MenuSelectParts class

Base classes

class al::NerveExecutor

Public types

enum Selection: s32 { Continue = 0, SeparatePlay = 1, NewGame = 2, Help = 3, Save = 4, Setting = 5 }

Constructors, destructors, conversion operators

MenuSelectParts(const char* name, al::LayoutActor* layoutActor, al::LiveActor* marioActor, const al::LayoutInitInfo& info, s32 menuItemCount)

Public functions

void update()
void appear(s32 menuItemAmount)
void startActionPartsIllustSelectIndex()
void appearWait()
void setSelectMessage(s32 index, const char16* message)
auto isDecideContinue() const -> bool
auto isDecideEnd() const -> bool
auto isSelectContinue() const -> bool
auto isDecideSetting() const -> bool
auto isSelectSetting() const -> bool
auto isDecideSave() const -> bool
auto isSelectSave() const -> bool
auto isDecideSeparatePlay() const -> bool
auto isSelectSeparatePlay() const -> bool
auto isDecideHelp() const -> bool
auto isSelectHelp() const -> bool
auto isDecideNewGame() const -> bool
auto isSelectNewGame() const -> bool
auto calcPartsIndex(s32 selection) const -> s32
void exeHide()
void exeAppear()
void startActionMarioSelectIndex()
void exeSelect()
void startActionMario(al::LiveActor* marioActor, const char* actionName)
void exeDecideParts()
auto isInvalidSelect() const -> bool
void exeDecideInterval()
void exeDecideEnd()
void setMainMenu(bool isMainMenu)
auto getNerveKeeper() const -> NerveKeeper* virtual
void initNerve(const Nerve* nerve, s32 stateCount)
void updateNerve()

Function documentation

NerveKeeper* MenuSelectParts::getNerveKeeper() const virtual

void MenuSelectParts::initNerve(const Nerve* nerve, s32 stateCount)

void MenuSelectParts::updateNerve()