#pragma once #include "UIScene.h" class UIComponent_Tooltips : public UIScene { private: bool m_bSplitscreen; protected: typedef struct _TooltipValues { bool show; int iString; _TooltipValues() { show = false; iString = -1; } } TooltipValues; TooltipValues m_tooltipValues[eToolTipNumButtons]; IggyName m_funcSetTooltip, m_funcSetOpacity, m_funcSetABSwap, m_funcUpdateLayout; UI_BEGIN_MAP_ELEMENTS_AND_NAMES(UIScene) UI_MAP_NAME( m_funcSetTooltip, L"SetToolTip") UI_MAP_NAME( m_funcSetOpacity, L"SetOpacity") UI_MAP_NAME( m_funcSetABSwap, L"SetABSwap") UI_MAP_NAME( m_funcUpdateLayout, L"UpdateLayout") UI_END_MAP_ELEMENTS_AND_NAMES() virtual wstring getMoviePath(); virtual F64 getSafeZoneHalfWidth(); public: UIComponent_Tooltips(int iPad, void *initData, UILayer *parentLayer); virtual EUIScene getSceneType() { return eUIComponent_Tooltips;} // Returns true if this scene handles input virtual bool stealsFocus() { return false; } // Returns true if this scene has focus for the pad passed in virtual bool hasFocus(int iPad) { return false; } // Returns true if lower scenes in this scenes layer, or in any layer below this scenes layers should be hidden virtual bool hidesLowerScenes() { return false; } virtual void updateSafeZone(); virtual void tick(); // RENDERING virtual void render(S32 width, S32 height, C4JRender::eViewportType viewport); virtual void SetTooltipText( unsigned int tooltip, int iTextID ); virtual void SetEnableTooltips( bool bVal ); virtual void ShowTooltip( unsigned int tooltip, bool show ); virtual void SetTooltips( int iA, int iB=-1, int iX=-1, int iY=-1 , int iLT=-1, int iRT=-1, int iLB=-1, int iRB=-1, int iLS=-1, bool forceUpdate = false); virtual void EnableTooltip( unsigned int tooltip, bool enable ); virtual void handleReload(); virtual void handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled); void overrideSFX(int iPad, int key, bool bVal); private: bool _SetTooltip(unsigned int iToolTip, int iTextID); void _SetTooltip(unsigned int iToolTipId, const wstring &label, bool show, bool force = false); void _Relayout(); bool m_overrideSFX[XUSER_MAX_COUNT][ACTION_MAX_MENU]; };