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 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};