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138 lines
5.1 KiB
C++
138 lines
5.1 KiB
C++
// Minecraft.cpp : Defines the entry point for the application.
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//
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#include "../../Minecraft.World/Platform/stdafx.h"
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#include <assert.h>
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#include "XUI_Intro.h"
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#define TIMELINE_NORMAL 0
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#define TIMELINE_ESRBFADE 1
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#define TIMELINE_LOGOSFADE 2
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//----------------------------------------------------------------------------------
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// Performs initialization tasks - retrieves controls.
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//----------------------------------------------------------------------------------
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HRESULT CScene_Intro::OnInit(XUIMessageInit* pInitData, BOOL& bHandled) {
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MapChildControls();
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// We may need to display a ratings image for a while at the start...
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m_bWantsToSkip = false;
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m_iTimeline = TIMELINE_NORMAL;
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// 4J-PB - We can't check to see if the version is a trial or full game
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// until after 5 seconds... The reason that this is a requirement is that
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// there is a problem that occasionally happens *only* in the production
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// environment (not partnernet or cert), where if you don’t wait 5 seconds,
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// you can run into an issue where the timing of the call fails and the game
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// is always identified as being the trial version even if you have upgraded
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// to the full version. -Joe Dunavant
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// start a timer for the required 5 seconds, plus an extra bit to allow the
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// lib timer to enable the xcontent license check call
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#ifdef _CONTENT_PACKAGE
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m_bSkippable = false;
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XuiSetTimer(m_hObj, 0, 5200);
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#else
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m_bSkippable = true;
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#endif
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return S_OK;
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}
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//----------------------------------------------------------------------------------
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// Handler for the button press message.
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//----------------------------------------------------------------------------------
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HRESULT CScene_Intro::OnNotifyPressEx(HXUIOBJ hObjPressed,
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XUINotifyPress* pNotifyPressData,
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BOOL& rfHandled) {
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// This assumes all buttons can only be pressed with the A button
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ui.AnimateKeyPress(pNotifyPressData->UserIndex, VK_PAD_A);
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return S_OK;
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}
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HRESULT CScene_Intro::OnKeyDown(XUIMessageInput* pInputData, BOOL& rfHandled) {
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ui.AnimateKeyPress(pInputData->UserIndex, pInputData->dwKeyCode);
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static bool bPressed = false;
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if (bPressed == false) {
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if (m_bSkippable) {
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// stop the animation
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XuiElementStopTimeline(m_hObj, TRUE);
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app.NavigateToScene(XUSER_INDEX_ANY, eUIScene_SaveMessage);
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app.SetIntroRunning(false);
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} else {
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m_bWantsToSkip = true;
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}
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bPressed = true;
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}
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return S_OK;
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}
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HRESULT CScene_Intro::OnTimelineEnd(HXUIOBJ hObjSource, BOOL& bHandled) {
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int nStart, nEnd;
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if (m_bSkippable && m_bWantsToSkip) {
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// straight to the game
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app.NavigateToScene(XUSER_INDEX_ANY, eUIScene_SaveMessage);
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app.SetIntroRunning(false);
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} else {
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switch (m_iTimeline) {
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case TIMELINE_NORMAL: {
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// 4J-PB - lots of discussions over this because Brazil is in
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// the NA region. This is what I have been advised to do...
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// if(ProfileManager.RegionIsNorthAmerica())
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if (ProfileManager.LocaleIsUSorCanada()) {
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m_iTimeline = TIMELINE_ESRBFADE;
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XuiElementFindNamedFrame(m_hObj, L"ESRBFade", &nStart);
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XuiElementFindNamedFrame(m_hObj, L"ESRBFadeEnd", &nEnd);
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XuiElementPlayTimeline(m_hObj, nStart, nStart, nEnd, FALSE,
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TRUE);
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} else {
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m_iTimeline = TIMELINE_LOGOSFADE;
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XuiElementFindNamedFrame(m_hObj, L"StartFade", &nStart);
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XuiElementFindNamedFrame(m_hObj, L"EndFade", &nEnd);
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XuiElementPlayTimeline(m_hObj, nStart, nStart, nEnd, FALSE,
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TRUE);
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}
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} break;
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case TIMELINE_ESRBFADE:
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if (m_bWantsToSkip && m_bSkippable) {
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app.NavigateToScene(XUSER_INDEX_ANY, eUIScene_SaveMessage);
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app.SetIntroRunning(false);
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} else {
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m_iTimeline = TIMELINE_LOGOSFADE;
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XuiElementFindNamedFrame(m_hObj, L"StartFade", &nStart);
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XuiElementFindNamedFrame(m_hObj, L"EndFade", &nEnd);
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XuiElementPlayTimeline(m_hObj, nStart, nStart, nEnd, FALSE,
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TRUE);
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}
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break;
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case TIMELINE_LOGOSFADE:
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app.NavigateToScene(XUSER_INDEX_ANY, eUIScene_SaveMessage);
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app.SetIntroRunning(false);
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break;
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}
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}
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return S_OK;
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}
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HRESULT CScene_Intro::OnTimer(XUIMessageTimer* pData, BOOL& rfHandled) {
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HRESULT hr = XuiKillTimer(m_hObj, 0);
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m_bSkippable = true;
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if (m_bWantsToSkip) {
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// stop the animation
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XuiElementStopTimeline(m_hObj, TRUE);
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app.NavigateToScene(XUSER_INDEX_ANY, eUIScene_SaveMessage);
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app.SetIntroRunning(false);
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}
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return hr;
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} |