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#pragma once
#include "UIScene.h"
class UIScene_HowToPlay : public UIScene
{
public:
enum EHowToPlayLabelControls
{
eHowToPlay_LabelNone = -1,
eHowToPlay_LabelIInventory =0,
eHowToPlay_LabelSCInventory ,
eHowToPlay_LabelSCChest ,
eHowToPlay_LabelLCInventory ,
eHowToPlay_LabelLCChest ,
eHowToPlay_LabelCItem ,
eHowToPlay_LabelCGroup ,
eHowToPlay_LabelCInventory2x2 ,
eHowToPlay_LabelCTItem ,
eHowToPlay_LabelCTGroup ,
eHowToPlay_LabelCTInventory3x3 ,
eHowToPlay_LabelFFuel ,
eHowToPlay_LabelFInventory ,
eHowToPlay_LabelFIngredient ,
eHowToPlay_LabelFChest ,
eHowToPlay_LabelDText ,
eHowToPlay_LabelDInventory ,
eHowToPlay_LabelCreativeInventory,
eHowToPlay_LabelEEnchant,
eHowToPlay_LabelEInventory,
eHowToPlay_LabelBBrew,
eHowToPlay_LabelBInventory,
eHowToPlay_LabelAnvil_Inventory,
eHowToPlay_LabelAnvil_Cost,
eHowToPlay_LabelAnvil_ARepairAndName,
eHowToPlay_LabelTrading_Inventory,
eHowToPlay_LabelTrading_Offer2,
eHowToPlay_LabelTrading_Offer1,
eHowToPlay_LabelTrading_NeededForTrade,
eHowToPlay_LabelTrading_VillagerOffers,
eHowToPlay_LabelBeacon_PrimaryPower,
eHowToPlay_LabelBeacon_SecondaryPower,
eHowToPlay_LabelFireworksText,
eHowToPlay_LabelFireworksInventory,
eHowToPlay_LabelHopperText,
eHowToPlay_LabelHopperInventory,
eHowToPlay_LabelDropperText,
eHowToPlay_LabelDropperInventory,
eHowToPlay_NumLabels
};
struct SHowToPlayPageDef
{
int m_iTextStringID; // -1 if not used.
int m_iLabelStartIndex; // index of the labels if there are any for the page
int m_iLabelCount;
};
private:
EHowToPlayPage m_eCurrPage;
IggyName m_funcLoadPage;
UIControl_DynamicLabel m_DynamicLabel;
UIControl_Label m_labels[ eHowToPlay_NumLabels ];
UI_BEGIN_MAP_ELEMENTS_AND_NAMES(UIScene)
UI_MAP_ELEMENT( m_DynamicLabel , "DynamicHtmlText" )
UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelCTGroup ] , "Label1_9" )
UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelCTItem ] , "Label2_9")
UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelCTInventory3x3 ] , "Label3_9" )
UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelCGroup ] , "Label1_8" )
UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelCItem ] , "Label2_8" )
UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelCInventory2x2 ] , "Label3_8" )
UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelFChest ] , "Label1_10" )
UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelFIngredient ] , "Label2_10" )
UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelFFuel ] , "Label3_10" )
UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelFInventory ] , "Label4_10" )
UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelLCChest ] , "Label1_7" )
UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelLCInventory ] , "Label2_7" )
UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelCreativeInventory ] , "Label1_4" )
UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelSCChest ] , "Label1_6" )
UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelSCInventory ] , "Label2_6" )
UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelIInventory ] , "Label1_5" )
UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelDText ] , "Label1_11" )
UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelDInventory ] , "Label2_11" )
UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelEEnchant ] , "Label1_13" )
UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelEInventory ] , "Label2_13" )
UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelBBrew ] , "Label1_12" )
UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelBInventory ] , "Label2_12" )
UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelTrading_VillagerOffers ] , "Label1_22" )
UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelTrading_NeededForTrade ] , "Label2_22" )
UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelTrading_Inventory ] , "Label3_22" )
UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelTrading_Offer1 ] , "Label4_22" )
UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelTrading_Offer2 ] , "Label5_22" )
UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelAnvil_ARepairAndName ] , "Label1_21" )
UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelAnvil_Cost ] , "Label2_21" )
UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelAnvil_Inventory ] , "Label3_21" )
UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelBeacon_PrimaryPower ] , "Label1_25" )
UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelBeacon_SecondaryPower ] , "Label2_25" )
UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelFireworksText ] , "Label1_26" )
UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelFireworksInventory ] , "Label2_26" )
UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelHopperText ] , "Label1_27" )
UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelHopperInventory ] , "Label2_27" )
UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelDropperText ] , "Label1_28" )
UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelDropperInventory ] , "Label2_28" )
UI_MAP_NAME(m_funcLoadPage, L"LoadHowToPlayPage")
UI_END_MAP_ELEMENTS_AND_NAMES()
public:
UIScene_HowToPlay(int iPad, void *initData, UILayer *parentLayer);
virtual EUIScene getSceneType() { return eUIScene_HowToPlay;}
virtual void updateTooltips();
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);
private:
void StartPage( EHowToPlayPage ePage );
};
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