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

74 lines
2.2 KiB
C++

#pragma once
#define CREDITS_TICK_TIMER_ID (6) // Arbitrary timer ID used to tick credits for scrolling.
#define MAX_CREDIT_STRINGS 360
// 213
#include "..\UI\UIStructs.h"
class CScene_Credits : public CXuiSceneImpl
{
protected:
// Control and Element wrapper objects.
// Message map. Here we tie messages to message handlers.
XUI_BEGIN_MSG_MAP()
XUI_ON_XM_INIT( OnInit )
XUI_ON_XM_KEYDOWN(OnKeyDown)
XUI_ON_XM_NOTIFY_PRESS_EX(OnNotifyPressEx)
XUI_ON_XM_CONTROL_NAVIGATE(OnControlNavigate)
XUI_ON_XM_TIMER( OnTimer )
XUI_ON_XM_DESTROY( OnDestroy )
XUI_END_MSG_MAP()
// Control mapping to objects
BEGIN_CONTROL_MAP()
END_CONTROL_MAP()
HRESULT OnInit( XUIMessageInit* pInitData, BOOL& bHandled );
HRESULT OnKeyDown(XUIMessageInput* pInputData, BOOL& rfHandled);
HRESULT OnNotifyPressEx(HXUIOBJ hObjPressed, XUINotifyPress* pNotifyPressData,BOOL& rfHandled);
HRESULT OnControlNavigate(XUIMessageControlNavigate *pControlNavigateData, BOOL& bHandled);
HRESULT OnTimer( XUIMessageTimer *pTimer, BOOL& bHandled );
HRESULT OnDestroy();
private:
struct STextType
{
// Array of pointers to text elements.
CXuiControl** m_appTextElements;
int m_iNextFreeElement;
int m_iNumUsedElements;
int m_iMaxElements;
};
STextType m_aTextTypes[ eNumTextTypes ];
int m_iCurrDefIndex; // Index of last created text def.
float m_fMoveSinceLastDef; // How far have credits scrolled since we last created a new text item.
float m_fMoveToNextDef; // How far we need to move before starting next text item.
int m_iNumTextDefs; // Total number of text defs in the credits.
float CREDITS_SCREEN_MIN_Y;// ( 200.0f ) // Y pos at which credits are removed from top of screen.
float CREDITS_SCREEN_MAX_Y;// ( 630.0f ) // Y pos at which credits appear at bottom of screen.
float CREDITS_FADE_HEIGHT;// ( 100.0f ) // Height over which credits fade in or fade out.
float gs_aLineSpace[ eNumTextTypes ];
public:
static SCreditTextItemDef gs_aCreditDefs[MAX_CREDIT_STRINGS];
// Define the class. The class name must match the ClassOverride property
// set for the scene in the UI Authoring tool.
XUI_IMPLEMENT_CLASS( CScene_Credits, L"CScene_Credits", XUI_CLASS_SCENE )
};