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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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2.7 kB · 98 lines
C
at master
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899#pragma once
#include "UIScene.h"
class UIScene_JoinMenu : public UIScene{private: enum EControls { eControl_JoinGame, eControl_GamePlayers };
enum ELabels { eLabel_Difficulty, eLabel_GameType, eLabel_GamertagsOn, eLabel_Structures, eLabel_LevelType, eLabel_PVP, eLabel_Trust, eLabel_TNTOn, eLabel_FireOn,
eLabel_COUNT };
UIControl_Button m_buttonJoinGame; UIControl_ButtonList m_buttonListPlayers;
UIControl_Label m_labelLabels[eLabel_COUNT]; UIControl_Label m_labelValues[eLabel_COUNT]; UI_BEGIN_MAP_ELEMENTS_AND_NAMES(UIScene) UI_MAP_ELEMENT( m_buttonJoinGame, "JoinGame") UI_MAP_ELEMENT( m_buttonListPlayers, "GamePlayers")
UI_MAP_ELEMENT( m_labelLabels[0], "Label0") UI_MAP_ELEMENT( m_labelLabels[1], "Label1") UI_MAP_ELEMENT( m_labelLabels[2], "Label2") UI_MAP_ELEMENT( m_labelLabels[3], "Label3") UI_MAP_ELEMENT( m_labelLabels[4], "Label4") UI_MAP_ELEMENT( m_labelLabels[5], "Label5") UI_MAP_ELEMENT( m_labelLabels[6], "Label6") UI_MAP_ELEMENT( m_labelLabels[7], "Label7") UI_MAP_ELEMENT( m_labelLabels[8], "Label8")
UI_MAP_ELEMENT( m_labelValues[0], "Value0") UI_MAP_ELEMENT( m_labelValues[1], "Value1") UI_MAP_ELEMENT( m_labelValues[2], "Value2") UI_MAP_ELEMENT( m_labelValues[3], "Value3") UI_MAP_ELEMENT( m_labelValues[4], "Value4") UI_MAP_ELEMENT( m_labelValues[5], "Value5") UI_MAP_ELEMENT( m_labelValues[6], "Value6") UI_MAP_ELEMENT( m_labelValues[7], "Value7") UI_MAP_ELEMENT( m_labelValues[8], "Value8") UI_END_MAP_ELEMENTS_AND_NAMES()
FriendSessionInfo *m_selectedSession; bool m_bIgnoreInput; bool m_friendInfoRequestIssued; bool m_friendInfoUpdatedOK; bool m_friendInfoUpdatedERROR;
public: UIScene_JoinMenu(int iPad, void *initData, UILayer *parentLayer); void tick(); static void friendSessionUpdated(bool success, void *pParam); static int ErrorDialogReturned(void *pParam, int iPad, const C4JStorage::EMessageResult); virtual void updateTooltips(); virtual void updateComponents();
virtual EUIScene getSceneType() { return eUIScene_LoadMenu;}
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 handleFocusChange(F64 controlId, F64 childId); virtual void handleTimerComplete(int id);
protected: void handlePress(F64 controlId, F64 childId);
void StartSharedLaunchFlow();
#ifdef _DURANGO static void checkPrivilegeCallback(LPVOID lpParam, bool hasPrivilege, int iPad);#endif static int StartGame_SignInReturned(void *pParam, bool, int); static void JoinGame(UIScene_JoinMenu* pClass);};