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 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};