StageSceneStatePauseMenu class

Base classes

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

Public types

enum class StartType { Title, Normal, AfterTitle }

Public static variables

static const s32 cMenuItemAmount

Constructors, destructors, conversion operators

StageSceneStatePauseMenu(const char* name, al::Scene* host, al::SimpleLayoutAppearWaitEnd* menuLayout, GameDataHolder* gameDataHolder, const al::SceneInitInfo& sceneInitInfo, const al::ActorInitInfo& actorInitInfo, const al::LayoutInitInfo& layoutInitInfo, al::WindowConfirm* windowConfirm, StageSceneLayout* stageSceneLayout, bool isTitle, SceneAudioSystemPauseController* sceneAudioSystemPauseController)

Public functions

void appear() override
void kill() override
void killPauseMenu()
void killMarioModel()
auto isNeedKillHost() const -> bool
void startNormal()
void startAfterTitle()
void killAllOptionLayout()
auto isEndToCancel() const -> bool
auto isEndToHelp() const -> bool
auto isLoadData() const -> bool
auto getSelectedFileId() const -> s32
auto isChangeLanguage() const -> bool
auto getLanguage() const -> const char*
auto isNewGame() const -> bool
auto isModeSelectEnd() const -> bool
auto checkNeedKillByHostAndEnd() -> bool
void startActionMario(const char*)
auto getMarioActor() const -> al::LiveActor*
auto isDrawLayout() const -> bool
auto isDrawLayoutMain() const -> bool
auto isDrawViewRenderer() const -> bool
auto isDrawChromakey() const -> bool
void exeAppear()
void setNormal()
void appearMarioModel()
void updatePlayerPose()
void exeWait()
void changeNerveAndReturn(const al::Nerve* nerve)
void exeFadeBeforeHelp()
void exeStartHelp()
void exeWaitDraw()
void exeEnd()
void exeStartSeparatePlay()
void exeEndSeparatePlay()
void exeOption()
void exeSave()
void exeConfirmNewGame()
void exeNotExistEmptyFile()
void startPauseCamera()
void setAfterTitle()
auto getHost() const -> al::Scene*
void init() virtual
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* StageSceneStatePauseMenu::getHost() const

void StageSceneStatePauseMenu::init() virtual

bool StageSceneStatePauseMenu::update() virtual

void StageSceneStatePauseMenu::control() virtual

bool StageSceneStatePauseMenu::isDead() const

NerveKeeper* StageSceneStatePauseMenu::getNerveKeeper() const virtual

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

void StageSceneStatePauseMenu::updateNerve()