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

190 lines
5.8 KiB
C++

#pragma once
#include "..\..\..\Minecraft.World\Definitions.h"
#include "UIScene.h"
#include "UIControl_PlayerSkinPreview.h"
class UIScene_SkinSelectMenu : public UIScene
{
private:
static WCHAR *wchDefaultNamesA[eDefaultSkins_Count];
// 4J Stu - How many to show on each side of the main control
static const BYTE sidePreviewControls = 4;
#ifdef __PSVITA__
enum ETouchInput
{
ETouchInput_TabLeft = 10,
ETouchInput_TabRight,
ETouchInput_TabCenter,
ETouchInput_IggyCharacters,
ETouchInput_Count,
};
#endif
enum ESkinSelectNavigation
{
eSkinNavigation_Pack,
eSkinNavigation_Skin,
eSkinNavigation_Count,
};
enum ECharacters
{
eCharacter_Current,
eCharacter_Next1,
eCharacter_Next2,
eCharacter_Next3,
eCharacter_Next4,
eCharacter_Previous1,
eCharacter_Previous2,
eCharacter_Previous3,
eCharacter_Previous4,
eCharacter_COUNT,
};
UIControl_PlayerSkinPreview m_characters[eCharacter_COUNT];
UIControl_Label m_labelSkinName, m_labelSkinOrigin;
UIControl_Label m_labelSelected;
UIControl m_controlSkinNamePlate, m_controlSelectedPanel, m_controlIggyCharacters, m_controlTimer;
#ifdef __PSVITA__
UIControl_Touch m_TouchTabLeft, m_TouchTabRight, m_TouchTabCenter, m_TouchIggyCharacters;
#endif
IggyName m_funcSetPlayerCharacterSelected, m_funcSetCharacterLocked;
IggyName m_funcSetLeftLabel, m_funcSetRightLabel, m_funcSetCentreLabel;
UI_BEGIN_MAP_ELEMENTS_AND_NAMES(UIScene)
#ifdef __PSVITA__
UI_MAP_ELEMENT( m_TouchTabLeft, "TouchTabLeft" )
UI_MAP_ELEMENT( m_TouchTabRight, "TouchTabRight" )
UI_MAP_ELEMENT( m_TouchTabCenter, "TouchTabCenter" )
UI_MAP_ELEMENT( m_TouchIggyCharacters, "TouchIggyCharacters" )
#endif
UI_MAP_ELEMENT( m_controlSkinNamePlate, "SkinNamePlate")
UI_BEGIN_MAP_CHILD_ELEMENTS( m_controlSkinNamePlate )
UI_MAP_ELEMENT( m_labelSkinName, "SkinTitle1")
UI_MAP_ELEMENT( m_labelSkinOrigin, "SkinTitle2")
UI_END_MAP_CHILD_ELEMENTS()
UI_MAP_ELEMENT( m_controlSelectedPanel, "SelectedPanel" )
UI_BEGIN_MAP_CHILD_ELEMENTS( m_controlSelectedPanel )
UI_MAP_ELEMENT( m_labelSelected, "SelectedPanelLabel" )
UI_END_MAP_CHILD_ELEMENTS()
UI_MAP_ELEMENT( m_controlTimer, "Timer" )
// 4J Stu - These aren't really used a AS3 controls, but adding here means that they get ticked by the scene
UI_MAP_ELEMENT( m_controlIggyCharacters, "IggyCharacters" )
UI_BEGIN_MAP_CHILD_ELEMENTS( m_controlIggyCharacters )
UI_MAP_ELEMENT( m_characters[eCharacter_Current], "iggy_Character0" )
UI_MAP_ELEMENT( m_characters[eCharacter_Next1], "iggy_Character1" )
UI_MAP_ELEMENT( m_characters[eCharacter_Next2], "iggy_Character2" )
UI_MAP_ELEMENT( m_characters[eCharacter_Next3], "iggy_Character3" )
UI_MAP_ELEMENT( m_characters[eCharacter_Next4], "iggy_Character4" )
UI_MAP_ELEMENT( m_characters[eCharacter_Previous1], "iggy_Character5" )
UI_MAP_ELEMENT( m_characters[eCharacter_Previous2], "iggy_Character6" )
UI_MAP_ELEMENT( m_characters[eCharacter_Previous3], "iggy_Character7" )
UI_MAP_ELEMENT( m_characters[eCharacter_Previous4], "iggy_Character8" )
UI_END_MAP_CHILD_ELEMENTS()
UI_MAP_NAME( m_funcSetPlayerCharacterSelected, L"SetPlayerCharacterSelected" )
UI_MAP_NAME( m_funcSetCharacterLocked, L"SetCharacterLocked" )
UI_MAP_NAME( m_funcSetLeftLabel, L"SetLeftLabel" )
UI_MAP_NAME( m_funcSetCentreLabel, L"SetCenterLabel" )
UI_MAP_NAME( m_funcSetRightLabel, L"SetRightLabel" )
UI_END_MAP_ELEMENTS_AND_NAMES()
DLCPack *m_currentPack;
DWORD m_packIndex, m_skinIndex;
DWORD m_originalSkinId;
wstring m_currentSkinPath, m_selectedSkinPath, m_selectedCapePath;
vector<SKIN_BOX *> *m_vAdditionalSkinBoxes;
bool m_bSlidingSkins, m_bAnimatingMove;
ESkinSelectNavigation m_currentNavigation;
bool m_bNoSkinsToShow;
DWORD m_currentPackCount;
bool m_bIgnoreInput;
bool m_bSkinIndexChanged;
wstring m_leftLabel, m_centreLabel, m_rightLabel;
S32 m_iTouchXStart;
bool m_bTouchScrolled;
public:
UIScene_SkinSelectMenu(int iPad, void *initData, UILayer *parentLayer);
#ifdef __PSVITA__
virtual ~UIScene_SkinSelectMenu() { DeleteCriticalSection(&m_DLCInstallCS); }
#endif
virtual void tick();
virtual void updateTooltips();
virtual void updateComponents();
virtual EUIScene getSceneType() { return eUIScene_SkinSelectMenu;}
virtual void handleAnimationEnd();
protected:
// TODO: This should be pure virtual in this class
virtual wstring getMoviePath();
public:
// INPUT
virtual void handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled);
virtual void customDraw(IggyCustomDrawCallbackRegion *region);
private:
void handleSkinIndexChanged();
int getNextSkinIndex(DWORD sourceIndex);
int getPreviousSkinIndex(DWORD sourceIndex);
TEXTURE_NAME getTextureId(int skinIndex);
void handlePackIndexChanged();
void updatePackDisplay();
int getNextPackIndex(DWORD sourceIndex);
int getPreviousPackIndex(DWORD sourceIndex);
void setCharacterSelected(bool selected);
void setCharacterLocked(bool locked);
void setLeftLabel(const wstring &label);
void setCentreLabel(const wstring &label);
void setRightLabel(const wstring &label);
virtual void HandleDLCMountingComplete();
virtual void HandleDLCInstalled();
#ifdef _XBOX_ONE
virtual void HandleDLCLicenseChange();
#endif
void showNotOnlineDialog(int iPad);
static int UnlockSkinReturned(void *pParam,int iPad,C4JStorage::EMessageResult result);
static int RenableInput(LPVOID lpVoid, int, int);
void AddFavoriteSkin(int iPad,int iSkinID);
void InputActionOK(unsigned int iPad);
#ifdef __PSVITA__
virtual void handleTouchInput(unsigned int iPad, S32 x, S32 y, int iId, bool bPressed, bool bRepeat, bool bReleased);
#endif //__PSVITA__
virtual void handleReload();
#ifdef __ORBIS__
bool m_bErrorDialogRunning;
#endif
#ifdef __PSVITA__
CRITICAL_SECTION m_DLCInstallCS; // to prevent a race condition between the install and the mounted callback
#endif
};