metaforce/Runtime/MP1/CFrontEndUI.hpp

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#ifndef __RETRO_CFRONTENDUI_HPP__
#define __RETRO_CFRONTENDUI_HPP__
#include "CIOWin.hpp"
#include "CGameDebug.hpp"
namespace Retro
{
class CGuiSliderGroup;
class CGuiTableGroup;
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struct SObjectTag;
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namespace MP1
{
class CFrontEndUI : public CIOWin
{
public:
enum EMenuMovie
{
};
enum EScreen
{
};
CFrontEndUI(CArchitectureQueue& queue);
void OnSliderSelectionChange(CGuiSliderGroup* grp, float);
void OnCheckBoxSelectionChange(CGuiTableGroup* grp);
void OnOptionSubMenuCancel(CGuiTableGroup* grp);
void OnOptionsMenuCancel(CGuiTableGroup* grp);
void OnNewGameMenuCancel(CGuiTableGroup* grp);
void OnFileMenuCancel(CGuiTableGroup* grp);
void OnGenericMenuSelectionChange(CGuiTableGroup* grp, int, int);
void OnOptionsMenuAdvance(CGuiTableGroup* grp);
void OnNewGameMenuAdvance(CGuiTableGroup* grp);
void OnFileMenuAdvance(CGuiTableGroup* grp);
void OnMainMenuAdvance(CGuiTableGroup* grp);
const char* GetAttractMovieFileName(int idx);
const char* GetNextAttractMovieFileName(int idx);
void SetCurrentMovie(EMenuMovie movie);
void StopAttractMovie();
void StartAttractMovie(int idx);
void UpdateMenuHighlights(CGuiTableGroup* grp);
void CompleteStateTransition();
bool CanBuild(const SObjectTag& tag);
void StartStateTransition(EScreen screen);
void HandleDebugMenuReturnValue(CGameDebug::EReturnValue val, CArchitectureQueue& queue);
void Draw() const;
void UpdateMovies(float dt);
void Update(float dt, CArchitectureQueue& queue);
EMessageReturn OnMessage(const CArchitectureMessage& msg, CArchitectureQueue& queue);
void StartGame();
void InitializeFrame();
};
}
}
#endif // __RETRO_CFRONTENDUI_HPP__