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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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1.7 kB · 60 lines
C
at master
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960#pragma once
#include "UIScene.h"
class UIScene_MessageBox : public UIScene{private: enum EControls { eControl_Button0, eControl_Button1, eControl_Button2, eControl_Button3,
eControl_COUNT };
int( *m_Func)(LPVOID,int,const C4JStorage::EMessageResult); LPVOID m_lpParam; int m_buttonCount;
UIControl_Button m_buttonButtons[eControl_COUNT]; UIControl_Label m_labelTitle, m_labelContent; IggyName m_funcInit, m_funcAutoResize; UI_BEGIN_MAP_ELEMENTS_AND_NAMES(UIScene) UI_MAP_ELEMENT( m_buttonButtons[eControl_Button0], "Button0") UI_MAP_ELEMENT( m_buttonButtons[eControl_Button1], "Button1") UI_MAP_ELEMENT( m_buttonButtons[eControl_Button2], "Button2") UI_MAP_ELEMENT( m_buttonButtons[eControl_Button3], "Button3")
UI_MAP_ELEMENT( m_labelTitle, "Title") UI_MAP_ELEMENT( m_labelContent, "Content")
UI_MAP_NAME( m_funcInit, L"Init") UI_MAP_NAME( m_funcAutoResize, L"AutoResize") UI_END_MAP_ELEMENTS_AND_NAMES()public: UIScene_MessageBox(int iPad, void *initData, UILayer *parentLayer); ~UIScene_MessageBox();
virtual EUIScene getSceneType() { return eUIScene_MessageBox;}
// Returns true if lower scenes in this scenes layer, or in any layer below this scenes layers should be hidden virtual bool hidesLowerScenes() { return false; } virtual bool blocksInput() { return true; }
protected: // TODO: This should be pure virtual in this class virtual wstring getMoviePath(); virtual void updateTooltips();
public: virtual void handleReload(); virtual void handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled); virtual bool hasFocus(int iPad);
protected: void handlePress(F64 controlId, F64 childId);};