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_Keyboard : public UIScene 6{ 7private: 8 bool m_bKeyboardDonePressed; 9 10protected: 11 UIControl_Label m_EnterTextLabel; 12 UIControl_TextInput m_KeyboardTextInput; 13 UIControl_Button m_ButtonSpace, m_ButtonCursorLeft, m_ButtonCursorRight, m_ButtonCaps, m_ButtonDone, m_ButtonSymbols, m_ButtonBackspace; 14 15 IggyName m_funcInitFunctionButtons; 16 IggyName m_funcCursorRightButtonPressed, m_funcCursorLeftButtonPressed, m_funcCapsButtonPressed, m_funcBackspaceButtonPressed; 17 IggyName m_funcSpaceButtonPressed, m_funcSymbolButtonPressed, m_funcDoneButtonPressed; 18 19 UI_BEGIN_MAP_ELEMENTS_AND_NAMES(UIScene) 20 UI_MAP_ELEMENT(m_EnterTextLabel, "EnterTextLabel") 21 UI_MAP_ELEMENT(m_KeyboardTextInput, "KeyboardTextInput") 22 23 UI_MAP_ELEMENT(m_ButtonSpace, "Button_space") 24 UI_MAP_ELEMENT(m_ButtonCursorLeft, "Button_CursorLeft") 25 UI_MAP_ELEMENT(m_ButtonCursorRight, "Button_CursorRight") 26 UI_MAP_ELEMENT(m_ButtonCaps, "Button_Caps") 27 UI_MAP_ELEMENT(m_ButtonDone, "Button_Done") 28 UI_MAP_ELEMENT(m_ButtonSymbols, "Button_symbols") 29 UI_MAP_ELEMENT(m_ButtonBackspace, "Button_bspace") 30 31 UI_MAP_NAME(m_funcInitFunctionButtons, L"InitFunctionButtons"); 32 33 UI_MAP_NAME(m_funcCursorRightButtonPressed, L"CursorRightButtonPressed"); 34 UI_MAP_NAME(m_funcCursorLeftButtonPressed, L"CursorLeftButtonPressed"); 35 UI_MAP_NAME(m_funcCapsButtonPressed, L"CapsButtonPressed"); 36 UI_MAP_NAME(m_funcBackspaceButtonPressed, L"BackspaceButtonPressed"); 37 UI_MAP_NAME(m_funcSpaceButtonPressed, L"SpaceButtonPressed"); 38 UI_MAP_NAME(m_funcSymbolButtonPressed, L"SymbolButtonPressed"); 39 UI_MAP_NAME(m_funcDoneButtonPressed, L"DoneButtonPressed"); 40 UI_END_MAP_ELEMENTS_AND_NAMES() 41 42public: 43 UIScene_Keyboard(int iPad, void *initData, UILayer *parentLayer); 44 ~UIScene_Keyboard(); 45 46 virtual void updateTooltips(); 47 48 virtual bool allowRepeat(int key); 49 // INPUT 50 virtual void handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled); 51 52 virtual void handleTimerComplete(int id); 53 54protected: 55 void handlePress(F64 controlId, F64 childId); 56 57protected: 58 // TODO: This should be pure virtual in this class 59 virtual wstring getMoviePath(); 60 61private: 62 void KeyboardDonePressed(); 63 64public: 65 virtual EUIScene getSceneType() { return eUIScene_Keyboard;} 66 67 // Returns true if this scene handles input 68 //virtual bool stealsFocus() { return false; } 69 70 // Returns true if this scene has focus for the pad passed in 71 //virtual bool hasFocus(int iPad) { return false; } 72 // Returns true if this scene has focus for the pad passed in 73#ifndef __PS3__ 74 virtual bool hasFocus(int iPad) { return bHasFocus; } 75#endif 76 77 // Returns true if lower scenes in this scenes layer, or in any layer below this scenes layers should be hidden 78 virtual bool hidesLowerScenes() { return false; } 79};