77 lines
2.5 KiB
C++
77 lines
2.5 KiB
C++
#include "stdafx.h"
|
|
#include <assert.h>
|
|
#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;
|
|
}
|
|
|
|
|