#pragma once #include "UIScene.h" #define BUTTON_HAO_CHANGESKIN 0 #define BUTTON_HAO_HOWTOPLAY 1 #define BUTTON_HAO_CONTROLS 2 #define BUTTON_HAO_SETTINGS 3 #define BUTTON_HAO_CREDITS 4 #define BUTTON_HAO_REINSTALL 5 #define BUTTON_HAO_DEBUG 6 #define BUTTONS_HAO_MAX BUTTON_HAO_DEBUG + 1 class UIScene_HelpAndOptionsMenu : public UIScene { private: UIControl_Button m_buttons[BUTTONS_HAO_MAX]; UI_BEGIN_MAP_ELEMENTS_AND_NAMES(UIScene) UI_MAP_ELEMENT( m_buttons[BUTTON_HAO_CHANGESKIN], "Button1") UI_MAP_ELEMENT( m_buttons[BUTTON_HAO_HOWTOPLAY], "Button2") UI_MAP_ELEMENT( m_buttons[BUTTON_HAO_CONTROLS], "Button3") UI_MAP_ELEMENT( m_buttons[BUTTON_HAO_SETTINGS], "Button4") UI_MAP_ELEMENT( m_buttons[BUTTON_HAO_CREDITS], "Button5") UI_MAP_ELEMENT( m_buttons[BUTTON_HAO_REINSTALL], "Button6") UI_MAP_ELEMENT( m_buttons[BUTTON_HAO_DEBUG], "Button7") UI_END_MAP_ELEMENTS_AND_NAMES() bool m_bNotInGame; public: UIScene_HelpAndOptionsMenu(int iPad, void *initData, UILayer *parentLayer); virtual ~UIScene_HelpAndOptionsMenu(); virtual EUIScene getSceneType() { return eUIScene_HelpAndOptionsMenu;} virtual void updateTooltips(); virtual void updateComponents(); protected: // TODO: This should be pure virtual in this class virtual wstring getMoviePath(); public: virtual void handleReload(); // INPUT virtual void handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled); protected: void handlePress(F64 controlId, F64 childId); };