#ifndef EditCoursesMenu_H #define EditCoursesMenu_H /* ----------------------------------------------------------------------------- Class: EditCoursesMenu Desc: UI on Edit Menu screen. Create Steps, delete Steps, or launch Steps in editor. Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Chris Danford ----------------------------------------------------------------------------- */ #include "ActorFrame.h" #include "Banner.h" #include "TextBanner.h" #include "GameConstantsAndTypes.h" #include "DifficultyMeter.h" #include "RageSound.h" #include "Course.h" #include "ScreenMessage.h" class EditCoursesMenu: public ActorFrame { public: EditCoursesMenu(); ~EditCoursesMenu(); virtual void DrawPrimitives(); bool CanGoUp(); bool CanGoDown(); bool CanGoLeft(); bool CanGoRight(); void Up(); void Down(); void Left(); void Right(); void Start(); void HandleScreenMessage( const ScreenMessage SM ); enum Row { ROW_COURSE, ROW_COURSE_OPTIONS, ROW_ACTION, ROW_ENTRY, ROW_ENTRY_TYPE, ROW_ENTRY_OPTIONS, ROW_ENTRY_PLAYER_OPTIONS, ROW_ENTRY_SONG_OPTIONS, NUM_ROWS } m_SelectedRow; CString RowToString( Row r ) { const CString s[NUM_ROWS] = { "Course", "Course Options", "Action", "Entry", "Entry Type", "Entry Options", "Entry Player Options", "Entry Song Options" }; return s[r]; } enum Action { save, add_entry, delete_selected_entry, NUM_ACTIONS }; CString ActionToString( Action a ) { switch( a ) { case save: return "Save Current Course"; case add_entry: return "Duplicate Current Entry/Add Entry"; case delete_selected_entry: return "Delete Selected Entry"; default: ASSERT(0); return ""; } } Course* GetSelectedCourse() { return m_pCourses[m_iSelection[ROW_COURSE]]; } CourseEntry* GetSelectedEntry(); Action GetSelectedAction() { return (Action)m_iSelection[ROW_ACTION]; } CourseEntryType GetSelectedEntryType() { return (CourseEntryType)m_iSelection[ROW_ENTRY_TYPE]; } private: Sprite m_sprArrows[2]; int m_iSelection[NUM_ROWS]; BitmapText m_textLabel[NUM_ROWS]; BitmapText m_textValue[NUM_ROWS]; Banner m_CourseBanner; Banner m_EntryBanner; TextBanner m_EntryTextBanner; vector m_pCourses; void OnRowValueChanged( Row row ); void ChangeToRow( Row newRow ); RageSound m_soundChangeRow; RageSound m_soundChangeValue; RageSound m_soundStart; RageSound m_soundInvalid; RageSound m_soundSave; }; #endif