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98
Minecraft.Client/Common/UI/UIScene_JoinMenu.h
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98
Minecraft.Client/Common/UI/UIScene_JoinMenu.h
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#pragma once
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#include "UIScene.h"
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class UIScene_JoinMenu : public UIScene
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{
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private:
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enum EControls
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{
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eControl_JoinGame,
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eControl_GamePlayers
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};
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enum ELabels
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{
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eLabel_Difficulty,
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eLabel_GameType,
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eLabel_GamertagsOn,
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eLabel_Structures,
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eLabel_LevelType,
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eLabel_PVP,
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eLabel_Trust,
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eLabel_TNTOn,
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eLabel_FireOn,
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eLabel_COUNT
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};
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UIControl_Button m_buttonJoinGame;
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UIControl_ButtonList m_buttonListPlayers;
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UIControl_Label m_labelLabels[eLabel_COUNT];
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UIControl_Label m_labelValues[eLabel_COUNT];
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UI_BEGIN_MAP_ELEMENTS_AND_NAMES(UIScene)
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UI_MAP_ELEMENT( m_buttonJoinGame, "JoinGame")
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UI_MAP_ELEMENT( m_buttonListPlayers, "GamePlayers")
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UI_MAP_ELEMENT( m_labelLabels[0], "Label0")
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UI_MAP_ELEMENT( m_labelLabels[1], "Label1")
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UI_MAP_ELEMENT( m_labelLabels[2], "Label2")
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UI_MAP_ELEMENT( m_labelLabels[3], "Label3")
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UI_MAP_ELEMENT( m_labelLabels[4], "Label4")
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UI_MAP_ELEMENT( m_labelLabels[5], "Label5")
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UI_MAP_ELEMENT( m_labelLabels[6], "Label6")
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UI_MAP_ELEMENT( m_labelLabels[7], "Label7")
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UI_MAP_ELEMENT( m_labelLabels[8], "Label8")
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UI_MAP_ELEMENT( m_labelValues[0], "Value0")
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UI_MAP_ELEMENT( m_labelValues[1], "Value1")
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UI_MAP_ELEMENT( m_labelValues[2], "Value2")
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UI_MAP_ELEMENT( m_labelValues[3], "Value3")
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UI_MAP_ELEMENT( m_labelValues[4], "Value4")
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UI_MAP_ELEMENT( m_labelValues[5], "Value5")
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UI_MAP_ELEMENT( m_labelValues[6], "Value6")
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UI_MAP_ELEMENT( m_labelValues[7], "Value7")
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UI_MAP_ELEMENT( m_labelValues[8], "Value8")
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UI_END_MAP_ELEMENTS_AND_NAMES()
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FriendSessionInfo *m_selectedSession;
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bool m_bIgnoreInput;
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bool m_friendInfoRequestIssued;
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bool m_friendInfoUpdatedOK;
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bool m_friendInfoUpdatedERROR;
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public:
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UIScene_JoinMenu(int iPad, void *initData, UILayer *parentLayer);
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void tick();
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static void friendSessionUpdated(bool success, void *pParam);
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static int ErrorDialogReturned(void *pParam, int iPad, const C4JStorage::EMessageResult);
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virtual void updateTooltips();
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virtual void updateComponents();
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virtual EUIScene getSceneType() { return eUIScene_LoadMenu;}
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protected:
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// TODO: This should be pure virtual in this class
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virtual wstring getMoviePath();
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public:
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// INPUT
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virtual void handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled);
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virtual void handleFocusChange(F64 controlId, F64 childId);
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virtual void handleTimerComplete(int id);
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protected:
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void handlePress(F64 controlId, F64 childId);
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void StartSharedLaunchFlow();
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#ifdef _DURANGO
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static void checkPrivilegeCallback(LPVOID lpParam, bool hasPrivilege, int iPad);
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#endif
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static int StartGame_SignInReturned(void *pParam, bool, int);
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static void JoinGame(UIScene_JoinMenu* pClass);
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};
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