diff 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
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line diff
--- a/GUI/GUIWindow.h	Sat May 09 12:55:58 2015 +0200
+++ b/GUI/GUIWindow.h	Sun May 10 01:29:11 2015 +0200
@@ -396,15 +396,15 @@
   SCREEN_BOOKS = 0x3,
   SCREEN_NPC_DIALOGUE = 0x4,
   SCREEN_REST = 0x5,
-  SCREEN_CHARACTERS = 0x7,
+  SCREEN_CHARACTERS = 7,
   SCREEN_SPELL_BOOK = 0x8,
   SCREEN_CREATORS = 0x9,
-  SCREEN_CHEST = 0xA,
-  SCREEN_SAVEGAME = 0xB,
-  SCREEN_LOADGAME = 0xC,
-  SCREEN_HOUSE = 0xD,
-  SCREEN_E = 0xE,
-  SCREEN_CHEST_INVENTORY = 0xF,
+  SCREEN_CHEST = 10,
+  SCREEN_SAVEGAME = 11,
+  SCREEN_LOADGAME = 12,
+  SCREEN_HOUSE = 13,
+  SCREEN_E = 14,
+  SCREEN_CHEST_INVENTORY = 15,
   SCREEN_VIDEO = 0x10,
   SCREEN_CHANGE_LOCATION = 0x11,
   SCREEN_INPUT_BLV = 0x12,
@@ -492,7 +492,7 @@
 MENU_STATE MainMenuUI_Credits_Loop();
 
 // save & load ui
-void SaveUI_Load();
+GUIWindow *SaveUI_Load(enum CURRENT_SCREEN screen);
 void SaveUI_Draw();
 
 void LoadUI_Draw();
@@ -526,13 +526,16 @@
 // game menu ui
 void GameMenuUI_DrawKeyBindings();
 void GameMenuUI_DrawVideoOptions();
+GUIWindow *GameMenuUI_Options_Load();
+GUIWindow *GameMenuUI_OptionsKeymapping_Load();
+GUIWindow *GameMenuUI_OptionsVideo_Load();
 void GameMenuUI_Options_Draw();
 
 
 
 
 // character ui
-struct GUIWindow *CharacterUI_Initialize(unsigned int _this);
+struct GUIWindow *CharacterUI_Initialize(enum CURRENT_SCREEN);
 const char *CharacterUI_GetSkillDescText(unsigned int uPlayerID, PLAYER_SKILL_TYPE uPlayerSkillType);
 void CharacterUI_SkillsTab_ShowHint();
 void CharacterUI_StatsTab_ShowHint();