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

90 lines
2.4 KiB
C++

#pragma once
#include "UIControl.h"
#include "..\..\Textures.h"
class ModelPart;
class EntityRenderer;
class UIControl_PlayerSkinPreview : public UIControl
{
private:
static const int LOOK_LEFT_EXTENT = 45;
static const int LOOK_RIGHT_EXTENT = -45;
static const int CHANGING_SKIN_FRAMES = 15;
enum ESkinPreviewAnimations
{
e_SkinPreviewAnimation_Walking,
e_SkinPreviewAnimation_Sneaking,
e_SkinPreviewAnimation_Attacking,
e_SkinPreviewAnimation_Count,
};
BOOL m_bDirty;
float m_fScale,m_fAlpha;
wstring m_customTextureUrl;
TEXTURE_NAME m_backupTexture;
wstring m_capeTextureUrl;
unsigned int m_uiAnimOverrideBitmask;
float m_fScreenWidth,m_fScreenHeight;
float m_fRawWidth,m_fRawHeight;
int m_yRot,m_xRot;
float m_bobTick;
float m_walkAnimSpeedO;
float m_walkAnimSpeed;
float m_walkAnimPos;
bool m_bAutoRotate, m_bRotatingLeft;
BYTE m_rotateTick;
float m_fTargetRotation, m_fOriginalRotation;
int m_framesAnimatingRotation;
bool m_bAnimatingToFacing;
float m_swingTime;
ESkinPreviewAnimations m_currentAnimation;
//vector<Model::SKIN_BOX *> *m_pvAdditionalBoxes;
vector<ModelPart *> *m_pvAdditionalModelParts;
public:
enum ESkinPreviewFacing
{
e_SkinPreviewFacing_Forward,
e_SkinPreviewFacing_Left,
e_SkinPreviewFacing_Right,
};
UIControl_PlayerSkinPreview();
virtual void tick();
void render(IggyCustomDrawCallbackRegion *region);
void SetTexture(const wstring &url, TEXTURE_NAME backupTexture = TN_MOB_CHAR);
void SetCapeTexture(const wstring &url) { m_capeTextureUrl = url; }
void ResetRotation() { m_xRot = 0; m_yRot = 0; }
void IncrementYRotation() { m_yRot = (m_yRot+4); if(m_yRot >= 180) m_yRot = -180; }
void DecrementYRotation() { m_yRot = (m_yRot-4); if(m_yRot <= -180) m_yRot = 180; }
void IncrementXRotation() { m_xRot = (m_xRot+2); if(m_xRot > 22) m_xRot = 22; }
void DecrementXRotation() { m_xRot = (m_xRot-2); if(m_xRot < -22) m_xRot = -22; }
void SetAutoRotate(bool autoRotate) { m_bAutoRotate = autoRotate; }
void SetFacing(ESkinPreviewFacing facing, bool bAnimate = false);
void CycleNextAnimation();
void CyclePreviousAnimation();
bool m_incXRot, m_decXRot;
bool m_incYRot, m_decYRot;
private:
void render(EntityRenderer *renderer, double x, double y, double z, float rot, float a);
bool bindTexture(const wstring& urlTexture, int backupTexture);
bool bindTexture(const wstring& urlTexture, const wstring& backupTexture);
};