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Add scroll arrows when there are more items in the list than the list can show at a time. These arrows can be shown in the main menu (although there aren't enough items in there to have them shown) or in the various DistributionEventPokemonListScene menus. I also did provisions to support the same for the ScrollWidget in the about screen. Although I haven't implemented that (yet?)
67 lines
1.8 KiB
C++
Executable File
67 lines
1.8 KiB
C++
Executable File
#ifndef _MAINMENUSCENE_H
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#define _MAINMENUSCENE_H
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#include "scenes/SceneWithDialogWidget.h"
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#include "widget/VerticalList.h"
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#include "widget/ImageWidget.h"
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#include "widget/DialogWidget.h"
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#include "widget/CursorWidget.h"
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#include "widget/MenuItemWidget.h"
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#include "widget/ListItemFiller.h"
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#include "widget/IFocusListener.h"
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#include "widget/IScrollWindowListener.h"
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typedef struct MenuSceneContext
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{
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MenuItemData* menuEntries;
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uint32_t numMenuEntries;
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bool bButtonMeansUserWantsToSwitchCartridge;
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} MenuSceneContext;
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/**
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* @brief A scene showing a menu
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*
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*/
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class MenuScene : public SceneWithDialogWidget, public IFocusListener, public IScrollWindowListener
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{
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public:
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MenuScene(SceneDependencies& deps, void* context);
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virtual ~MenuScene();
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void init() override;
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void destroy() override;
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void render(RDPQGraphics& gfx, const Rectangle& sceneBounds) override;
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bool handleUserInput(joypad_port_t port, const joypad_inputs_t& inputs) override;
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virtual void onDialogDone();
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void focusChanged(const FocusChangeStatus& status) override;
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void onScrollWindowChanged(const ScrollWindowUpdate& update) override;
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SceneDependencies& getDependencies();
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void showDialog(DialogData* diagData) override;
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protected:
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virtual void setupMenu();
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void setupDialog(DialogWidgetStyle& style) override;
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MenuSceneContext* context_;
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sprite_t* menu9SliceSprite_;
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sprite_t* cursorSprite_;
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sprite_t* uiArrowUpSprite_;
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sprite_t* uiArrowDownSprite_;
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VerticalList menuList_;
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ImageWidget scrollArrowUp_;
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ImageWidget scrollArrowDown_;
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CursorWidget cursorWidget_;
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ListItemFiller<VerticalList, MenuItemData, MenuItemWidget, MenuItemStyle> menuListFiller_;
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WidgetFocusChainSegment listFocusChainSegment_;
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bool bButtonPressed_;
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private:
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};
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void deleteMenuSceneContext(void* context);
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#endif |