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_JoinMenu : public UIScene 6{ 7private: 8 enum EControls 9 { 10 eControl_JoinGame, 11 eControl_GamePlayers 12 }; 13 14 enum ELabels 15 { 16 eLabel_Difficulty, 17 eLabel_GameType, 18 eLabel_GamertagsOn, 19 eLabel_Structures, 20 eLabel_LevelType, 21 eLabel_PVP, 22 eLabel_Trust, 23 eLabel_TNTOn, 24 eLabel_FireOn, 25 26 eLabel_COUNT 27 }; 28 29 UIControl_Button m_buttonJoinGame; 30 UIControl_ButtonList m_buttonListPlayers; 31 32 UIControl_Label m_labelLabels[eLabel_COUNT]; 33 UIControl_Label m_labelValues[eLabel_COUNT]; 34 UI_BEGIN_MAP_ELEMENTS_AND_NAMES(UIScene) 35 UI_MAP_ELEMENT( m_buttonJoinGame, "JoinGame") 36 UI_MAP_ELEMENT( m_buttonListPlayers, "GamePlayers") 37 38 UI_MAP_ELEMENT( m_labelLabels[0], "Label0") 39 UI_MAP_ELEMENT( m_labelLabels[1], "Label1") 40 UI_MAP_ELEMENT( m_labelLabels[2], "Label2") 41 UI_MAP_ELEMENT( m_labelLabels[3], "Label3") 42 UI_MAP_ELEMENT( m_labelLabels[4], "Label4") 43 UI_MAP_ELEMENT( m_labelLabels[5], "Label5") 44 UI_MAP_ELEMENT( m_labelLabels[6], "Label6") 45 UI_MAP_ELEMENT( m_labelLabels[7], "Label7") 46 UI_MAP_ELEMENT( m_labelLabels[8], "Label8") 47 48 UI_MAP_ELEMENT( m_labelValues[0], "Value0") 49 UI_MAP_ELEMENT( m_labelValues[1], "Value1") 50 UI_MAP_ELEMENT( m_labelValues[2], "Value2") 51 UI_MAP_ELEMENT( m_labelValues[3], "Value3") 52 UI_MAP_ELEMENT( m_labelValues[4], "Value4") 53 UI_MAP_ELEMENT( m_labelValues[5], "Value5") 54 UI_MAP_ELEMENT( m_labelValues[6], "Value6") 55 UI_MAP_ELEMENT( m_labelValues[7], "Value7") 56 UI_MAP_ELEMENT( m_labelValues[8], "Value8") 57 UI_END_MAP_ELEMENTS_AND_NAMES() 58 59 FriendSessionInfo *m_selectedSession; 60 bool m_bIgnoreInput; 61 bool m_friendInfoRequestIssued; 62 bool m_friendInfoUpdatedOK; 63 bool m_friendInfoUpdatedERROR; 64 65public: 66 UIScene_JoinMenu(int iPad, void *initData, UILayer *parentLayer); 67 void tick(); 68 static void friendSessionUpdated(bool success, void *pParam); 69 static int ErrorDialogReturned(void *pParam, int iPad, const C4JStorage::EMessageResult); 70 71 virtual void updateTooltips(); 72 virtual void updateComponents(); 73 74 virtual EUIScene getSceneType() { return eUIScene_LoadMenu;} 75 76protected: 77 // TODO: This should be pure virtual in this class 78 virtual wstring getMoviePath(); 79 80public: 81 // INPUT 82 virtual void handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled); 83 virtual void handleFocusChange(F64 controlId, F64 childId); 84 virtual void handleTimerComplete(int id); 85 86protected: 87 void handlePress(F64 controlId, F64 childId); 88 89 90 void StartSharedLaunchFlow(); 91 92#ifdef _DURANGO 93 static void checkPrivilegeCallback(LPVOID lpParam, bool hasPrivilege, int iPad); 94#endif 95 96 static int StartGame_SignInReturned(void *pParam, bool, int); 97 static void JoinGame(UIScene_JoinMenu* pClass); 98};