Revamped Deck Selection Screen using abrasax's design as a template.

TODO:  
     change literals to use constants, 
     refactor the rendering code for the menu to have be leaner.
     add text scroller to list all the tasks. 
         * 1st implementation will list all the tasks.dat  
         * 2nd round will try to get the scroller to only display relevant tasks to ai

Special thanks to wololo and MootPoint for helping me hammer this out.  To abrasax, for the initial design of the layout.
This commit is contained in:
techdragon.nguyen@gmail.com
2010-11-01 08:22:55 +00:00
parent 63eca8ebfe
commit 6c1497bbd5
13 changed files with 507 additions and 17 deletions

View File

@@ -10,6 +10,7 @@ class JGE;
#include <vector>
#include <iostream>
#include "DeckMetaData.h"
#include "DeckMenu.h"
using namespace std;
@@ -66,13 +67,19 @@ class GameState
// generate the Deck Meta Data and build the menu items of the menu given
static vector<DeckMetaData *> fillDeckMenu(SimpleMenu * _menu, string path, string smallDeckPrefix = "", Player * statsPlayer = NULL);
// generate the Deck Meta Data and build the menu items of the menu given
static vector<DeckMetaData *> fillDeckMenu(DeckMenu * _menu, string path, string smallDeckPrefix = "", Player * statsPlayer = NULL);
// build a vector of decks with the information passsed in.
static vector<DeckMetaData *> getValidDeckMetaData(string path, string smallDeckPrefix = "", Player * statsPlayer = NULL);
// build menu items based on the vector<DeckMetaData *>
static void renderDeckMenu(SimpleMenu * _menu, vector<DeckMetaData *> deckMetaDataList);
// build menu items based on the vector<DeckMetaData *>
static void renderDeckMenu(DeckMenu * _menu, vector<DeckMetaData *> deckMetaDataList);
};
bool sortByName( DeckMetaData * d1, DeckMetaData * d2 );