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 "../media/xuiscene_Death.h"
4#include "XUI_CustomMessages.h"
5
6#define BUTTON_DEATH_RESPAWN 0
7#define BUTTON_DEATH_EXITGAME 1
8#define BUTTONS_DEATH_MAX BUTTON_DEATH_EXITGAME + 1
9
10
11
12class CScene_Death : public CXuiSceneImpl
13{
14 protected:
15 // Control and Element wrapper objects.
16 CXuiScene m_Scene;
17 CXuiControl m_Buttons[BUTTONS_DEATH_MAX];
18 CXuiControl m_Title;
19 // Message map. Here we tie messages to message handlers.
20 XUI_BEGIN_MSG_MAP()
21 XUI_ON_XM_INIT( OnInit )
22 XUI_ON_XM_NOTIFY_SELCHANGED( OnNotifySelChanged )
23 XUI_ON_XM_NOTIFY_PRESS_EX(OnNotifyPressEx)
24 XUI_ON_XM_KEYDOWN(OnKeyDown)
25 XUI_ON_XM_SPLITSCREENPLAYER_MESSAGE(OnCustomMessage_Splitscreenplayer)
26 XUI_END_MSG_MAP()
27
28 // Control mapping to objects
29 BEGIN_CONTROL_MAP()
30 MAP_CONTROL(IDC_Respawn, m_Buttons[BUTTON_DEATH_RESPAWN])
31 MAP_CONTROL(IDC_ExitGame, m_Buttons[BUTTON_DEATH_EXITGAME])
32 MAP_CONTROL(IDC_Title, m_Title)
33 END_CONTROL_MAP()
34
35 HRESULT OnInit( XUIMessageInit* pInitData, BOOL& bHandled );
36 HRESULT OnNotifySelChanged( HXUIOBJ hObjSource, XUINotifySelChanged* pNotifySelChangedData, BOOL& bHandled );
37 HRESULT OnNotifyPressEx(HXUIOBJ hObjPressed, XUINotifyPress* pNotifyPressData,BOOL& rfHandled);
38 HRESULT OnKeyDown(XUIMessageInput* pInputData, BOOL& rfHandled);
39 HRESULT OnCustomMessage_Splitscreenplayer(bool bJoining, BOOL& bHandled);
40public:
41
42 // Define the class. The class name must match the ClassOverride property
43 // set for the scene in the UI Authoring tool.
44 XUI_IMPLEMENT_CLASS( CScene_Death, L"CScene_Death", XUI_CLASS_SCENE )
45
46 static int RespawnThreadProc( void* lpParameter );
47private:
48 bool m_bIgnoreInput;
49 int m_iPad;
50 D3DXVECTOR3 m_OriginalPosition;
51
52};