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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 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
*/
void display() override;
/**
* Handle the menu item animations
*/
void doFrame() override;
/**
* Event handler
*/
bool onEvent(Common::Event &event) override;
public:
MainMenu(MADSEngine *vm);
~MainMenu() override;
};
class AdvertView : public EventTarget {
private:
/**
* Engine reference
*/
MADSEngine *_vm;
/**
* Signals when to close the dialog
*/
bool _breakFlag;
protected:
/**
* Event handler
*/
bool onEvent(Common::Event &event) override;
public:
AdvertView(MADSEngine *vm);
~AdvertView() override {}
/**
* Show the dialog
*/
void show();
};
class RexAnimationView : public AnimationView {
protected:
void scriptDone() override;
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 */
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