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#pragma once
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#include "UIScene.h"
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#include "IUIScene_PauseMenu.h"
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#define BUTTON_PAUSE_RESUMEGAME 0
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#define BUTTON_PAUSE_HELPANDOPTIONS 1
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#define BUTTON_PAUSE_LEADERBOARDS 2
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#define BUTTON_PAUSE_ACHIEVEMENTS 3
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#define BUTTON_PAUSE_SAVEGAME 4
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#define BUTTON_PAUSE_EXITGAME 5
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#define BUTTONS_PAUSE_MAX BUTTON_PAUSE_EXITGAME + 1
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class UIScene_PauseMenu : public UIScene, public IUIScene_PauseMenu
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{
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private:
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bool m_savesDisabled;
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bool m_bTrialTexturePack;
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bool m_bErrorDialogRunning;
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enum eActions
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{
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eAction_None=0,
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#if defined(__PS3__)
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eAction_ViewLeaderboardsPSN,
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eAction_ViewInvitesPSN,
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eAction_SaveGamePSN,
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eAction_BuyTexturePackPSN
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#endif
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};
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eActions m_eAction;
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UIControl_Button m_buttons[BUTTONS_PAUSE_MAX];
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UI_BEGIN_MAP_ELEMENTS_AND_NAMES(UIScene)
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UI_MAP_ELEMENT( m_buttons[BUTTON_PAUSE_RESUMEGAME], "Button1")
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UI_MAP_ELEMENT( m_buttons[BUTTON_PAUSE_HELPANDOPTIONS], "Button2")
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UI_MAP_ELEMENT( m_buttons[BUTTON_PAUSE_LEADERBOARDS], "Button3")
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UI_MAP_ELEMENT( m_buttons[BUTTON_PAUSE_ACHIEVEMENTS], "Button4")
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UI_MAP_ELEMENT( m_buttons[BUTTON_PAUSE_SAVEGAME], "Button5")
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UI_MAP_ELEMENT( m_buttons[BUTTON_PAUSE_EXITGAME], "Button6")
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UI_END_MAP_ELEMENTS_AND_NAMES()
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virtual void HandleDLCMountingComplete();
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virtual void HandleDLCInstalled();
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static int UnlockFullSaveReturned(void *pParam,int iPad,C4JStorage::EMessageResult result);
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static int SaveGame_SignInReturned(void *pParam,bool bContinue, int iPad);
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public:
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UIScene_PauseMenu(int iPad, void *initData, UILayer *parentLayer);
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virtual ~UIScene_PauseMenu();
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virtual EUIScene getSceneType() { return eUIScene_PauseMenu;}
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virtual void tick();
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virtual void updateTooltips();
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virtual void updateComponents();
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virtual void handlePreReload();
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virtual void handleReload();
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protected:
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void updateControlsVisibility();
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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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// INPUT
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virtual void handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled);
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protected:
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void handlePress(F64 controlId, F64 childId);
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virtual void ShowScene(bool show);
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virtual void SetIgnoreInput(bool ignoreInput);
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bool m_bIgnoreInput;
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private:
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void PerformActionSaveGame();
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#if defined(__PS3__)
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static int MustSignInReturnedPSN(void *pParam,int iPad,C4JStorage::EMessageResult result);
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static int ViewLeaderboards_SignInReturned(void *pParam,bool bContinue, int iPad);
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static int ViewInvites_SignInReturned(void *pParam,bool bContinue, int iPad);
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static int BuyTexturePack_SignInReturned(void *pParam,bool bContinue, int iPad);
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static int WarningTrialTexturePackReturned(void *pParam,int iPad,C4JStorage::EMessageResult result);
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static int ExitGameSaveDialogReturned(void *pParam,int iPad,C4JStorage::EMessageResult result);
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#endif
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protected:
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};
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