the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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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};