mirror of
https://github.com/smartcmd/MinecraftConsoles.git
synced 2026-05-18 15:23:50 +00:00
Renamed functions with skin offset or model offset in there name to have skin adjustment instead. Added two functions in Player.cpp and Player.h to handle model types for player. Altered getModel() function in EntityRenderer.h and moved fuctionallity to EntityRenderer.cpp. Optimized write() function in TextureAndGeometryPacket.cpp with __fastcall (prevents crashes in multiplayer when instances are running on the same PC).
196 lines
6 KiB
C++
196 lines
6 KiB
C++
#pragma once
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#include "../../../Minecraft.World/Definitions.h"
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#include "UIScene.h"
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#include "UIControl_PlayerSkinPreview.h"
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class UIScene_SkinSelectMenu : public UIScene
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{
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private:
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static const WCHAR *wchDefaultNamesA[eDefaultSkins_Count];
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// 4J Stu - How many to show on each side of the main control
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static const BYTE sidePreviewControls = 4;
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#ifdef __PSVITA__
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enum ETouchInput
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{
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ETouchInput_TabLeft = 10,
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ETouchInput_TabRight,
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ETouchInput_TabCenter,
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ETouchInput_IggyCharacters,
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ETouchInput_Count,
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};
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#endif
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enum ESkinSelectNavigation
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{
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eSkinNavigation_Pack,
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eSkinNavigation_Skin,
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eSkinNavigation_Count,
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};
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enum ECharacters
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{
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eCharacter_Current,
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eCharacter_Next1,
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eCharacter_Next2,
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eCharacter_Next3,
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eCharacter_Next4,
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eCharacter_Previous1,
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eCharacter_Previous2,
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eCharacter_Previous3,
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eCharacter_Previous4,
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eCharacter_COUNT,
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};
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UIControl_PlayerSkinPreview m_characters[eCharacter_COUNT];
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UIControl_Label m_labelSkinName, m_labelSkinOrigin;
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UIControl_Label m_labelSelected;
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UIControl m_controlSkinNamePlate, m_controlSelectedPanel, m_controlIggyCharacters, m_controlTimer;
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#ifdef __PSVITA__
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UIControl_Touch m_TouchTabLeft, m_TouchTabRight, m_TouchTabCenter, m_TouchIggyCharacters;
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#endif
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IggyName m_funcSetPlayerCharacterSelected, m_funcSetCharacterLocked;
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IggyName m_funcSetLeftLabel, m_funcSetRightLabel, m_funcSetCentreLabel;
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UI_BEGIN_MAP_ELEMENTS_AND_NAMES(UIScene)
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#ifdef __PSVITA__
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UI_MAP_ELEMENT( m_TouchTabLeft, "TouchTabLeft" )
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UI_MAP_ELEMENT( m_TouchTabRight, "TouchTabRight" )
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UI_MAP_ELEMENT( m_TouchTabCenter, "TouchTabCenter" )
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UI_MAP_ELEMENT( m_TouchIggyCharacters, "TouchIggyCharacters" )
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#endif
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UI_MAP_ELEMENT( m_controlSkinNamePlate, "SkinNamePlate")
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UI_BEGIN_MAP_CHILD_ELEMENTS( m_controlSkinNamePlate )
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UI_MAP_ELEMENT( m_labelSkinName, "SkinTitle1")
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UI_MAP_ELEMENT( m_labelSkinOrigin, "SkinTitle2")
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UI_END_MAP_CHILD_ELEMENTS()
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UI_MAP_ELEMENT( m_controlSelectedPanel, "SelectedPanel" )
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UI_BEGIN_MAP_CHILD_ELEMENTS( m_controlSelectedPanel )
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UI_MAP_ELEMENT( m_labelSelected, "SelectedPanelLabel" )
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UI_END_MAP_CHILD_ELEMENTS()
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UI_MAP_ELEMENT( m_controlTimer, "Timer" )
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// 4J Stu - These aren't really used a AS3 controls, but adding here means that they get ticked by the scene
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UI_MAP_ELEMENT( m_controlIggyCharacters, "IggyCharacters" )
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UI_BEGIN_MAP_CHILD_ELEMENTS( m_controlIggyCharacters )
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UI_MAP_ELEMENT( m_characters[eCharacter_Current], "iggy_Character0" )
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UI_MAP_ELEMENT( m_characters[eCharacter_Next1], "iggy_Character1" )
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UI_MAP_ELEMENT( m_characters[eCharacter_Next2], "iggy_Character2" )
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UI_MAP_ELEMENT( m_characters[eCharacter_Next3], "iggy_Character3" )
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UI_MAP_ELEMENT( m_characters[eCharacter_Next4], "iggy_Character4" )
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UI_MAP_ELEMENT( m_characters[eCharacter_Previous1], "iggy_Character5" )
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UI_MAP_ELEMENT( m_characters[eCharacter_Previous2], "iggy_Character6" )
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UI_MAP_ELEMENT( m_characters[eCharacter_Previous3], "iggy_Character7" )
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UI_MAP_ELEMENT( m_characters[eCharacter_Previous4], "iggy_Character8" )
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UI_END_MAP_CHILD_ELEMENTS()
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UI_MAP_NAME( m_funcSetPlayerCharacterSelected, L"SetPlayerCharacterSelected" )
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UI_MAP_NAME( m_funcSetCharacterLocked, L"SetCharacterLocked" )
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UI_MAP_NAME( m_funcSetLeftLabel, L"SetLeftLabel" )
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UI_MAP_NAME( m_funcSetCentreLabel, L"SetCenterLabel" )
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UI_MAP_NAME( m_funcSetRightLabel, L"SetRightLabel" )
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UI_END_MAP_ELEMENTS_AND_NAMES()
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DLCPack *m_currentPack;
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DWORD m_packIndex, m_skinIndex;
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DWORD m_originalSkinId;
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wstring m_currentSkinPath, m_selectedSkinPath, m_selectedCapePath;
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vector<SKIN_BOX *> *m_vAdditionalSkinBoxes;
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vector<SKIN_OFFSET *> *m_vSkinAdjustments;
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bool m_bSlidingSkins, m_bAnimatingMove;
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ESkinSelectNavigation m_currentNavigation;
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bool m_bNoSkinsToShow;
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DWORD m_currentPackCount;
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bool m_bIgnoreInput;
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bool m_bSkinIndexChanged;
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wstring m_leftLabel, m_centreLabel, m_rightLabel;
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S32 m_iTouchXStart;
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bool m_bTouchScrolled;
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public:
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UIScene_SkinSelectMenu(int iPad, void *initData, UILayer *parentLayer);
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#ifdef __PSVITA__
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virtual ~UIScene_SkinSelectMenu() { DeleteCriticalSection(&m_DLCInstallCS); }
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#endif
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virtual void tick();
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virtual void updateTooltips();
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virtual void updateComponents();
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virtual EUIScene getSceneType() { return eUIScene_SkinSelectMenu;}
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virtual void handleAnimationEnd();
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protected:
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// TODO: This should be pure virtual in this class
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virtual wstring getMoviePath();
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public:
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// INPUT
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virtual void handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled);
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virtual void customDraw(IggyCustomDrawCallbackRegion *region);
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private:
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void handleSkinIndexChanged();
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int getNextSkinIndex(DWORD sourceIndex);
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int getPreviousSkinIndex(DWORD sourceIndex);
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TEXTURE_NAME getTextureId(int skinIndex);
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void handlePackIndexChanged();
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void updatePackDisplay();
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int getNextPackIndex(DWORD sourceIndex);
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int getPreviousPackIndex(DWORD sourceIndex);
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void setCharacterSelected(bool selected);
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void setCharacterLocked(bool locked);
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void setLeftLabel(const wstring &label);
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void setCentreLabel(const wstring &label);
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void setRightLabel(const wstring &label);
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virtual void HandleDLCMountingComplete();
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virtual void HandleDLCInstalled();
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#ifdef _XBOX_ONE
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virtual void HandleDLCLicenseChange();
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#endif
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void showNotOnlineDialog(int iPad);
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static int UnlockSkinReturned(void *pParam,int iPad,C4JStorage::EMessageResult result);
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static int RenableInput(LPVOID lpVoid, int, int);
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void AddFavoriteSkin(int iPad,int iSkinID);
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void InputActionOK(unsigned int iPad);
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#ifdef __PSVITA__
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virtual void handleTouchInput(unsigned int iPad, S32 x, S32 y, int iId, bool bPressed, bool bRepeat, bool bReleased);
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#endif //__PSVITA__
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virtual void handleReload();
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#ifdef __ORBIS__
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bool m_bErrorDialogRunning;
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#endif
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#ifdef __PSVITA__
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static int MustSignInReturned(void *pParam,int iPad,C4JStorage::EMessageResult result);
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static int PSNSignInReturned(void* pParam, bool bContinue, int iPad);
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#endif
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#ifdef __PSVITA__
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CRITICAL_SECTION m_DLCInstallCS; // to prevent a race condition between the install and the mounted callback
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#endif
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};
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