111 lines
3.0 KiB
C++
111 lines
3.0 KiB
C++
#include "stdafx.h"
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#include "UI.h"
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#include "UIScene_CreateBattleMenu.h"
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UIScene_CreateBattleMenu::UIScene_CreateBattleMenu(int iPad, void *initData,
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UILayer *parentLayer)
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: UIScene(iPad, parentLayer)
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{
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// Load the SWF and set up all mapped elements
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initialiseMovie();
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// Initialize controls with labels and IDs
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m_buttonOk.init(NULL, 0);
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m_buttonCancel.init(NULL, 1);
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m_checkOption.init(L"Central Spawn", 2, false);
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m_checkPoint.init(L"Online Game", 3, false);
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m_mariotomato.init(L"Public Game", 4, false);
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m_sliderValue.init(L"Difficulty", 5, 0, 100, 50);
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m_labelTitle.init(L"My Custom Menu");
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m_labelStatus.init(L"Ready");
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}
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wstring UIScene_CreateBattleMenu::getMoviePath()
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{
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// Return the base SWF name (resolution suffix added automatically)
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return L"UIScene_CreateBattleGame";
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}
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void UIScene_CreateBattleMenu::handleReload()
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{
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// Re-initialize controls after a skin reload
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m_buttonOk.init(NULL, 0);
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m_buttonCancel.init(NULL, 1);
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m_checkOption.init(L"Central Spawn", 2, false);
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m_checkPoint.init(L"Online Game", 3, false);
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m_mariotomato.init(L"Public Game", 4, false);
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m_sliderValue.init(L"Amount", 5, 0, 100, 50);
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m_labelTitle.init(L"My Custom Menu");
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m_labelStatus.init(L"Ready");
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}
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void UIScene_CreateBattleMenu::handleGainFocus(bool navBack)
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{
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UIScene::handleGainFocus(navBack);
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// Update state when we gain focus
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}
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void UIScene_CreateBattleMenu::updateTooltips()
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{
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ui.SetTooltips(m_iPad, eToolTipExit);
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}
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void UIScene_CreateBattleMenu::handleInput(int iPad, int key, bool repeat,
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bool pressed, bool released, bool &handled)
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{
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if (!pressed) return;
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switch (key)
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{
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case ACTION_MENU_B:
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// B button: go back
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navigateBack();
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handled = true;
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break;
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default:
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// Let the SWF handle other input (focus navigation, button presses)
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sendInputToMovie(key, repeat, pressed, released);
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handled = true;
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break;
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}
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}
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void UIScene_CreateBattleMenu::handlePress(F64 controlId, F64 childId)
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{
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int id = (int)controlId;
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switch (id)
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{
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case 0: // OK button
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// Do your thing
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m_labelStatus.setLabel(L"OK pressed!");
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ui.PlayUISFX(eSFX_Focus);
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navigateBack();
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break;
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case 1: // Cancel button
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navigateBack();
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break;
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}
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}
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void UIScene_CreateBattleMenu::handleCheckboxToggled(F64 controlId, bool selected)
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{
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int id = (int)controlId;
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if (id == 2)
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{
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// Feature checkbox was toggled
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if (selected)
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m_labelStatus.setLabel(L"Feature enabled");
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else
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m_labelStatus.setLabel(L"Feature disabled");
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}
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}
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void UIScene_CreateBattleMenu::handleSliderMove(F64 sliderId, F64 currentValue)
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{
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int id = (int)sliderId;
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if (id == 3)
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{
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int value = (int)currentValue;
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m_labelStatus.setLabel(L"Value: " + to_wstring(value));
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}
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} |