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