#pragma once #include "UIScene.h" #include "UIControl_MultiList.h" class UIScene_SettingsOptionsMenu : public UIScene { private: enum EControls { eControl_MultiList = 0, eControl_VerticalSplitscreen = 1, eControl_ViewBob = 2, eControl_Hints = 3, eControl_DeathMessages = 4, eControl_Languages = 5, eControl_Autosave = 6, eControl_Sensitivity_InGame = 7, eControl_Difficulty = 8, }; UIControl_MultiList m_multiList; bool m_bNeedsMultiListPopulate; bool m_bNavigateToLanguageSelector; bool m_bInitialPopulateDone; bool m_bPendingSliderUpdate; int m_iPendingSliderId; int m_iPendingSliderValue; static int m_iDifficultyTitleSettingA[4]; bool m_bNotInGame; UI_BEGIN_MAP_ELEMENTS_AND_NAMES(UIScene) UI_END_MAP_ELEMENTS_AND_NAMES() //bool m_bNotInGame; // bool m_bMashUpWorldsUnhideOption; // bool m_bNavigateToLanguageSelector; public: UIScene_SettingsOptionsMenu(int iPad, void *initData, UILayer *parentLayer); virtual ~UIScene_SettingsOptionsMenu(); virtual EUIScene getSceneType() { return eUIScene_SettingsOptionsMenu;} virtual void tick(); virtual void updateTooltips(); virtual void updateComponents(); protected: // TODO: This should be pure virtual in this class virtual 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); virtual void handleSliderMove(F64 sliderId, F64 currentValue); virtual void handleCheckboxToggled(F64 controlId, bool selected); virtual void handleGainFocus(bool navBack); void setGameSettings(); };