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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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4.9 kB · 118 lines
C
at main
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118#pragma once#include "..\Media\xuiscene_multi_create.h"#include "XUI_Ctrl_4JEdit.h"#include "XUI_Ctrl_SliderWrapper.h"#include "XUI_MultiGameLaunchMoreOptions.h"
class CXuiCtrl4JList;class CXuiCtrl4JIcon;
class CScene_MultiGameCreate : public CXuiSceneImpl{protected: CXuiScene m_MainScene; CXuiScene m_TexturePackDetails; CXuiControl m_NewWorld; CXuiControl m_labelWorldName; CXuiControl m_labelSeed; CXuiControl m_labelRandomSeed; CXuiControl m_MoreOptions; CXuiCtrl4JEdit m_EditSeed; CXuiCtrl4JEdit m_EditWorldName; CXuiControl m_ButtonGameMode; CXuiCtrlSliderWrapper m_SliderDifficulty; CXuiCtrl4JList *m_pTexturePacksList; CXuiControl m_texturePackTitle, m_texturePackDescription; CXuiCtrl4JIcon *m_texturePackIcon, *m_texturePackComparison;
XUI_BEGIN_MSG_MAP() XUI_ON_XM_INIT( OnInit ) XUI_ON_XM_KEYDOWN(OnKeyDown) XUI_ON_XM_NOTIFY_PRESS_EX(OnNotifyPressEx) XUI_ON_XM_NOTIFY_VALUE_CHANGED(OnNotifyValueChanged) XUI_ON_XM_CONTROL_NAVIGATE(OnControlNavigate) XUI_ON_XM_TIMER( OnTimer ) XUI_ON_XM_TRANSITION_START(OnTransitionStart) XUI_ON_XM_TRANSITION_END(OnTransitionEnd) XUI_ON_XM_NOTIFY_SELCHANGED( OnNotifySelChanged ) XUI_ON_XM_NOTIFY_KILL_FOCUS( OnNotifyKillFocus ) XUI_ON_XM_DLCINSTALLED_MESSAGE(OnCustomMessage_DLCInstalled) XUI_ON_XM_DLCLOADED_MESSAGE(OnCustomMessage_DLCMountingComplete) XUI_ON_XM_DESTROY( OnDestroy ) XUI_END_MSG_MAP()
BEGIN_CONTROL_MAP() MAP_CONTROL(IDC_MainScene, m_MainScene) BEGIN_MAP_CHILD_CONTROLS(m_MainScene) MAP_CONTROL(IDC_XuiLabelWorldName, m_labelWorldName) MAP_CONTROL(IDC_XuiLabelSeed, m_labelSeed) MAP_CONTROL(IDC_XuiLabelRandomSeed, m_labelRandomSeed) MAP_CONTROL(IDC_XuiGameModeToggle, m_ButtonGameMode) MAP_CONTROL(IDC_XuiNewWorld, m_NewWorld) MAP_CONTROL(IDC_XuiMoreOptions, m_MoreOptions) MAP_CONTROL(IDC_XuiEditSeed, m_EditSeed) MAP_CONTROL(IDC_XuiEditWorldName, m_EditWorldName) MAP_CONTROL(IDC_XuiSliderDifficulty, m_SliderDifficulty) MAP_OVERRIDE(IDC_TexturePacksList, m_pTexturePacksList) END_MAP_CHILD_CONTROLS() MAP_CONTROL(IDC_TexturePackDetails, m_TexturePackDetails) BEGIN_MAP_CHILD_CONTROLS(m_TexturePackDetails) MAP_CONTROL(IDC_TexturePackName, m_texturePackTitle) MAP_CONTROL(IDC_TexturePackDescription, m_texturePackDescription) MAP_OVERRIDE(IDC_Icon, m_texturePackIcon) MAP_OVERRIDE(IDC_ComparisonPic, m_texturePackComparison) END_MAP_CHILD_CONTROLS() END_CONTROL_MAP()
HRESULT OnInit( XUIMessageInit* pInitData, BOOL& bHandled ); HRESULT OnNotifyPressEx(HXUIOBJ hObjPressed, XUINotifyPress* pNotifyPressData,BOOL& rfHandled); HRESULT OnKeyDown(XUIMessageInput* pInputData, BOOL& rfHandled); HRESULT OnNotifyValueChanged (HXUIOBJ hObjSource, XUINotifyValueChanged* pValueChangedData, BOOL& rfHandled); HRESULT OnControlNavigate( XUIMessageControlNavigate *pControlNavigateData, BOOL &bHandled); HRESULT OnTimer( XUIMessageTimer *pTimer, BOOL& bHandled ); HRESULT OnTransitionStart( XUIMessageTransition *pTransition, BOOL& bHandled ); HRESULT OnTransitionEnd( XUIMessageTransition *pTransition, BOOL& bHandled ); HRESULT OnNotifySelChanged( HXUIOBJ hObjSource, XUINotifySelChanged* pNotifySelChangedData, BOOL& bHandled ); HRESULT OnNotifyKillFocus(HXUIOBJ hObjSource, XUINotifyFocus *pNotifyFocusData, BOOL& bHandled); HRESULT OnCustomMessage_DLCInstalled(); HRESULT OnCustomMessage_DLCMountingComplete(); HRESULT OnDestroy();
public:
// Define the class. The class name must match the ClassOverride property // set for the scene in the UI Authoring tool. XUI_IMPLEMENT_CLASS( CScene_MultiGameCreate, L"CScene_MultiGameCreate", XUI_CLASS_SCENE )
private: static int LoadSaveDataReturned(void *pParam,bool bContinue); static int StartGame_SignInReturned(void *pParam,bool bContinue, int iPad); static void CreateGame(CScene_MultiGameCreate* pClass, DWORD dwLocalUsersMask); static int ConfirmCreateReturned(void *pParam,int iPad,C4JStorage::EMessageResult result); static int UnlockTexturePackReturned(void *pParam,int iPad,C4JStorage::EMessageResult result); static int WarningTrialTexturePackReturned(void *pParam,int iPad,C4JStorage::EMessageResult result); static int TexturePackDialogReturned(void *pParam,int iPad,C4JStorage::EMessageResult result);
void ToggleShowSaveList(); void UpdateTexturePackDescription(int index); void ClearTexturePackDescription(); void UpdateCurrentTexturePack();
bool m_bMultiplayerAllowed; int m_iPad; int m_CurrentDifficulty; static int m_iDifficultyTitleSettingA[4]; LaunchMoreOptionsMenuInitData m_MoreOptionsParams; bool m_bGameModeSurvival; bool m_bIgnoreInput; unsigned int m_currentTexturePackIndex; DLCPack * m_pDLCPack; bool m_bSetup; bool m_texturePackDescDisplayed; HXUIBRUSH m_hTexturePackIconBrush; HXUIBRUSH m_hTexturePackComparisonBrush; int *m_iConfigA; // track the texture packs that we don't have installed int m_iTexturePacksNotInstalled;};