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90 lines
3.4 KiB
C++
90 lines
3.4 KiB
C++
#pragma once
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// using namespace std;
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#include <vector>
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#ifndef __linux__
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#include <qnet.h>
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#endif // __linux__
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#include "../Media/xuiscene_multi_gameinfo.h"
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class FriendSessionInfo;
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class CScene_MultiGameInfo : public CXuiSceneImpl {
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protected:
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CXuiList playersList;
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CXuiControl m_JoinGame;
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CXuiControl m_GameSettingsGroup;
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CXuiControl m_difficulty, m_GameType, m_gamertagsOn, m_structuresOn,
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m_levelType, m_pvpOn, m_trustPlayers, m_tntOn, m_fireOn;
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CXuiControl m_labelDifficulty, m_labelGameType, m_labelGamertagsOn,
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m_labelStructuresOn, m_labelLevelType, m_labelPvP, m_labelTrust,
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m_labelTNTOn, m_labelFireOn;
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XUI_BEGIN_MSG_MAP()
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XUI_ON_XM_INIT(OnInit)
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XUI_ON_XM_KEYDOWN(OnKeyDown)
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XUI_ON_XM_NOTIFY_PRESS_EX(OnNotifyPressEx)
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XUI_ON_XM_NAV_RETURN(OnNavReturn)
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XUI_ON_XM_NOTIFY_SELCHANGED(OnNotifySelChanged)
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XUI_ON_XM_NOTIFY_SET_FOCUS(OnNotifySetFocus)
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XUI_ON_XM_NOTIFY_KILL_FOCUS(OnNotifyKillFocus)
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XUI_ON_XM_TIMER(OnTimer)
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XUI_END_MSG_MAP()
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BEGIN_CONTROL_MAP()
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MAP_CONTROL(IDC_JoinGame, m_JoinGame)
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MAP_CONTROL(IDC_GamePlayers, playersList)
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MAP_CONTROL(IDC_GameSettings, m_GameSettingsGroup)
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BEGIN_MAP_CHILD_CONTROLS(m_GameSettingsGroup)
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MAP_CONTROL(IDC_GamertagsOn, m_gamertagsOn)
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MAP_CONTROL(IDC_StructuresOn, m_structuresOn)
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MAP_CONTROL(IDC_Difficulty, m_difficulty)
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MAP_CONTROL(IDC_GameType, m_GameType)
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MAP_CONTROL(IDC_LevelType, m_levelType)
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MAP_CONTROL(IDC_PvP, m_pvpOn)
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MAP_CONTROL(IDC_Trust, m_trustPlayers)
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MAP_CONTROL(IDC_TNTOn, m_tntOn)
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MAP_CONTROL(IDC_FireOn, m_fireOn)
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MAP_CONTROL(IDC_LabelGamertagsOn, m_labelGamertagsOn)
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MAP_CONTROL(IDC_LabelStructuresOn, m_labelStructuresOn)
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MAP_CONTROL(IDC_LabelDifficulty, m_labelDifficulty)
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MAP_CONTROL(IDC_LabelGameType, m_labelGameType)
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MAP_CONTROL(IDC_LabelLevelType, m_labelLevelType)
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MAP_CONTROL(IDC_LabelPvP, m_labelPvP)
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MAP_CONTROL(IDC_LabelTrust, m_labelTrust)
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MAP_CONTROL(IDC_LabelTNTOn, m_labelTNTOn)
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MAP_CONTROL(IDC_LabelFireOn, m_labelFireOn)
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END_MAP_CHILD_CONTROLS()
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END_CONTROL_MAP()
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HRESULT OnInit(XUIMessageInit* pInitData, 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 OnNavReturn(HXUIOBJ hObj, BOOL& rfHandled);
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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 OnNotifySetFocus(HXUIOBJ hObjSource,
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XUINotifyFocus* pNotifyFocusData, BOOL& bHandled);
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HRESULT OnNotifyKillFocus(HXUIOBJ hObjSource,
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XUINotifyFocus* pNotifyFocusData, BOOL& bHandled);
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HRESULT OnTimer(XUIMessageTimer* pTimer, 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_MultiGameInfo, L"CScene_MultiGameInfo",
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XUI_CLASS_SCENE)
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protected:
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FriendSessionInfo* m_selectedSession;
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unsigned char m_localPlayers;
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bool m_bIgnoreInput;
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int m_iPad;
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static int StartGame_SignInReturned(void* pParam, bool bContinue, int iPad);
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static void JoinGame(CScene_MultiGameInfo* pClass);
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}; |