the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
1#pragma once
2
3#include "UIScene.h"
4
5class UIScene_MessageBox : public UIScene
6{
7private:
8 enum EControls
9 {
10 eControl_Button0,
11 eControl_Button1,
12 eControl_Button2,
13 eControl_Button3,
14
15 eControl_COUNT
16 };
17
18 int( *m_Func)(LPVOID,int,const C4JStorage::EMessageResult);
19 LPVOID m_lpParam;
20 int m_buttonCount;
21
22 UIControl_Button m_buttonButtons[eControl_COUNT];
23 UIControl_Label m_labelTitle, m_labelContent;
24 IggyName m_funcInit, m_funcAutoResize;
25 UI_BEGIN_MAP_ELEMENTS_AND_NAMES(UIScene)
26 UI_MAP_ELEMENT( m_buttonButtons[eControl_Button0], "Button0")
27 UI_MAP_ELEMENT( m_buttonButtons[eControl_Button1], "Button1")
28 UI_MAP_ELEMENT( m_buttonButtons[eControl_Button2], "Button2")
29 UI_MAP_ELEMENT( m_buttonButtons[eControl_Button3], "Button3")
30
31 UI_MAP_ELEMENT( m_labelTitle, "Title")
32 UI_MAP_ELEMENT( m_labelContent, "Content")
33
34 UI_MAP_NAME( m_funcInit, L"Init")
35 UI_MAP_NAME( m_funcAutoResize, L"AutoResize")
36 UI_END_MAP_ELEMENTS_AND_NAMES()
37public:
38 UIScene_MessageBox(int iPad, void *initData, UILayer *parentLayer);
39 ~UIScene_MessageBox();
40
41 virtual EUIScene getSceneType() { return eUIScene_MessageBox;}
42
43 // Returns true if lower scenes in this scenes layer, or in any layer below this scenes layers should be hidden
44 virtual bool hidesLowerScenes() { return false; }
45 virtual bool blocksInput() { return true; }
46
47protected:
48 // TODO: This should be pure virtual in this class
49 virtual wstring getMoviePath();
50
51 virtual void updateTooltips();
52
53public:
54 virtual void handleReload();
55 virtual void handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled);
56 virtual bool hasFocus(int iPad);
57
58protected:
59 void handlePress(F64 controlId, F64 childId);
60};