153 lines
4.2 KiB
C++
153 lines
4.2 KiB
C++
// Minecraft.cpp : Defines the entry point for the application.
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//
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#include "stdafx.h"
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#include <assert.h>
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#include "..\XUI\XUI_Intro.h"
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#define TIMELINE_NORMAL 0
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#define TIMELINE_ESRBFADE 1
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#define TIMELINE_LOGOSFADE 2
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//----------------------------------------------------------------------------------
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// Performs initialization tasks - retrieves controls.
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//----------------------------------------------------------------------------------
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HRESULT CScene_Intro::OnInit( XUIMessageInit* pInitData, BOOL& bHandled )
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{
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MapChildControls();
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// We may need to display a ratings image for a while at the start...
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m_bWantsToSkip=false;
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m_iTimeline=TIMELINE_NORMAL;
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// 4J-PB - We can't check to see if the version is a trial or full game until after 5 seconds...
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// The reason that this is a requirement is that there is a problem that occasionally happens *only* in the production
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// environment (not partnernet or cert), where if you don’t wait 5 seconds, you can run into an issue where the timing
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// of the call fails and the game is always identified as being the trial version even if you have upgraded to the full version.
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// -Joe Dunavant
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// start a timer for the required 5 seconds, plus an extra bit to allow the lib timer to enable the xcontent license check call
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#ifdef _CONTENT_PACKAGE
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m_bSkippable=false;
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XuiSetTimer( m_hObj,0,5200);
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#else
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m_bSkippable=true;
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#endif
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return S_OK;
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}
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//----------------------------------------------------------------------------------
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// Handler for the button press message.
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//----------------------------------------------------------------------------------
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HRESULT CScene_Intro::OnNotifyPressEx(HXUIOBJ hObjPressed, XUINotifyPress* pNotifyPressData, BOOL& rfHandled)
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{
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// This assumes all buttons can only be pressed with the A button
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ui.AnimateKeyPress(pNotifyPressData->UserIndex, VK_PAD_A);
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return S_OK;
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}
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HRESULT CScene_Intro::OnKeyDown(XUIMessageInput* pInputData, BOOL& rfHandled)
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{
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ui.AnimateKeyPress(pInputData->UserIndex, pInputData->dwKeyCode);
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static bool bPressed=false;
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if(bPressed==false)
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{
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if(m_bSkippable)
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{
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// stop the animation
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XuiElementStopTimeline(m_hObj,TRUE);
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app.NavigateToScene(XUSER_INDEX_ANY,eUIScene_SaveMessage);
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app.SetIntroRunning(false);
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}
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else
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{
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m_bWantsToSkip=true;
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}
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bPressed=true;
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}
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return S_OK;
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}
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HRESULT CScene_Intro::OnTimelineEnd(HXUIOBJ hObjSource, BOOL& bHandled)
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{
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int nStart, nEnd;
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if(m_bSkippable && m_bWantsToSkip)
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{
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// straight to the game
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app.NavigateToScene(XUSER_INDEX_ANY,eUIScene_SaveMessage);
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app.SetIntroRunning(false);
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}
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else
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{
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switch(m_iTimeline)
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{
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case TIMELINE_NORMAL:
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{
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// 4J-PB - lots of discussions over this because Brazil is in the NA region. This is what I have been advised to do...
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//if(ProfileManager.RegionIsNorthAmerica())
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if(ProfileManager.LocaleIsUSorCanada())
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{
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m_iTimeline=TIMELINE_ESRBFADE;
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XuiElementFindNamedFrame( m_hObj, L"ESRBFade", &nStart );
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XuiElementFindNamedFrame( m_hObj, L"ESRBFadeEnd", &nEnd );
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XuiElementPlayTimeline( m_hObj, nStart, nStart, nEnd, FALSE, TRUE );
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}
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else
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{
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m_iTimeline=TIMELINE_LOGOSFADE;
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XuiElementFindNamedFrame( m_hObj, L"StartFade", &nStart );
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XuiElementFindNamedFrame( m_hObj, L"EndFade", &nEnd );
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XuiElementPlayTimeline( m_hObj, nStart, nStart, nEnd, FALSE, TRUE );
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}
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}
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break;
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case TIMELINE_ESRBFADE:
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if(m_bWantsToSkip && m_bSkippable)
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{
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app.NavigateToScene(XUSER_INDEX_ANY,eUIScene_SaveMessage);
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app.SetIntroRunning(false);
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}
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else
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{
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m_iTimeline=TIMELINE_LOGOSFADE;
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XuiElementFindNamedFrame( m_hObj, L"StartFade", &nStart );
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XuiElementFindNamedFrame( m_hObj, L"EndFade", &nEnd );
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XuiElementPlayTimeline( m_hObj, nStart, nStart, nEnd, FALSE, TRUE );
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}
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break;
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case TIMELINE_LOGOSFADE:
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app.NavigateToScene(XUSER_INDEX_ANY,eUIScene_SaveMessage);
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app.SetIntroRunning(false);
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break;
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}
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}
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return S_OK;
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}
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HRESULT CScene_Intro::OnTimer(XUIMessageTimer *pData,BOOL& rfHandled)
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{
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HRESULT hr=XuiKillTimer(m_hObj,0);
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m_bSkippable=true;
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if(m_bWantsToSkip)
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{
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// stop the animation
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XuiElementStopTimeline(m_hObj,TRUE);
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app.NavigateToScene(XUSER_INDEX_ANY,eUIScene_SaveMessage);
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app.SetIntroRunning(false);
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}
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return hr;
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} |