void MainMenuWindowAppear(Window *window) { mainMenuVisible = true; MenuAppear(window); ShowPauseRow(battery_state_service_peek()); battery_state_service_subscribe(BatteryHandler); }
void InfoWindowAppear(Window *window) { MenuAppear(window); ShowMainWindowRow(0, "Info", ""); ShowMainWindowRow(1, UpdateFreeText(), "Free"); ShowMainWindowRow(2, UpdateMinFreeText(), "Min"); }
void ProgressMenuAppear(Window *window) { MenuAppear(window); ShowMainWindowRow(0, "Progress", ""); ShowMainWindowRow(1, "Level", UpdateLevelText()); ShowMainWindowRow(2, "XP", UpdateXPText()); ShowMainWindowRow(3, "Next XP", UpdateNextXPText()); ShowMainWindowRow(4, "Gold", UpdateGoldText()); ShowMainWindowRow(5, "Escapes", UpdateEscapeText()); }
void EndMenuAppear(Window *window) { MenuAppear(window); if(characterData.stats.currentHealth <= 0) ShowMainWindowRow(0, "You lose", ""); else ShowMainWindowRow(0, "You win", ""); ShowMainWindowRow(1, "Floor", UpdateFloorText()); ShowMainWindowRow(2, "Level", UpdateLevelText()); ShowMainWindowRow(3, "Gold", UpdateGoldText()); ShowMainWindowRow(4, "Escapes", UpdateEscapeText()); }
void AdventureWindowAppear(Window *window) { INFO_LOG("Back to the adventure."); DEBUG_LOG("Adventure appear floor %d",GetCurrentFloor()); MenuAppear(window); ShowMainWindowRow(0, "Floor", UpdateFloorText()); adventureWindow = window; UpdateCharacterHealth(); UpdateCharacterLevel(); SetUpdateDelay(); adventureWindowVisible = true; }
void StatMenuAppear(Window *window) { MenuAppear(window); DrawStatWindow(); }
void ItemBattleMenuAppear(Window *window) { MenuAppear(window); ShowAllItemCounts(); }
void BattleWindowAppear(Window *window) { MenuAppear(window); ShowMainWindowRow(0, currentMonster->name, UpdateMonsterHealthText()); }
void NewFloorMenuAppear(Window *window) { MenuAppear(window); ShowMainWindowRow(0, "New Floor", UpdateFloorText()); }
void OptionsMenuAppear(Window *window) { MenuAppear(window); DrawOptionsMenu(); optionsMenuVisible = true; }
void ItemMainMenuAppear(Window *window) { MenuAppear(window); ShowAllItemCounts(); }
void ItemGainMenuAppear(Window *window) { MenuAppear(window); ShowMainWindowRow(0, "Item Gained", ""); ShowMainWindowRow(1, GetItemName(typeGained), UpdateItemCountText(typeGained)); }
void ShopItemMenuAppear(Window *window) { MenuAppear(window); DrawMainItemShopWindow(); }
void ShopMenuWindowAppear(Window *window) { MenuAppear(window); ShowMainWindowRow(0, "Shop", ""); }
void ShopStatMenuAppear(Window *window) { MenuAppear(window); DrawMainStatShopWindow(); }