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94 lines
4.1 KiB
C++
94 lines
4.1 KiB
C++
#pragma once
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#include "../media/xuiscene_Pause.h"
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#include "../UI/IUIScene_PauseMenu.h"
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#include "XUI_CustomMessages.h"
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#define BUTTON_PAUSE_RESUMEGAME 0
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#define BUTTON_PAUSE_HELPANDOPTIONS 1
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#define BUTTON_PAUSE_LEADERBOARDS 2
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#define BUTTON_PAUSE_ACHIEVEMENTS 3
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#define BUTTON_PAUSE_SAVEGAME 4
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#define BUTTON_PAUSE_EXITGAME 5
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#define BUTTONS_PAUSE_MAX BUTTON_PAUSE_EXITGAME + 1
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class UIScene_PauseMenu : public CXuiSceneImpl, public IUIScene_PauseMenu {
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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_PAUSE_MAX];
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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_PRESS_EX(OnNotifyPressEx)
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XUI_ON_XM_KEYDOWN(OnKeyDown)
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XUI_ON_XM_NAV_RETURN(OnNavReturn)
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XUI_ON_XM_CONTROL_NAVIGATE(OnControlNavigate)
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XUI_ON_XM_SPLITSCREENPLAYER_MESSAGE(OnCustomMessage_Splitscreenplayer)
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XUI_ON_XM_TIMER(OnTimer)
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XUI_ON_XM_DESTROY(OnDestroy)
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XUI_ON_XM_DLCINSTALLED_MESSAGE(OnCustomMessage_DLCInstalled)
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XUI_ON_XM_DLCLOADED_MESSAGE(OnCustomMessage_DLCMountingComplete)
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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_XuiButton1, m_Buttons[BUTTON_PAUSE_RESUMEGAME])
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MAP_CONTROL(IDC_XuiButton2, m_Buttons[BUTTON_PAUSE_HELPANDOPTIONS])
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MAP_CONTROL(IDC_XuiButton3, m_Buttons[BUTTON_PAUSE_LEADERBOARDS])
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MAP_CONTROL(IDC_XuiButton4, m_Buttons[BUTTON_PAUSE_ACHIEVEMENTS])
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MAP_CONTROL(IDC_XuiButton5, m_Buttons[BUTTON_PAUSE_SAVEGAME])
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MAP_CONTROL(IDC_XuiButton6, m_Buttons[BUTTON_PAUSE_EXITGAME])
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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 OnControlNavigate(XUIMessageControlNavigate* pControlNavigateData,
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BOOL& bHandled);
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HRESULT OnCustomMessage_Splitscreenplayer(bool bJoining, BOOL& bHandled);
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HRESULT OnTimer(XUIMessageTimer* pData, BOOL& rfHandled);
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HRESULT OnDestroy();
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HRESULT OnCustomMessage_DLCInstalled();
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HRESULT OnCustomMessage_DLCMountingComplete();
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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(UIScene_PauseMenu, L"CScene_Pause", XUI_CLASS_SCENE)
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static int BanGameDialogReturned(void* pParam, int iPad,
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C4JStorage::EMessageResult result);
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static int DeviceSelectReturned(void* pParam, bool bContinue);
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static int DeviceRemovedDialogReturned(void* pParam, int iPad,
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C4JStorage::EMessageResult result);
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static int WarningTrialTexturePackReturned(
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void* pParam, int iPad, C4JStorage::EMessageResult result);
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static int ExitGameSaveDialogReturned(void* pParam, int iPad,
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C4JStorage::EMessageResult result);
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static int ExitGameDeclineSaveReturned(void* pParam, int iPad,
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C4JStorage::EMessageResult result);
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static int ExitGameAndSaveReturned(void* pParam, int iPad,
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C4JStorage::EMessageResult result);
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static int SaveGameDialogReturned(void* pParam, int iPad,
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C4JStorage::EMessageResult result);
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static int ExitGameDialogReturned(void* pParam, int iPad,
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C4JStorage::EMessageResult result);
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static int SaveWorldThreadProc(void* lpParameter);
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static int ExitWorldThreadProc(void* lpParameter);
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static void _ExitWorld(LPVOID lpParameter); // Call only from a thread
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protected:
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virtual void ShowScene(bool show);
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virtual void SetIgnoreInput(bool ignoreInput);
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private:
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int m_iPad;
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int m_iLastButtonPressed;
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D3DXVECTOR3 m_OriginalPosition;
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bool m_bIgnoreInput;
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bool m_bSplitscreen;
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};
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