};
class Menu;
-
+\f
class MenuItem
{
public:
bool toggled;
std::string text;
std::string input;
+ std::string help;
std::vector<std::string> list; // list of values for a STRINGSELECT item
size_t selected; // currently selected item
Menu* target_menu;
+ void set_help(const std::string& help_text);
+
void change_text (const std::string& text);
void change_input(const std::string& text);
/// keyboard key or joystick button
bool input_flickering;
};
-
+\f
class Menu
{
private:
static std::vector<Menu*> last_menus;
+ static Menu* previous;
static Menu* current_;
static void pop_current();
MenuAction menuaction;
/* input implementation variables */
- int delete_character;
- char mn_input_char;
+ int delete_character;
+ char mn_input_char;
float menu_repeat_time;
public:
Menu();
virtual ~Menu();
- void add_hl();
- void add_label(const std::string& text);
- void add_entry(int id, const std::string& text);
- void add_toggle(int id, const std::string& text, bool toggled = false);
- void add_deactive(int id, const std::string& text);
- void add_back(const std::string& text);
- void add_submenu(const std::string& text, Menu* submenu, int id = -1);
- void add_controlfield(int id, const std::string& text,
- const std::string& mapping = "");
+ MenuItem* add_hl();
+ MenuItem* add_label(const std::string& text);
+ MenuItem* add_entry(int id, const std::string& text);
+ MenuItem* add_toggle(int id, const std::string& text, bool toggled = false);
+ MenuItem* add_deactive(int id, const std::string& text);
+ MenuItem* add_back(const std::string& text);
+ MenuItem* add_submenu(const std::string& text, Menu* submenu, int id = -1);
+ MenuItem* add_controlfield(int id, const std::string& text,
+ const std::string& mapping = "");
+ MenuItem* add_string_select(int id, const std::string& text);
virtual void menu_action(MenuItem* item);
bool is_toggled(int id) const;
+ Menu* get_parent() const;
+
protected:
void additem(MenuItem* pmenu_item);
float get_width() const;
private:
void check_controlfield_change_event(const SDL_Event& event);
void draw_item(DrawingContext& context, int index);
- float effect_time;
+ float effect_progress;
+ float effect_start_time;
int arrange_left;
int active_item;