MainMenuState::MainMenuState(MenuMode *menu_mode): AbstractMenuState("Main Menu", menu_mode) { // Setup the main options box SetupOptionBoxCommonSettings(&_options); _options.SetDimensions(745.0f, 50.0f, MAIN_OPTIONS_SIZE, 1, MAIN_OPTIONS_SIZE, 1); // Generate the strings std::vector<ustring> options; options.push_back(UTranslate("Inventory")); // 0 options.push_back(UTranslate("Skills")); // 1 options.push_back(UTranslate("Party")); // 2 options.push_back(UTranslate("Quests")); // 3 options.push_back(UTranslate("Map")); // 4 // Add strings and set default selection. _options.SetOptions(options); _options.SetSelection(MAIN_OPTIONS_INVENTORY); _options.SetSkipDisabled(true); // Deactivate menus with empy content if (GlobalManager->GetActiveQuestIds().empty()) _options.EnableOption(3, false); if (GlobalManager->GetWorldMapFilename().empty()) _options.EnableOption(4, false); }
void SkillsState::Reset() { // Setup the option box SetupOptionBoxCommonSettings(&_options); _options.SetDimensions(415.0f, 50.0f, SKILLS_OPTIONS_SIZE, 1, SKILLS_OPTIONS_SIZE, 1); // Generate the strings std::vector<ustring> options; options.push_back(UTranslate("Use")); options.push_back(UTranslate("Back")); // Add strings and set default selection. _options.SetOptions(options); _options.SetSelection(SKILLS_OPTIONS_USE); }
void InventoryState::Reset() { // Setup the option box SetupOptionBoxCommonSettings(&_options); _options.SetDimensions(555.0f, 50.0f, INV_OPTIONS_SIZE, 1, INV_OPTIONS_SIZE, 1); // Generate the strings std::vector<ustring> options; options.push_back(UTranslate("Items")); options.push_back(UTranslate("Equip")); options.push_back(UTranslate("Remove")); options.push_back(UTranslate("Back")); // Add strings and set default selection. _options.SetOptions(options); _options.SetSelection(INV_OPTIONS_USE); }
void SkillsState::Reset() { // Setup the option box SetupOptionBoxCommonSettings(&_options); _options.SetDimensions(415.0f, 50.0f, SKILLS_OPTIONS_SIZE, 1, SKILLS_OPTIONS_SIZE, 1); // Generate the strings std::vector<vt_utils::ustring> options; options.push_back(vt_system::UTranslate("Use")); options.push_back(vt_system::UTranslate("Improve")); options.push_back(vt_system::UTranslate("Back")); // Add strings and set default selection. _options.SetOptions(options); _current_category = SKILLS_OPTIONS_USE; _options.SetSelection(_current_category); }
void PartyState::Reset() { // Setup the status option box SetupOptionBoxCommonSettings(&_options); _options.SetDimensions(415.0f, 50.0f, PARTY_OPTIONS_SIZE, 1, PARTY_OPTIONS_SIZE, 1); // Generate the strings std::vector<ustring> options; options.push_back(UTranslate("View/Reorder")); options.push_back(UTranslate("Back")); // Add strings and set default selection. _options.SetOptions(options); _options.SetSelection(PARTY_OPTIONS_VIEW_ALTER); _menu_mode->_help_information.SetDisplayText( UTranslate("View character Information.\nSelect a character to change formation.")); // Update the current character status at reset, in case of equipment change. _menu_mode->_party_window.UpdateStatus(); }