#pragma once #include "UIScene.h" class UIScene_InGameHostOptionsMenu : public UIScene { private: enum EControls { eControl_FireSpreads, eControl_TNT, eControl_TeleportToPlayer, eControl_TeleportToMe, }; UIControl_CheckBox m_checkboxFireSpreads, m_checkboxTNT; UIControl_Button m_buttonTeleportToPlayer, m_buttonTeleportToMe; UI_BEGIN_MAP_ELEMENTS_AND_NAMES(UIScene) UI_MAP_ELEMENT(m_checkboxFireSpreads, "CheckboxFireSpreads") UI_MAP_ELEMENT(m_checkboxTNT, "CheckboxTNT") UI_MAP_ELEMENT(m_buttonTeleportToPlayer, "TeleportToPlayer") UI_MAP_ELEMENT(m_buttonTeleportToMe, "TeleportPlayerToMe") UI_END_MAP_ELEMENTS_AND_NAMES() public: UIScene_InGameHostOptionsMenu(int iPad, void* initData, UILayer* parentLayer); virtual EUIScene getSceneType() { return eUIScene_InGameHostOptionsMenu; } virtual void updateTooltips(); protected: // TODO: This should be pure virtual in this class virtual std::wstring getMoviePath(); public: // INPUT virtual void handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool& handled); virtual void handlePress(F64 controlId, F64 childId); };