#define GRAPHICS_MENU_H_
#include "Font.h"
+#include "Sprite.h"
#include "../geometry/operators.h"
#include "../geometry/Point.h"
#include "../geometry/Vector.h"
class Menu {
public:
- explicit Menu(const Font *font = NULL, const Font *disabledFont = NULL, int charsPerEntry = 16, int rows = 1, int rowGap = 0, int cols = 1, int colGap = 0);
+ Menu();
+ Menu(const Font *font, const Font *disabledFont, const Sprite *cursor, int charsPerEntry, int rows, int rowGap = 0, int cols = 1, int colGap = 0);
public:
int Width() const;
};
const Font *font;
const Font *disabledFont;
+ const Sprite *cursor;
std::vector<Entry> entries;
int charsPerEntry;
int rows;
template<class T>
-Menu<T>::Menu(const Font *font, const Font *disabledFont, int charsPerEntry, int rows, int rowGap, int cols, int colGap)
+Menu<T>::Menu()
+: font(0)
+, disabledFont(0)
+, cursor(0)
+, charsPerEntry(0)
+, rows(0)
+, rowGap(0)
+, cols(0)
+, colGap(0)
+, selected(0)
+, topRow(0) {
+
+}
+
+template<class T>
+Menu<T>::Menu(const Font *font, const Font *disabledFont, const Sprite *cursor, int charsPerEntry, int rows, int rowGap, int cols, int colGap)
: font(font)
, disabledFont(disabledFont ? disabledFont : font)
+, cursor(cursor)
, charsPerEntry(charsPerEntry)
, rows(rows)
, rowGap(rowGap)
int items(entries.size() - start);
int end(items < slots ? items : slots);
for (int i(0), count(end - start); i < count; ++i) {
- geometry::Vector<int> offset((i % cols) * (ColWidth() + colGap), (i / cols) * RowHeight());
+ geometry::Vector<int> offset(
+ (i % cols) * (ColWidth() + colGap),
+ (i / cols) * RowHeight());
if (entries[start + i].enabled) {
font->DrawString(entries[start + i].title, dest, position + offset, charsPerEntry);
} else {
disabledFont->DrawString(entries[start + i].title, dest, position + offset, charsPerEntry);
}
}
+ geometry::Vector<int> cursorOffset(
+ (selected % cols) * (ColWidth() + colGap) - cursor->Width(),
+ (selected / cols) * RowHeight());
+ cursor->Draw(dest, position + cursorOffset);
}
}
// TODO: add '.' character
battleRes.disabledFont = &disabledFont;
+ SDL_Surface *handCursorImg(IMG_Load("test-data/cursor-hand.png"));
+ Sprite handCursorSprite(handCursorImg, 32, 32);
+ battleRes.menuCursor = &handCursorSprite;
+
battleRes.spellMenuHeadline = "Please choose a spell.";
- battleRes.spellMenuPrototype = Menu</* Spell */ void *>(&normalFont, &disabledFont, 12, 6, 8, 2, 32);
+ battleRes.spellMenuPrototype = Menu</* Spell */ void *>(&normalFont, &disabledFont, &handCursorSprite, 12, 6, 8, 2, 32);
BattleState *battleState(new BattleState(bg, monstersLayout, heroesLayout, &battleRes));
battleState->AddMonster(monster);