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.h"
4
5#define BUTTON_HAO_CHANGESKIN 0
6#define BUTTON_HAO_HOWTOPLAY 1
7#define BUTTON_HAO_CONTROLS 2
8#define BUTTON_HAO_SETTINGS 3
9#define BUTTON_HAO_CREDITS 4
10#define BUTTON_HAO_REINSTALL 5
11#define BUTTON_HAO_DEBUG 6
12#define BUTTONS_HAO_MAX BUTTON_HAO_DEBUG + 1
13
14class UIScene_HelpAndOptionsMenu : public UIScene
15{
16private:
17 UIControl_Button m_buttons[BUTTONS_HAO_MAX];
18 UI_BEGIN_MAP_ELEMENTS_AND_NAMES(UIScene)
19 UI_MAP_ELEMENT( m_buttons[BUTTON_HAO_CHANGESKIN], "Button1")
20 UI_MAP_ELEMENT( m_buttons[BUTTON_HAO_HOWTOPLAY], "Button2")
21 UI_MAP_ELEMENT( m_buttons[BUTTON_HAO_CONTROLS], "Button3")
22 UI_MAP_ELEMENT( m_buttons[BUTTON_HAO_SETTINGS], "Button4")
23 UI_MAP_ELEMENT( m_buttons[BUTTON_HAO_CREDITS], "Button5")
24 UI_MAP_ELEMENT( m_buttons[BUTTON_HAO_REINSTALL], "Button6")
25 UI_MAP_ELEMENT( m_buttons[BUTTON_HAO_DEBUG], "Button7")
26 UI_END_MAP_ELEMENTS_AND_NAMES()
27
28 bool m_bNotInGame;
29public:
30 UIScene_HelpAndOptionsMenu(int iPad, void *initData, UILayer *parentLayer);
31 virtual ~UIScene_HelpAndOptionsMenu();
32
33 virtual EUIScene getSceneType() { return eUIScene_HelpAndOptionsMenu;}
34
35 virtual void updateTooltips();
36 virtual void updateComponents();
37
38protected:
39 // TODO: This should be pure virtual in this class
40 virtual wstring getMoviePath();
41
42public:
43 virtual void handleReload();
44
45 // INPUT
46 virtual void handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled);
47
48protected:
49 void handlePress(F64 controlId, F64 childId);
50};