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

110 lines
3.4 KiB
C++

#pragma once
#include "UIScene.h"
class UIComponent_Tooltips : public UIScene
{
private:
bool m_bSplitscreen;
protected:
typedef struct _TooltipValues
{
bool show;
int iString;
_TooltipValues()
{
show = false;
iString = -1;
}
} TooltipValues;
TooltipValues m_tooltipValues[eToolTipNumButtons];
IggyName m_funcSetTooltip, m_funcSetOpacity, m_funcSetABSwap, m_funcUpdateLayout;
#ifdef __PSVITA__
enum ETouchInput
{
ETouchInput_Touch_A,
ETouchInput_Touch_B,
ETouchInput_Touch_X,
ETouchInput_Touch_Y,
ETouchInput_Touch_LT,
ETouchInput_Touch_RightTrigger,
ETouchInput_Touch_LeftBumper,
ETouchInput_Touch_RightBumper,
ETouchInput_Touch_LeftStick,
ETouchInput_Count,
};
UIControl_Touch m_TouchController[ETouchInput_Count];
#endif
UI_BEGIN_MAP_ELEMENTS_AND_NAMES(UIScene)
#ifdef __PSVITA__
UI_MAP_ELEMENT( m_TouchController[ETouchInput_Touch_A], "Touch_A")
UI_MAP_ELEMENT( m_TouchController[ETouchInput_Touch_B], "Touch_B")
UI_MAP_ELEMENT( m_TouchController[ETouchInput_Touch_X], "Touch_X")
UI_MAP_ELEMENT( m_TouchController[ETouchInput_Touch_Y], "Touch_Y")
UI_MAP_ELEMENT( m_TouchController[ETouchInput_Touch_LT], "Touch_LT")
UI_MAP_ELEMENT( m_TouchController[ETouchInput_Touch_RightTrigger], "Touch_RightTrigger")
UI_MAP_ELEMENT( m_TouchController[ETouchInput_Touch_LeftBumper], "Touch_LeftBumper")
UI_MAP_ELEMENT( m_TouchController[ETouchInput_Touch_RightBumper], "Touch_RightBumper")
UI_MAP_ELEMENT( m_TouchController[ETouchInput_Touch_LeftStick], "Touch_LeftStick")
#endif
UI_MAP_NAME( m_funcSetTooltip, L"SetToolTip")
UI_MAP_NAME( m_funcSetOpacity, L"SetOpacity")
UI_MAP_NAME( m_funcSetABSwap, L"SetABSwap")
UI_MAP_NAME( m_funcUpdateLayout, L"UpdateLayout")
UI_END_MAP_ELEMENTS_AND_NAMES()
virtual wstring getMoviePath();
virtual F64 getSafeZoneHalfWidth();
public:
UIComponent_Tooltips(int iPad, void *initData, UILayer *parentLayer);
virtual EUIScene getSceneType() { return eUIComponent_Tooltips;}
// 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; }
virtual void updateSafeZone();
virtual void tick();
// RENDERING
virtual void render(S32 width, S32 height, C4JRender::eViewportType viewport);
virtual void SetTooltipText( unsigned int tooltip, int iTextID );
virtual void SetEnableTooltips( bool bVal );
virtual void ShowTooltip( unsigned int tooltip, bool show );
virtual void SetTooltips( int iA, int iB=-1, int iX=-1, int iY=-1 , int iLT=-1, int iRT=-1, int iLB=-1, int iRB=-1, int iLS=-1, bool forceUpdate = false);
virtual void EnableTooltip( unsigned int tooltip, bool enable );
virtual void handleReload();
virtual void handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled);
void overrideSFX(int iPad, int key, bool bVal);
private:
bool _SetTooltip(unsigned int iToolTip, int iTextID);
void _SetTooltip(unsigned int iToolTipId, const wstring &label, bool show, bool force = false);
void _Relayout();
bool m_overrideSFX[XUSER_MAX_COUNT][ACTION_MAX_MENU];
#ifdef __PSVITA__
virtual void handleTouchInput(unsigned int iPad, S32 x, S32 y, int iId, bool bPressed, bool bRepeat, bool bReleased);
#endif
};