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#pragma once
#include "UIScene.h"
#define BUTTON_HAO_CHANGESKIN 0
#define BUTTON_HAO_HOWTOPLAY 1
#define BUTTON_HAO_CONTROLS 2
#define BUTTON_HAO_SETTINGS 3
#define BUTTON_HAO_CREDITS 4
#define BUTTON_HAO_REINSTALL 5
#define BUTTON_HAO_DEBUG 6
#define BUTTONS_HAO_MAX BUTTON_HAO_DEBUG + 1
class UIScene_HelpAndOptionsMenu : public UIScene
{
private:
UIControl_Button m_buttons[BUTTONS_HAO_MAX];
UI_BEGIN_MAP_ELEMENTS_AND_NAMES(UIScene)
UI_MAP_ELEMENT( m_buttons[BUTTON_HAO_CHANGESKIN], "Button1")
UI_MAP_ELEMENT( m_buttons[BUTTON_HAO_HOWTOPLAY], "Button2")
UI_MAP_ELEMENT( m_buttons[BUTTON_HAO_CONTROLS], "Button3")
UI_MAP_ELEMENT( m_buttons[BUTTON_HAO_SETTINGS], "Button4")
UI_MAP_ELEMENT( m_buttons[BUTTON_HAO_CREDITS], "Button5")
UI_MAP_ELEMENT( m_buttons[BUTTON_HAO_REINSTALL], "Button6")
UI_MAP_ELEMENT( m_buttons[BUTTON_HAO_DEBUG], "Button7")
UI_END_MAP_ELEMENTS_AND_NAMES()
bool m_bNotInGame;
public:
UIScene_HelpAndOptionsMenu(int iPad, void *initData, UILayer *parentLayer);
virtual ~UIScene_HelpAndOptionsMenu();
virtual EUIScene getSceneType() { return eUIScene_HelpAndOptionsMenu;}
virtual void updateTooltips();
virtual void updateComponents();
protected:
// TODO: This should be pure virtual in this class
virtual wstring getMoviePath();
public:
virtual void handleReload();
// INPUT
virtual void handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled);
protected:
void handlePress(F64 controlId, F64 childId);
};
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