/* 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 MADS_MENU_NEBULAR_H #define MADS_MENU_NEBULAR_H #include "common/scummsys.h" #include "mads/game.h" #include "mads/menu_views.h" #include "mads/msurface.h" #include "mads/nebular/dialogs_nebular.h" namespace MADS { class MADSEngine; namespace Nebular { enum MADSGameAction { START_GAME, RESUME_GAME, SHOW_INTRO, CREDITS, QUOTES, EXIT, SETS, EVOLVE }; class MainMenu: public MenuView { private: SpriteAsset *_menuItems[7]; int _menuItemIndexes[7]; int _menuItemIndex; int _frameIndex; uint32 _delayTimeout; bool _skipFlag; bool _showEvolve, _showSets; /** * Currently highlighted menu item */ int _highlightedIndex; /** * Flag for mouse button being pressed */ bool _buttonDown; /** * Stores menu item selection */ int _selectedIndex; /** * Get the highlighted menu item under the cursor */ int getHighlightedItem(const Common::Point &pt); /** * Un-highlight a currently highlighted item */ void unhighlightItem(); /** * Execute a given menuitem */ void handleAction(MADSGameAction action); /** * Add a sprite slot for the current menuitem frame */ void addSpriteSlot(); /** * Returns true if the Quotes item should be shown. * i.e. if the player has completed the game */ bool shouldShowQuotes(); /** * Show the bonus item icons, if available */ void showBonusItems(); protected: /** * Display the menu */ virtual void display(); /** * Handle the menu item animations */ virtual void doFrame(); /** * Event handler */ virtual bool onEvent(Common::Event &event); public: MainMenu(MADSEngine *vm); virtual ~MainMenu(); }; class AdvertView : public EventTarget { private: /** * Engine reference */ MADSEngine *_vm; /** * Signals when to close the dialog */ bool _breakFlag; protected: /** * Event handler */ virtual bool onEvent(Common::Event &event); public: AdvertView(MADSEngine *vm); virtual ~AdvertView() {} /** * Show the dialog */ void show(); }; class RexAnimationView : public AnimationView { protected: virtual void scriptDone(); public: RexAnimationView(MADSEngine *vm) : AnimationView(vm) {} }; class RexTextView : public TextView { public: RexTextView(MADSEngine *vm) : TextView(vm) {} }; } // End of namespace Nebular } // End of namespace MADS #endif /* MADS_MENU_NEBULAR_H */