StageSceneStateStartSeparatePlay class

Base classes

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

Constructors, destructors, conversion operators

StageSceneStateStartSeparatePlay(const char* name, StageSceneStatePauseMenu* host, const al::LayoutInitInfo& info, al::WipeSimple* wipeSimple, al::GamePadSystem* gamePadSystem, FooterParts* footerParts)

Public functions

void appear() virtual
void startTreeHouse()
auto isNeedRequestGraphicsPreset() const -> bool
auto isDrawViewRenderer() const -> bool
void exeAppear()
void exeWait()
auto getScene() -> al::Scene*
void exeBack()
void exeFadeOut()
void exeApplet()
void exeFadeIn()
void exeWaitDraw()
auto isCancel() const -> bool
auto getHost() const -> StageSceneStatePauseMenu*
void init() virtual
void kill() 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

StageSceneStatePauseMenu* StageSceneStateStartSeparatePlay::getHost() const

void StageSceneStateStartSeparatePlay::init() virtual

void StageSceneStateStartSeparatePlay::kill() virtual

bool StageSceneStateStartSeparatePlay::update() virtual

void StageSceneStateStartSeparatePlay::control() virtual

bool StageSceneStateStartSeparatePlay::isDead() const

NerveKeeper* StageSceneStateStartSeparatePlay::getNerveKeeper() const virtual

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

void StageSceneStateStartSeparatePlay::updateNerve()