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_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};