the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
1#pragma once
2#include "../media/xuiscene_Pause.h"
3#include "..\UI\IUIScene_PauseMenu.h"
4#include "XUI_CustomMessages.h"
5
6#define BUTTON_PAUSE_RESUMEGAME 0
7#define BUTTON_PAUSE_HELPANDOPTIONS 1
8#define BUTTON_PAUSE_LEADERBOARDS 2
9#define BUTTON_PAUSE_ACHIEVEMENTS 3
10#define BUTTON_PAUSE_SAVEGAME 4
11#define BUTTON_PAUSE_EXITGAME 5
12#define BUTTONS_PAUSE_MAX BUTTON_PAUSE_EXITGAME + 1
13
14
15
16class UIScene_PauseMenu : public CXuiSceneImpl, public IUIScene_PauseMenu
17{
18 protected:
19 // Control and Element wrapper objects.
20 CXuiScene m_Scene;
21 CXuiControl m_Buttons[BUTTONS_PAUSE_MAX];
22 // Message map. Here we tie messages to message handlers.
23 XUI_BEGIN_MSG_MAP()
24 XUI_ON_XM_INIT( OnInit )
25 XUI_ON_XM_NOTIFY_PRESS_EX(OnNotifyPressEx)
26 XUI_ON_XM_KEYDOWN(OnKeyDown)
27 XUI_ON_XM_NAV_RETURN(OnNavReturn)
28 XUI_ON_XM_CONTROL_NAVIGATE( OnControlNavigate )
29 XUI_ON_XM_SPLITSCREENPLAYER_MESSAGE(OnCustomMessage_Splitscreenplayer)
30 XUI_ON_XM_TIMER( OnTimer )
31 XUI_ON_XM_DESTROY(OnDestroy)
32 XUI_ON_XM_DLCINSTALLED_MESSAGE(OnCustomMessage_DLCInstalled)
33 XUI_ON_XM_DLCLOADED_MESSAGE(OnCustomMessage_DLCMountingComplete)
34 XUI_END_MSG_MAP()
35
36 // Control mapping to objects
37 BEGIN_CONTROL_MAP()
38 MAP_CONTROL(IDC_XuiButton1, m_Buttons[BUTTON_PAUSE_RESUMEGAME])
39 MAP_CONTROL(IDC_XuiButton2, m_Buttons[BUTTON_PAUSE_HELPANDOPTIONS ])
40 MAP_CONTROL(IDC_XuiButton3, m_Buttons[BUTTON_PAUSE_LEADERBOARDS ])
41 MAP_CONTROL(IDC_XuiButton4, m_Buttons[BUTTON_PAUSE_ACHIEVEMENTS])
42 MAP_CONTROL(IDC_XuiButton5, m_Buttons[BUTTON_PAUSE_SAVEGAME])
43 MAP_CONTROL(IDC_XuiButton6, m_Buttons[BUTTON_PAUSE_EXITGAME])
44 END_CONTROL_MAP()
45
46 HRESULT OnInit( XUIMessageInit* pInitData, BOOL& bHandled );
47 HRESULT OnNotifyPressEx(HXUIOBJ hObjPressed, XUINotifyPress* pNotifyPressData,BOOL& rfHandled);
48 HRESULT OnKeyDown(XUIMessageInput* pInputData, BOOL& rfHandled);
49 HRESULT OnNavReturn(HXUIOBJ hObj,BOOL& rfHandled);
50 HRESULT OnControlNavigate(XUIMessageControlNavigate *pControlNavigateData, BOOL& bHandled);
51 HRESULT OnCustomMessage_Splitscreenplayer(bool bJoining, BOOL& bHandled);
52 HRESULT OnTimer(XUIMessageTimer *pData,BOOL& rfHandled);
53 HRESULT OnDestroy();
54 HRESULT OnCustomMessage_DLCInstalled();
55 HRESULT OnCustomMessage_DLCMountingComplete();
56
57public:
58
59 // Define the class. The class name must match the ClassOverride property
60 // set for the scene in the UI Authoring tool.
61 XUI_IMPLEMENT_CLASS( UIScene_PauseMenu, L"CScene_Pause", XUI_CLASS_SCENE )
62
63 static int BanGameDialogReturned(void *pParam,int iPad,C4JStorage::EMessageResult result);
64 static int DeviceSelectReturned(void *pParam,bool bContinue);
65 static int DeviceRemovedDialogReturned(void *pParam,int iPad,C4JStorage::EMessageResult result);
66 static int WarningTrialTexturePackReturned(void *pParam,int iPad,C4JStorage::EMessageResult result);
67 static int ExitGameSaveDialogReturned(void *pParam,int iPad,C4JStorage::EMessageResult result);
68 static int ExitGameDeclineSaveReturned(void *pParam,int iPad,C4JStorage::EMessageResult result);
69 static int ExitGameAndSaveReturned(void *pParam,int iPad,C4JStorage::EMessageResult result);
70 static int SaveGameDialogReturned(void *pParam,int iPad,C4JStorage::EMessageResult result);
71 static int ExitGameDialogReturned(void *pParam,int iPad,C4JStorage::EMessageResult result);
72
73 static int SaveWorldThreadProc( void* lpParameter );
74 static int ExitWorldThreadProc( void* lpParameter );
75 static void _ExitWorld(LPVOID lpParameter); // Call only from a thread
76
77
78protected:
79 virtual void ShowScene(bool show);
80 virtual void SetIgnoreInput(bool ignoreInput);
81
82private:
83 int m_iPad;
84 int m_iLastButtonPressed;
85 D3DXVECTOR3 m_OriginalPosition;
86 bool m_bIgnoreInput;
87 bool m_bSplitscreen;
88
89};