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; }
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; }