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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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4.5 kB · 141 lines
C
at master
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141#pragma once
#include "UIScene.h"
class UIScene_ControlsMenu : public UIScene{private: enum EControl { // Buttons must be first three controls here eControl_Button0, eControl_Button1, eControl_Button2, eControl_InvertLook, eControl_Southpaw, };
enum EPadButtons { e_PadBack=0, e_PadLT, e_PadLB, e_PadDPadLeft, e_PadDPadRight, e_PadDPadUp, e_PadDPadDown, e_PadLS_1, e_PadLS_2, e_PadStart, e_PadRT, e_PadRB, e_PadY, e_PadB, e_PadA, e_PadX, e_PadRS_1, e_PadRS_2, e_PadTouch,
e_PadCOUNT, };
int m_iSchemeTextA[3]; int m_iCurrentNavigatedControlsLayout; bool m_bCreativeMode; bool m_bLayoutChanged;
UIControl_Label m_labelCurrentLayout; UIControl_Label m_labelVersion; UIControl_Label m_labelsPad[e_PadCOUNT]; UIControl m_controlLines[e_PadCOUNT]; UIControl_Button m_buttonLayouts[3]; UIControl_CheckBox m_checkboxInvert, m_checkboxSouthpaw; IggyName m_funcSetPlatform, m_funcSetControllerLayout; UI_BEGIN_MAP_ELEMENTS_AND_NAMES(UIScene)
#ifndef __PSVITA__#ifdef __ORBIS__ if (!InputManager.UsingRemoteVita())#endif { UI_MAP_ELEMENT( m_labelCurrentLayout, "CurrentLayout")
UI_MAP_ELEMENT( m_buttonLayouts[0], "Button1") UI_MAP_ELEMENT( m_buttonLayouts[1], "Button2") UI_MAP_ELEMENT( m_buttonLayouts[2], "Button3") }#endif
UI_MAP_ELEMENT( m_labelsPad[e_PadBack], "LabelBack") UI_MAP_ELEMENT( m_labelsPad[e_PadLT], "LabelLT") UI_MAP_ELEMENT( m_labelsPad[e_PadLB], "LabelLB") UI_MAP_ELEMENT( m_labelsPad[e_PadDPadLeft], "LabelDPadLeft") UI_MAP_ELEMENT( m_labelsPad[e_PadDPadRight], "LabelDPadRight") UI_MAP_ELEMENT( m_labelsPad[e_PadDPadUp], "LabelDPadUp") UI_MAP_ELEMENT( m_labelsPad[e_PadDPadDown], "LabelDPadDown") UI_MAP_ELEMENT( m_labelsPad[e_PadLS_1], "LabelLS_1") UI_MAP_ELEMENT( m_labelsPad[e_PadLS_2], "LabelLS_2") UI_MAP_ELEMENT( m_labelsPad[e_PadStart], "LabelStart") UI_MAP_ELEMENT( m_labelsPad[e_PadRT], "LabelRT") UI_MAP_ELEMENT( m_labelsPad[e_PadRB], "LabelRB") UI_MAP_ELEMENT( m_labelsPad[e_PadY], "LabelY") UI_MAP_ELEMENT( m_labelsPad[e_PadB], "LabelB") UI_MAP_ELEMENT( m_labelsPad[e_PadA], "LabelA") UI_MAP_ELEMENT( m_labelsPad[e_PadX], "LabelX") UI_MAP_ELEMENT( m_labelsPad[e_PadRS_1], "LabelRS_1") UI_MAP_ELEMENT( m_labelsPad[e_PadRS_2], "LabelRS_2") UI_MAP_ELEMENT( m_labelsPad[e_PadTouch], "LabelTouch")
UI_MAP_ELEMENT( m_controlLines[e_PadBack], "LineBack") UI_MAP_ELEMENT( m_controlLines[e_PadLT], "LineLT") UI_MAP_ELEMENT( m_controlLines[e_PadLB], "LineLB") UI_MAP_ELEMENT( m_controlLines[e_PadDPadLeft], "LineDpadLeft") UI_MAP_ELEMENT( m_controlLines[e_PadDPadRight], "LineDpadRight") UI_MAP_ELEMENT( m_controlLines[e_PadDPadUp], "LineDpadUp") UI_MAP_ELEMENT( m_controlLines[e_PadDPadDown], "LineDpadDown") UI_MAP_ELEMENT( m_controlLines[e_PadLS_1], "LineL3") UI_MAP_ELEMENT( m_controlLines[e_PadLS_2], "LineLeftStick") UI_MAP_ELEMENT( m_controlLines[e_PadStart], "LineStart") UI_MAP_ELEMENT( m_controlLines[e_PadRT], "LineRT") UI_MAP_ELEMENT( m_controlLines[e_PadRB], "LineRB") UI_MAP_ELEMENT( m_controlLines[e_PadY], "LineY") UI_MAP_ELEMENT( m_controlLines[e_PadB], "LineB") UI_MAP_ELEMENT( m_controlLines[e_PadA], "LineA") UI_MAP_ELEMENT( m_controlLines[e_PadX], "LineX") UI_MAP_ELEMENT( m_controlLines[e_PadRS_1], "LineR3") UI_MAP_ELEMENT( m_controlLines[e_PadRS_2], "LineRightStick") UI_MAP_ELEMENT( m_controlLines[e_PadTouch], "LineTouch")
UI_MAP_ELEMENT( m_checkboxInvert, "InvertLook") UI_MAP_ELEMENT( m_checkboxSouthpaw, "SouthPaw")
UI_MAP_NAME( m_funcSetPlatform, L"SetPlatform") UI_MAP_NAME( m_funcSetControllerLayout, L"SetControllerLayout") UI_MAP_ELEMENT( m_labelVersion, "Version") UI_END_MAP_ELEMENTS_AND_NAMES()public: UIScene_ControlsMenu(int iPad, void *initData, UILayer *parentLayer);
virtual EUIScene getSceneType() { return eUIScene_ControlsMenu;} virtual void updateTooltips(); virtual void tick();
protected: // TODO: This should be pure virtual in this class virtual wstring getMoviePath();
public: // INPUT virtual void handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled);
virtual void handleCheckboxToggled(F64 controlId, bool selected); virtual void handlePress(F64 controlId, F64 childId); virtual void handleFocusChange(F64 controlId, F64 childId);
private: void PositionText(int iPad,int iTextID, unsigned char ucAction); void PositionTextDirect(int iPad,int iTextID, int iControlDetailsIndex, bool bShow); void PositionAllText(int iPad);};