85 lines
2.9 KiB
C++
85 lines
2.9 KiB
C++
#pragma once
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using namespace std;
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#include "../media/xuiscene_ingameinfo.h"
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#include "XUI_CustomMessages.h"
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class INetworkPlayer;
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#define INGAME_INFO_TOOLTIP_TIMER 1000
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#define VOICE_ICON_DATA_ID 0
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#define MAP_ICON_DATA_ID 1
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#define OPS_ICON_DATA_ID 2
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class CScene_InGameInfo : public CXuiSceneImpl
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{
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protected:
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// Control and Element wrapper objects.
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CXuiList playersList;
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CXuiControl m_gameOptionsButton;
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CXuiControl m_title;
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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_DESTROY( OnDestroy )
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XUI_ON_XM_NOTIFY_SELCHANGED( OnNotifySelChanged )
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XUI_ON_XM_NOTIFY_PRESS_EX(OnNotifyPressEx)
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XUI_ON_XM_KEYDOWN(OnKeyDown)
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XUI_ON_XM_TIMER( OnTimer )
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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_NOTIFY_SET_FOCUS( OnNotifySetFocus )
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XUI_ON_XM_GET_SOURCE_TEXT(OnGetSourceDataText)
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XUI_ON_XM_GET_SOURCE_IMAGE(OnGetSourceDataImage)
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XUI_ON_XM_GET_ITEMCOUNT_ALL(OnGetItemCountAll)
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XUI_ON_XM_SPLITSCREENPLAYER_MESSAGE(OnCustomMessage_Splitscreenplayer)
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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_GamePlayers, playersList)
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MAP_CONTROL(IDC_GameOptionsButton, m_gameOptionsButton)
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MAP_CONTROL(IDC_Title, m_title)
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END_CONTROL_MAP()
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HRESULT OnInit( XUIMessageInit* pInitData, BOOL& bHandled );
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HRESULT OnDestroy();
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HRESULT OnNotifySelChanged( HXUIOBJ hObjSource, XUINotifySelChanged* pNotifySelChangedData, 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 OnTimer(XUIMessageTimer *pData,BOOL& rfHandled);
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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 OnNotifySetFocus( HXUIOBJ hObjSource, XUINotifyFocus *pNotifyFocusData, BOOL& bHandled );
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HRESULT OnCustomMessage_Splitscreenplayer(bool bJoining, BOOL& bHandled);
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HRESULT OnGetSourceDataText(XUIMessageGetSourceText *pGetSourceTextData, BOOL& bHandled);
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HRESULT OnGetSourceDataImage(XUIMessageGetSourceImage *pGetSourceImageData,BOOL& bHandled);
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HRESULT OnGetItemCountAll(XUIMessageGetItemCount *pGetItemCountData, BOOL& bHandled);
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public:
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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_InGameInfo, L"CScene_InGameInfo", XUI_CLASS_SCENE )
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static void OnPlayerChanged(void *callbackParam, INetworkPlayer *pPlayer, bool leaving);
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private:
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bool m_isHostPlayer;
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int m_iPad;
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D3DXVECTOR3 m_OriginalPosition;
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int m_playersCount;
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BYTE m_players[MINECRAFT_NET_MAX_PLAYERS]; // An array of QNet small-id's
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bool m_bIgnoreKeyPresses;
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void updateTooltips();
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public:
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static int KickPlayerReturned(void *pParam,int iPad,C4JStorage::EMessageResult result);
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};
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