154 lines
6.1 KiB
C++
154 lines
6.1 KiB
C++
#pragma once
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#include "../media/xuiscene_load_settings.h"
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#include "XUI_Ctrl_SliderWrapper.h"
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#include "XUI_Ctrl_4JIcon.h"
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#include "XUI_CustomMessages.h"
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#include "XUI_MultiGameLaunchMoreOptions.h"
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class CScene_LoadGameSettings : public CXuiSceneImpl
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{
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public:
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typedef struct
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{
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unsigned int uiLen;
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unsigned int uiCode;
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}
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PNG_CHUNK;
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protected:
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// Control and Element wrapper objects.
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CXuiScene m_MainScene;
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CXuiScene m_TexturePackDetails;
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CXuiControl m_GameName;
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CXuiControl m_GameSeed;
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CXuiControl m_GameCreatedMode;
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CXuiControl m_ButtonLoad;
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CXuiControl m_ButtonGameMode;
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CXuiControl m_MoreOptions;
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CXuiCtrl4JIcon m_GameIcon;
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CXuiCtrlSliderWrapper m_SliderDifficulty;
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CXuiCtrl4JList *m_pTexturePacksList;
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CXuiControl m_texturePackTitle, m_texturePackDescription;
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CXuiCtrl4JIcon *m_texturePackIcon, *m_texturePackComparison;
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// Message map. Here we tie messages to message handlers.
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XUI_BEGIN_MSG_MAP()
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XUI_ON_XM_INIT( OnInit )
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XUI_ON_XM_NOTIFY_PRESS_EX(OnNotifyPressEx)
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XUI_ON_XM_CONTROL_NAVIGATE( OnControlNavigate )
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XUI_ON_XM_KEYDOWN(OnKeyDown)
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XUI_ON_XM_NOTIFY_VALUE_CHANGED(OnNotifyValueChanged)
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XUI_ON_XM_GET_SOURCE_IMAGE(OnGetSourceDataImage)
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XUI_ON_XM_TRANSITION_START(OnTransitionStart)
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XUI_ON_XM_TRANSITION_END(OnTransitionEnd)
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XUI_ON_XM_FONTRENDERERCHANGE_MESSAGE(OnFontRendererChange)
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XUI_ON_XM_NOTIFY_SELCHANGED( OnNotifySelChanged )
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XUI_ON_XM_TIMER( OnTimer )
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XUI_ON_XM_NOTIFY_KILL_FOCUS( OnNotifyKillFocus )
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XUI_ON_XM_DESTROY( OnDestroy )
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XUI_ON_XM_DLCINSTALLED_MESSAGE(OnCustomMessage_DLCInstalled)
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XUI_ON_XM_DLCLOADED_MESSAGE(OnCustomMessage_DLCMountingComplete)
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XUI_ON_XM_NAV_RETURN(OnNavReturn)
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XUI_END_MSG_MAP()
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// Control mapping to objects
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BEGIN_CONTROL_MAP()
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MAP_CONTROL(IDC_MainScene, m_MainScene)
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BEGIN_MAP_CHILD_CONTROLS(m_MainScene)
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MAP_CONTROL(IDC_XuiLoadSettings, m_ButtonLoad)
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MAP_CONTROL(IDC_XuiGameModeToggle, m_ButtonGameMode)
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MAP_CONTROL(IDC_XuiMoreOptions, m_MoreOptions)
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MAP_CONTROL(IDC_XuiGameIcon, m_GameIcon);
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MAP_CONTROL(IDC_XuiGameName, m_GameName)
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MAP_CONTROL(IDC_XuiGameSeed, m_GameSeed)
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MAP_CONTROL(IDC_XuiCreatedMode, m_GameCreatedMode)
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MAP_CONTROL(IDC_XuiSliderDifficulty, m_SliderDifficulty)
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MAP_OVERRIDE(IDC_TexturePacksList, m_pTexturePacksList)
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//MAP_CONTROL(IDC_XuiGameMode, m_GameMode)
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END_MAP_CHILD_CONTROLS()
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MAP_CONTROL(IDC_TexturePackDetails, m_TexturePackDetails)
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BEGIN_MAP_CHILD_CONTROLS(m_TexturePackDetails)
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MAP_CONTROL(IDC_TexturePackName, m_texturePackTitle)
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MAP_CONTROL(IDC_TexturePackDescription, m_texturePackDescription)
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MAP_OVERRIDE(IDC_Icon, m_texturePackIcon)
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MAP_OVERRIDE(IDC_ComparisonPic, m_texturePackComparison)
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END_MAP_CHILD_CONTROLS()
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END_CONTROL_MAP()
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HRESULT OnInit( XUIMessageInit* pInitData, BOOL& bHandled );
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HRESULT OnNotifyPressEx(HXUIOBJ hObjPressed, XUINotifyPress* pNotifyPressData, BOOL& rfHandled);
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HRESULT OnKeyDown(XUIMessageInput* pInputData, BOOL& rfHandled);
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HRESULT OnGetSourceDataImage(XUIMessageGetSourceImage *pGetSourceImageData,BOOL& bHandled);
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HRESULT OnNotifyValueChanged( HXUIOBJ hObjSource, XUINotifyValueChanged* pNotifyValueChanged, BOOL& bHandled );
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HRESULT OnTransitionStart( XUIMessageTransition *pTransition, BOOL& bHandled );
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HRESULT OnTransitionEnd( XUIMessageTransition *pTransition, BOOL& bHandled );
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HRESULT OnFontRendererChange();
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HRESULT OnControlNavigate(XUIMessageControlNavigate *pControlNavigateData, BOOL& bHandled);
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HRESULT OnNotifySelChanged( HXUIOBJ hObjSource, XUINotifySelChanged* pNotifySelChangedData, BOOL& bHandled );
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HRESULT OnTimer( XUIMessageTimer *pTimer, BOOL& bHandled );
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HRESULT OnNotifyKillFocus(HXUIOBJ hObjSource, XUINotifyFocus *pNotifyFocusData, BOOL& bHandled);
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HRESULT OnDestroy();
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HRESULT OnCustomMessage_DLCInstalled();
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HRESULT OnCustomMessage_DLCMountingComplete();
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HRESULT OnNavReturn(HXUIOBJ hObj,BOOL& rfHandled);
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static int LoadSaveDataReturned(void *pParam,bool bContinue);
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static int LoadSaveDataForNameChangeReturned(void *pParam,bool bContinue);
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static int DeviceRemovedDialogReturned(void *pParam,int iPad,C4JStorage::EMessageResult result);
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static void StartGameFromSave(CScene_LoadGameSettings* pClass, DWORD dwLocalUsersMask);
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static int StartGame_SignInReturned(void *pParam,bool bContinue, int iPad);
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static int DeviceSelectReturned(void *pParam,bool bContinue);
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static int ConfirmLoadReturned(void *pParam,int iPad,C4JStorage::EMessageResult result);
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static int DeleteSaveDialogReturned(void *pParam,int iPad,C4JStorage::EMessageResult result);
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static int DeleteSaveDataReturned(void *pParam,bool bSuccess);
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static int CheckResetNetherReturned(void *pParam,int iPad,C4JStorage::EMessageResult result);
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static int TexturePackDialogReturned(void *pParam,int iPad,C4JStorage::EMessageResult result);
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static int Progress(void *pParam,float fProgress);
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void LoadLevelGen(LevelGenerationOptions *levelGen);
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HRESULT LaunchGame(void);
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public:
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static unsigned char szPNG[8];
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// Define the class. The class name must match the ClassOverride property
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// set for the scene in the UI Authoring tool.
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XUI_IMPLEMENT_CLASS( CScene_LoadGameSettings, L"CScene_LoadGameSettings", XUI_CLASS_SCENE )
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private:
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static int UnlockTexturePackReturned(void *pParam,int iPad,C4JStorage::EMessageResult result);
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void UpdateTexturePackDescription(int index);
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void ClearTexturePackDescription();
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void UpdateCurrentTexturePack();
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bool m_bIgnoreInput;
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HXUIBRUSH m_hXuiBrush;
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HXUIBRUSH m_hTexturePackIconBrush;
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HXUIBRUSH m_hTexturePackComparisonBrush;
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int m_iPad;
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int m_iSaveGameInfoIndex;
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bool m_bMultiplayerAllowed;
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static int m_iDifficultyTitleSettingA[4];
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int m_CurrentDifficulty;
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bool m_bHasBeenInCreative;
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bool m_bSetup;
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bool m_texturePackDescDisplayed;
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DWORD m_dwSaveFileC;
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#ifdef _XBOX
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C4JStorage::CACHEINFOSTRUCT *m_InfoA;
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#endif
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unsigned char m_szSeed[50];
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XCONTENT_DATA m_XContentData;
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LaunchMoreOptionsMenuInitData m_MoreOptionsParams;
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bool m_bGameModeSurvival;
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unsigned int m_currentTexturePackIndex;
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DLCPack * m_pDLCPack;
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LevelGenerationOptions *m_levelGen;
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int m_iTexturePacksNotInstalled;
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int *m_iConfigA; // track the texture packs that we don't have installed
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LoadMenuInitData *m_params;
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}; |