commitb40530fa5eAuthor: Langtanium <94726057+Langtanium@users.noreply.github.com> Date: Wed Apr 15 19:59:46 2026 -0700 Implemented skin offsets in UI Added code to render skin offsets in the skin select UI. commita8384d9840Author: Langtanium <94726057+Langtanium@users.noreply.github.com> Date: Wed Apr 15 19:38:08 2026 -0700 Partially implemented offsets Added code that visually shifts the player's model parts, but only in game not in the skin select UI. commit875100cf9aAuthor: Langtanium <94726057+Langtanium@users.noreply.github.com> Date: Wed Apr 15 16:48:03 2026 -0700 Minor change Simplified redundant conditions in HumanoidModel.cpp commit96f683d1fbMerge:db685a7424c74aa2Author: Langtanium <94726057+Langtanium@users.noreply.github.com> Date: Tue Apr 14 16:37:30 2026 -0700 Merge branch 'feat/64x64-skins' into feat/skin-offsets commitdb685a74f3Author: Langtanium <94726057+Langtanium@users.noreply.github.com> Date: Tue Apr 14 15:35:38 2026 -0700 Fixed skin offset data Fixed skin offsets so they now return the actual data instead of the defaults, added a few minor tweaks, and added code in PlayerRenderer.cpp to access offsets (Can read the offsets but can not apply them). commitaa769d54adAuthor: Langtanium <94726057+Langtanium@users.noreply.github.com> Date: Sat Apr 11 19:36:52 2026 -0700 Fixed crashes Fixed code for offsets preventing crashes. The amount of offsets is correctly obtain, but lacks the actual data. commitf18ac12cc0Merge:8e76763afd2fd659Author: Langtanium <94726057+Langtanium@users.noreply.github.com> Date: Fri Apr 10 16:06:57 2026 -0700 Merge branch 'feat/64x64-skins' into feat/skin-offsets commit8e76763a3dAuthor: Langtanium <94726057+Langtanium@users.noreply.github.com> Date: Tue Apr 7 16:50:43 2026 -0700 Made more changes Made more changes in files to support skin offsets. The game still crashes when trying to load skins. commit1a8f353297Merge:a1d9ae59bb5fa506Author: Langtanium <94726057+Langtanium@users.noreply.github.com> Date: Tue Apr 7 13:12:39 2026 -0700 Merge branch 'feat/64x64-skins' into feat/skin-offsets commita1d9ae591aAuthor: Langtanium <94726057+Langtanium@users.noreply.github.com> Date: Fri Apr 3 21:50:42 2026 -0700 Added small additions Added more code referencing skin offsets. Still doesn't work correctly. commitd28a751d9cMerge:3888de7a8bf03435Author: Langtanium <94726057+Langtanium@users.noreply.github.com> Date: Thu Apr 2 17:09:08 2026 -0700 Merge branch 'smartcmd:main' into feat/skin-offsets commit3888de7ab4Author: Langtanium <94726057+Langtanium@users.noreply.github.com> Date: Thu Apr 2 17:07:48 2026 -0700 Added code for skin offsets Added code to the file which have the functionality to get skin boxes and duplicated the functionality for skin offsets. The code causes the game to crash when switching to third person. The error occurs with the skin offsets returning as an empty class object.
197 lines
6.0 KiB
C++
197 lines
6.0 KiB
C++
#pragma once
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#include "..\..\..\Minecraft.World\Definitions.h"
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#include "UIScene.h"
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#include "UIControl_PlayerSkinPreview.h"
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class UIScene_SkinSelectMenu : public UIScene
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{
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private:
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static const WCHAR *wchDefaultNamesA[eDefaultSkins_Count];
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// 4J Stu - How many to show on each side of the main control
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static const BYTE sidePreviewControls = 4;
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#ifdef __PSVITA__
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enum ETouchInput
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{
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ETouchInput_TabLeft = 10,
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ETouchInput_TabRight,
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ETouchInput_TabCenter,
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ETouchInput_IggyCharacters,
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ETouchInput_Count,
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};
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#endif
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enum ESkinSelectNavigation
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{
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eSkinNavigation_Pack,
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eSkinNavigation_Skin,
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eSkinNavigation_Count,
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};
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enum ECharacters
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{
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eCharacter_Current,
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eCharacter_Next1,
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eCharacter_Next2,
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eCharacter_Next3,
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eCharacter_Next4,
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eCharacter_Previous1,
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eCharacter_Previous2,
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eCharacter_Previous3,
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eCharacter_Previous4,
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eCharacter_COUNT,
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};
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UIControl_PlayerSkinPreview m_characters[eCharacter_COUNT];
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UIControl_Label m_labelSkinName, m_labelSkinOrigin;
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UIControl_Label m_labelSelected;
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UIControl m_controlSkinNamePlate, m_controlSelectedPanel, m_controlIggyCharacters, m_controlTimer;
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#ifdef __PSVITA__
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UIControl_Touch m_TouchTabLeft, m_TouchTabRight, m_TouchTabCenter, m_TouchIggyCharacters;
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#endif
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IggyName m_funcSetPlayerCharacterSelected, m_funcSetCharacterLocked;
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IggyName m_funcSetLeftLabel, m_funcSetRightLabel, m_funcSetCentreLabel;
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UI_BEGIN_MAP_ELEMENTS_AND_NAMES(UIScene)
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#ifdef __PSVITA__
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UI_MAP_ELEMENT( m_TouchTabLeft, "TouchTabLeft" )
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UI_MAP_ELEMENT( m_TouchTabRight, "TouchTabRight" )
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UI_MAP_ELEMENT( m_TouchTabCenter, "TouchTabCenter" )
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UI_MAP_ELEMENT( m_TouchIggyCharacters, "TouchIggyCharacters" )
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#endif
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UI_MAP_ELEMENT( m_controlSkinNamePlate, "SkinNamePlate")
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UI_BEGIN_MAP_CHILD_ELEMENTS( m_controlSkinNamePlate )
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UI_MAP_ELEMENT( m_labelSkinName, "SkinTitle1")
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UI_MAP_ELEMENT( m_labelSkinOrigin, "SkinTitle2")
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UI_END_MAP_CHILD_ELEMENTS()
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UI_MAP_ELEMENT( m_controlSelectedPanel, "SelectedPanel" )
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UI_BEGIN_MAP_CHILD_ELEMENTS( m_controlSelectedPanel )
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UI_MAP_ELEMENT( m_labelSelected, "SelectedPanelLabel" )
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UI_END_MAP_CHILD_ELEMENTS()
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UI_MAP_ELEMENT( m_controlTimer, "Timer" )
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// 4J Stu - These aren't really used a AS3 controls, but adding here means that they get ticked by the scene
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UI_MAP_ELEMENT( m_controlIggyCharacters, "IggyCharacters" )
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UI_BEGIN_MAP_CHILD_ELEMENTS( m_controlIggyCharacters )
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UI_MAP_ELEMENT( m_characters[eCharacter_Current], "iggy_Character0" )
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UI_MAP_ELEMENT( m_characters[eCharacter_Next1], "iggy_Character1" )
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UI_MAP_ELEMENT( m_characters[eCharacter_Next2], "iggy_Character2" )
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UI_MAP_ELEMENT( m_characters[eCharacter_Next3], "iggy_Character3" )
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UI_MAP_ELEMENT( m_characters[eCharacter_Next4], "iggy_Character4" )
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UI_MAP_ELEMENT( m_characters[eCharacter_Previous1], "iggy_Character5" )
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UI_MAP_ELEMENT( m_characters[eCharacter_Previous2], "iggy_Character6" )
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UI_MAP_ELEMENT( m_characters[eCharacter_Previous3], "iggy_Character7" )
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UI_MAP_ELEMENT( m_characters[eCharacter_Previous4], "iggy_Character8" )
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UI_END_MAP_CHILD_ELEMENTS()
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UI_MAP_NAME( m_funcSetPlayerCharacterSelected, L"SetPlayerCharacterSelected" )
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UI_MAP_NAME( m_funcSetCharacterLocked, L"SetCharacterLocked" )
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UI_MAP_NAME( m_funcSetLeftLabel, L"SetLeftLabel" )
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UI_MAP_NAME( m_funcSetCentreLabel, L"SetCenterLabel" )
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UI_MAP_NAME( m_funcSetRightLabel, L"SetRightLabel" )
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UI_END_MAP_ELEMENTS_AND_NAMES()
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DLCPack *m_currentPack;
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DWORD m_packIndex, m_skinIndex;
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DWORD m_originalSkinId;
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wstring m_currentSkinPath, m_selectedSkinPath, m_selectedCapePath;
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vector<SKIN_BOX *> *m_vAdditionalSkinBoxes;
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vector<SKIN_OFFSET *> *m_vSkinOffsets;
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bool m_bSlidingSkins, m_bAnimatingMove;
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ESkinSelectNavigation m_currentNavigation;
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bool m_bNoSkinsToShow;
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DWORD m_currentPackCount;
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bool m_bIgnoreInput;
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bool m_bSkinIndexChanged;
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wstring m_leftLabel, m_centreLabel, m_rightLabel;
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S32 m_iTouchXStart;
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bool m_bTouchScrolled;
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public:
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UIScene_SkinSelectMenu(int iPad, void *initData, UILayer *parentLayer);
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#ifdef __PSVITA__
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virtual ~UIScene_SkinSelectMenu() { DeleteCriticalSection(&m_DLCInstallCS); }
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#endif
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virtual void tick();
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virtual void updateTooltips();
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virtual void updateComponents();
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virtual EUIScene getSceneType() { return eUIScene_SkinSelectMenu;}
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virtual void handleAnimationEnd();
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protected:
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// TODO: This should be pure virtual in this class
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virtual wstring getMoviePath();
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public:
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// INPUT
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virtual void handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled);
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virtual void customDraw(IggyCustomDrawCallbackRegion *region);
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private:
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void handleSkinIndexChanged();
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int getNextSkinIndex(DWORD sourceIndex);
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int getPreviousSkinIndex(DWORD sourceIndex);
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TEXTURE_NAME getTextureId(int skinIndex);
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void handlePackIndexChanged();
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void updatePackDisplay();
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int getNextPackIndex(DWORD sourceIndex);
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int getPreviousPackIndex(DWORD sourceIndex);
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void setCharacterSelected(bool selected);
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void setCharacterLocked(bool locked);
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void setLeftLabel(const wstring &label);
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void setCentreLabel(const wstring &label);
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void setRightLabel(const wstring &label);
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virtual void HandleDLCMountingComplete();
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virtual void HandleDLCInstalled();
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#ifdef _XBOX_ONE
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virtual void HandleDLCLicenseChange();
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#endif
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void showNotOnlineDialog(int iPad);
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static int UnlockSkinReturned(void *pParam,int iPad,C4JStorage::EMessageResult result);
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static int RenableInput(LPVOID lpVoid, int, int);
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void AddFavoriteSkin(int iPad,int iSkinID);
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void InputActionOK(unsigned int iPad);
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#ifdef __PSVITA__
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virtual void handleTouchInput(unsigned int iPad, S32 x, S32 y, int iId, bool bPressed, bool bRepeat, bool bReleased);
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#endif //__PSVITA__
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virtual void handleReload();
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#ifdef __ORBIS__
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bool m_bErrorDialogRunning;
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#endif
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#ifdef __PSVITA__
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static int MustSignInReturned(void *pParam,int iPad,C4JStorage::EMessageResult result);
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static int PSNSignInReturned(void* pParam, bool bContinue, int iPad);
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#endif
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#ifdef __PSVITA__
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CRITICAL_SECTION m_DLCInstallCS; // to prevent a race condition between the install and the mounted callback
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#endif
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};
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