/* Block Attack - Rise of the Blocks, SDL game, besed on Nintendo's Tetris Attack Copyright (C) 2008 Poul Sander This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA blockattack@poulsander.com http://blockattack.sf.net */ #ifndef _MENUSYSTEM_H #define _MENUSYSTEM_H #include #include "SDL.h" #include #include "Libs/NFont.h" #include "CppSdl/CppSdlImageHolder.hpp" using namespace std; //The ButtonGfx object hold common media for all buttons, so we can reskin them by only changeing one pointer class ButtonGfx { public: //Holds the graphic for a button that is selected static CppSdl::CppSdlImageHolder _marked; //Holds the graphic for a button that is not selected static CppSdl::CppSdlImageHolder _unmarked; //The size of the buttons, so we don't have to ask w and h from the SDL Surfaces each time static int xsize; static int ysize; //A TTFont used for writing the label on the buttons static NFont thefont; static void setSurfaces(CppSdl::CppSdlImageHolder marked,CppSdl::CppSdlImageHolder unmarked); }; //A button class Button { private: //The label. This is written on the button string label; //Pointer to a callback function. void (*action)(Button *b); public: //Is the button marked? bool marked; //Where is the button on the screen int x; int y; Button(); Button(const Button& b); ~Button(); //Set the text to write on the button void setLabel(string text); //Set the action to run void setAction(void (*action2run)(Button*)); bool isClicked(int x,int y); //Returns true if (x,y) is within the borders of the button virtual void doAction(); //Run the callback function void drawTo(SDL_Surface **surface); //Draws to screen }; class Menu { private: vector buttons; //Vector holder the buttons Button exit; //The exit button is special since it does not have a callback function bool isSubmenu; //True if the menu is a submenu int marked; //The index of the marked button (for keyboard up/down) bool running; //The menu is running. The menu will terminate then this is false SDL_Surface *screen; //Pointer to the screen to draw to // SDL_Surface *background; //Pointer to the background image void drawSelf(); //Private function to draw the screen void performClick(int x, int y); //Private function to call then a click is detected. void placeButtons(); //Rearanges the buttons to the correct place. public: //numberOfItems is the expected numberOfItems for vector initialization //SubMenu is true by default Menu(SDL_Surface **screen,bool isSubmenu); Menu(SDL_Surface **screen); //Add a button to the menu void addButton(Button *b); //Run the menu void run(); }; #endif /* _MENUSYSTEM_H */