the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
1#pragma once
2
3#define CREDITS_TICK_TIMER_ID (6) // Arbitrary timer ID used to tick credits for scrolling.
4
5#define MAX_CREDIT_STRINGS 360
6// 213
7
8#include "..\UI\UIStructs.h"
9
10class CScene_Credits : public CXuiSceneImpl
11{
12protected:
13 // Control and Element wrapper objects.
14
15 // Message map. Here we tie messages to message handlers.
16 XUI_BEGIN_MSG_MAP()
17 XUI_ON_XM_INIT( OnInit )
18 XUI_ON_XM_KEYDOWN(OnKeyDown)
19 XUI_ON_XM_NOTIFY_PRESS_EX(OnNotifyPressEx)
20 XUI_ON_XM_CONTROL_NAVIGATE(OnControlNavigate)
21 XUI_ON_XM_TIMER( OnTimer )
22 XUI_ON_XM_DESTROY( OnDestroy )
23 XUI_END_MSG_MAP()
24
25 // Control mapping to objects
26 BEGIN_CONTROL_MAP()
27
28 END_CONTROL_MAP()
29
30 HRESULT OnInit( XUIMessageInit* pInitData, BOOL& bHandled );
31 HRESULT OnKeyDown(XUIMessageInput* pInputData, BOOL& rfHandled);
32 HRESULT OnNotifyPressEx(HXUIOBJ hObjPressed, XUINotifyPress* pNotifyPressData,BOOL& rfHandled);
33 HRESULT OnControlNavigate(XUIMessageControlNavigate *pControlNavigateData, BOOL& bHandled);
34 HRESULT OnTimer( XUIMessageTimer *pTimer, BOOL& bHandled );
35 HRESULT OnDestroy();
36
37private:
38
39
40 struct STextType
41 {
42 // Array of pointers to text elements.
43 CXuiControl** m_appTextElements;
44
45 int m_iNextFreeElement;
46 int m_iNumUsedElements;
47 int m_iMaxElements;
48 };
49
50 STextType m_aTextTypes[ eNumTextTypes ];
51
52 int m_iCurrDefIndex; // Index of last created text def.
53 float m_fMoveSinceLastDef; // How far have credits scrolled since we last created a new text item.
54 float m_fMoveToNextDef; // How far we need to move before starting next text item.
55 int m_iNumTextDefs; // Total number of text defs in the credits.
56
57 float CREDITS_SCREEN_MIN_Y;// ( 200.0f ) // Y pos at which credits are removed from top of screen.
58 float CREDITS_SCREEN_MAX_Y;// ( 630.0f ) // Y pos at which credits appear at bottom of screen.
59 float CREDITS_FADE_HEIGHT;// ( 100.0f ) // Height over which credits fade in or fade out.
60
61 float gs_aLineSpace[ eNumTextTypes ];
62
63public:
64 static SCreditTextItemDef gs_aCreditDefs[MAX_CREDIT_STRINGS];
65
66 // Define the class. The class name must match the ClassOverride property
67 // set for the scene in the UI Authoring tool.
68 XUI_IMPLEMENT_CLASS( CScene_Credits, L"CScene_Credits", XUI_CLASS_SCENE )
69
70
71
72};
73