropGoldValue;
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extern bool panbtndown;
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extern bool spselflag;
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/**
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* @brief Check if the UI can cover the game area entierly
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*/
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inline bool CanPanelsCoverView()
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{
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return gnScreenWidth <= PANEL_WIDTH && gnScreenHeight <= SPANEL_HEIGHT + PANEL_HEIGHT;
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}
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void DrawSpellList(const CelOutputBuffer &out);
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void SetSpell();
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void SetSpeedSpell(int slot);
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void ToggleSpell(int slot);
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void AddPanelString(const char *str);
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void ClearPanel();
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void DrawPanelBox(const CelOutputBuffer &out, SDL_Rect srcRect, Point targetPosition);
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/**
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* Draws the top dome of the life flask (that part that protrudes out of the control panel).
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* First it draws the empty flask cel and then draws the filled part on top if needed.
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*/
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void DrawLifeFlask(const CelOutputBuffer &out);
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/**
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* Controls the drawing of the area of the life flask within the control panel.
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* First sets the fill amount then draws the empty flask cel portion then the filled
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* flask portion.
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*/
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void UpdateLifeFlask(const CelOutputBuffer &out);
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void DrawManaFlask(const CelOutputBuffer &out);
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void control_update_life_mana();
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/**
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* Controls the drawing of the area of the life flask within the control panel.
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* Also for some reason draws the current right mouse button spell.
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*/
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void UpdateManaFlask(const CelOutputBuffer &out);
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void InitControlPan();
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void DrawCtrlPan(const CelOutputBuffer &out);
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/**
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* Draws the control panel buttons in their current state. If the button is in the default
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* state draw it from the panel cel(extract its sub-rect). Else draw it from the buttons cel.
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*/
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void DrawCtrlBtns(const CelOutputBuffer &out);
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void DoSpeedBook();
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void DoPanBtn();
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void control_check_btn_press();
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void DoAutoMap();
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void CheckPanelInfo();
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void CheckBtnUp();
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void FreeControlPan();
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/**
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* Sets a string to be drawn in the info box and then draws it.
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*/
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void DrawInfoBox(const CelOutputBuffer &out);
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void DrawChr(const CelOutputBuffer &out);
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void CheckLvlBtn();
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void ReleaseLvlBtn();
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void DrawLevelUpIcon(const CelOutputBuffer &out);
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void CheckChrBtns();
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void ReleaseChrBtns(bool addAllStatPoints);
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void DrawDurIcon(const CelOutputBuffer &out);
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void RedBack(const CelOutputBuffer &out);
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void DrawSpellBook(const CelOutputBuffer &out);
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void CheckSBook();
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void DrawGoldSplit(const CelOutputBuffer &out, int amount);
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void control_drop_gold(char vkey);
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void control_remove_gold(int pnum, int goldIndex);
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void DrawTalkPan(const CelOutputBuffer &out);
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bool control_check_talk_btn();
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void control_release_talk_btn();
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void control_type_message();
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void control_reset_talk();
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bool control_talk_last_key(int vkey);
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bool control_presskeys(int vkey);
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extern RECT32 ChrBtnsRect[4];
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} // namespace devilution
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