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_signentry.h"
3#include "XUI_Ctrl_4JEdit.h"
4#include "XUI_CustomMessages.h"
5
6#define SIGN_ENTRY_ROWS_MAX 4
7
8class SignTileEntity;
9
10class CScene_SignEntry : public CXuiSceneImpl
11{
12 protected:
13 // Control and Element wrapper objects.
14 CXuiCtrl4JEdit m_signRows[4];
15 CXuiControl m_ButtonDone;
16 CXuiControl m_labelEditSign;
17
18 // Message map. Here we tie messages to message handlers.
19 XUI_BEGIN_MSG_MAP()
20 XUI_ON_XM_INIT( OnInit )
21 XUI_ON_XM_NOTIFY_PRESS_EX(OnNotifyPressEx)
22 XUI_ON_XM_KEYDOWN(OnKeyDown)
23 XUI_END_MSG_MAP()
24
25 // Control mapping to objects
26 BEGIN_CONTROL_MAP()
27 MAP_CONTROL(IDC_EditSignMessage, m_labelEditSign)
28 MAP_CONTROL(IDC_ButtonDone, m_ButtonDone)
29 MAP_CONTROL(IDC_EditLineOne, m_signRows[0])
30 MAP_CONTROL(IDC_EditLineTwo, m_signRows[1])
31 MAP_CONTROL(IDC_EditLineThree, m_signRows[2])
32 MAP_CONTROL(IDC_EditLineFour, m_signRows[3])
33 END_CONTROL_MAP()
34
35 HRESULT OnInit( XUIMessageInit* pInitData, BOOL& bHandled );
36 HRESULT OnNotifyPressEx(HXUIOBJ hObjPressed, XUINotifyPress* pNotifyPressData, BOOL& rfHandled);
37 HRESULT OnKeyDown(XUIMessageInput* pInputData, BOOL& rfHandled);
38
39public:
40
41 // Define the class. The class name must match the ClassOverride property
42 // set for the scene in the UI Authoring tool.
43 XUI_IMPLEMENT_CLASS( CScene_SignEntry, L"CScene_SignEntry", XUI_CLASS_SCENE )
44
45private:
46 shared_ptr<SignTileEntity> m_sign;
47 D3DXVECTOR3 m_OriginalPosition;
48
49};