Files
MinecraftConsoles/Minecraft.Client/Common/UI/UIScene_BeaconMenu.h
daoge b3feddfef3 feat: TU19 (Dec 2014) Features & Content (#155)
* try to resolve merge conflict

* feat: TU19 (Dec 2014) Features & Content (#32)

* December 2014 files

* Working release build

* Fix compilation issues

* Add sound to Windows64Media

* Add DLC content and force Tutorial DLC

* Revert "Add DLC content and force Tutorial DLC"

This reverts commit 97a4399472.

* Disable broken light packing

* Disable breakpoint during DLC texture map load

Allows DLC loading but the DLC textures are still broken

* Fix post build not working

* ...

* fix vs2022 build

* fix cmake build

---------

Co-authored-by: Loki <lokirautio@gmail.com>
2026-03-03 03:04:10 +08:00

71 lines
2.8 KiB
C++

#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);
};