scummvm/engines/sword1/menu.h

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/* 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 SWORD1_MENU_H
#define SWORD1_MENU_H
2004-10-21 12:43:49 +00:00
#include "sword1/sworddefs.h"
#include "sword1/object.h"
namespace Sword1 {
class Screen;
class Mouse;
class ResMan;
#define MENU_TOP 0
#define MENU_BOT 1
struct Subject {
uint32 subjectRes;
uint32 frameNo;
};
struct MenuObject {
int32 textDesc;
uint32 bigIconRes;
uint32 bigIconFrame;
uint32 luggageIconRes;
uint32 useScript;
};
class MenuIcon {
public:
MenuIcon(uint8 menuType, uint8 menuPos, uint32 resId, uint32 frame, Screen *screen);
bool wasClicked(uint16 mouseX, uint16 mouseY);
void setSelect(bool pSel);
void draw(const byte *fadeMask = NULL, int8 fadeStatus = 0);
private:
uint8 _menuType, _menuPos;
uint32 _resId, _frame;
bool _selected;
Screen *_screen;
};
class Menu {
public:
Menu(Screen *pScreen, Mouse *pMouse);
~Menu();
void fnChooser(Object *compact);
void fnEndChooser();
void fnAddSubject(int32 sub);
void cfnReleaseMenu();
int logicChooser(Object *compact);
void engine();
void refresh(uint8 menuType);
void fnStartMenu();
void fnEndMenu();
void checkTopMenu();
static const MenuObject _objectDefs[TOTAL_pockets + 1];
private:
void buildSubjects();
void buildMenu();
void showMenu(uint8 menuType);
byte _subjectBarStatus;
byte _objectBarStatus;
int8 _fadeSubject;
int8 _fadeObject;
void refreshMenus();
uint8 checkMenuClick(uint8 menuType);
//- lower menu, speech subjects:
MenuIcon *_subjects[16];
uint32 _subjectBar[16];
//- top menu, items
MenuIcon *_objects[TOTAL_pockets];
uint32 _menuList[TOTAL_pockets];
uint32 _inMenu;
Screen *_screen;
Mouse *_mouse;
static const Subject _subjectList[TOTAL_subjects];
static const byte _fadeEffectTop[64];
static const byte _fadeEffectBottom[64];
};
} // End of namespace Sword1
#endif //BSMENU_H