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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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3.1 kB · 85 lines
C
at master
12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485#pragma onceusing namespace std;#include <vector>#include <qnet.h>#include "..\Media\xuiscene_multi_gameinfo.h"
class FriendSessionInfo;
class CScene_MultiGameInfo : public CXuiSceneImpl{protected: CXuiList playersList; CXuiControl m_JoinGame; CXuiControl m_GameSettingsGroup; CXuiControl m_difficulty, m_GameType, m_gamertagsOn, m_structuresOn, m_levelType, m_pvpOn, m_trustPlayers, m_tntOn, m_fireOn; CXuiControl m_labelDifficulty, m_labelGameType, m_labelGamertagsOn, m_labelStructuresOn, m_labelLevelType, m_labelPvP, m_labelTrust, m_labelTNTOn, m_labelFireOn;
XUI_BEGIN_MSG_MAP() XUI_ON_XM_INIT( OnInit ) XUI_ON_XM_KEYDOWN(OnKeyDown) XUI_ON_XM_NOTIFY_PRESS_EX(OnNotifyPressEx) XUI_ON_XM_NAV_RETURN(OnNavReturn) XUI_ON_XM_NOTIFY_SELCHANGED(OnNotifySelChanged) XUI_ON_XM_NOTIFY_SET_FOCUS(OnNotifySetFocus) XUI_ON_XM_NOTIFY_KILL_FOCUS(OnNotifyKillFocus) XUI_ON_XM_TIMER(OnTimer)
XUI_END_MSG_MAP()
BEGIN_CONTROL_MAP() MAP_CONTROL(IDC_JoinGame, m_JoinGame) MAP_CONTROL(IDC_GamePlayers, playersList)
MAP_CONTROL(IDC_GameSettings, m_GameSettingsGroup) BEGIN_MAP_CHILD_CONTROLS(m_GameSettingsGroup) MAP_CONTROL(IDC_GamertagsOn, m_gamertagsOn) MAP_CONTROL(IDC_StructuresOn, m_structuresOn) MAP_CONTROL(IDC_Difficulty, m_difficulty) MAP_CONTROL(IDC_GameType, m_GameType) MAP_CONTROL(IDC_LevelType, m_levelType) MAP_CONTROL(IDC_PvP, m_pvpOn) MAP_CONTROL(IDC_Trust, m_trustPlayers) MAP_CONTROL(IDC_TNTOn, m_tntOn) MAP_CONTROL(IDC_FireOn, m_fireOn)
MAP_CONTROL(IDC_LabelGamertagsOn, m_labelGamertagsOn) MAP_CONTROL(IDC_LabelStructuresOn, m_labelStructuresOn) MAP_CONTROL(IDC_LabelDifficulty, m_labelDifficulty) MAP_CONTROL(IDC_LabelGameType, m_labelGameType) MAP_CONTROL(IDC_LabelLevelType, m_labelLevelType) MAP_CONTROL(IDC_LabelPvP, m_labelPvP) MAP_CONTROL(IDC_LabelTrust, m_labelTrust) MAP_CONTROL(IDC_LabelTNTOn, m_labelTNTOn) MAP_CONTROL(IDC_LabelFireOn, m_labelFireOn) END_MAP_CHILD_CONTROLS() END_CONTROL_MAP()
HRESULT OnInit( XUIMessageInit* pInitData, BOOL& bHandled ); HRESULT OnNotifyPressEx(HXUIOBJ hObjPressed, XUINotifyPress* pNotifyPressData,BOOL& rfHandled); HRESULT OnKeyDown(XUIMessageInput* pInputData, BOOL& rfHandled); HRESULT OnNavReturn(HXUIOBJ hObj,BOOL& rfHandled); HRESULT OnNotifySelChanged(HXUIOBJ hObjSource, XUINotifySelChanged *pNotifySelChangedData, BOOL& bHandled); HRESULT OnNotifySetFocus(HXUIOBJ hObjSource, XUINotifyFocus *pNotifyFocusData, BOOL& bHandled); HRESULT OnNotifyKillFocus(HXUIOBJ hObjSource, XUINotifyFocus *pNotifyFocusData, BOOL& bHandled); HRESULT OnTimer( XUIMessageTimer *pTimer, BOOL& bHandled );
public:
// Define the class. The class name must match the ClassOverride property // set for the scene in the UI Authoring tool. XUI_IMPLEMENT_CLASS( CScene_MultiGameInfo, L"CScene_MultiGameInfo", XUI_CLASS_SCENE )
protected: FriendSessionInfo *m_selectedSession; unsigned char m_localPlayers; bool m_bIgnoreInput; int m_iPad;
static int StartGame_SignInReturned(void *pParam,bool bContinue, int iPad); static void JoinGame(CScene_MultiGameInfo* pClass);
};