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 5 6class UIScene_HowToPlay : public UIScene 7{ 8public: 9 enum EHowToPlayLabelControls 10 { 11 eHowToPlay_LabelNone = -1, 12 eHowToPlay_LabelIInventory =0, 13 eHowToPlay_LabelSCInventory , 14 eHowToPlay_LabelSCChest , 15 eHowToPlay_LabelLCInventory , 16 eHowToPlay_LabelLCChest , 17 eHowToPlay_LabelCItem , 18 eHowToPlay_LabelCGroup , 19 eHowToPlay_LabelCInventory2x2 , 20 eHowToPlay_LabelCTItem , 21 eHowToPlay_LabelCTGroup , 22 eHowToPlay_LabelCTInventory3x3 , 23 eHowToPlay_LabelFFuel , 24 eHowToPlay_LabelFInventory , 25 eHowToPlay_LabelFIngredient , 26 eHowToPlay_LabelFChest , 27 eHowToPlay_LabelDText , 28 eHowToPlay_LabelDInventory , 29 eHowToPlay_LabelCreativeInventory, 30 eHowToPlay_LabelEEnchant, 31 eHowToPlay_LabelEInventory, 32 eHowToPlay_LabelBBrew, 33 eHowToPlay_LabelBInventory, 34 eHowToPlay_LabelAnvil_Inventory, 35 eHowToPlay_LabelAnvil_Cost, 36 eHowToPlay_LabelAnvil_ARepairAndName, 37 eHowToPlay_LabelTrading_Inventory, 38 eHowToPlay_LabelTrading_Offer2, 39 eHowToPlay_LabelTrading_Offer1, 40 eHowToPlay_LabelTrading_NeededForTrade, 41 eHowToPlay_LabelTrading_VillagerOffers, 42 eHowToPlay_LabelBeacon_PrimaryPower, 43 eHowToPlay_LabelBeacon_SecondaryPower, 44 eHowToPlay_LabelFireworksText, 45 eHowToPlay_LabelFireworksInventory, 46 eHowToPlay_LabelHopperText, 47 eHowToPlay_LabelHopperInventory, 48 eHowToPlay_LabelDropperText, 49 eHowToPlay_LabelDropperInventory, 50 eHowToPlay_NumLabels 51 }; 52 53 struct SHowToPlayPageDef 54 { 55 int m_iTextStringID; // -1 if not used. 56 int m_iLabelStartIndex; // index of the labels if there are any for the page 57 int m_iLabelCount; 58 }; 59 60private: 61 EHowToPlayPage m_eCurrPage; 62 63 IggyName m_funcLoadPage; 64 UIControl_DynamicLabel m_DynamicLabel; 65 UIControl_Label m_labels[ eHowToPlay_NumLabels ]; 66 UI_BEGIN_MAP_ELEMENTS_AND_NAMES(UIScene) 67 UI_MAP_ELEMENT( m_DynamicLabel , "DynamicHtmlText" ) 68 69 UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelCTGroup ] , "Label1_9" ) 70 UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelCTItem ] , "Label2_9") 71 UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelCTInventory3x3 ] , "Label3_9" ) 72 73 UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelCGroup ] , "Label1_8" ) 74 UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelCItem ] , "Label2_8" ) 75 UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelCInventory2x2 ] , "Label3_8" ) 76 77 UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelFChest ] , "Label1_10" ) 78 UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelFIngredient ] , "Label2_10" ) 79 UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelFFuel ] , "Label3_10" ) 80 UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelFInventory ] , "Label4_10" ) 81 82 UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelLCChest ] , "Label1_7" ) 83 UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelLCInventory ] , "Label2_7" ) 84 85 UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelCreativeInventory ] , "Label1_4" ) 86 87 UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelSCChest ] , "Label1_6" ) 88 UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelSCInventory ] , "Label2_6" ) 89 90 UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelIInventory ] , "Label1_5" ) 91 92 UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelDText ] , "Label1_11" ) 93 UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelDInventory ] , "Label2_11" ) 94 95 UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelEEnchant ] , "Label1_13" ) 96 UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelEInventory ] , "Label2_13" ) 97 98 UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelBBrew ] , "Label1_12" ) 99 UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelBInventory ] , "Label2_12" ) 100 101 UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelTrading_VillagerOffers ] , "Label1_22" ) 102 UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelTrading_NeededForTrade ] , "Label2_22" ) 103 UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelTrading_Inventory ] , "Label3_22" ) 104 UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelTrading_Offer1 ] , "Label4_22" ) 105 UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelTrading_Offer2 ] , "Label5_22" ) 106 107 UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelAnvil_ARepairAndName ] , "Label1_21" ) 108 UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelAnvil_Cost ] , "Label2_21" ) 109 UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelAnvil_Inventory ] , "Label3_21" ) 110 111 UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelBeacon_PrimaryPower ] , "Label1_25" ) 112 UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelBeacon_SecondaryPower ] , "Label2_25" ) 113 114 UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelFireworksText ] , "Label1_26" ) 115 UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelFireworksInventory ] , "Label2_26" ) 116 117 UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelHopperText ] , "Label1_27" ) 118 UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelHopperInventory ] , "Label2_27" ) 119 120 UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelDropperText ] , "Label1_28" ) 121 UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelDropperInventory ] , "Label2_28" ) 122 123 UI_MAP_NAME(m_funcLoadPage, L"LoadHowToPlayPage") 124 UI_END_MAP_ELEMENTS_AND_NAMES() 125public: 126 UIScene_HowToPlay(int iPad, void *initData, UILayer *parentLayer); 127 128 virtual EUIScene getSceneType() { return eUIScene_HowToPlay;} 129 virtual void updateTooltips(); 130 131protected: 132 // TODO: This should be pure virtual in this class 133 virtual wstring getMoviePath(); 134 135public: 136 virtual void handleReload(); 137 138 // INPUT 139 virtual void handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled); 140 141private: 142 void StartPage( EHowToPlayPage ePage ); 143};