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60
Minecraft.Client/Common/UI/UIComponent_PressStartToPlay.h
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60
Minecraft.Client/Common/UI/UIComponent_PressStartToPlay.h
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#pragma once
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#include "UIScene.h"
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class UIComponent_PressStartToPlay : public UIScene
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{
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private:
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bool m_showingSaveIcon;
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bool m_showingAutosaveTimer;
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bool m_showingTrialTimer;
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bool m_showingPressStart[XUSER_MAX_COUNT];
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wstring m_trialTimer;
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wstring m_autosaveTimer;
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protected:
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UIControl_Label m_labelTrialTimer, m_labelPressStart, m_playerDisplayName;
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UIControl m_controlSaveIcon, m_controlPressStartPanel;
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IggyName m_funcShowController;
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UI_BEGIN_MAP_ELEMENTS_AND_NAMES(UIScene)
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UI_MAP_ELEMENT(m_labelTrialTimer, "TrialTimer")
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UI_MAP_ELEMENT(m_controlSaveIcon, "SaveIcon")
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UI_MAP_ELEMENT(m_playerDisplayName, "PlayerName")
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UI_MAP_ELEMENT(m_controlPressStartPanel, "MainPanel")
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UI_BEGIN_MAP_CHILD_ELEMENTS(m_controlPressStartPanel)
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UI_MAP_ELEMENT(m_labelPressStart, "PressStartLabel" )
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UI_END_MAP_CHILD_ELEMENTS()
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UI_MAP_NAME(m_funcShowController, L"ShowController");
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UI_END_MAP_ELEMENTS_AND_NAMES()
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public:
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UIComponent_PressStartToPlay(int iPad, void *initData, UILayer *parentLayer);
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protected:
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// TODO: This should be pure virtual in this class
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virtual wstring getMoviePath();
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public:
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virtual EUIScene getSceneType() { return eUIComponent_PressStartToPlay;}
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// Returns true if this scene handles input
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virtual bool stealsFocus() { return false; }
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// Returns true if this scene has focus for the pad passed in
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virtual bool hasFocus(int iPad) { return false; }
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// Returns true if lower scenes in this scenes layer, or in any layer below this scenes layers should be hidden
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virtual bool hidesLowerScenes() { return false; }
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virtual void handleReload();
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virtual void handleTimerComplete(int id);
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void showPressStart(int iPad, bool show);
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void setTrialTimer(const wstring &label);
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void showTrialTimer(bool show);
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void setAutosaveTimer(const wstring &label);
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void showAutosaveTimer(bool show);
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void showSaveIcon(bool show);
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void showPlayerDisplayName(bool show);
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};
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