// Minecraft.cpp : Defines the entry point for the application. // #include "stdafx.h" #include #include "..\XUI\XUI_Intro.h" #define TIMELINE_NORMAL 0 #define TIMELINE_ESRBFADE 1 #define TIMELINE_LOGOSFADE 2 //---------------------------------------------------------------------------------- // Performs initialization tasks - retrieves controls. //---------------------------------------------------------------------------------- HRESULT CScene_Intro::OnInit( XUIMessageInit* pInitData, BOOL& bHandled ) { MapChildControls(); // We may need to display a ratings image for a while at the start... m_bWantsToSkip=false; m_iTimeline=TIMELINE_NORMAL; // 4J-PB - We can't check to see if the version is a trial or full game until after 5 seconds... // The reason that this is a requirement is that there is a problem that occasionally happens *only* in the production // environment (not partnernet or cert), where if you don’t wait 5 seconds, you can run into an issue where the timing // of the call fails and the game is always identified as being the trial version even if you have upgraded to the full version. // -Joe Dunavant // start a timer for the required 5 seconds, plus an extra bit to allow the lib timer to enable the xcontent license check call #ifdef _CONTENT_PACKAGE m_bSkippable=false; XuiSetTimer( m_hObj,0,5200); #else m_bSkippable=true; #endif return S_OK; } //---------------------------------------------------------------------------------- // Handler for the button press message. //---------------------------------------------------------------------------------- HRESULT CScene_Intro::OnNotifyPressEx(HXUIOBJ hObjPressed, XUINotifyPress* pNotifyPressData, BOOL& rfHandled) { // This assumes all buttons can only be pressed with the A button ui.AnimateKeyPress(pNotifyPressData->UserIndex, VK_PAD_A); return S_OK; } HRESULT CScene_Intro::OnKeyDown(XUIMessageInput* pInputData, BOOL& rfHandled) { ui.AnimateKeyPress(pInputData->UserIndex, pInputData->dwKeyCode); static bool bPressed=false; if(bPressed==false) { if(m_bSkippable) { // stop the animation XuiElementStopTimeline(m_hObj,TRUE); app.NavigateToScene(XUSER_INDEX_ANY,eUIScene_SaveMessage); app.SetIntroRunning(false); } else { m_bWantsToSkip=true; } bPressed=true; } return S_OK; } HRESULT CScene_Intro::OnTimelineEnd(HXUIOBJ hObjSource, BOOL& bHandled) { int nStart, nEnd; if(m_bSkippable && m_bWantsToSkip) { // straight to the game app.NavigateToScene(XUSER_INDEX_ANY,eUIScene_SaveMessage); app.SetIntroRunning(false); } else { switch(m_iTimeline) { case TIMELINE_NORMAL: { // 4J-PB - lots of discussions over this because Brazil is in the NA region. This is what I have been advised to do... //if(ProfileManager.RegionIsNorthAmerica()) if(ProfileManager.LocaleIsUSorCanada()) { m_iTimeline=TIMELINE_ESRBFADE; XuiElementFindNamedFrame( m_hObj, L"ESRBFade", &nStart ); XuiElementFindNamedFrame( m_hObj, L"ESRBFadeEnd", &nEnd ); XuiElementPlayTimeline( m_hObj, nStart, nStart, nEnd, FALSE, TRUE ); } else { m_iTimeline=TIMELINE_LOGOSFADE; XuiElementFindNamedFrame( m_hObj, L"StartFade", &nStart ); XuiElementFindNamedFrame( m_hObj, L"EndFade", &nEnd ); XuiElementPlayTimeline( m_hObj, nStart, nStart, nEnd, FALSE, TRUE ); } } break; case TIMELINE_ESRBFADE: if(m_bWantsToSkip && m_bSkippable) { app.NavigateToScene(XUSER_INDEX_ANY,eUIScene_SaveMessage); app.SetIntroRunning(false); } else { m_iTimeline=TIMELINE_LOGOSFADE; XuiElementFindNamedFrame( m_hObj, L"StartFade", &nStart ); XuiElementFindNamedFrame( m_hObj, L"EndFade", &nEnd ); XuiElementPlayTimeline( m_hObj, nStart, nStart, nEnd, FALSE, TRUE ); } break; case TIMELINE_LOGOSFADE: app.NavigateToScene(XUSER_INDEX_ANY,eUIScene_SaveMessage); app.SetIntroRunning(false); break; } } return S_OK; } HRESULT CScene_Intro::OnTimer(XUIMessageTimer *pData,BOOL& rfHandled) { HRESULT hr=XuiKillTimer(m_hObj,0); m_bSkippable=true; if(m_bWantsToSkip) { // stop the animation XuiElementStopTimeline(m_hObj,TRUE); app.NavigateToScene(XUSER_INDEX_ANY,eUIScene_SaveMessage); app.SetIntroRunning(false); } return hr; }