comparison GUI/GUIWindow.h @ 2541:a902abdfc7f2

1. Renamed class Game to class Engine. 2. Separated game logic as state of FSM from game logic as engine. 3. Found out that many UI screen initializers were optimized away, intially they all returned newly created window as separate object like it is done in CharacterUI_Initialize.
author a.parshin
date Sun, 10 May 2015 01:29:11 +0200
parents dbaf6fc71525
children bacf9809126a
comparison
equal deleted inserted replaced
2540:abc6a9d079b9 2541:a902abdfc7f2
394 SCREEN_MENU = 0x1, 394 SCREEN_MENU = 0x1,
395 SCREEN_OPTIONS = 0x2, 395 SCREEN_OPTIONS = 0x2,
396 SCREEN_BOOKS = 0x3, 396 SCREEN_BOOKS = 0x3,
397 SCREEN_NPC_DIALOGUE = 0x4, 397 SCREEN_NPC_DIALOGUE = 0x4,
398 SCREEN_REST = 0x5, 398 SCREEN_REST = 0x5,
399 SCREEN_CHARACTERS = 0x7, 399 SCREEN_CHARACTERS = 7,
400 SCREEN_SPELL_BOOK = 0x8, 400 SCREEN_SPELL_BOOK = 0x8,
401 SCREEN_CREATORS = 0x9, 401 SCREEN_CREATORS = 0x9,
402 SCREEN_CHEST = 0xA, 402 SCREEN_CHEST = 10,
403 SCREEN_SAVEGAME = 0xB, 403 SCREEN_SAVEGAME = 11,
404 SCREEN_LOADGAME = 0xC, 404 SCREEN_LOADGAME = 12,
405 SCREEN_HOUSE = 0xD, 405 SCREEN_HOUSE = 13,
406 SCREEN_E = 0xE, 406 SCREEN_E = 14,
407 SCREEN_CHEST_INVENTORY = 0xF, 407 SCREEN_CHEST_INVENTORY = 15,
408 SCREEN_VIDEO = 0x10, 408 SCREEN_VIDEO = 0x10,
409 SCREEN_CHANGE_LOCATION = 0x11, 409 SCREEN_CHANGE_LOCATION = 0x11,
410 SCREEN_INPUT_BLV = 0x12, 410 SCREEN_INPUT_BLV = 0x12,
411 SCREEN_BRANCHLESS_NPC_DIALOG = 0x13, 411 SCREEN_BRANCHLESS_NPC_DIALOG = 0x13,
412 SCREEN_PARTY_CREATION = 0x15, 412 SCREEN_PARTY_CREATION = 0x15,
490 void MainMenuUI_LoadFontsAndSomeStuff(); 490 void MainMenuUI_LoadFontsAndSomeStuff();
491 void MainMenuUI_Create(); 491 void MainMenuUI_Create();
492 MENU_STATE MainMenuUI_Credits_Loop(); 492 MENU_STATE MainMenuUI_Credits_Loop();
493 493
494 // save & load ui 494 // save & load ui
495 void SaveUI_Load(); 495 GUIWindow *SaveUI_Load(enum CURRENT_SCREEN screen);
496 void SaveUI_Draw(); 496 void SaveUI_Draw();
497 497
498 void LoadUI_Draw(); 498 void LoadUI_Draw();
499 void LoadUI_Load(unsigned int uDialogueType); // idb 499 void LoadUI_Load(unsigned int uDialogueType); // idb
500 500
524 524
525 525
526 // game menu ui 526 // game menu ui
527 void GameMenuUI_DrawKeyBindings(); 527 void GameMenuUI_DrawKeyBindings();
528 void GameMenuUI_DrawVideoOptions(); 528 void GameMenuUI_DrawVideoOptions();
529 GUIWindow *GameMenuUI_Options_Load();
530 GUIWindow *GameMenuUI_OptionsKeymapping_Load();
531 GUIWindow *GameMenuUI_OptionsVideo_Load();
529 void GameMenuUI_Options_Draw(); 532 void GameMenuUI_Options_Draw();
530 533
531 534
532 535
533 536
534 // character ui 537 // character ui
535 struct GUIWindow *CharacterUI_Initialize(unsigned int _this); 538 struct GUIWindow *CharacterUI_Initialize(enum CURRENT_SCREEN);
536 const char *CharacterUI_GetSkillDescText(unsigned int uPlayerID, PLAYER_SKILL_TYPE uPlayerSkillType); 539 const char *CharacterUI_GetSkillDescText(unsigned int uPlayerID, PLAYER_SKILL_TYPE uPlayerSkillType);
537 void CharacterUI_SkillsTab_ShowHint(); 540 void CharacterUI_SkillsTab_ShowHint();
538 void CharacterUI_StatsTab_ShowHint(); 541 void CharacterUI_StatsTab_ShowHint();
539 void CharacterUI_StatsTab_Draw(Player *player); 542 void CharacterUI_StatsTab_Draw(Player *player);
540 void CharacterUI_SkillsTab_CreateButtons(); 543 void CharacterUI_SkillsTab_CreateButtons();