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engines/illusions/menusystem.h
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253
engines/illusions/menusystem.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef ILLUSIONS_MENUSYSTEM_H
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#define ILLUSIONS_MENUSYSTEM_H
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#include "illusions/actor.h"
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#include "illusions/graphics.h"
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#include "illusions/resources/fontresource.h"
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#include "common/array.h"
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#include "common/rect.h"
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#include "common/stack.h"
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#include "common/str.h"
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#include "graphics/surface.h"
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namespace Illusions {
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class IllusionsEngine;
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class BaseMenuSystem;
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class BaseMenuAction;
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const uint kMenuTextSize = 4096;
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class MenuItem {
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public:
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MenuItem(const Common::String &text, BaseMenuAction *action);
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~MenuItem();
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void executeAction(const Common::Point &point);
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const Common::String& getText() const { return _text; }
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void setText(const Common::String &text) { _text = text; }
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const Common::Point& getMouseClickPoint() { return _mouseClickPoint; };
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protected:
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Common::String _text;
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BaseMenuAction *_action;
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Common::Point _mouseClickPoint;
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};
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class BaseMenu {
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public:
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BaseMenu(BaseMenuSystem *menuSystem, uint32 fontId, byte backgroundColor, byte borderColor, byte textColor, byte fieldE,
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uint defaultMenuItemIndex);
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virtual ~BaseMenu();
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void addText(const Common::String &text);
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void addMenuItem(MenuItem *menuItem);
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uint getHeaderLinesCount();
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const Common::String& getHeaderLine(uint index);
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uint getMenuItemsCount();
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MenuItem *getMenuItem(uint index);
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virtual void enterMenu();
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public://protected://TODO
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typedef Common::Array<MenuItem*> MenuItems;
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BaseMenuSystem *_menuSystem;
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uint32 _fontId;
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byte _backgroundColor, _borderColor, _textColor, _fieldE;
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uint _field2C18;
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uint _defaultMenuItemIndex;
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Common::Array<Common::String> _text;
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MenuItems _menuItems;
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};
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class MenuStack : public Common::Stack<BaseMenu*> {
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};
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typedef Common::Array<int16> MenuChoiceOffsets;
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class BaseMenuSystem {
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public:
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BaseMenuSystem(IllusionsEngine *vm);
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virtual ~BaseMenuSystem();
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void playSoundEffect13();
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void playSoundEffect14();
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void selectMenuChoiceIndex(uint choiceIndex);
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void leaveMenu();
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void enterSubMenu(BaseMenu *menu);
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void leaveSubMenu();
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void enterSubMenuById(int menuId);
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uint getQueryConfirmationChoiceIndex() const;
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void setQueryConfirmationChoiceIndex(uint queryConfirmationChoiceIndex);
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bool isActive() const { return _isActive; }
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void openMenu(BaseMenu *menu);
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void closeMenu();
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void handleClick(uint menuItemIndex, const Common::Point &mousePos);
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uint drawMenuText(BaseMenu *menu);
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void redrawMenuText(BaseMenu *menu);
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void update(Control *cursorControl);
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void setTimeOutDuration(uint32 duration, uint timeOutMenuChoiceIndex);
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void setMenuCallerThreadId(uint32 menuCallerThreadId);
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void setMenuChoiceOffsets(MenuChoiceOffsets menuChoiceOffsets, int16 *menuChoiceOffset);
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void setSavegameSlotNum(int slotNum);
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void setSavegameDescription(Common::String desc);
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bool calcMenuItemTextPositionAtPoint(Common::Point pt, int &offset);
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virtual bool initMenuCursor() = 0;
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virtual int getGameState() = 0;
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virtual void setGameState(int gameState) = 0;
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virtual void setMenuCursorNum(int cursorNum) = 0;
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protected:
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IllusionsEngine *_vm;
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MenuStack _menuStack;
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uint32 _menuCallerThreadId;
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bool _isTimeOutEnabled;
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bool _isTimeOutReached;
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uint32 _timeOutDuration;
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uint _timeOutMenuChoiceIndex;
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uint32 _timeOutStartTime;
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uint32 _timeOutEndTime;
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Common::Point _savedCursorPos;
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bool _cursorInitialVisibleFlag;
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int _savedGameState;
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int _savedCursorActorIndex;
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int _savedCursorSequenceId;
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bool _isActive;
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MenuChoiceOffsets _menuChoiceOffsets;
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int16 *_menuChoiceOffset;
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uint _queryConfirmationChoiceIndex;
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uint _field54;
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uint _menuLinesCount;
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uint _menuItemCount;
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uint _hoveredMenuItemIndex;
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uint _hoveredMenuItemIndex2;
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uint _hoveredMenuItemIndex3;
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BaseMenu *_activeMenu;
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void setMouseCursorToMenuItem(int menuItemIndex);
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void calcMenuItemRect(uint menuItemIndex, WRect &rect);
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bool calcMenuItemMousePos(uint menuItemIndex, Common::Point &pt);
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bool calcMenuItemIndexAtPoint(Common::Point pt, uint &menuItemIndex);
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void setMousePos(Common::Point &mousePos);
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void activateMenu(BaseMenu *menu);
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void updateTimeOut(bool resetTimeOut);
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void initActorHoverBackground();
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void placeActorHoverBackground();
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void updateActorHoverBackground();
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void hideActorHoverBackground();
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void initActorTextColorRect();
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void placeActorTextColorRect();
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void hideActorTextColorRect();
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virtual BaseMenu *getMenuById(int menuId) = 0;
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virtual void playSoundEffect(int sfxId) = 0;
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};
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class MenuTextBuilder {
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public:
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MenuTextBuilder();
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void appendString(const Common::String &value);
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void appendNewLine();
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void finalize();
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uint16 *getText() { return _text; }
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protected:
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uint16 _text[kMenuTextSize];
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uint _pos;
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};
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// Menu actions
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class BaseMenuAction {
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public:
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BaseMenuAction(BaseMenuSystem *menuSystem);
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virtual ~BaseMenuAction() {}
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virtual void execute() = 0;
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protected:
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BaseMenuSystem *_menuSystem;
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};
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// Type 1: Enter a submenu
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class MenuActionEnterMenu : public BaseMenuAction {
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public:
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MenuActionEnterMenu(BaseMenuSystem *menuSystem, int menuId);
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void execute() override;
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protected:
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int _menuId;
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};
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// Type 4: Leave a submenu or the whole menu if on the main menu level
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class MenuActionLeaveMenu : public BaseMenuAction {
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public:
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MenuActionLeaveMenu(BaseMenuSystem *menuSystem);
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void execute() override;
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};
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// Type 5: Return a menu choice index and exit the menu
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class MenuActionReturnChoice : public BaseMenuAction {
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public:
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MenuActionReturnChoice(BaseMenuSystem *menuSystem, uint choiceIndex);
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void execute() override;
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protected:
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int _choiceIndex;
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};
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// Type 8: Return a menu choice index and exit the menu after displaying a query message
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class MenuActionEnterQueryMenu : public BaseMenuAction {
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public:
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MenuActionEnterQueryMenu(BaseMenuSystem *menuSystem, int menuId, uint confirmationChoiceIndex);
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void execute() override;
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protected:
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int _menuId;
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uint _confirmationChoiceIndex;
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};
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class MenuActionLoadGame : public BaseMenuAction {
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public:
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MenuActionLoadGame(BaseMenuSystem *menuSystem, uint choiceIndex);
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void execute() override;
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protected:
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uint _choiceIndex;
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};
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class MenuActionSaveGame : public BaseMenuAction {
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public:
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MenuActionSaveGame(BaseMenuSystem *menuSystem, uint choiceIndex);
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void execute() override;
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protected:
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uint _choiceIndex;
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};
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} // End of namespace Illusions
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#endif // ILLUSIONS_MENUSYSTEM_H
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