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59
Minecraft.Client/Common/XUI/XUI_SettingsAll.h
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59
Minecraft.Client/Common/XUI/XUI_SettingsAll.h
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#pragma once
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#include "../media/xuiscene_settings_all.h"
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#include "XUI_Ctrl_SliderWrapper.h"
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#include "XUI_CustomMessages.h"
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#define BUTTON_ALL_OPTIONS 0
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#define BUTTON_ALL_AUDIO 1
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#define BUTTON_ALL_CONTROL 2
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#define BUTTON_ALL_GRAPHICS 4
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#define BUTTON_ALL_UI 5
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#define BUTTON_ALL_RESETTODEFAULTS 6
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#define BUTTONS_ALL_MAX BUTTON_ALL_RESETTODEFAULTS + 1
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class CScene_SettingsAll : public CXuiSceneImpl
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{
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protected:
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CXuiControl m_Buttons[BUTTONS_ALL_MAX];
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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_KEYDOWN( OnKeyDown )
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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_TRANSITION_START(OnTransitionStart)
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XUI_ON_XM_NAV_RETURN(OnNavReturn)
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XUI_ON_XM_SPLITSCREENPLAYER_MESSAGE(OnCustomMessage_Splitscreenplayer)
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XUI_END_MSG_MAP()
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BEGIN_CONTROL_MAP()
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MAP_CONTROL(IDC_XuiButtonOptions, m_Buttons[BUTTON_ALL_OPTIONS])
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MAP_CONTROL(IDC_XuiButtonAudio, m_Buttons[BUTTON_ALL_AUDIO])
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MAP_CONTROL(IDC_XuiButtonControl, m_Buttons[BUTTON_ALL_CONTROL])
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MAP_CONTROL(IDC_XuiButtonGraphics, m_Buttons[BUTTON_ALL_GRAPHICS])
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MAP_CONTROL(IDC_XuiButtonUI, m_Buttons[BUTTON_ALL_UI])
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MAP_CONTROL(IDC_XuiButtonResetToDefaults, m_Buttons[BUTTON_ALL_RESETTODEFAULTS])
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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& bHandled);
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HRESULT OnControlNavigate(XUIMessageControlNavigate *pControlNavigateData, BOOL& bHandled);
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HRESULT OnTransitionStart( XUIMessageTransition *pTransition, BOOL& bHandled );
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HRESULT OnCustomMessage_Splitscreenplayer(bool bJoining, BOOL& bHandled);
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HRESULT OnNavReturn(HXUIOBJ hObj,BOOL& rfHandled);
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static int ResetDefaultsDialogReturned(void *pParam,int iPad,C4JStorage::EMessageResult result);
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int m_iPad;
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D3DXVECTOR3 m_OriginalPosition;
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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_SettingsAll, L"CScene_SettingsAll", XUI_CLASS_SCENE )
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};
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