scummvm/engines/twine/menu.h
2020-10-24 16:12:55 +02:00

158 lines
4.7 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 TWINE_MENU_H
#define TWINE_MENU_H
#include "twine/actor.h"
namespace TwinE {
enum MenuSettingsType {
// button number
MenuSettings_CurrentLoadedButton = 0,
// is used to calc the height where the first button will appear
MenuSettings_NumberOfButtons = 1,
MenuSettings_ButtonsBoxHeight = 2,
MenuSettings_HeaderEnd = 3, // TODO: unknown
MenuSettings_FirstButtonState = 4,
MenuSettings_FirstButton = 5
};
class Menu {
private:
TwinEEngine *_engine;
/** Hero behaviour menu entity */
uint8 *behaviourEntity = 0;
/** Behaviour menu anim state */
int16 behaviourAnimState[4]{0}; // winTab
/** Behaviour menu anim data pointer */
AnimTimerDataStruct behaviourAnimData[4];
int32 inventorySelectedColor = 0;
int32 inventorySelectedItem = 0; // currentSelectedObjectInInventory
/**
* Draws main menu button
* @param width menu button width
* @param topheight is the height between the top of the screen and the first button
* @param buttonId current button identification from menu settings
* @param textId
* @param hover flag to know if should draw as a hover button or not
*/
void drawButtonGfx(int32 width, int32 topheight, int32 buttonId, int32 textId, bool hover);
void plasmaEffectRenderFrame();
/**
* Process the menu button draw
* @param data menu settings array
* @param mode flag to know if should draw as a hover button or not
*/
void drawButton(const int16 *menuSettings, bool hover);
/** Used to run the advanced options menu */
int32 advoptionsMenu();
/** Used to run the volume menu */
int32 volumeMenu();
/** Used to run the save game management menu */
int32 savemanageMenu();
void drawInfoMenu(int16 left, int16 top);
void drawBehaviour(HeroBehaviourType behaviour, int32 angle, int16 cantDrawBox);
void drawInventoryItems();
void drawBehaviourMenu(int32 angle);
void drawItem(int32 item);
/**
* Draw the entire button box
* @param left start width to draw the button
* @param top start height to draw the button
* @param right end width to draw the button
* @param bottom end height to draw the button
*/
void drawMagicItemsBox(int32 left, int32 top, int32 right, int32 bottom, int32 color);
int16 *GiveUpMenuWithSaveState;
int16 *VolumeMenuState;
int16 *SaveManageMenuState;
int16 *GiveUpMenuState;
int16 *MainMenuState;
int16 *AdvOptionsMenuState;
public:
Menu(TwinEEngine *engine);
~Menu();
int16 *OptionsMenuState;
int32 currMenuTextIndex = -1;
int32 currMenuTextBank = -1;
char currMenuTextBuffer[256] = "";
int16 itemAngle[255]{0}; // objectRotation
/** Behaviour menu move pointer */
ActorMoveStruct moveMenu;
/** Plasma Effect pointer to file content: RESS.HQR:51 */
uint8 *plasmaEffectPtr = nullptr;
/**
* Process the plasma effect
* @param top top height where the effect will be draw in the front buffer
* @param color plasma effect start color
*/
void processPlasmaEffect(int32 left, int32 top, int32 right, int32 color);
/**
* Draw the entire button box
* @param left start width to draw the button
* @param top start height to draw the button
* @param right end width to draw the button
* @param bottom end height to draw the button
*/
void drawBox(int32 left, int32 top, int32 right, int32 bottom);
/**
* Where the main menu options are processed
* @param menuSettings menu settings array with the information to build the menu options
* @return pressed menu button identification
*/
int32 processMenu(int16 *menuSettings);
bool init();
/** Used to run the main menu */
void run();
/** Used to run the in-game give-up menu */
int32 giveupMenu();
/** Used to run the options menu */
int32 optionsMenu();
/** Process hero behaviour menu */
void processBehaviourMenu();
/** Process in-game inventory menu */
void processInventoryMenu();
};
} // namespace TwinE
#endif