Files
MinecraftConsoles/Minecraft.Client/Common/UI/UIComponent_Chat.h
2026-03-01 12:16:08 +08:00

66 lines
2.2 KiB
C++

#pragma once
#include "UIScene.h"
#define CHAT_LINES_COUNT 10
class UIComponent_Chat : public UIScene
{
private:
bool m_bSplitscreen;
protected:
UIControl_Label m_labelChatText[CHAT_LINES_COUNT];
UIControl_Label m_labelJukebox;
UIControl m_controlLabelBackground[CHAT_LINES_COUNT];
UI_BEGIN_MAP_ELEMENTS_AND_NAMES(UIScene)
UI_MAP_ELEMENT(m_labelChatText[0],"Label1")
UI_MAP_ELEMENT(m_labelChatText[1],"Label2")
UI_MAP_ELEMENT(m_labelChatText[2],"Label3")
UI_MAP_ELEMENT(m_labelChatText[3],"Label4")
UI_MAP_ELEMENT(m_labelChatText[4],"Label5")
UI_MAP_ELEMENT(m_labelChatText[5],"Label6")
UI_MAP_ELEMENT(m_labelChatText[6],"Label7")
UI_MAP_ELEMENT(m_labelChatText[7],"Label8")
UI_MAP_ELEMENT(m_labelChatText[8],"Label9")
UI_MAP_ELEMENT(m_labelChatText[9],"Label10")
UI_MAP_ELEMENT(m_controlLabelBackground[0],"Label1Background")
UI_MAP_ELEMENT(m_controlLabelBackground[1],"Label2Background")
UI_MAP_ELEMENT(m_controlLabelBackground[2],"Label3Background")
UI_MAP_ELEMENT(m_controlLabelBackground[3],"Label4Background")
UI_MAP_ELEMENT(m_controlLabelBackground[4],"Label5Background")
UI_MAP_ELEMENT(m_controlLabelBackground[5],"Label6Background")
UI_MAP_ELEMENT(m_controlLabelBackground[6],"Label7Background")
UI_MAP_ELEMENT(m_controlLabelBackground[7],"Label8Background")
UI_MAP_ELEMENT(m_controlLabelBackground[8],"Label9Background")
UI_MAP_ELEMENT(m_controlLabelBackground[9],"Label10Background")
UI_MAP_ELEMENT(m_labelJukebox,"Jukebox")
UI_END_MAP_ELEMENTS_AND_NAMES()
public:
UIComponent_Chat(int iPad, void *initData, UILayer *parentLayer);
protected:
// TODO: This should be pure virtual in this class
virtual wstring getMoviePath();
public:
virtual EUIScene getSceneType() { return eUIComponent_Chat;}
// Returns true if this scene handles input
virtual bool stealsFocus() { return false; }
// Returns true if this scene has focus for the pad passed in
virtual bool hasFocus(int iPad) { return false; }
// Returns true if lower scenes in this scenes layer, or in any layer below this scenes layers should be hidden
virtual bool hidesLowerScenes() { return false; }
// RENDERING
virtual void render(S32 width, S32 height, C4JRender::eViewportType viewport);
protected:
void handleTimerComplete(int id);
};