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#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};