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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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1.4 kB · 49 lines
C
at master
12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849#pragma once#include "../media/xuiscene_signentry.h"#include "XUI_Ctrl_4JEdit.h"#include "XUI_CustomMessages.h"
#define SIGN_ENTRY_ROWS_MAX 4
class SignTileEntity;
class CScene_SignEntry : public CXuiSceneImpl{ protected: // Control and Element wrapper objects. CXuiCtrl4JEdit m_signRows[4]; CXuiControl m_ButtonDone; CXuiControl m_labelEditSign;
// 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_END_MSG_MAP()
// Control mapping to objects BEGIN_CONTROL_MAP() MAP_CONTROL(IDC_EditSignMessage, m_labelEditSign) MAP_CONTROL(IDC_ButtonDone, m_ButtonDone) MAP_CONTROL(IDC_EditLineOne, m_signRows[0]) MAP_CONTROL(IDC_EditLineTwo, m_signRows[1]) MAP_CONTROL(IDC_EditLineThree, m_signRows[2]) MAP_CONTROL(IDC_EditLineFour, m_signRows[3]) END_CONTROL_MAP()
HRESULT OnInit( XUIMessageInit* pInitData, BOOL& bHandled ); HRESULT OnNotifyPressEx(HXUIOBJ hObjPressed, XUINotifyPress* pNotifyPressData, BOOL& rfHandled); HRESULT OnKeyDown(XUIMessageInput* pInputData, BOOL& rfHandled);
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_SignEntry, L"CScene_SignEntry", XUI_CLASS_SCENE )
private: shared_ptr<SignTileEntity> m_sign; D3DXVECTOR3 m_OriginalPosition;
};