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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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2.5 kB · 76 lines
C++
at master
1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677#include "stdafx.h"#include <assert.h>#include "..\XUI\XUI_SaveMessage.h"
//----------------------------------------------------------------------------------// Performs initialization tasks - retrieves controls.//----------------------------------------------------------------------------------HRESULT CScene_SaveMessage::OnInit( XUIMessageInit* pInitData, BOOL& bHandled ){ MapChildControls(); CXuiSceneBase::ShowBackground( DEFAULT_XUI_MENU_USER, TRUE ); CXuiSceneBase::ShowLogo( DEFAULT_XUI_MENU_USER, TRUE );
m_button.SetText(app.GetString(IDS_CONFIRM_OK));
m_SaveMessage.SetText(app.GetString(IDS_SAVE_ICON_MESSAGE));
ui.SetTooltips( DEFAULT_XUI_MENU_USER, IDS_TOOLTIPS_SELECT );
// 4J-PB - If we have a signed in user connected, let's get the DLC now for(unsigned int i = 0; i < XUSER_MAX_COUNT; ++i) { if( (InputManager.IsPadConnected(i) || ProfileManager.IsSignedIn(i)) ) { if(!app.DLCInstallProcessCompleted() && !app.DLCInstallPending()) { app.StartInstallDLCProcess(i); break; } } }
// set a timer on the saving message screen, so we continue after 8 seconds XuiSetTimer( m_hObj,0,8000); m_bIgnoreInput=false; return S_OK;}
//----------------------------------------------------------------------------------// Handler for the button press message.//----------------------------------------------------------------------------------HRESULT CScene_SaveMessage::OnNotifyPressEx(HXUIOBJ hObjPressed, XUINotifyPress* pNotifyPressData, BOOL& rfHandled){ if(m_bIgnoreInput) return S_OK;
// This assumes all buttons can only be pressed with the A button ui.AnimateKeyPress(pNotifyPressData->UserIndex, VK_PAD_A);
XuiKillTimer(m_hObj,0); app.NavigateToScene(XUSER_INDEX_ANY,eUIScene_MainMenu); rfHandled = TRUE; return S_OK;}
HRESULT CScene_SaveMessage::OnKeyDown(XUIMessageInput* pInputData, BOOL& rfHandled){ if(m_bIgnoreInput) return S_OK;
ui.AnimateKeyPress(pInputData->UserIndex, pInputData->dwKeyCode);
return S_OK;}
// 4J-PB - added for Compliance fail - // Games must enter an interactive state that accepts player input within 20 seconds after the initial start-up sequence. // If an animation or cinematic shown during the start-up sequence runs longer than 20 seconds, it must be skippable using the START button or natural input.HRESULT CScene_SaveMessage::OnTimer(XUIMessageTimer *pData,BOOL& rfHandled){ m_bIgnoreInput=true; XuiKillTimer(m_hObj,0); app.NavigateToScene(XUSER_INDEX_ANY,eUIScene_MainMenu);
return S_OK;}