#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; 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; IggyName m_funcSetPlayerCharacterSelected, m_funcSetCharacterLocked; IggyName m_funcSetLeftLabel, m_funcSetRightLabel, m_funcSetCentreLabel; UI_BEGIN_MAP_ELEMENTS_AND_NAMES(UIScene) 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 *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); 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(); 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); virtual void handleReload(); };