the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
at main 49 lines 1.5 kB view raw
1#pragma once 2 3#include "UIScene.h" 4#include "UIControl_Label.h" 5 6class UIComponent_DebugUIConsole : public UIScene 7{ 8private: 9 UIControl_Label m_labels[10]; 10 UI_BEGIN_MAP_ELEMENTS_AND_NAMES(UIScene) 11 UI_MAP_ELEMENT( m_labels[0], "consoleLine1") 12 UI_MAP_ELEMENT( m_labels[1], "consoleLine2") 13 UI_MAP_ELEMENT( m_labels[2], "consoleLine3") 14 UI_MAP_ELEMENT( m_labels[3], "consoleLine4") 15 UI_MAP_ELEMENT( m_labels[4], "consoleLine5") 16 UI_MAP_ELEMENT( m_labels[5], "consoleLine6") 17 UI_MAP_ELEMENT( m_labels[6], "consoleLine7") 18 UI_MAP_ELEMENT( m_labels[7], "consoleLine8") 19 UI_MAP_ELEMENT( m_labels[8], "consoleLine9") 20 UI_MAP_ELEMENT( m_labels[9], "consoleLine10") 21 UI_END_MAP_ELEMENTS_AND_NAMES() 22 23 deque<string> m_textList; 24 25 bool m_bTextChanged; 26 27public: 28 UIComponent_DebugUIConsole(int iPad, void *initData, UILayer *parentLayer); 29 30 virtual void tick(); 31 32protected: 33 // TODO: This should be pure virtual in this class 34 virtual wstring getMoviePath(); 35 36public: 37 virtual EUIScene getSceneType() { return eUIComponent_DebugUIConsole;} 38 39 // Returns true if this scene handles input 40 virtual bool stealsFocus() { return false; } 41 42 // Returns true if this scene has focus for the pad passed in 43 virtual bool hasFocus(int iPad) { return false; } 44 45 // Returns true if lower scenes in this scenes layer, or in any layer below this scenes layers should be hidden 46 virtual bool hidesLowerScenes() { return false; } 47 48 void addText(const string &text); 49};