Files
MinecraftConsoles/Minecraft.Client/Common/UI/UIComponent_PressStartToPlay.h
2026-03-01 12:16:08 +08:00

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);
};