Example #1
0
	IngameMenuInputState_BR(Parallaction_br *vm, MenuInputHelper *helper) : MenuInputState("ingamemenu", helper), _vm(vm) {
		Frames *menuFrames = _vm->_disk->loadFrames("request.win");
		assert(menuFrames);
		_menuObj = new GfxObj(kGfxObjTypeMenu, menuFrames, "ingamemenu");

		Frames *mscFrames = _vm->_disk->loadFrames("onoff.win");
		assert(mscFrames);
		_mscMenuObj = new GfxObj(kGfxObjTypeMenu, mscFrames, "msc");

		Frames *sfxFrames = _vm->_disk->loadFrames("sfx.win");
		assert(sfxFrames);
		_sfxMenuObj = new GfxObj(kGfxObjTypeMenu, sfxFrames, "sfx");

		_menuObj->getRect(0, _menuRect);
		_cellW = _menuRect.width() / 3;
		_cellH = _menuRect.height() / 2;
	}
Example #2
0
bool Debugger::Cmd_GfxObjects(int argc, const char **argv) {

	const char *objType[] = { "DOOR", "GET", "ANIM" };

	DebugPrintf("+--------------------+-----+-----+-----+-----+-----+-------+-----+--------+\n"
				"| name               |  x  |  y  |  w  |  h  |  z  | layer |  f  |  type  |\n"
				"+--------------------+-----+-----+-----+-----+-----+-------+-----+--------+\n");

	GfxObjArray::iterator b = _vm->_gfx->_sceneObjects.begin();
	GfxObjArray::iterator e = _vm->_gfx->_sceneObjects.end();
	Common::Rect r;

	for ( ; b != e; ++b) {
		GfxObj *obj = *b;
		obj->getRect(obj->frame, r);
		DebugPrintf("|%-20s|%5i|%5i|%5i|%5i|%5i|%7i|%5i|%8s|\n", obj->getName(), r.left, r.top, r.width(), r.height(),
			obj->z, obj->layer, obj->frame, objType[obj->type]);
	}

	DebugPrintf("+--------------------+-----+-----+-----+-----+-----+-------+-----+--------+\n");

	return true;
}