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Minecraft.Client/Common/XUI/XUI_SaveMessage.cpp
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76
Minecraft.Client/Common/XUI/XUI_SaveMessage.cpp
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#include "stdafx.h"
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#include <assert.h>
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#include "..\XUI\XUI_SaveMessage.h"
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//----------------------------------------------------------------------------------
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// Performs initialization tasks - retrieves controls.
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//----------------------------------------------------------------------------------
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HRESULT CScene_SaveMessage::OnInit( XUIMessageInit* pInitData, BOOL& bHandled )
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{
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MapChildControls();
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CXuiSceneBase::ShowBackground( DEFAULT_XUI_MENU_USER, TRUE );
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CXuiSceneBase::ShowLogo( DEFAULT_XUI_MENU_USER, TRUE );
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m_button.SetText(app.GetString(IDS_CONFIRM_OK));
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m_SaveMessage.SetText(app.GetString(IDS_SAVE_ICON_MESSAGE));
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ui.SetTooltips( DEFAULT_XUI_MENU_USER, IDS_TOOLTIPS_SELECT );
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// 4J-PB - If we have a signed in user connected, let's get the DLC now
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for(unsigned int i = 0; i < XUSER_MAX_COUNT; ++i)
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{
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if( (InputManager.IsPadConnected(i) || ProfileManager.IsSignedIn(i)) )
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{
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if(!app.DLCInstallProcessCompleted() && !app.DLCInstallPending())
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{
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app.StartInstallDLCProcess(i);
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break;
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}
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}
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}
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// set a timer on the saving message screen, so we continue after 8 seconds
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XuiSetTimer( m_hObj,0,8000);
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m_bIgnoreInput=false;
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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_SaveMessage::OnNotifyPressEx(HXUIOBJ hObjPressed, XUINotifyPress* pNotifyPressData, BOOL& rfHandled)
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{
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if(m_bIgnoreInput) return S_OK;
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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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XuiKillTimer(m_hObj,0);
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app.NavigateToScene(XUSER_INDEX_ANY,eUIScene_MainMenu);
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rfHandled = TRUE;
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return S_OK;
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}
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HRESULT CScene_SaveMessage::OnKeyDown(XUIMessageInput* pInputData, BOOL& rfHandled)
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{
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if(m_bIgnoreInput) return S_OK;
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ui.AnimateKeyPress(pInputData->UserIndex, pInputData->dwKeyCode);
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return S_OK;
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}
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// 4J-PB - added for Compliance fail -
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// Games must enter an interactive state that accepts player input within 20 seconds after the initial start-up sequence.
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// 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.
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HRESULT CScene_SaveMessage::OnTimer(XUIMessageTimer *pData,BOOL& rfHandled)
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{
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m_bIgnoreInput=true;
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XuiKillTimer(m_hObj,0);
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app.NavigateToScene(XUSER_INDEX_ANY,eUIScene_MainMenu);
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return S_OK;
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}
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