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_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};