4jcraft/targets/app/common/UI/Scenes/In-Game Menu Screens/Containers/UIScene_EnchantingMenu.h

68 lines
2.4 KiB
C++

#pragma once
#include <string>
#include "app/common/UI/All Platforms/IUIScene_EnchantingMenu.h"
#include "app/common/UI/All Platforms/UIEnums.h"
#include "app/common/UI/All Platforms/UIStructs.h"
#include "app/common/UI/Controls/UIControl.h"
#include "app/common/UI/Controls/UIControl_EnchantmentBook.h"
#include "app/common/UI/Controls/UIControl_EnchantmentButton.h"
#include "app/common/UI/Controls/UIControl_Label.h"
#include "app/common/UI/Controls/UIControl_SlotList.h"
#include "app/common/UI/UIScene.h"
#include "app/linux/Iggy/include/iggy.h"
#include "UIScene_AbstractContainerMenu.h"
class InventoryMenu;
class UILayer;
class UIScene_EnchantingMenu : public UIScene_AbstractContainerMenu,
public IUIScene_EnchantingMenu {
private:
enum EControls {
eControl_UNKNOWN,
eControl_Button1,
eControl_Button2,
eControl_Button3,
};
public:
UIScene_EnchantingMenu(int iPad, void* initData, UILayer* parentLayer);
virtual EUIScene getSceneType() { return eUIScene_EnchantingMenu; }
protected:
UIControl_SlotList m_slotListIngredient;
UIControl_Label m_labelEnchant;
UIControl_EnchantmentButton m_enchantButton[3];
UIControl_EnchantmentBook m_enchantBook;
UI_BEGIN_MAP_ELEMENTS_AND_NAMES(UIScene_AbstractContainerMenu)
UI_BEGIN_MAP_CHILD_ELEMENTS(m_controlMainPanel)
UI_MAP_ELEMENT(m_slotListIngredient, "ingredient")
UI_MAP_ELEMENT(m_enchantButton[0], "Button1")
UI_MAP_ELEMENT(m_enchantButton[1], "Button2")
UI_MAP_ELEMENT(m_enchantButton[2], "Button3")
UI_MAP_ELEMENT(m_labelEnchant, "enchantLabel")
UI_MAP_ELEMENT(m_enchantBook, "iggy_EnchantmentBook")
UI_END_MAP_CHILD_ELEMENTS()
UI_END_MAP_ELEMENTS_AND_NAMES()
virtual std::string getMoviePath();
virtual void handleReload();
virtual int getSectionColumns(ESceneSection eSection);
virtual int getSectionRows(ESceneSection eSection);
virtual void GetPositionOfSection(ESceneSection eSection,
UIVec2D* pPosition);
virtual void GetItemScreenData(ESceneSection eSection, int iItemIndex,
UIVec2D* pPosition, UIVec2D* pSize);
virtual void handleSectionClick(ESceneSection eSection) {}
virtual void setSectionSelectedSlot(ESceneSection eSection, int x, int y);
virtual UIControl* getSection(ESceneSection eSection);
virtual void customDraw(IggyCustomDrawCallbackRegion* region);
};