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the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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1.5 kB · 50 lines
C
at main
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#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);};