the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
1#pragma once
2
3#include "UIScene_AbstractContainerMenu.h"
4#include "UIControl_SlotList.h"
5#include "IUIScene_BeaconMenu.h"
6
7class UIScene_BeaconMenu : public UIScene_AbstractContainerMenu, public IUIScene_BeaconMenu
8{
9private:
10 enum EControls
11 {
12 eControl_Primary1,
13 eControl_Primary2,
14 eControl_Primary3,
15 eControl_Primary4,
16 eControl_Primary5,
17 eControl_Secondary1,
18 eControl_Secondary2,
19
20 eControl_EFFECT_COUNT,
21 };
22public:
23 UIScene_BeaconMenu(int iPad, void *initData, UILayer *parentLayer);
24
25 virtual EUIScene getSceneType() { return eUIScene_BeaconMenu;}
26
27protected:
28 UIControl_SlotList m_slotListActivator;
29 UIControl_SlotList m_slotListActivatorIcons;
30 UIControl_Label m_labelPrimary, m_labelSecondary;
31 UIControl_BeaconEffectButton m_buttonsPowers[eControl_EFFECT_COUNT];
32 UIControl_BeaconEffectButton m_buttonConfirm;
33
34 UI_BEGIN_MAP_ELEMENTS_AND_NAMES(UIScene_AbstractContainerMenu)
35 UI_BEGIN_MAP_CHILD_ELEMENTS( m_controlMainPanel )
36 UI_MAP_ELEMENT( m_slotListActivator, "ActivatorSlot")
37 UI_MAP_ELEMENT( m_slotListActivatorIcons, "ActivatorList")
38 UI_MAP_ELEMENT( m_buttonsPowers[eControl_Primary1], "Primary_Slot_01")
39 UI_MAP_ELEMENT( m_buttonsPowers[eControl_Primary2], "Primary_Slot_02")
40 UI_MAP_ELEMENT( m_buttonsPowers[eControl_Primary3], "Primary_Slot_03")
41 UI_MAP_ELEMENT( m_buttonsPowers[eControl_Primary4], "Primary_Slot_04")
42 UI_MAP_ELEMENT( m_buttonsPowers[eControl_Primary5], "Primary_Slot_05")
43 UI_MAP_ELEMENT( m_buttonsPowers[eControl_Secondary1], "Secondary_Slot_01")
44 UI_MAP_ELEMENT( m_buttonsPowers[eControl_Secondary2], "Secondary_Slot_02")
45 UI_MAP_ELEMENT( m_buttonConfirm, "ConfirmButton")
46 UI_MAP_ELEMENT( m_labelPrimary, "PrimaryPowerLabel")
47 UI_MAP_ELEMENT( m_labelSecondary, "SecondaryPowerLabel")
48 UI_END_MAP_CHILD_ELEMENTS()
49 UI_END_MAP_ELEMENTS_AND_NAMES()
50
51 virtual wstring getMoviePath();
52 virtual void handleReload();
53 virtual void tick();
54 virtual int GetBaseSlotCount() { return 4; }
55
56 virtual int getSectionColumns(ESceneSection eSection);
57 virtual int getSectionRows(ESceneSection eSection);
58 virtual void GetPositionOfSection( ESceneSection eSection, UIVec2D* pPosition );
59 virtual void GetItemScreenData( ESceneSection eSection, int iItemIndex, UIVec2D* pPosition, UIVec2D* pSize );
60 virtual void handleSectionClick(ESceneSection eSection) {}
61 virtual void setSectionSelectedSlot(ESceneSection eSection, int x, int y);
62
63 virtual UIControl *getSection(ESceneSection eSection);
64 virtual void customDraw(IggyCustomDrawCallbackRegion *region);
65
66 virtual void SetConfirmButtonEnabled(bool enabled);
67 virtual void AddPowerButton(int id, int icon, int tier, int count, bool active, bool selected);
68 virtual int GetPowerButtonId(ESceneSection eSection);
69 virtual bool IsPowerButtonSelected(ESceneSection eSection);
70 virtual void SetPowerButtonSelected(ESceneSection eSection);
71};