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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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3.2 kB · 89 lines
C
at master
1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889#pragma once
#include "UIScene_AbstractContainerMenu.h"#include "IUIScene_CreativeMenu.h"
class UIScene_CreativeMenu : public UIScene_AbstractContainerMenu, public IUIScene_CreativeMenu{public: UIScene_CreativeMenu(int iPad, void *initData, UILayer *parentLayer);
virtual EUIScene getSceneType() { return eUIScene_CreativeMenu;}
protected: UIControl_SlotList m_slotListContainer; IggyName m_funcSetActiveTab, m_funcSetScrollBar;
enum ETouchInput { ETouchInput_TouchPanel_0, ETouchInput_TouchPanel_1, ETouchInput_TouchPanel_2, ETouchInput_TouchPanel_3, ETouchInput_TouchPanel_4, ETouchInput_TouchPanel_5, ETouchInput_TouchPanel_6, ETouchInput_TouchPanel_7, ETouchInput_TouchSlider, ETouchInput_Count, };
#ifdef __PSVITA__ // 4J - TomK - this only needs to be a touch component on vita! UIControl_Touch m_TouchInput[ETouchInput_Count];#else UIControl_Base m_TouchInput[ETouchInput_Count];#endif
UI_BEGIN_MAP_ELEMENTS_AND_NAMES(UIScene_AbstractContainerMenu) UI_BEGIN_MAP_CHILD_ELEMENTS( m_controlMainPanel ) UI_MAP_ELEMENT( m_TouchInput[ETouchInput_TouchPanel_0], "TouchPanel_0" ) UI_MAP_ELEMENT( m_TouchInput[ETouchInput_TouchPanel_1], "TouchPanel_1" ) UI_MAP_ELEMENT( m_TouchInput[ETouchInput_TouchPanel_2], "TouchPanel_2" ) UI_MAP_ELEMENT( m_TouchInput[ETouchInput_TouchPanel_3], "TouchPanel_3" ) UI_MAP_ELEMENT( m_TouchInput[ETouchInput_TouchPanel_4], "TouchPanel_4" ) UI_MAP_ELEMENT( m_TouchInput[ETouchInput_TouchPanel_5], "TouchPanel_5" ) UI_MAP_ELEMENT( m_TouchInput[ETouchInput_TouchPanel_6], "TouchPanel_6" ) UI_MAP_ELEMENT( m_TouchInput[ETouchInput_TouchPanel_7], "TouchPanel_7" ) UI_MAP_ELEMENT( m_TouchInput[ETouchInput_TouchSlider], "TouchPanel_Slider" )
UI_MAP_ELEMENT( m_slotListContainer, "containerList") UI_END_MAP_CHILD_ELEMENTS()
UI_MAP_NAME(m_funcSetActiveTab, L"SetActiveTab") UI_MAP_NAME(m_funcSetScrollBar, L"SetScrollBar") UI_END_MAP_ELEMENTS_AND_NAMES()
virtual wstring getMoviePath(); virtual void handleReload();
virtual int getSectionColumns(ESceneSection eSection); virtual int getSectionRows(ESceneSection eSection); virtual void GetPositionOfSection( ESceneSection eSection, UIVec2D* pPosition ); virtual void GetItemScreenData( ESceneSection eSection, int iItemIndex, UIVec2D* pPosition, UIVec2D* pSize ); virtual void handleSectionClick(ESceneSection eSection) {} virtual void setSectionSelectedSlot(ESceneSection eSection, int x, int y);
virtual UIControl *getSection(ESceneSection eSection);
virtual void handleOtherClicked(int iPad, ESceneSection eSection, int buttonNum, bool quickKey);
public: // INPUT virtual void handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled);
#ifdef __PSVITA__ virtual void handleTouchInput(unsigned int iPad, S32 x, S32 y, int iId, bool bPressed, bool bRepeat, bool bReleased); virtual UIControl* GetMainPanel(); virtual void handleTouchBoxRebuild(); virtual void handleTimerComplete(int id);#endif
private: // IUIScene_CreativeMenu void updateTabHighlightAndText(ECreativeInventoryTabs tab); void updateScrollCurrentPage(int currentPage, int pageCount); bool m_bFirstCall;};