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#include "IUIScene_HUD.h" 5 6#define CHAT_LINES_COUNT 10 7 8class UIScene_HUD : public UIScene, public IUIScene_HUD 9{ 10private: 11 bool m_bSplitscreen; 12 13protected: 14 UIControl_Label m_labelChatText[CHAT_LINES_COUNT]; 15 UIControl_Label m_labelJukebox; 16 UIControl m_controlLabelBackground[CHAT_LINES_COUNT]; 17 UIControl_Label m_labelDisplayName; 18 19 IggyName m_funcLoadHud, m_funcSetExpBarProgress, m_funcSetPlayerLevel, m_funcSetActiveSlot; 20 IggyName m_funcSetHealth, m_funcSetFood, m_funcSetAir, m_funcSetArmour; 21 IggyName m_funcShowHealth, m_funcShowHorseHealth, m_funcShowFood, m_funcShowAir, m_funcShowArmour, m_funcShowExpbar; 22 IggyName m_funcSetRegenerationEffect, m_funcSetFoodSaturationLevel; 23 IggyName m_funcSetDragonHealth, m_funcSetDragonLabel, m_funcShowDragonHealth; 24 IggyName m_funcSetSelectedLabel, m_funcHideSelectedLabel; 25 IggyName m_funcRepositionHud, m_funcSetDisplayName, m_funcSetTooltipsEnabled; 26 IggyName m_funcSetRidingHorse, m_funcSetHorseHealth, m_funcSetHorseJumpBarProgress; 27 IggyName m_funcSetHealthAbsorb; 28 UI_BEGIN_MAP_ELEMENTS_AND_NAMES(UIScene) 29 UI_MAP_ELEMENT(m_labelChatText[0],"Label1") 30 UI_MAP_ELEMENT(m_labelChatText[1],"Label2") 31 UI_MAP_ELEMENT(m_labelChatText[2],"Label3") 32 UI_MAP_ELEMENT(m_labelChatText[3],"Label4") 33 UI_MAP_ELEMENT(m_labelChatText[4],"Label5") 34 UI_MAP_ELEMENT(m_labelChatText[5],"Label6") 35 UI_MAP_ELEMENT(m_labelChatText[6],"Label7") 36 UI_MAP_ELEMENT(m_labelChatText[7],"Label8") 37 UI_MAP_ELEMENT(m_labelChatText[8],"Label9") 38 UI_MAP_ELEMENT(m_labelChatText[9],"Label10") 39 40 UI_MAP_ELEMENT(m_controlLabelBackground[0],"Label1Background") 41 UI_MAP_ELEMENT(m_controlLabelBackground[1],"Label2Background") 42 UI_MAP_ELEMENT(m_controlLabelBackground[2],"Label3Background") 43 UI_MAP_ELEMENT(m_controlLabelBackground[3],"Label4Background") 44 UI_MAP_ELEMENT(m_controlLabelBackground[4],"Label5Background") 45 UI_MAP_ELEMENT(m_controlLabelBackground[5],"Label6Background") 46 UI_MAP_ELEMENT(m_controlLabelBackground[6],"Label7Background") 47 UI_MAP_ELEMENT(m_controlLabelBackground[7],"Label8Background") 48 UI_MAP_ELEMENT(m_controlLabelBackground[8],"Label9Background") 49 UI_MAP_ELEMENT(m_controlLabelBackground[9],"Label10Background") 50 51 UI_MAP_ELEMENT(m_labelJukebox,"Jukebox") 52 53 UI_MAP_ELEMENT(m_labelDisplayName,"LabelGamertag") 54 55 UI_MAP_NAME(m_funcLoadHud, L"LoadHud") 56 UI_MAP_NAME(m_funcSetExpBarProgress, L"SetExpBarProgress") 57 UI_MAP_NAME(m_funcSetPlayerLevel, L"SetPlayerLevel") 58 UI_MAP_NAME(m_funcSetActiveSlot, L"SetActiveSlot") 59 60 UI_MAP_NAME(m_funcSetHealth, L"SetHealth") 61 UI_MAP_NAME(m_funcSetFood, L"SetFood") 62 UI_MAP_NAME(m_funcSetAir, L"SetAir") 63 UI_MAP_NAME(m_funcSetArmour, L"SetArmour") 64 65 UI_MAP_NAME(m_funcShowHealth, L"ShowHealth") 66 UI_MAP_NAME(m_funcShowHorseHealth, L"ShowHorseHealth") 67 UI_MAP_NAME(m_funcShowFood, L"ShowFood") 68 UI_MAP_NAME(m_funcShowAir, L"ShowAir") 69 UI_MAP_NAME(m_funcShowArmour, L"ShowArmour") 70 UI_MAP_NAME(m_funcShowExpbar, L"ShowExpBar") 71 72 UI_MAP_NAME(m_funcSetRegenerationEffect, L"SetRegenerationEffect") 73 UI_MAP_NAME(m_funcSetFoodSaturationLevel, L"SetFoodSaturationLevel") 74 75 UI_MAP_NAME(m_funcSetDragonHealth, L"SetDragonHealth") 76 UI_MAP_NAME(m_funcSetDragonLabel, L"SetDragonLabel") 77 UI_MAP_NAME(m_funcShowDragonHealth, L"ShowDragonHealthBar") 78 79 UI_MAP_NAME(m_funcSetSelectedLabel, L"SetSelectedLabel") 80 UI_MAP_NAME(m_funcHideSelectedLabel, L"HideSelectedLabel") 81 82 UI_MAP_NAME(m_funcRepositionHud, L"RepositionHud") 83 UI_MAP_NAME(m_funcSetDisplayName, L"SetGamertag") 84 85 UI_MAP_NAME(m_funcSetTooltipsEnabled, L"SetTooltipsEnabled") 86 87 UI_MAP_NAME(m_funcSetRidingHorse, L"SetRidingHorse") 88 UI_MAP_NAME(m_funcSetHorseHealth, L"SetHorseHealth") 89 UI_MAP_NAME(m_funcSetHorseJumpBarProgress, L"SetHorseJumpBarProgress") 90 91 UI_MAP_NAME(m_funcSetHealthAbsorb, L"SetHealthAbsorb") 92 UI_END_MAP_ELEMENTS_AND_NAMES() 93 94public: 95 UIScene_HUD(int iPad, void *initData, UILayer *parentLayer); 96 97 virtual void tick(); 98 99 virtual void updateSafeZone(); 100 101protected: 102 // TODO: This should be pure virtual in this class 103 virtual wstring getMoviePath(); 104 105public: 106 virtual EUIScene getSceneType() { return eUIScene_HUD;} 107 108 // Returns true if this scene handles input 109 virtual bool stealsFocus() { return false; } 110 111 // Returns true if this scene has focus for the pad passed in 112 virtual bool hasFocus(int iPad) { return false; } 113 114 // Returns true if lower scenes in this scenes layer, or in any layer below this scenes layers should be hidden 115 virtual bool hidesLowerScenes() { return false; } 116 117 virtual void customDraw(IggyCustomDrawCallbackRegion *region); 118 119 virtual void handleReload(); 120 121private: 122 virtual int getPad(); 123 virtual void SetOpacity(float opacity); 124 virtual void SetVisible(bool visible); 125 126 void SetHudSize(int scale); 127 void SetExpBarProgress(float progress, int xpNeededForNextLevel); 128 void SetExpLevel(int level); 129 void SetActiveSlot(int slot); 130 131 void SetHealth(int iHealth, int iLastHealth, bool bBlink, bool bPoison, bool bWither); 132 void SetFood(int iFood, int iLastFood, bool bPoison); 133 void SetAir(int iAir, int extra); 134 void SetArmour(int iArmour); 135 136 void ShowHealth(bool show); 137 void ShowHorseHealth(bool show); 138 void ShowFood(bool show); 139 void ShowAir(bool show); 140 void ShowArmour(bool show); 141 void ShowExpBar(bool show); 142 143 void SetRegenerationEffect(bool bEnabled); 144 void SetFoodSaturationLevel(int iSaturation); 145 146 void SetDragonHealth(float health); 147 void SetDragonLabel(const wstring &label); 148 void ShowDragonHealth(bool show); 149 150 void HideSelectedLabel(); 151 152 void SetDisplayName(const wstring &displayName); 153 154 void SetTooltipsEnabled(bool bEnabled); 155 156 void SetRidingHorse(bool ridingHorse, bool bIsJumpable, int maxHorseHealth); 157 void SetHorseHealth(int health, bool blink = false); 158 void SetHorseJumpBarProgress(float progress); 159 160 void SetHealthAbsorb(int healthAbsorb); 161 162public: 163 void SetSelectedLabel(const wstring &label); 164 void ShowDisplayName(bool show); 165 166 void handleGameTick(); 167 168 // RENDERING 169 virtual void render(S32 width, S32 height, C4JRender::eViewportType viewport); 170 171protected: 172 void handleTimerComplete(int id); 173 174#ifdef _DURANGO 175 virtual long long getDefaultGtcButtons() { return _360_GTC_PAUSE | _360_GTC_MENU | _360_GTC_VIEW; } 176#endif 177 178private: 179 void repositionHud(); 180};