#pragma once #include "UIScene.h" class UIScene_Intro : public UIScene { private: bool m_bIgnoreNavigate; bool m_bAnimationEnded; IggyName m_funcSetIntroPlatform; #if 0 UIControl_Touch m_TouchToSkip; #endif UI_BEGIN_MAP_ELEMENTS_AND_NAMES(UIScene) #if 0 UI_MAP_ELEMENT(m_TouchToSkip, "TouchToSkip") #endif UI_MAP_NAME(m_funcSetIntroPlatform, L"SetIntroPlatform") UI_END_MAP_ELEMENTS_AND_NAMES() public: UIScene_Intro(int iPad, void* initData, UILayer* parentLayer); virtual EUIScene getSceneType() { return eUIScene_Intro; } // Returns true if this scene has focus for the pad passed in #if 1 virtual bool hasFocus(int iPad) { return bHasFocus; } #endif protected: virtual std::wstring getMoviePath(); #if 0 virtual long long getDefaultGtcButtons() { return 0; } #endif public: // INPUT virtual void handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool& handled); virtual void handleAnimationEnd(); virtual void handleGainFocus(bool navBack); #if 0 virtual void handleTouchInput(unsigned int iPad, S32 x, S32 y, int iId, bool bPressed, bool bRepeat, bool bReleased); #endif #ifndef _ENABLEIGGY virtual void tick(); #endif };