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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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2.0 kB · 57 lines
C
at master
12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758#pragma once#include "..\Media\xuiscene_container.h"#include "XUI_Scene_AbstractContainer.h"#include "XUI_CustomMessages.h"#include "..\UI\IUIScene_ContainerMenu.h"
//--------------------------------------------------------------------------------------// Scene implementation class.//--------------------------------------------------------------------------------------class CXuiSceneContainer : public CXuiSceneAbstractContainer, public IUIScene_ContainerMenu{public:
// Define the class. The class name must match the ClassOverride property // set for the scene in the UI Authoring tool. XUI_IMPLEMENT_CLASS( CXuiSceneContainer, L"CXuiSceneContainer", XUI_CLASS_SCENE )
protected: XUI_BEGIN_MSG_MAP() XUI_ON_XM_INIT( OnInit ) XUI_ON_XM_KEYDOWN( OnKeyDown ) XUI_ON_XM_DESTROY( OnDestroy ) XUI_ON_XM_TIMER( OnTimer ) // Poll stick input on a timer. XUI_ON_XM_SPLITSCREENPLAYER_MESSAGE(OnCustomMessage_Splitscreenplayer) XUI_ON_XM_TRANSITION_START(OnTransitionStart)
XUI_END_MSG_MAP()
// Control mapping to objects BEGIN_CONTROL_MAP() // Common to all abstract container scenes MAP_CONTROL(IDC_Group, m_sceneGroup) BEGIN_MAP_CHILD_CONTROLS( m_sceneGroup ) MAP_OVERRIDE(IDC_Inventory, m_inventoryControl) MAP_OVERRIDE(IDC_UseRow, m_useRowControl) MAP_OVERRIDE(IDC_Pointer, m_pointerControl) MAP_CONTROL(IDC_InventoryText,m_InventoryText)
MAP_OVERRIDE(IDC_Container, m_containerControl) MAP_CONTROL(IDC_ChestText,m_ChestText) END_MAP_CHILD_CONTROLS() END_CONTROL_MAP()
HRESULT OnInit( XUIMessageInit* pInitData, BOOL& bHandled ); HRESULT OnDestroy(); //HRESULT OnCustomMessage_Splitscreenplayer(bool bJoining, BOOL& bHandled) { return S_OK;} virtual void InitDataAssociations(int iPad, AbstractContainerMenu *menu, int startIndex = 0);
private: CXuiCtrlSlotList* m_containerControl; CXuiControl m_sceneGroup; CXuiControl m_ChestText;
virtual CXuiControl* GetSectionControl( ESceneSection eSection ); virtual CXuiCtrlSlotList* GetSectionSlotList( ESceneSection eSection );};