#pragma once #include "../media/xuiscene_settings_control.h" #include "XUI_Ctrl_SliderWrapper.h" #include "XUI_CustomMessages.h" #define SLIDER_SETTINGS_SENSITIVITY_INGAME 0 #define SLIDER_SETTINGS_SENSITIVITY_INMENU 1 #define SLIDER_SETTINGS_CONTROL_MAX SLIDER_SETTINGS_SENSITIVITY_INMENU + 1 class CScene_SettingsControl : public CXuiSceneImpl { protected: CXuiCtrlSliderWrapper m_SliderA[SLIDER_SETTINGS_CONTROL_MAX]; CXuiControl m_ButtonOptions; // Message map. Here we tie messages to message handlers. XUI_BEGIN_MSG_MAP() XUI_ON_XM_INIT( OnInit ) XUI_ON_XM_KEYDOWN( OnKeyDown ) XUI_ON_XM_NOTIFY_PRESS_EX(OnNotifyPressEx) XUI_ON_XM_NOTIFY_VALUE_CHANGED( OnNotifyValueChanged ) XUI_ON_XM_CONTROL_NAVIGATE( OnControlNavigate ) XUI_ON_XM_TRANSITION_START(OnTransitionStart) XUI_ON_XM_NAV_RETURN(OnNavReturn) XUI_ON_XM_SPLITSCREENPLAYER_MESSAGE(OnCustomMessage_Splitscreenplayer) XUI_END_MSG_MAP() BEGIN_CONTROL_MAP() MAP_CONTROL(IDC_XuiSliderSensitivityInGame, m_SliderA[SLIDER_SETTINGS_SENSITIVITY_INGAME]) MAP_CONTROL(IDC_XuiSliderSensitivityInMenu, m_SliderA[SLIDER_SETTINGS_SENSITIVITY_INMENU]) END_CONTROL_MAP() HRESULT OnInit( XUIMessageInit* pInitData, BOOL& bHandled ); HRESULT OnKeyDown(XUIMessageInput *pInputData, BOOL& bHandled); HRESULT OnNotifyPressEx(HXUIOBJ hObjPressed, XUINotifyPress* pNotifyPressData,BOOL& rfHandled); HRESULT OnNotifyValueChanged( HXUIOBJ hObjSource, XUINotifyValueChanged* pNotifyValueChanged, BOOL& bHandled ); HRESULT OnControlNavigate(XUIMessageControlNavigate *pControlNavigateData, BOOL& bHandled); HRESULT OnTransitionStart( XUIMessageTransition *pTransition, BOOL& bHandled ); HRESULT OnCustomMessage_Splitscreenplayer(bool bJoining, BOOL& bHandled); HRESULT OnNavReturn(HXUIOBJ hObj,BOOL& rfHandled); int m_iPad; D3DXVECTOR3 m_OriginalPosition; 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_SettingsControl, L"CScene_SettingsControl", XUI_CLASS_SCENE ) };