#include <SDL.h>
#include <vector>
-#include <stack>
-#include "texture.h"
+#include "screen/texture.h"
#include "timer.h"
#include "type.h"
#include "mousecursor.h"
+/* IDs for menus */
+
+enum MainMenuIDs {
+ MNID_STARTGAME,
+ MNID_CONTRIB,
+ MNID_OPTIONMENU,
+ MNID_LEVELEDITOR,
+ MNID_CREDITS,
+ MNID_QUITMAINMENU
+ };
+
+enum OptionsMenuIDs {
+ MNID_OPENGL,
+ MNID_FULLSCREEN,
+ MNID_SOUND,
+ MNID_MUSIC,
+ MNID_SHOWFPS
+ };
+
+enum GameMenuIDs {
+ MNID_CONTINUE,
+ MNID_ABORTLEVEL
+ };
+
+enum WorldMapMenuIDs {
+ MNID_RETURNWORLDMAP,
+ MNID_QUITWORLDMAP
+ };
+
+enum LevelEditorMainMenuIDs {
+ MNID_RETURNLEVELEDITOR,
+ MNID_SUBSETSETTINGS,
+ MNID_QUITLEVELEDITOR
+ };
+
+enum LevelEditorSubsetSettingsIDs {
+ MNID_SUBSETTITLE,
+ MNID_SUBSETDESCRIPTION,
+ MNID_SUBSETSAVECHANGES
+ };
+
+enum LevelEditorSubsetNewIDs {
+ MNID_SUBSETNAME,
+ MNID_CREATESUBSET
+};
+
+enum LevelEditorSettingsMenuIDs {
+ MNID_NAME,
+ MNID_AUTHOR,
+ MNID_SONG,
+ MNID_BGIMG,
+ MNID_PARTICLE,
+ MNID_LENGTH,
+ MNID_HEIGHT,
+ MNID_TIME,
+ MNID_GRAVITY,
+ MNID_BGSPEED,
+ MNID_TopRed,
+ MNID_TopGreen,
+ MNID_TopBlue,
+ MNID_BottomRed,
+ MNID_BottomGreen,
+ MNID_BottomBlue,
+ MNID_APPLY
+ };
+
+bool confirm_dialog(std::string text);
+
/* Kinds of menu items */
enum MenuItemKind {
MN_ACTION,
MN_DEACTIVE,
MN_TEXTFIELD,
MN_NUMFIELD,
- MN_CONTROLFIELD,
+ MN_CONTROLFIELD_KB,
+ MN_CONTROLFIELD_JS,
MN_STRINGSELECT,
MN_LABEL,
MN_HL, /* horizontal line */
int toggled;
char *text;
char *input;
+ int *int_p; // used for setting keys (can be used for more stuff...)
+ int id; // item id
string_list_type* list;
Menu* target_menu;
void change_text (const char *text);
void change_input(const char *text);
- static MenuItem* create(MenuItemKind kind, const char *text, int init_toggle, Menu* target_menu);
+ static MenuItem* create(MenuItemKind kind, const char *text, int init_toggle, Menu* target_menu, int id, int* int_p);
+
+ std::string get_input_with_symbol(bool active_item); // returns the text with an input symbol
+private:
+ bool input_flickering;
+ Timer input_flickering_timer;
};
class Menu
{
private:
- static std::stack<Menu*> last_menus;
+ static std::vector<Menu*> last_menus;
static Menu* current_;
+
+ static void push_current(Menu* pmenu);
+ static void pop_current();
+
public:
/** Set the current menu, if pmenu is NULL, hide the current menu */
static void set_current(Menu* pmenu);
MENU_ACTION_REMOVE
};
+ /** Number of the item that got 'hit' (ie. pressed) in the last
+ event()/action() call, -1 if none */
+ int hit_item;
+
// position of the menu (ie. center of the menu, not top/left)
int pos_x;
int pos_y;
- bool has_backitem;
/** input event for the menu (up, down, left, right, etc.) */
MenuAction menuaction;
/* input implementation variables */
int delete_character;
char mn_input_char;
+ Timer joystick_timer;
- int width();
- int height();
-
public:
Timer effect;
int arrange_left;
~Menu();
void additem(MenuItem* pmenu_item);
- void additem(MenuItemKind kind, const std::string& text, int init_toggle, Menu* target_menu);
- void action ();
+ void additem(MenuItemKind kind, const std::string& text, int init_toggle, Menu* target_menu, int id = -1, int *int_p = NULL);
+
+ void action ();
/** Remove all entries from the menu */
void clear();
- /** Check, if the value of the active menu item has changed. FIXME:
- Somebody should document the exact meaning of this function a
- bit more */
+ /** Return the index of the menu item that was 'hit' (ie. the user
+ clicked on it) in the last event() call */
int check ();
- void draw ();
- void draw_item(int index, int menu_width, int menu_height);
+ MenuItem& get_item(int index) { return item[index]; }
+ MenuItem& get_item_by_id(int id);
+
+ int get_active_item_id();
+
+ bool isToggled(int id);
+
+ void Menu::get_controlfield_key_into_input(MenuItem *item);
+ void Menu::get_controlfield_js_into_input(MenuItem *item);
+
+ void draw(DrawingContext& context);
+ void draw_item(DrawingContext& context,
+ int index, int menu_width, int menu_height);
void set_pos(int x, int y, float rw = 0, float rh = 0);
/** translate a SDL_Event into a menu_action */
void event(SDL_Event& event);
+
+ int get_width() const;
+ int get_height() const;
+
+ bool is_toggled(int id) const;
};
extern Surface* checkbox;
extern Menu* game_menu;
extern Menu* worldmap_menu;
extern Menu* options_menu;
-extern Menu* options_controls_menu;
+extern Menu* options_keys_menu;
+extern Menu* options_joystick_menu;
extern Menu* highscore_menu;
extern Menu* load_game_menu;
extern Menu* save_game_menu;