4jcraft/Minecraft.Client/Platform/Common/UI/UIScene_TrialExitUpsell.cpp
MatthewBeshay 28d68befd4 Replace remaining WinAPI types with standard C++ equivalents
DWORD→uint32_t, BYTE→uint8_t, HRESULT→int32_t, HANDLE→void*, UINT→uint32_t, INT→int32_t, WORD→uint16_t, LONG→int32_t, SHORT→int16_t, LONGLONG→int64_t, ULONG_PTR→uintptr_t, PBYTE→uint8_t*, LPWSTR/PWSTR→wchar_t*, FLOAT→float, CHAR→char, boolean→bool, CONST→const, TRUE→true, FALSE→false across 176 files (excluding vendor libs and Linux stubs).
2026-03-30 17:36:15 +11:00

63 lines
2.1 KiB
C++

#include "../../Minecraft.World/Platform/stdafx.h"
#include "UI.h"
#include "UIScene_TrialExitUpsell.h"
UIScene_TrialExitUpsell::UIScene_TrialExitUpsell(int iPad, void* initData,
UILayer* parentLayer)
: UIScene(iPad, parentLayer) {
// Setup all the Iggy references we need for this scene
initialiseMovie();
}
std::wstring UIScene_TrialExitUpsell::getMoviePath() {
return L"TrialExitUpsell";
}
void UIScene_TrialExitUpsell::updateTooltips() {
ui.SetTooltips(DEFAULT_XUI_MENU_USER, IDS_EXIT_GAME, IDS_TOOLTIPS_BACK,
IDS_UNLOCK_TITLE);
}
void UIScene_TrialExitUpsell::handleInput(int iPad, int key, bool repeat,
bool pressed, bool released,
bool& handled) {
// app.DebugPrintf("UIScene_DebugOverlay handling input for pad %d, key %d,
// down- %s, pressed- %s, released- %s\n", iPad, key, down?"true":"false",
// pressed?"true":"false", released?"true":"false");
ui.AnimateKeyPress(m_iPad, key, repeat, pressed, released);
switch (key) {
case ACTION_MENU_CANCEL:
navigateBack();
break;
case ACTION_MENU_OK:
if (pressed) {
// CD - Added for audio
ui.PlayUISFX(eSFX_Press);
app.ExitGame();
}
break;
case ACTION_MENU_X:
if (ProfileManager.IsSignedIn(iPad)) {
// CD - Added for audio
ui.PlayUISFX(eSFX_Press);
// 4J-PB - need to check this user can access the store
{
TelemetryManager->RecordUpsellPresented(
iPad, eSen_UpsellID_Full_Version_Of_Game,
app.m_dwOfferID);
ProfileManager.DisplayFullVersionPurchase(
false, iPad, eSen_UpsellID_Full_Version_Of_Game);
}
}
break;
}
}
void UIScene_TrialExitUpsell::handleAnimationEnd() {
// ui.NavigateToHomeMenu();
ui.NavigateToScene(0, eUIScene_SaveMessage);
}