#pragma once #include "../media/xuiscene_Pause.h" #include "..\UI\IUIScene_PauseMenu.h" #include "XUI_CustomMessages.h" #define BUTTON_PAUSE_RESUMEGAME 0 #define BUTTON_PAUSE_HELPANDOPTIONS 1 #define BUTTON_PAUSE_LEADERBOARDS 2 #define BUTTON_PAUSE_ACHIEVEMENTS 3 #define BUTTON_PAUSE_SAVEGAME 4 #define BUTTON_PAUSE_EXITGAME 5 #define BUTTONS_PAUSE_MAX BUTTON_PAUSE_EXITGAME + 1 class UIScene_PauseMenu : public CXuiSceneImpl, public IUIScene_PauseMenu { protected: // Control and Element wrapper objects. CXuiScene m_Scene; CXuiControl m_Buttons[BUTTONS_PAUSE_MAX]; // Message map. Here we tie messages to message handlers. XUI_BEGIN_MSG_MAP() XUI_ON_XM_INIT( OnInit ) XUI_ON_XM_NOTIFY_PRESS_EX(OnNotifyPressEx) XUI_ON_XM_KEYDOWN(OnKeyDown) XUI_ON_XM_NAV_RETURN(OnNavReturn) XUI_ON_XM_CONTROL_NAVIGATE( OnControlNavigate ) XUI_ON_XM_SPLITSCREENPLAYER_MESSAGE(OnCustomMessage_Splitscreenplayer) XUI_ON_XM_TIMER( OnTimer ) XUI_ON_XM_DESTROY(OnDestroy) XUI_ON_XM_DLCINSTALLED_MESSAGE(OnCustomMessage_DLCInstalled) XUI_ON_XM_DLCLOADED_MESSAGE(OnCustomMessage_DLCMountingComplete) XUI_END_MSG_MAP() // Control mapping to objects BEGIN_CONTROL_MAP() MAP_CONTROL(IDC_XuiButton1, m_Buttons[BUTTON_PAUSE_RESUMEGAME]) MAP_CONTROL(IDC_XuiButton2, m_Buttons[BUTTON_PAUSE_HELPANDOPTIONS ]) MAP_CONTROL(IDC_XuiButton3, m_Buttons[BUTTON_PAUSE_LEADERBOARDS ]) MAP_CONTROL(IDC_XuiButton4, m_Buttons[BUTTON_PAUSE_ACHIEVEMENTS]) MAP_CONTROL(IDC_XuiButton5, m_Buttons[BUTTON_PAUSE_SAVEGAME]) MAP_CONTROL(IDC_XuiButton6, m_Buttons[BUTTON_PAUSE_EXITGAME]) END_CONTROL_MAP() HRESULT OnInit( XUIMessageInit* pInitData, BOOL& bHandled ); HRESULT OnNotifyPressEx(HXUIOBJ hObjPressed, XUINotifyPress* pNotifyPressData,BOOL& rfHandled); HRESULT OnKeyDown(XUIMessageInput* pInputData, BOOL& rfHandled); HRESULT OnNavReturn(HXUIOBJ hObj,BOOL& rfHandled); HRESULT OnControlNavigate(XUIMessageControlNavigate *pControlNavigateData, BOOL& bHandled); HRESULT OnCustomMessage_Splitscreenplayer(bool bJoining, BOOL& bHandled); HRESULT OnTimer(XUIMessageTimer *pData,BOOL& rfHandled); HRESULT OnDestroy(); HRESULT OnCustomMessage_DLCInstalled(); HRESULT OnCustomMessage_DLCMountingComplete(); public: // Define the class. The class name must match the ClassOverride property // set for the scene in the UI Authoring tool. XUI_IMPLEMENT_CLASS( UIScene_PauseMenu, L"CScene_Pause", XUI_CLASS_SCENE ) static int BanGameDialogReturned(void *pParam,int iPad,C4JStorage::EMessageResult result); static int DeviceSelectReturned(void *pParam,bool bContinue); static int DeviceRemovedDialogReturned(void *pParam,int iPad,C4JStorage::EMessageResult result); static int WarningTrialTexturePackReturned(void *pParam,int iPad,C4JStorage::EMessageResult result); static int ExitGameSaveDialogReturned(void *pParam,int iPad,C4JStorage::EMessageResult result); static int ExitGameDeclineSaveReturned(void *pParam,int iPad,C4JStorage::EMessageResult result); static int ExitGameAndSaveReturned(void *pParam,int iPad,C4JStorage::EMessageResult result); static int SaveGameDialogReturned(void *pParam,int iPad,C4JStorage::EMessageResult result); static int ExitGameDialogReturned(void *pParam,int iPad,C4JStorage::EMessageResult result); static int SaveWorldThreadProc( void* lpParameter ); static int ExitWorldThreadProc( void* lpParameter ); static void _ExitWorld(LPVOID lpParameter); // Call only from a thread protected: virtual void ShowScene(bool show); virtual void SetIgnoreInput(bool ignoreInput); private: int m_iPad; int m_iLastButtonPressed; D3DXVECTOR3 m_OriginalPosition; bool m_bIgnoreInput; bool m_bSplitscreen; };