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 2#include "..\Media\xuiscene_text_entry.h" 3#include "XUI_Ctrl_4JEdit.h" 4 5 6class CScene_TextEntry : public CXuiSceneImpl 7{ 8public: 9 typedef struct _XuiTextInputParams 10 { 11 int iPad; 12 WCHAR wch; 13 } 14 XuiTextInputParams; 15 16 typedef struct _CommamndParams 17 { 18 WCHAR wchCommand[40]; 19 WCHAR wchFormat[40]; 20 } 21 CommandParams; 22 23 enum 24 { 25 eCommand_Teleport=0, 26 eCommand_Give, 27 eCommand_MAX 28 } 29 eCommands; 30 31protected: 32 CXuiCtrl4JEdit m_EditText; 33 34 35 XUI_BEGIN_MSG_MAP() 36 XUI_ON_XM_INIT( OnInit ) 37 XUI_ON_XM_NOTIFY_VALUE_CHANGED(OnNotifyValueChanged) 38 XUI_ON_XM_KEYDOWN(OnKeyDown) 39 40 XUI_END_MSG_MAP() 41 42 BEGIN_CONTROL_MAP() 43 MAP_CONTROL(IDC_XuiEditText, m_EditText) 44 END_CONTROL_MAP() 45 46 47 HRESULT OnInit( XUIMessageInit* pInitData, BOOL& bHandled ); 48 HRESULT OnNotifyValueChanged (HXUIOBJ hObjSource, XUINotifyValueChanged* pValueChangedData, BOOL& rfHandled); 49 HRESULT OnKeyDown(XUIMessageInput* pInputData, BOOL& rfHandled); 50 51 HRESULT InterpretString(wstring &wsText); 52 HRESULT Init_Commands(); 53public: 54 55 // Define the class. The class name must match the ClassOverride property 56 // set for the scene in the UI Authoring tool. 57 XUI_IMPLEMENT_CLASS( CScene_TextEntry, L"CScene_TextEntry", XUI_CLASS_SCENE ) 58 59private: 60 int m_iPad; 61 WCHAR m_wchInitialChar; 62 static CommandParams CommandA[eCommand_MAX]; 63 unordered_map<wstring, int> m_CommandSet; 64};