the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
1#pragma once
2using namespace std;
3#include <vector>
4#include <qnet.h>
5#include "..\Media\xuiscene_multi_gameinfo.h"
6
7class FriendSessionInfo;
8
9class CScene_MultiGameInfo : public CXuiSceneImpl
10{
11protected:
12 CXuiList playersList;
13 CXuiControl m_JoinGame;
14 CXuiControl m_GameSettingsGroup;
15 CXuiControl m_difficulty, m_GameType, m_gamertagsOn, m_structuresOn, m_levelType, m_pvpOn, m_trustPlayers, m_tntOn, m_fireOn;
16 CXuiControl m_labelDifficulty, m_labelGameType, m_labelGamertagsOn, m_labelStructuresOn, m_labelLevelType, m_labelPvP, m_labelTrust, m_labelTNTOn, m_labelFireOn;
17
18 XUI_BEGIN_MSG_MAP()
19 XUI_ON_XM_INIT( OnInit )
20 XUI_ON_XM_KEYDOWN(OnKeyDown)
21 XUI_ON_XM_NOTIFY_PRESS_EX(OnNotifyPressEx)
22 XUI_ON_XM_NAV_RETURN(OnNavReturn)
23 XUI_ON_XM_NOTIFY_SELCHANGED(OnNotifySelChanged)
24 XUI_ON_XM_NOTIFY_SET_FOCUS(OnNotifySetFocus)
25 XUI_ON_XM_NOTIFY_KILL_FOCUS(OnNotifyKillFocus)
26 XUI_ON_XM_TIMER(OnTimer)
27
28 XUI_END_MSG_MAP()
29
30 BEGIN_CONTROL_MAP()
31 MAP_CONTROL(IDC_JoinGame, m_JoinGame)
32 MAP_CONTROL(IDC_GamePlayers, playersList)
33
34 MAP_CONTROL(IDC_GameSettings, m_GameSettingsGroup)
35 BEGIN_MAP_CHILD_CONTROLS(m_GameSettingsGroup)
36 MAP_CONTROL(IDC_GamertagsOn, m_gamertagsOn)
37 MAP_CONTROL(IDC_StructuresOn, m_structuresOn)
38 MAP_CONTROL(IDC_Difficulty, m_difficulty)
39 MAP_CONTROL(IDC_GameType, m_GameType)
40 MAP_CONTROL(IDC_LevelType, m_levelType)
41 MAP_CONTROL(IDC_PvP, m_pvpOn)
42 MAP_CONTROL(IDC_Trust, m_trustPlayers)
43 MAP_CONTROL(IDC_TNTOn, m_tntOn)
44 MAP_CONTROL(IDC_FireOn, m_fireOn)
45
46 MAP_CONTROL(IDC_LabelGamertagsOn, m_labelGamertagsOn)
47 MAP_CONTROL(IDC_LabelStructuresOn, m_labelStructuresOn)
48 MAP_CONTROL(IDC_LabelDifficulty, m_labelDifficulty)
49 MAP_CONTROL(IDC_LabelGameType, m_labelGameType)
50 MAP_CONTROL(IDC_LabelLevelType, m_labelLevelType)
51 MAP_CONTROL(IDC_LabelPvP, m_labelPvP)
52 MAP_CONTROL(IDC_LabelTrust, m_labelTrust)
53 MAP_CONTROL(IDC_LabelTNTOn, m_labelTNTOn)
54 MAP_CONTROL(IDC_LabelFireOn, m_labelFireOn)
55 END_MAP_CHILD_CONTROLS()
56 END_CONTROL_MAP()
57
58
59 HRESULT OnInit( XUIMessageInit* pInitData, BOOL& bHandled );
60 HRESULT OnNotifyPressEx(HXUIOBJ hObjPressed, XUINotifyPress* pNotifyPressData,BOOL& rfHandled);
61 HRESULT OnKeyDown(XUIMessageInput* pInputData, BOOL& rfHandled);
62 HRESULT OnNavReturn(HXUIOBJ hObj,BOOL& rfHandled);
63 HRESULT OnNotifySelChanged(HXUIOBJ hObjSource, XUINotifySelChanged *pNotifySelChangedData, BOOL& bHandled);
64 HRESULT OnNotifySetFocus(HXUIOBJ hObjSource, XUINotifyFocus *pNotifyFocusData, BOOL& bHandled);
65 HRESULT OnNotifyKillFocus(HXUIOBJ hObjSource, XUINotifyFocus *pNotifyFocusData, BOOL& bHandled);
66 HRESULT OnTimer( XUIMessageTimer *pTimer, BOOL& bHandled );
67
68public:
69
70 // Define the class. The class name must match the ClassOverride property
71 // set for the scene in the UI Authoring tool.
72 XUI_IMPLEMENT_CLASS( CScene_MultiGameInfo, L"CScene_MultiGameInfo", XUI_CLASS_SCENE )
73
74
75
76protected:
77 FriendSessionInfo *m_selectedSession;
78 unsigned char m_localPlayers;
79 bool m_bIgnoreInput;
80 int m_iPad;
81
82 static int StartGame_SignInReturned(void *pParam,bool bContinue, int iPad);
83 static void JoinGame(CScene_MultiGameInfo* pClass);
84
85};