#pragma once #include #include "UIScene.h" class UIScene_InGameInfoMenu : public UIScene { private: enum EControls { eControl_GameOptions, eControl_GamePlayers, }; typedef struct _PlayerInfo { uint8_t m_smallId; char m_voiceStatus; short m_colorState; std::wstring m_name; } PlayerInfo; bool m_isHostPlayer; // int m_playersCount; std::vector m_players; // A std::vector of player info structs // char m_playersVoiceState[MINECRAFT_NET_MAX_PLAYERS]; // short m_playersColourState[MINECRAFT_NET_MAX_PLAYERS]; // std::wstring m_playerNames[MINECRAFT_NET_MAX_PLAYERS]; UIControl_Button m_buttonGameOptions; UIControl_PlayerList m_playerList; UIControl_Label m_labelTitle; UI_BEGIN_MAP_ELEMENTS_AND_NAMES(UIScene) UI_MAP_ELEMENT(m_buttonGameOptions, "GameOptions") UI_MAP_ELEMENT(m_playerList, "GamePlayers") UI_MAP_ELEMENT(m_labelTitle, "Title") UI_END_MAP_ELEMENTS_AND_NAMES() public: UIScene_InGameInfoMenu(int iPad, void* initData, UILayer* parentLayer); virtual ~UIScene_InGameInfoMenu(); virtual EUIScene getSceneType() { return eUIScene_InGameInfoMenu; } virtual void updateTooltips(); virtual void handleReload(); virtual void tick(); protected: // TODO: This should be pure virtual in this class virtual std::wstring getMoviePath(); public: // INPUT virtual void handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool& handled); protected: virtual void handleGainFocus(bool navBack); void handlePress(F64 controlId, F64 childId); virtual void handleDestroy(); virtual void handleFocusChange(F64 controlId, F64 childId); public: static int KickPlayerReturned(void* pParam, int iPad, C4JStorage::EMessageResult result); static void OnPlayerChanged(void* callbackParam, INetworkPlayer* pPlayer, bool leaving); private: PlayerInfo* BuildPlayerInfo(INetworkPlayer* player); #if defined(__PS3__) || defined(__PSVITA__) || defined(__ORBIS__) static int MustSignInReturnedPSN(void* pParam, int iPad, C4JStorage::EMessageResult result); static int ViewInvites_SignInReturned(void* pParam, bool bContinue, int iPad); #endif };