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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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1.4 kB · 64 lines
C
at main
12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364#pragma once#include "..\Media\xuiscene_text_entry.h"#include "XUI_Ctrl_4JEdit.h"
class CScene_TextEntry : public CXuiSceneImpl{public: typedef struct _XuiTextInputParams { int iPad; WCHAR wch; } XuiTextInputParams;
typedef struct _CommamndParams { WCHAR wchCommand[40]; WCHAR wchFormat[40]; } CommandParams;
enum { eCommand_Teleport=0, eCommand_Give, eCommand_MAX } eCommands;
protected: CXuiCtrl4JEdit m_EditText;
XUI_BEGIN_MSG_MAP() XUI_ON_XM_INIT( OnInit ) XUI_ON_XM_NOTIFY_VALUE_CHANGED(OnNotifyValueChanged) XUI_ON_XM_KEYDOWN(OnKeyDown)
XUI_END_MSG_MAP()
BEGIN_CONTROL_MAP() MAP_CONTROL(IDC_XuiEditText, m_EditText) END_CONTROL_MAP()
HRESULT OnInit( XUIMessageInit* pInitData, BOOL& bHandled ); HRESULT OnNotifyValueChanged (HXUIOBJ hObjSource, XUINotifyValueChanged* pValueChangedData, BOOL& rfHandled); HRESULT OnKeyDown(XUIMessageInput* pInputData, BOOL& rfHandled);
HRESULT InterpretString(wstring &wsText); HRESULT Init_Commands();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_TextEntry, L"CScene_TextEntry", XUI_CLASS_SCENE )
private: int m_iPad; WCHAR m_wchInitialChar; static CommandParams CommandA[eCommand_MAX]; unordered_map<wstring, int> m_CommandSet;};