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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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2.2 kB · 73 lines
C
at master
1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374#pragma once
#define CREDITS_TICK_TIMER_ID (6) // Arbitrary timer ID used to tick credits for scrolling.
#define MAX_CREDIT_STRINGS 360// 213
#include "..\UI\UIStructs.h"
class CScene_Credits : public CXuiSceneImpl{protected: // Control and Element wrapper objects.
// Message map. Here we tie messages to message handlers. XUI_BEGIN_MSG_MAP() XUI_ON_XM_INIT( OnInit ) XUI_ON_XM_KEYDOWN(OnKeyDown) XUI_ON_XM_NOTIFY_PRESS_EX(OnNotifyPressEx) XUI_ON_XM_CONTROL_NAVIGATE(OnControlNavigate) XUI_ON_XM_TIMER( OnTimer ) XUI_ON_XM_DESTROY( OnDestroy ) XUI_END_MSG_MAP()
// Control mapping to objects BEGIN_CONTROL_MAP()
END_CONTROL_MAP()
HRESULT OnInit( XUIMessageInit* pInitData, BOOL& bHandled ); HRESULT OnKeyDown(XUIMessageInput* pInputData, BOOL& rfHandled); HRESULT OnNotifyPressEx(HXUIOBJ hObjPressed, XUINotifyPress* pNotifyPressData,BOOL& rfHandled); HRESULT OnControlNavigate(XUIMessageControlNavigate *pControlNavigateData, BOOL& bHandled); HRESULT OnTimer( XUIMessageTimer *pTimer, BOOL& bHandled ); HRESULT OnDestroy();
private:
struct STextType { // Array of pointers to text elements. CXuiControl** m_appTextElements;
int m_iNextFreeElement; int m_iNumUsedElements; int m_iMaxElements; };
STextType m_aTextTypes[ eNumTextTypes ];
int m_iCurrDefIndex; // Index of last created text def. float m_fMoveSinceLastDef; // How far have credits scrolled since we last created a new text item. float m_fMoveToNextDef; // How far we need to move before starting next text item. int m_iNumTextDefs; // Total number of text defs in the credits.
float CREDITS_SCREEN_MIN_Y;// ( 200.0f ) // Y pos at which credits are removed from top of screen. float CREDITS_SCREEN_MAX_Y;// ( 630.0f ) // Y pos at which credits appear at bottom of screen. float CREDITS_FADE_HEIGHT;// ( 100.0f ) // Height over which credits fade in or fade out.
float gs_aLineSpace[ eNumTextTypes ];
public: static SCreditTextItemDef gs_aCreditDefs[MAX_CREDIT_STRINGS];
// Define the class. The class name must match the ClassOverride property // set for the scene in the UI Authoring tool. XUI_IMPLEMENT_CLASS( CScene_Credits, L"CScene_Credits", XUI_CLASS_SCENE )
};