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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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4.1 kB · 127 lines
C
at master
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127#pragma once
#include "IUIScene_StartGame.h"
class UIScene_LoadMenu : public IUIScene_StartGame{private: enum EControls { eControl_GameMode, eControl_Difficulty, eControl_MoreOptions, eControl_LoadWorld, eControl_TexturePackList, eControl_OnlineGame, };
static int m_iDifficultyTitleSettingA[4]; UIControl m_controlMainPanel; UIControl_Label m_labelGameName, m_labelSeed, m_labelCreatedMode; UIControl_Button m_buttonGamemode, m_buttonMoreOptions, m_buttonLoadWorld; UIControl_Slider m_sliderDifficulty; UIControl_BitmapIcon m_bitmapIcon;
UIControl_CheckBox m_checkboxOnline;
UI_BEGIN_MAP_ELEMENTS_AND_NAMES(IUIScene_StartGame) UI_MAP_ELEMENT( m_controlMainPanel, "MainPanel" ) UI_BEGIN_MAP_CHILD_ELEMENTS( m_controlMainPanel ) UI_MAP_ELEMENT( m_labelGameName, "GameName") UI_MAP_ELEMENT( m_labelCreatedMode, "CreatedMode") UI_MAP_ELEMENT( m_labelSeed, "Seed") UI_MAP_ELEMENT( m_texturePackList, "TexturePackSelector") UI_MAP_ELEMENT( m_buttonGamemode, "GameModeToggle") UI_MAP_ELEMENT( m_checkboxOnline, "CheckboxOnline") UI_MAP_ELEMENT( m_buttonMoreOptions, "MoreOptions") UI_MAP_ELEMENT( m_buttonLoadWorld, "LoadSettings") UI_MAP_ELEMENT( m_sliderDifficulty, "Difficulty") UI_MAP_ELEMENT( m_bitmapIcon, "LevelIcon") UI_END_MAP_CHILD_ELEMENTS() UI_END_MAP_ELEMENTS_AND_NAMES()
LevelGenerationOptions *m_levelGen; DLCPack * m_pDLCPack; int m_iSaveGameInfoIndex; int m_CurrentDifficulty; bool m_bGameModeCreative; int m_iGameModeId; bool m_bHasBeenInCreative; bool m_bIsSaveOwner; bool m_bRetrievingSaveThumbnail; bool m_bSaveThumbnailReady; bool m_bMultiplayerAllowed; bool m_bShowTimer; bool m_bAvailableTexturePacksChecked; bool m_bRequestQuadrantSignin; bool m_bIsCorrupt; bool m_bThumbnailGetFailed; __int64 m_seed;
#ifdef __PS3__ std::vector<SonyCommerce::ProductInfo>*m_pvProductInfo;#endif //int *m_iConfigA; // track the texture packs that we don't have installed
PBYTE m_pbThumbnailData; unsigned int m_uiThumbnailSize; wstring m_thumbnailName;
bool m_bRebuildTouchBoxes;public: UIScene_LoadMenu(int iPad, void *initData, UILayer *parentLayer); virtual void updateTooltips(); virtual void updateComponents();
virtual EUIScene getSceneType() { return eUIScene_LoadMenu;}
virtual void tick();
virtual UIControl* GetMainPanel();
virtual void handleTouchBoxRebuild();
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 handleTimerComplete(int id);
protected: void handlePress(F64 controlId, F64 childId); void handleSliderMove(F64 sliderId, F64 currentValue); virtual void handleGainFocus(bool navBack);
private: void StartSharedLaunchFlow(); virtual void checkStateAndStartGame(); void LaunchGame(void);
#ifdef _DURANGO static void checkPrivilegeCallback(LPVOID lpParam, bool hasPrivilege, int iPad);#endif static int ConfirmLoadReturned(void *pParam,int iPad,C4JStorage::EMessageResult result); static void StartGameFromSave(UIScene_LoadMenu* pClass, DWORD dwLocalUsersMask); static int LoadSaveDataReturned(void *pParam,bool bIsCorrupt, bool bIsOwner); static int TrophyDialogReturned(void *pParam,int iPad,C4JStorage::EMessageResult result); static int LoadDataComplete(void *pParam); static int LoadSaveDataThumbnailReturned(LPVOID lpParam,PBYTE pbThumbnail,DWORD dwThumbnailBytes); static int CheckResetNetherReturned(void *pParam,int iPad,C4JStorage::EMessageResult result); static int DeleteSaveDialogReturned(void *pParam,int iPad,C4JStorage::EMessageResult result); static int DeleteSaveDataReturned(void *pParam,bool bSuccess); static int MustSignInReturnedPSN(void *pParam,int iPad,C4JStorage::EMessageResult result);#ifdef __ORBIS__ //static int PSPlusReturned(void *pParam,int iPad,C4JStorage::EMessageResult result); static int ContinueOffline(void *pParam,int iPad,C4JStorage::EMessageResult result);#endif
public: static int StartGame_SignInReturned(LPVOID pParam, bool, int);};