#include "stdafx.h" #include #include "..\XUI\XUI_SaveMessage.h" //---------------------------------------------------------------------------------- // Performs initialization tasks - retrieves controls. //---------------------------------------------------------------------------------- HRESULT CScene_SaveMessage::OnInit( XUIMessageInit* pInitData, BOOL& bHandled ) { MapChildControls(); CXuiSceneBase::ShowBackground( DEFAULT_XUI_MENU_USER, TRUE ); CXuiSceneBase::ShowLogo( DEFAULT_XUI_MENU_USER, TRUE ); m_button.SetText(app.GetString(IDS_CONFIRM_OK)); m_SaveMessage.SetText(app.GetString(IDS_SAVE_ICON_MESSAGE)); ui.SetTooltips( DEFAULT_XUI_MENU_USER, IDS_TOOLTIPS_SELECT ); // 4J-PB - If we have a signed in user connected, let's get the DLC now for(unsigned int i = 0; i < XUSER_MAX_COUNT; ++i) { if( (InputManager.IsPadConnected(i) || ProfileManager.IsSignedIn(i)) ) { if(!app.DLCInstallProcessCompleted() && !app.DLCInstallPending()) { app.StartInstallDLCProcess(i); break; } } } // set a timer on the saving message screen, so we continue after 8 seconds XuiSetTimer( m_hObj,0,8000); m_bIgnoreInput=false; return S_OK; } //---------------------------------------------------------------------------------- // Handler for the button press message. //---------------------------------------------------------------------------------- HRESULT CScene_SaveMessage::OnNotifyPressEx(HXUIOBJ hObjPressed, XUINotifyPress* pNotifyPressData, BOOL& rfHandled) { if(m_bIgnoreInput) return S_OK; // This assumes all buttons can only be pressed with the A button ui.AnimateKeyPress(pNotifyPressData->UserIndex, VK_PAD_A); XuiKillTimer(m_hObj,0); app.NavigateToScene(XUSER_INDEX_ANY,eUIScene_MainMenu); rfHandled = TRUE; return S_OK; } HRESULT CScene_SaveMessage::OnKeyDown(XUIMessageInput* pInputData, BOOL& rfHandled) { if(m_bIgnoreInput) return S_OK; ui.AnimateKeyPress(pInputData->UserIndex, pInputData->dwKeyCode); return S_OK; } // 4J-PB - added for Compliance fail - // Games must enter an interactive state that accepts player input within 20 seconds after the initial start-up sequence. // If an animation or cinematic shown during the start-up sequence runs longer than 20 seconds, it must be skippable using the START button or natural input. HRESULT CScene_SaveMessage::OnTimer(XUIMessageTimer *pData,BOOL& rfHandled) { m_bIgnoreInput=true; XuiKillTimer(m_hObj,0); app.NavigateToScene(XUSER_INDEX_ANY,eUIScene_MainMenu); return S_OK; }