60 lines
1.9 KiB
C++
60 lines
1.9 KiB
C++
#pragma once
|
|
|
|
#include "UIScene.h"
|
|
|
|
class UIComponent_PressStartToPlay : public UIScene
|
|
{
|
|
private:
|
|
bool m_showingSaveIcon;
|
|
bool m_showingAutosaveTimer;
|
|
bool m_showingTrialTimer;
|
|
bool m_showingPressStart[XUSER_MAX_COUNT];
|
|
wstring m_trialTimer;
|
|
wstring m_autosaveTimer;
|
|
|
|
protected:
|
|
UIControl_Label m_labelTrialTimer, m_labelPressStart, m_playerDisplayName;
|
|
UIControl m_controlSaveIcon, m_controlPressStartPanel;
|
|
IggyName m_funcShowController;
|
|
UI_BEGIN_MAP_ELEMENTS_AND_NAMES(UIScene)
|
|
UI_MAP_ELEMENT(m_labelTrialTimer, "TrialTimer")
|
|
UI_MAP_ELEMENT(m_controlSaveIcon, "SaveIcon")
|
|
UI_MAP_ELEMENT(m_playerDisplayName, "PlayerName")
|
|
UI_MAP_ELEMENT(m_controlPressStartPanel, "MainPanel")
|
|
UI_BEGIN_MAP_CHILD_ELEMENTS(m_controlPressStartPanel)
|
|
UI_MAP_ELEMENT(m_labelPressStart, "PressStartLabel" )
|
|
UI_END_MAP_CHILD_ELEMENTS()
|
|
|
|
UI_MAP_NAME(m_funcShowController, L"ShowController");
|
|
UI_END_MAP_ELEMENTS_AND_NAMES()
|
|
|
|
public:
|
|
UIComponent_PressStartToPlay(int iPad, void *initData, UILayer *parentLayer);
|
|
|
|
protected:
|
|
// TODO: This should be pure virtual in this class
|
|
virtual wstring getMoviePath();
|
|
|
|
public:
|
|
virtual EUIScene getSceneType() { return eUIComponent_PressStartToPlay;}
|
|
|
|
// Returns true if this scene handles input
|
|
virtual bool stealsFocus() { return false; }
|
|
|
|
// Returns true if this scene has focus for the pad passed in
|
|
virtual bool hasFocus(int iPad) { return false; }
|
|
|
|
// Returns true if lower scenes in this scenes layer, or in any layer below this scenes layers should be hidden
|
|
virtual bool hidesLowerScenes() { return false; }
|
|
|
|
virtual void handleReload();
|
|
virtual void handleTimerComplete(int id);
|
|
|
|
void showPressStart(int iPad, bool show);
|
|
void setTrialTimer(const wstring &label);
|
|
void showTrialTimer(bool show);
|
|
void setAutosaveTimer(const wstring &label);
|
|
void showAutosaveTimer(bool show);
|
|
void showSaveIcon(bool show);
|
|
void showPlayerDisplayName(bool show);
|
|
}; |