the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
1#pragma once
2
3#include "UIScene.h"
4
5class UIScene_ConnectingProgress : public UIScene
6{
7private:
8 bool m_runFailTimer;
9 int m_timerTime;
10 bool m_showTooltips;
11 bool m_removeLocalPlayer;
12 bool m_showingButton;
13 void (*m_cancelFunc)(LPVOID param);
14 LPVOID m_cancelFuncParam;
15
16 enum EControls
17 {
18 eControl_Confirm
19 };
20
21protected:
22 UIControl_Progress m_progressBar;
23 UIControl_Label m_labelTitle, m_labelTip;
24 UIControl_Button m_buttonConfirm;
25 UIControl m_controlTimer;
26 UI_BEGIN_MAP_ELEMENTS_AND_NAMES(UIScene)
27 UI_MAP_ELEMENT( m_progressBar, "ProgressBar")
28 UI_MAP_ELEMENT( m_labelTitle, "Title")
29 UI_MAP_ELEMENT( m_labelTip, "Tip")
30 UI_MAP_ELEMENT( m_buttonConfirm, "Confirm")
31 UI_MAP_ELEMENT( m_controlTimer, "Timer")
32 UI_END_MAP_ELEMENTS_AND_NAMES()
33public:
34 UIScene_ConnectingProgress(int iPad, void *initData, UILayer *parentLayer);
35 virtual ~UIScene_ConnectingProgress();
36
37 virtual void tick();
38
39 virtual EUIScene getSceneType() { return eUIScene_ConnectingProgress;}
40
41 virtual void updateTooltips();
42 virtual void handleGainFocus(bool navBack);
43 virtual void handleLoseFocus();
44
45 void handleTimerComplete(int id);
46
47protected:
48 // TODO: This should be pure virtual in this class
49 virtual wstring getMoviePath();
50
51#ifdef _DURANGO
52 virtual long long getDefaultGtcButtons() { return 0; }
53#endif
54
55public:
56 // INPUT
57 virtual void handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled);
58
59protected:
60 void handlePress(F64 controlId, F64 childId);
61};