the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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1#pragma once 2 3#include "UIScene.h" 4 5class UIScene_ControlsMenu : public UIScene 6{ 7private: 8 enum EControl 9 { 10 // Buttons must be first three controls here 11 eControl_Button0, 12 eControl_Button1, 13 eControl_Button2, 14 eControl_InvertLook, 15 eControl_Southpaw, 16 }; 17 18 enum EPadButtons 19 { 20 e_PadBack=0, 21 e_PadLT, 22 e_PadLB, 23 e_PadDPadLeft, 24 e_PadDPadRight, 25 e_PadDPadUp, 26 e_PadDPadDown, 27 e_PadLS_1, 28 e_PadLS_2, 29 e_PadStart, 30 e_PadRT, 31 e_PadRB, 32 e_PadY, 33 e_PadB, 34 e_PadA, 35 e_PadX, 36 e_PadRS_1, 37 e_PadRS_2, 38 e_PadTouch, 39 40 e_PadCOUNT, 41 }; 42 43 int m_iSchemeTextA[3]; 44 int m_iCurrentNavigatedControlsLayout; 45 bool m_bCreativeMode; 46 bool m_bLayoutChanged; 47 48 UIControl_Label m_labelCurrentLayout; 49 UIControl_Label m_labelVersion; 50 UIControl_Label m_labelsPad[e_PadCOUNT]; 51 UIControl m_controlLines[e_PadCOUNT]; 52 UIControl_Button m_buttonLayouts[3]; 53 UIControl_CheckBox m_checkboxInvert, m_checkboxSouthpaw; 54 IggyName m_funcSetPlatform, m_funcSetControllerLayout; 55 UI_BEGIN_MAP_ELEMENTS_AND_NAMES(UIScene) 56 57#ifndef __PSVITA__ 58#ifdef __ORBIS__ 59 if (!InputManager.UsingRemoteVita()) 60#endif 61 { 62 UI_MAP_ELEMENT( m_labelCurrentLayout, "CurrentLayout") 63 64 UI_MAP_ELEMENT( m_buttonLayouts[0], "Button1") 65 UI_MAP_ELEMENT( m_buttonLayouts[1], "Button2") 66 UI_MAP_ELEMENT( m_buttonLayouts[2], "Button3") 67 } 68#endif 69 70 UI_MAP_ELEMENT( m_labelsPad[e_PadBack], "LabelBack") 71 UI_MAP_ELEMENT( m_labelsPad[e_PadLT], "LabelLT") 72 UI_MAP_ELEMENT( m_labelsPad[e_PadLB], "LabelLB") 73 UI_MAP_ELEMENT( m_labelsPad[e_PadDPadLeft], "LabelDPadLeft") 74 UI_MAP_ELEMENT( m_labelsPad[e_PadDPadRight], "LabelDPadRight") 75 UI_MAP_ELEMENT( m_labelsPad[e_PadDPadUp], "LabelDPadUp") 76 UI_MAP_ELEMENT( m_labelsPad[e_PadDPadDown], "LabelDPadDown") 77 UI_MAP_ELEMENT( m_labelsPad[e_PadLS_1], "LabelLS_1") 78 UI_MAP_ELEMENT( m_labelsPad[e_PadLS_2], "LabelLS_2") 79 UI_MAP_ELEMENT( m_labelsPad[e_PadStart], "LabelStart") 80 UI_MAP_ELEMENT( m_labelsPad[e_PadRT], "LabelRT") 81 UI_MAP_ELEMENT( m_labelsPad[e_PadRB], "LabelRB") 82 UI_MAP_ELEMENT( m_labelsPad[e_PadY], "LabelY") 83 UI_MAP_ELEMENT( m_labelsPad[e_PadB], "LabelB") 84 UI_MAP_ELEMENT( m_labelsPad[e_PadA], "LabelA") 85 UI_MAP_ELEMENT( m_labelsPad[e_PadX], "LabelX") 86 UI_MAP_ELEMENT( m_labelsPad[e_PadRS_1], "LabelRS_1") 87 UI_MAP_ELEMENT( m_labelsPad[e_PadRS_2], "LabelRS_2") 88 UI_MAP_ELEMENT( m_labelsPad[e_PadTouch], "LabelTouch") 89 90 UI_MAP_ELEMENT( m_controlLines[e_PadBack], "LineBack") 91 UI_MAP_ELEMENT( m_controlLines[e_PadLT], "LineLT") 92 UI_MAP_ELEMENT( m_controlLines[e_PadLB], "LineLB") 93 UI_MAP_ELEMENT( m_controlLines[e_PadDPadLeft], "LineDpadLeft") 94 UI_MAP_ELEMENT( m_controlLines[e_PadDPadRight], "LineDpadRight") 95 UI_MAP_ELEMENT( m_controlLines[e_PadDPadUp], "LineDpadUp") 96 UI_MAP_ELEMENT( m_controlLines[e_PadDPadDown], "LineDpadDown") 97 UI_MAP_ELEMENT( m_controlLines[e_PadLS_1], "LineL3") 98 UI_MAP_ELEMENT( m_controlLines[e_PadLS_2], "LineLeftStick") 99 UI_MAP_ELEMENT( m_controlLines[e_PadStart], "LineStart") 100 UI_MAP_ELEMENT( m_controlLines[e_PadRT], "LineRT") 101 UI_MAP_ELEMENT( m_controlLines[e_PadRB], "LineRB") 102 UI_MAP_ELEMENT( m_controlLines[e_PadY], "LineY") 103 UI_MAP_ELEMENT( m_controlLines[e_PadB], "LineB") 104 UI_MAP_ELEMENT( m_controlLines[e_PadA], "LineA") 105 UI_MAP_ELEMENT( m_controlLines[e_PadX], "LineX") 106 UI_MAP_ELEMENT( m_controlLines[e_PadRS_1], "LineR3") 107 UI_MAP_ELEMENT( m_controlLines[e_PadRS_2], "LineRightStick") 108 UI_MAP_ELEMENT( m_controlLines[e_PadTouch], "LineTouch") 109 110 UI_MAP_ELEMENT( m_checkboxInvert, "InvertLook") 111 UI_MAP_ELEMENT( m_checkboxSouthpaw, "SouthPaw") 112 113 UI_MAP_NAME( m_funcSetPlatform, L"SetPlatform") 114 UI_MAP_NAME( m_funcSetControllerLayout, L"SetControllerLayout") 115 UI_MAP_ELEMENT( m_labelVersion, "Version") 116 UI_END_MAP_ELEMENTS_AND_NAMES() 117public: 118 UIScene_ControlsMenu(int iPad, void *initData, UILayer *parentLayer); 119 120 virtual EUIScene getSceneType() { return eUIScene_ControlsMenu;} 121 122 virtual void updateTooltips(); 123 virtual void tick(); 124 125protected: 126 // TODO: This should be pure virtual in this class 127 virtual wstring getMoviePath(); 128 129public: 130 // INPUT 131 virtual void handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled); 132 133 virtual void handleCheckboxToggled(F64 controlId, bool selected); 134 virtual void handlePress(F64 controlId, F64 childId); 135 virtual void handleFocusChange(F64 controlId, F64 childId); 136 137private: 138 void PositionText(int iPad,int iTextID, unsigned char ucAction); 139 void PositionTextDirect(int iPad,int iTextID, int iControlDetailsIndex, bool bShow); 140 void PositionAllText(int iPad); 141};