/* 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 #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