the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
1#pragma once
2
3#include "UIScene.h"
4
5#define CHAT_LINES_COUNT 10
6
7class UIComponent_Chat : public UIScene
8{
9private:
10 bool m_bSplitscreen;
11
12protected:
13 UIControl_Label m_labelChatText[CHAT_LINES_COUNT];
14 UIControl_Label m_labelJukebox;
15 UIControl m_controlLabelBackground[CHAT_LINES_COUNT];
16 UI_BEGIN_MAP_ELEMENTS_AND_NAMES(UIScene)
17 UI_MAP_ELEMENT(m_labelChatText[0],"Label1")
18 UI_MAP_ELEMENT(m_labelChatText[1],"Label2")
19 UI_MAP_ELEMENT(m_labelChatText[2],"Label3")
20 UI_MAP_ELEMENT(m_labelChatText[3],"Label4")
21 UI_MAP_ELEMENT(m_labelChatText[4],"Label5")
22 UI_MAP_ELEMENT(m_labelChatText[5],"Label6")
23 UI_MAP_ELEMENT(m_labelChatText[6],"Label7")
24 UI_MAP_ELEMENT(m_labelChatText[7],"Label8")
25 UI_MAP_ELEMENT(m_labelChatText[8],"Label9")
26 UI_MAP_ELEMENT(m_labelChatText[9],"Label10")
27
28 UI_MAP_ELEMENT(m_controlLabelBackground[0],"Label1Background")
29 UI_MAP_ELEMENT(m_controlLabelBackground[1],"Label2Background")
30 UI_MAP_ELEMENT(m_controlLabelBackground[2],"Label3Background")
31 UI_MAP_ELEMENT(m_controlLabelBackground[3],"Label4Background")
32 UI_MAP_ELEMENT(m_controlLabelBackground[4],"Label5Background")
33 UI_MAP_ELEMENT(m_controlLabelBackground[5],"Label6Background")
34 UI_MAP_ELEMENT(m_controlLabelBackground[6],"Label7Background")
35 UI_MAP_ELEMENT(m_controlLabelBackground[7],"Label8Background")
36 UI_MAP_ELEMENT(m_controlLabelBackground[8],"Label9Background")
37 UI_MAP_ELEMENT(m_controlLabelBackground[9],"Label10Background")
38
39 UI_MAP_ELEMENT(m_labelJukebox,"Jukebox")
40 UI_END_MAP_ELEMENTS_AND_NAMES()
41
42public:
43 UIComponent_Chat(int iPad, void *initData, UILayer *parentLayer);
44
45protected:
46 // TODO: This should be pure virtual in this class
47 virtual wstring getMoviePath();
48
49public:
50 virtual EUIScene getSceneType() { return eUIComponent_Chat;}
51
52 // Returns true if this scene handles input
53 virtual bool stealsFocus() { return false; }
54
55 // Returns true if this scene has focus for the pad passed in
56 virtual bool hasFocus(int iPad) { return false; }
57
58 // Returns true if lower scenes in this scenes layer, or in any layer below this scenes layers should be hidden
59 virtual bool hidesLowerScenes() { return false; }
60
61 // RENDERING
62 virtual void render(S32 width, S32 height, C4JRender::eViewportType viewport);
63
64protected:
65 void handleTimerComplete(int id);
66};