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