StageSceneStateOption class

Base classes

template<class T>
class al::HostStateBase<al::Scene>
class al::IUseMessageSystem

Constructors, destructors, conversion operators

StageSceneStateOption(const char*, al::Scene*, const al::LayoutInitInfo&, FooterParts*, GameDataHolder*, bool)

Public functions

void updateConfigDataInfo(const GameConfigData*)
void killAllLayouts()
void init() override
void appear() override
void kill() override
auto isModeSelectEnd() const -> bool
auto getSelectedFileId() const -> s32
auto isChangeLanguage() const -> bool
void exeOptionTop()
void decide(const al::Nerve*, SimpleLayoutMenu*, CommonVerticalList*)
void exeModeSelectSelecting()
void openConfirm(const al::Nerve*, SimpleLayoutMenu*, CommonVerticalList*)
void cancel(const al::Nerve*, SimpleLayoutMenu*, CommonVerticalList*)
void exeModeSelectSelectingByHelp()
void exeModeSelectConfirmYesNo()
void exeModeSelectConfirmEnd()
void exeConfig()
void endConfig()
void exeDataManager()
void exeSaveDataSelecting()
void updateSaveDataInfo(bool)
void exeSaveDataConfirmYesNo()
void exeSaveDataSaving()
void exeSaveDataSaved()
void exeLoadDataSelecting()
void exeLoadDataConfirmNg()
void exeLoadDataConfirmYesNo()
void exeLoadDataSaving()
void exeDeleteDataSelecting()
void exeDeleteDataConfirmNg()
void exeDeleteDataConfirmYesNo()
void exeDeleteDataDeleting()
void exeDeleteDataDeleted()
void exeLanguageSetting()
void exeLanguageSettingConfirmYesNo()
void exeWaitEndDecideAnim()
void exeWaitEndDecideAnimAndAutoSave()
void exeWaitEndAutoSave()
void exeClose()
void changeNerve(const al::Nerve*, SimpleLayoutMenu*, CommonVerticalList*)
auto getMessageSystem() const -> const al::MessageSystem* override
auto getLanguage() const -> const char*
void set_51(bool isTrue)
auto isLoadData() const -> bool
auto getHost() const -> al::Scene*
auto update() -> bool virtual
void control() virtual
auto isDead() const -> bool
auto getNerveKeeper() const -> NerveKeeper* virtual
void initNerve(const Nerve* nerve, s32 stateCount)
void updateNerve()

Function documentation

al::Scene* StageSceneStateOption::getHost() const

bool StageSceneStateOption::update() virtual

void StageSceneStateOption::control() virtual

bool StageSceneStateOption::isDead() const

NerveKeeper* StageSceneStateOption::getNerveKeeper() const virtual

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

void StageSceneStateOption::updateNerve()