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#include "IUIScene_PauseMenu.h" 5 6#define BUTTON_PAUSE_RESUMEGAME 0 7#define BUTTON_PAUSE_HELPANDOPTIONS 1 8#define BUTTON_PAUSE_LEADERBOARDS 2 9 10#ifdef _XBOX_ONE 11#define BUTTON_PAUSE_XBOXHELP 3 12#else 13#define BUTTON_PAUSE_ACHIEVEMENTS 3 14#endif 15 16#define BUTTON_PAUSE_SAVEGAME 4 17#define BUTTON_PAUSE_EXITGAME 5 18#define BUTTONS_PAUSE_MAX BUTTON_PAUSE_EXITGAME + 1 19 20class UIScene_PauseMenu : public UIScene, public IUIScene_PauseMenu 21{ 22private: 23 bool m_savesDisabled; 24 bool m_bTrialTexturePack; 25 bool m_bErrorDialogRunning; 26 27 enum eActions 28 { 29 eAction_None=0, 30#if defined(__PS3__) || defined(__PSVITA__) || defined(__ORBIS__) 31 eAction_ViewLeaderboardsPSN, 32 eAction_ViewInvitesPSN, 33 eAction_SaveGamePSN, 34 eAction_BuyTexturePackPSN 35#endif 36 37 }; 38 eActions m_eAction; 39 40 UIControl_Button m_buttons[BUTTONS_PAUSE_MAX]; 41 UI_BEGIN_MAP_ELEMENTS_AND_NAMES(UIScene) 42 UI_MAP_ELEMENT( m_buttons[BUTTON_PAUSE_RESUMEGAME], "Button1") 43 UI_MAP_ELEMENT( m_buttons[BUTTON_PAUSE_HELPANDOPTIONS], "Button2") 44 UI_MAP_ELEMENT( m_buttons[BUTTON_PAUSE_LEADERBOARDS], "Button3") 45#ifdef _DURANGO 46 UI_MAP_ELEMENT( m_buttons[BUTTON_PAUSE_XBOXHELP], "Button4") 47#else 48 UI_MAP_ELEMENT( m_buttons[BUTTON_PAUSE_ACHIEVEMENTS], "Button4") 49#endif 50 UI_MAP_ELEMENT( m_buttons[BUTTON_PAUSE_SAVEGAME], "Button5") 51 UI_MAP_ELEMENT( m_buttons[BUTTON_PAUSE_EXITGAME], "Button6") 52 UI_END_MAP_ELEMENTS_AND_NAMES() 53 54 virtual void HandleDLCMountingComplete(); 55 virtual void HandleDLCInstalled(); 56#ifdef _XBOX_ONE 57 virtual void HandleDLCLicenseChange(); 58#endif 59 static int UnlockFullSaveReturned(void *pParam,int iPad,C4JStorage::EMessageResult result); 60 static int SaveGame_SignInReturned(void *pParam,bool bContinue, int iPad); 61 62public: 63 UIScene_PauseMenu(int iPad, void *initData, UILayer *parentLayer); 64 virtual ~UIScene_PauseMenu(); 65 66 virtual EUIScene getSceneType() { return eUIScene_PauseMenu;} 67 68 virtual void tick(); 69 70 virtual void updateTooltips(); 71 virtual void updateComponents(); 72 virtual void handlePreReload(); 73 virtual void handleReload(); 74 75protected: 76 void updateControlsVisibility(); 77 78 // TODO: This should be pure virtual in this class 79 virtual wstring getMoviePath(); 80 81public: 82 // INPUT 83 virtual void handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled); 84 85protected: 86 void handlePress(F64 controlId, F64 childId); 87 virtual void ShowScene(bool show); 88 virtual void SetIgnoreInput(bool ignoreInput); 89 bool m_bIgnoreInput; 90 91private: 92 void PerformActionSaveGame(); 93 94#if defined(__PS3__) || defined(__PSVITA__) || defined(__ORBIS__) 95 static int MustSignInReturnedPSN(void *pParam,int iPad,C4JStorage::EMessageResult result); 96 static int ViewLeaderboards_SignInReturned(void *pParam,bool bContinue, int iPad); 97 static int ViewInvites_SignInReturned(void *pParam,bool bContinue, int iPad); 98 static int BuyTexturePack_SignInReturned(void *pParam,bool bContinue, int iPad); 99 static int WarningTrialTexturePackReturned(void *pParam,int iPad,C4JStorage::EMessageResult result); 100 static int ExitGameSaveDialogReturned(void *pParam,int iPad,C4JStorage::EMessageResult result); 101#endif 102 103protected: 104#ifdef _XBOX_ONE 105 static int BanGameDialogReturned(void *pParam,int iPad,C4JStorage::EMessageResult result); 106 virtual long long getDefaultGtcButtons() { return _360_GTC_BACK | _360_GTC_PLAY; } 107#endif 108 109#ifdef __ORBIS__ 110 bool CheckForPatch(); 111#endif 112};