the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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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};