#pragma once #include "UIScene_AbstractContainerMenu.h" #include "UIControl_SlotList.h" #include "IUIScene_BeaconMenu.h" class UIScene_BeaconMenu : public UIScene_AbstractContainerMenu, public IUIScene_BeaconMenu { private: enum EControls { eControl_Primary1, eControl_Primary2, eControl_Primary3, eControl_Primary4, eControl_Primary5, eControl_Secondary1, eControl_Secondary2, eControl_EFFECT_COUNT, }; public: UIScene_BeaconMenu(int iPad, void *initData, UILayer *parentLayer); virtual EUIScene getSceneType() { return eUIScene_BeaconMenu;} protected: UIControl_SlotList m_slotListActivator; UIControl_SlotList m_slotListActivatorIcons; UIControl_Label m_labelPrimary, m_labelSecondary; UIControl_BeaconEffectButton m_buttonsPowers[eControl_EFFECT_COUNT]; UIControl_BeaconEffectButton m_buttonConfirm; UI_BEGIN_MAP_ELEMENTS_AND_NAMES(UIScene_AbstractContainerMenu) UI_BEGIN_MAP_CHILD_ELEMENTS( m_controlMainPanel ) UI_MAP_ELEMENT( m_slotListActivator, "ActivatorSlot") UI_MAP_ELEMENT( m_slotListActivatorIcons, "ActivatorList") UI_MAP_ELEMENT( m_buttonsPowers[eControl_Primary1], "Primary_Slot_01") UI_MAP_ELEMENT( m_buttonsPowers[eControl_Primary2], "Primary_Slot_02") UI_MAP_ELEMENT( m_buttonsPowers[eControl_Primary3], "Primary_Slot_03") UI_MAP_ELEMENT( m_buttonsPowers[eControl_Primary4], "Primary_Slot_04") UI_MAP_ELEMENT( m_buttonsPowers[eControl_Primary5], "Primary_Slot_05") UI_MAP_ELEMENT( m_buttonsPowers[eControl_Secondary1], "Secondary_Slot_01") UI_MAP_ELEMENT( m_buttonsPowers[eControl_Secondary2], "Secondary_Slot_02") UI_MAP_ELEMENT( m_buttonConfirm, "ConfirmButton") UI_MAP_ELEMENT( m_labelPrimary, "PrimaryPowerLabel") UI_MAP_ELEMENT( m_labelSecondary, "SecondaryPowerLabel") UI_END_MAP_CHILD_ELEMENTS() UI_END_MAP_ELEMENTS_AND_NAMES() virtual wstring getMoviePath(); virtual void handleReload(); virtual void tick(); virtual int GetBaseSlotCount() { return 4; } virtual int getSectionColumns(ESceneSection eSection); virtual int getSectionRows(ESceneSection eSection); virtual void GetPositionOfSection( ESceneSection eSection, UIVec2D* pPosition ); virtual void GetItemScreenData( ESceneSection eSection, int iItemIndex, UIVec2D* pPosition, UIVec2D* pSize ); virtual void handleSectionClick(ESceneSection eSection) {} virtual void setSectionSelectedSlot(ESceneSection eSection, int x, int y); virtual UIControl *getSection(ESceneSection eSection); virtual void customDraw(IggyCustomDrawCallbackRegion *region); virtual void SetConfirmButtonEnabled(bool enabled); virtual void AddPowerButton(int id, int icon, int tier, int count, bool active, bool selected); virtual int GetPowerButtonId(ESceneSection eSection); virtual bool IsPowerButtonSelected(ESceneSection eSection); virtual void SetPowerButtonSelected(ESceneSection eSection); };