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();
+               }
        }
 }