Mercurial > mm7
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(); |