#pragma once #include "../media/xuiscene_connectingprogress.h" class CScene_ConnectingProgress : public CXuiSceneImpl { private: int m_iPad; bool m_runFailTimer; int m_timerTime; bool m_showTooltips; protected: // Control and Element wrapper objects. CXuiControl m_title, m_status, m_buttonConfirm; // Message map. Here we tie messages to message handlers. XUI_BEGIN_MSG_MAP() XUI_ON_XM_INIT( OnInit ) XUI_ON_XM_DESTROY( OnDestroy ) XUI_ON_XM_NOTIFY_SELCHANGED( OnNotifySelChanged ) XUI_ON_XM_NOTIFY_PRESS_EX(OnNotifyPressEx) XUI_ON_XM_KEYDOWN(OnKeyDown) XUI_ON_XM_GET_SOURCE_TEXT(OnGetSourceDataText) XUI_ON_XM_TRANSITION_START( OnTransitionStart ) XUI_ON_XM_TRANSITION_END( OnTransitionEnd ) XUI_ON_XM_TIMER( OnTimer ) XUI_END_MSG_MAP() // Control mapping to objects BEGIN_CONTROL_MAP() MAP_CONTROL(IDC_Title, m_title) MAP_CONTROL(IDC_Status, m_status) MAP_CONTROL(IDC_ButtonConfirm, m_buttonConfirm) END_CONTROL_MAP() HRESULT OnInit( XUIMessageInit* pInitData, BOOL& bHandled ); HRESULT OnDestroy(); HRESULT OnNotifySelChanged( HXUIOBJ hObjSource, XUINotifySelChanged* pNotifySelChangedData, BOOL& bHandled ); HRESULT OnNotifyPressEx(HXUIOBJ hObjPressed, XUINotifyPress* pNotifyPressData,BOOL& rfHandled); HRESULT OnKeyDown(XUIMessageInput* pInputData, BOOL& rfHandled); HRESULT OnGetSourceDataText(XUIMessageGetSourceText *pGetSourceTextData, BOOL& bHandled); HRESULT OnTransitionStart( XUIMessageTransition *pTransition, BOOL& bHandled ); HRESULT OnTransitionEnd( XUIMessageTransition *pTransition, BOOL& bHandled ); HRESULT OnTimer( XUIMessageTimer *pTimer, BOOL& bHandled ); public: // Define the class. The class name must match the ClassOverride property // set for the scene in the UI Authoring tool. XUI_IMPLEMENT_CLASS( CScene_ConnectingProgress, L"CScene_ConnectingProgress", XUI_CLASS_SCENE ) private: bool m_threadCompleted; D3DXVECTOR3 m_OriginalPosition; };