#pragma once #include "../media/xuiscene_Death.h" #include "XUI_CustomMessages.h" #define BUTTON_DEATH_RESPAWN 0 #define BUTTON_DEATH_EXITGAME 1 #define BUTTONS_DEATH_MAX BUTTON_DEATH_EXITGAME + 1 class CScene_Death : public CXuiSceneImpl { protected: // Control and Element wrapper objects. CXuiScene m_Scene; CXuiControl m_Buttons[BUTTONS_DEATH_MAX]; CXuiControl m_Title; // Message map. Here we tie messages to message handlers. XUI_BEGIN_MSG_MAP() XUI_ON_XM_INIT(OnInit) XUI_ON_XM_NOTIFY_SELCHANGED(OnNotifySelChanged) XUI_ON_XM_NOTIFY_PRESS_EX(OnNotifyPressEx) XUI_ON_XM_KEYDOWN(OnKeyDown) XUI_ON_XM_SPLITSCREENPLAYER_MESSAGE(OnCustomMessage_Splitscreenplayer) XUI_END_MSG_MAP() // Control mapping to objects BEGIN_CONTROL_MAP() MAP_CONTROL(IDC_Respawn, m_Buttons[BUTTON_DEATH_RESPAWN]) MAP_CONTROL(IDC_ExitGame, m_Buttons[BUTTON_DEATH_EXITGAME]) MAP_CONTROL(IDC_Title, m_Title) END_CONTROL_MAP() HRESULT OnInit(XUIMessageInit* pInitData, BOOL& bHandled); HRESULT OnNotifySelChanged(HXUIOBJ hObjSource, XUINotifySelChanged* pNotifySelChangedData, BOOL& bHandled); HRESULT OnNotifyPressEx(HXUIOBJ hObjPressed, XUINotifyPress* pNotifyPressData, BOOL& rfHandled); HRESULT OnKeyDown(XUIMessageInput* pInputData, BOOL& rfHandled); HRESULT OnCustomMessage_Splitscreenplayer(bool bJoining, BOOL& bHandled); 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_Death, L"CScene_Death", XUI_CLASS_SCENE) static int RespawnThreadProc(void* lpParameter); private: bool m_bIgnoreInput; int m_iPad; D3DXVECTOR3 m_OriginalPosition; };