const Font *font;
const Font *disabledFont;
const Sprite *cursor;
+ const Sprite *selectedCursor;
int charsPerEntry;
int rows;
int rowGap;
bool wrapY;
MenuProperties()
- : font(0), disabledFont(0), cursor(0)
+ : font(0), disabledFont(0), cursor(0), selectedCursor(0)
, charsPerEntry(0), rows(1), rowGap(0)
, iconSpace(0), cols(1), colGap(0)
, charsPerNumber(0), charsPerAdditionalText(0)
Menu(const MenuProperties &);
public:
+ void SetInactive() { state = STATE_INACTIVE; }
+ void SetActive() { state = STATE_ACTIVE; }
+ void SetSelected() { state = STATE_SELECTED; }
+ bool IsActive() const { return state == STATE_ACTIVE; }
+ bool HasSelected() const { return state == STATE_SELECTED; }
+
int Width() const;
int Height() const;
int ColWidth() const;
std::vector<Entry> entries;
int selected;
int topRow;
+ enum State {
+ STATE_INACTIVE,
+ STATE_ACTIVE,
+ STATE_SELECTED,
+ };
+ State state;
};
Menu<T>::Menu()
: MenuProperties()
, selected(0)
-, topRow(0) {
+, topRow(0)
+, state(STATE_ACTIVE) {
}
Menu<T>::Menu(const MenuProperties &p)
: MenuProperties(p)
, selected(0)
-, topRow(0) {
+, topRow(0)
+, state(STATE_ACTIVE) {
}
geometry::Vector<int> cursorOffset(
(selected % cols) * (ColWidth() + colGap) - cursor->Width(),
((selected - start) / cols) * RowHeight());
- cursor->Draw(dest, position + cursorOffset);
+ switch (state) {
+ case STATE_INACTIVE:
+ break;
+ case STATE_ACTIVE:
+ cursor->Draw(dest, position + cursorOffset);
+ break;
+ case STATE_SELECTED:
+ selectedCursor->Draw(dest, position + cursorOffset);
+ break;
+ }
}
}
itemMenuProperties.rowGap = 8;
itemMenuProperties.colGap = 16;
itemMenuProperties.cursor = &menuCursor;
+ itemMenuProperties.selectedCursor = &menuActiveCursor;
itemMenuProperties.font = &menuFont;
itemMenuProperties.wrapX = true;
itemMenuProperties.wrapY = true;
inventoryMenuProperties.charsPerEntry = 13;
inventoryMenuProperties.rowGap = 8;
inventoryMenuProperties.cursor = &menuCursor;
+ itemMenuProperties.selectedCursor = &menuActiveCursor;
inventoryMenuProperties.font = &menuFont;
// TODO: disabled font
inventoryMenuProperties.disabledFont = &menuFont;
void InventoryMenu::OnEnterState(SDL_Surface *) {
+ menu.SetSelected();
const Inventory &inv(parent->Game().state->inventory);
itemMenu.Clear();
itemMenu.Reserve(inv.MaxItems());
void InventoryMenu::HandleEvents(const Input &input) {
- if (input.JustPressed(Input::PAD_LEFT)) {
- menu.PreviousItem();
- }
- if (input.JustPressed(Input::PAD_RIGHT)) {
- menu.NextItem();
+ if (menu.IsActive()) {
+ if (input.JustPressed(Input::PAD_LEFT)) {
+ menu.PreviousItem();
+ }
+ if (input.JustPressed(Input::PAD_RIGHT)) {
+ menu.NextItem();
+ }
+ } else {
+ if (input.JustPressed(Input::PAD_UP)) {
+ itemMenu.PreviousItem();
+ }
+ if (input.JustPressed(Input::PAD_DOWN)) {
+ itemMenu.NextItem();
+ }
}
- if (input.JustPressed(Input::PAD_UP)) {
- itemMenu.PreviousItem();
+ if (input.JustPressed(Input::ACTION_A)) {
+ if (menu.IsActive()) {
+ menu.SetSelected();
+ itemMenu.SetActive();
+ }
}
- if (input.JustPressed(Input::PAD_DOWN)) {
- itemMenu.NextItem();
+ if (input.JustPressed(Input::ACTION_B)) {
+ if (menu.IsActive()) {
+ Ctrl().PopState();
+ } else {
+ menu.SetActive();
+ itemMenu.SetInactive();
+ }
}
}