#pragma once #include "IUIScene_StartGame.h" class UIScene_CreateWorldMenu : public IUIScene_StartGame { private: enum EControls { eControl_EditWorldName, eControl_TexturePackList, eControl_GameModeToggle, eControl_Difficulty, eControl_MoreOptions, eControl_NewWorld, eControl_OnlineGame, }; static int m_iDifficultyTitleSettingA[4]; std::wstring m_worldName; std::wstring m_seed; UIControl m_controlMainPanel; UIControl_Label m_labelWorldName; UIControl_Button m_buttonGamemode, m_buttonMoreOptions, m_buttonCreateWorld; UIControl_TextInput m_editWorldName; UIControl_Slider m_sliderDifficulty; UIControl_CheckBox m_checkboxOnline; UIControl_BitmapIcon m_bitmapIcon, m_bitmapComparison; UI_BEGIN_MAP_ELEMENTS_AND_NAMES(IUIScene_StartGame) UI_MAP_ELEMENT(m_controlMainPanel, "MainPanel") UI_BEGIN_MAP_CHILD_ELEMENTS(m_controlMainPanel) UI_MAP_ELEMENT(m_labelWorldName, "WorldName") UI_MAP_ELEMENT(m_editWorldName, "EditWorldName") UI_MAP_ELEMENT(m_texturePackList, "TexturePackSelector") UI_MAP_ELEMENT(m_buttonGamemode, "GameModeToggle") UI_MAP_ELEMENT(m_checkboxOnline, "CheckboxOnline") UI_MAP_ELEMENT(m_buttonMoreOptions, "MoreOptions") UI_MAP_ELEMENT(m_buttonCreateWorld, "NewWorld") UI_MAP_ELEMENT(m_sliderDifficulty, "Difficulty") UI_END_MAP_CHILD_ELEMENTS() UI_END_MAP_ELEMENTS_AND_NAMES() bool m_bGameModeCreative; int m_iGameModeId; bool m_bMultiplayerAllowed; DLCPack* m_pDLCPack; bool m_bRebuildTouchBoxes; public: UIScene_CreateWorldMenu(int iPad, void* initData, UILayer* parentLayer); virtual ~UIScene_CreateWorldMenu(); virtual void updateTooltips(); virtual void updateComponents(); virtual EUIScene getSceneType() { return eUIScene_CreateWorldMenu; } virtual void handleDestroy(); virtual void tick(); virtual UIControl* GetMainPanel(); virtual void handleTouchBoxRebuild(); protected: // TODO: This should be pure virtual in this class virtual std::wstring getMoviePath(); virtual void handleTimerComplete(int id); virtual void handleGainFocus(bool navBack); public: // INPUT virtual void handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool& handled); private: void StartSharedLaunchFlow(); bool IsLocalMultiplayerAvailable(); #ifdef _DURANGO static void checkPrivilegeCallback(void* lpParam, bool hasPrivilege, int iPad); #endif protected: static int KeyboardCompleteWorldNameCallback(void* lpParam, const bool bRes); void handlePress(F64 controlId, F64 childId); void handleSliderMove(F64 sliderId, F64 currentValue); static void CreateGame(UIScene_CreateWorldMenu* pClass, INT LocalUsersMask); static int ConfirmCreateReturned(void* pParam, int iPad, C4JStorage::EMessageResult result); static int StartGame_SignInReturned(void* pParam, bool bContinue, int iPad); static int MustSignInReturnedPSN(void* pParam, int iPad, C4JStorage::EMessageResult result); #ifdef __ORBIS__ // static int PSPlusReturned(void *pParam,int // iPad,C4JStorage::EMessageResult result); static int ContinueOffline(void* pParam, int iPad, C4JStorage::EMessageResult result); #endif virtual void checkStateAndStartGame(); };