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the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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4.6 kB · 174 lines
C++
at main
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175#include "stdafx.h"#include "UI.h"#include "UIScene_Intro.h"
UIScene_Intro::UIScene_Intro(int iPad, void *initData, UILayer *parentLayer) : UIScene(iPad, parentLayer){ // Setup all the Iggy references we need for this scene initialiseMovie(); m_bIgnoreNavigate = false; m_bAnimationEnded = false;
bool bSkipESRB = false; bool bChina = false;#if defined(__PS3__) || defined(__ORBIS__) || defined(__PSVITA__) bSkipESRB = app.GetProductSKU() != e_sku_SCEA;#elif defined(_XBOX) || defined(_DURANGO) bSkipESRB = !ProfileManager.LocaleIsUSorCanada();#endif
#ifdef _DURANGO bChina = ProfileManager.LocaleIsChina();#endif // 4J Stu - These map to values in the Actionscript#ifdef _WINDOWS64 int platformIdx = 0;#elif defined(_XBOX) int platformIdx = 1;#elif defined(_DURANGO) int platformIdx = 2;#elif defined(__PS3__) int platformIdx = 3;#elif defined(__ORBIS__) int platformIdx = 4;#elif defined(__PSVITA__) int platformIdx = 5;#endif
IggyDataValue result; IggyDataValue value[3]; value[0].type = IGGY_DATATYPE_number; value[0].number = platformIdx;
value[1].type = IGGY_DATATYPE_boolean; value[1].boolval = bChina?true:bSkipESRB;
value[2].type = IGGY_DATATYPE_boolean; value[2].boolval = bChina;
IggyResult out = IggyPlayerCallMethodRS ( getMovie() , &result, IggyPlayerRootPath( getMovie() ), m_funcSetIntroPlatform , 3 , value );
#ifdef __PSVITA__ // initialise vita touch controls with ids m_TouchToSkip.init(0);#endif}
wstring UIScene_Intro::getMoviePath(){ return L"Intro";}
void UIScene_Intro::handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled){ ui.AnimateKeyPress(m_iPad, key, repeat, pressed, released);
switch(key) { case ACTION_MENU_OK:#ifdef __ORBIS__ case ACTION_MENU_TOUCHPAD_PRESS:#endif if(!m_bIgnoreNavigate) { m_bIgnoreNavigate = true; //ui.NavigateToHomeMenu();#if defined(__PS3__) || defined(__ORBIS__) || defined (__PSVITA__)
// has the user seen the EULA already ? We need their options file loaded for this C4JStorage::eOptionsCallback eStatus=app.GetOptionsCallbackStatus(0); switch(eStatus) { case C4JStorage::eOptions_Callback_Read: case C4JStorage::eOptions_Callback_Read_FileNotFound: // we've either read it, or it wasn't found if(app.GetGameSettings(0,eGameSetting_PS3_EULA_Read)==0) { ui.NavigateToScene(0,eUIScene_EULA); } else { ui.NavigateToScene(0,eUIScene_SaveMessage); } break; default: ui.NavigateToScene(0,eUIScene_EULA); break; }#elif defined _XBOX_ONE ui.NavigateToScene(0,eUIScene_MainMenu);#else ui.NavigateToScene(0,eUIScene_SaveMessage);#endif } break; }}
#ifdef __PSVITA__void UIScene_Intro::handleTouchInput(unsigned int iPad, S32 x, S32 y, int iId, bool bPressed, bool bRepeat, bool bReleased){ if(bReleased) { bool handled = false; handleInput(iPad, ACTION_MENU_OK, false, true, false, handled); }}#endif
void UIScene_Intro::handleAnimationEnd(){ if(!m_bIgnoreNavigate) { m_bIgnoreNavigate = true; //ui.NavigateToHomeMenu();#if defined(__PS3__) || defined(__ORBIS__) || defined(__PSVITA__) // has the user seen the EULA already ? We need their options file loaded for this C4JStorage::eOptionsCallback eStatus=app.GetOptionsCallbackStatus(0); switch(eStatus) { case C4JStorage::eOptions_Callback_Read: case C4JStorage::eOptions_Callback_Read_FileNotFound: // we've either read it, or it wasn't found if(app.GetGameSettings(0,eGameSetting_PS3_EULA_Read)==0) { ui.NavigateToScene(0,eUIScene_EULA); } else { ui.NavigateToScene(0,eUIScene_SaveMessage); } break; default: ui.NavigateToScene(0,eUIScene_EULA); break; }
#elif defined _XBOX_ONE // Don't navigate to the main menu if we don't have focus, as we could have the quadrant sign-in or a join game timer screen running, and then when Those finish they'll // give the main menu focus which clears the signed in players and therefore breaks transitioning into the game if( hasFocus( m_iPad ) ) { ui.NavigateToScene(0,eUIScene_MainMenu); } else { m_bAnimationEnded = true; }#else ui.NavigateToScene(0,eUIScene_SaveMessage);#endif }}
void UIScene_Intro::handleGainFocus(bool navBack){ // Only relevant on xbox one - if we didn't navigate to the main menu at animation end due to the timer or quadrant sign-in being up, then we'll need to // do it now in case the user has cancelled or joining a game failed if( m_bAnimationEnded ) { ui.NavigateToScene(0,eUIScene_MainMenu); }}