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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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3.7 kB · 89 lines
C
at master
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990#pragma once #include "../media/xuiscene_Pause.h"#include "..\UI\IUIScene_PauseMenu.h"#include "XUI_CustomMessages.h"
#define BUTTON_PAUSE_RESUMEGAME 0#define BUTTON_PAUSE_HELPANDOPTIONS 1#define BUTTON_PAUSE_LEADERBOARDS 2#define BUTTON_PAUSE_ACHIEVEMENTS 3#define BUTTON_PAUSE_SAVEGAME 4#define BUTTON_PAUSE_EXITGAME 5#define BUTTONS_PAUSE_MAX BUTTON_PAUSE_EXITGAME + 1
class UIScene_PauseMenu : public CXuiSceneImpl, public IUIScene_PauseMenu{ protected: // Control and Element wrapper objects. CXuiScene m_Scene; CXuiControl m_Buttons[BUTTONS_PAUSE_MAX]; // Message map. Here we tie messages to message handlers. XUI_BEGIN_MSG_MAP() XUI_ON_XM_INIT( OnInit ) XUI_ON_XM_NOTIFY_PRESS_EX(OnNotifyPressEx) XUI_ON_XM_KEYDOWN(OnKeyDown) XUI_ON_XM_NAV_RETURN(OnNavReturn) XUI_ON_XM_CONTROL_NAVIGATE( OnControlNavigate ) XUI_ON_XM_SPLITSCREENPLAYER_MESSAGE(OnCustomMessage_Splitscreenplayer) XUI_ON_XM_TIMER( OnTimer ) XUI_ON_XM_DESTROY(OnDestroy) XUI_ON_XM_DLCINSTALLED_MESSAGE(OnCustomMessage_DLCInstalled) XUI_ON_XM_DLCLOADED_MESSAGE(OnCustomMessage_DLCMountingComplete) XUI_END_MSG_MAP()
// Control mapping to objects BEGIN_CONTROL_MAP() MAP_CONTROL(IDC_XuiButton1, m_Buttons[BUTTON_PAUSE_RESUMEGAME]) MAP_CONTROL(IDC_XuiButton2, m_Buttons[BUTTON_PAUSE_HELPANDOPTIONS ]) MAP_CONTROL(IDC_XuiButton3, m_Buttons[BUTTON_PAUSE_LEADERBOARDS ]) MAP_CONTROL(IDC_XuiButton4, m_Buttons[BUTTON_PAUSE_ACHIEVEMENTS]) MAP_CONTROL(IDC_XuiButton5, m_Buttons[BUTTON_PAUSE_SAVEGAME]) MAP_CONTROL(IDC_XuiButton6, m_Buttons[BUTTON_PAUSE_EXITGAME]) 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 OnControlNavigate(XUIMessageControlNavigate *pControlNavigateData, BOOL& bHandled); HRESULT OnCustomMessage_Splitscreenplayer(bool bJoining, BOOL& bHandled); HRESULT OnTimer(XUIMessageTimer *pData,BOOL& rfHandled); HRESULT OnDestroy(); HRESULT OnCustomMessage_DLCInstalled(); HRESULT OnCustomMessage_DLCMountingComplete();
public:
// Define the class. The class name must match the ClassOverride property // set for the scene in the UI Authoring tool. XUI_IMPLEMENT_CLASS( UIScene_PauseMenu, L"CScene_Pause", XUI_CLASS_SCENE )
static int BanGameDialogReturned(void *pParam,int iPad,C4JStorage::EMessageResult result); static int DeviceSelectReturned(void *pParam,bool bContinue); static int DeviceRemovedDialogReturned(void *pParam,int iPad,C4JStorage::EMessageResult result); static int WarningTrialTexturePackReturned(void *pParam,int iPad,C4JStorage::EMessageResult result); static int ExitGameSaveDialogReturned(void *pParam,int iPad,C4JStorage::EMessageResult result); static int ExitGameDeclineSaveReturned(void *pParam,int iPad,C4JStorage::EMessageResult result); static int ExitGameAndSaveReturned(void *pParam,int iPad,C4JStorage::EMessageResult result); static int SaveGameDialogReturned(void *pParam,int iPad,C4JStorage::EMessageResult result); static int ExitGameDialogReturned(void *pParam,int iPad,C4JStorage::EMessageResult result);
static int SaveWorldThreadProc( void* lpParameter ); static int ExitWorldThreadProc( void* lpParameter ); static void _ExitWorld(LPVOID lpParameter); // Call only from a thread
protected: virtual void ShowScene(bool show); virtual void SetIgnoreInput(bool ignoreInput);
private: int m_iPad; int m_iLastButtonPressed; D3DXVECTOR3 m_OriginalPosition; bool m_bIgnoreInput; bool m_bSplitscreen;
};