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_SaveMessage : public UIScene 6{ 7private: 8 enum EControls 9 { 10 eControl_Confirm, 11 }; 12 13 bool m_bIgnoreInput; 14 15 UIControl_Button m_buttonConfirm; 16 UIControl_Label m_labelDescription; 17 IggyName m_funcAutoResize; 18 UI_BEGIN_MAP_ELEMENTS_AND_NAMES(UIScene) 19 UI_MAP_ELEMENT(m_buttonConfirm, "Confirm") 20 UI_MAP_ELEMENT(m_labelDescription, "Description") 21 UI_MAP_NAME( m_funcAutoResize, L"AutoResize") 22 UI_END_MAP_ELEMENTS_AND_NAMES() 23 24#if defined(__PS3__) || defined(__ORBIS__) || defined(__PSVITA__) 25 static int DeleteOptionsDialogReturned(void *pParam,int iPad,C4JStorage::EMessageResult result); 26#endif 27 28public: 29 UIScene_SaveMessage(int iPad, void *initData, UILayer *parentLayer); 30 ~UIScene_SaveMessage(); 31 32 virtual EUIScene getSceneType() { return eUIScene_SaveMessage;} 33 // Returns true if this scene has focus for the pad passed in 34#ifndef __PS3__ 35 virtual bool hasFocus(int iPad) { return bHasFocus; } 36#endif 37 virtual void updateTooltips(); 38 39protected: 40 virtual wstring getMoviePath(); 41 42public: 43 // INPUT 44 virtual void handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled); 45 virtual void handleTimerComplete(int id); 46 47protected: 48 void handlePress(F64 controlId, F64 childId); 49 50 virtual long long getDefaultGtcButtons() { return 0; } 51};