Files
Langtanium-MinecraftConsoles/Minecraft.Client/Common/UI/UIScene_SkinSelectMenu.h
Langtanium 3888de7ab4 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.
2026-04-02 17:07:48 -07:00

197 lines
6.0 KiB
C++

#pragma once
#include "..\..\..\Minecraft.World\Definitions.h"
#include "UIScene.h"
#include "UIControl_PlayerSkinPreview.h"
class UIScene_SkinSelectMenu : public UIScene
{
private:
static const WCHAR *wchDefaultNamesA[eDefaultSkins_Count];
// 4J Stu - How many to show on each side of the main control
static const BYTE sidePreviewControls = 4;
#ifdef __PSVITA__
enum ETouchInput
{
ETouchInput_TabLeft = 10,
ETouchInput_TabRight,
ETouchInput_TabCenter,
ETouchInput_IggyCharacters,
ETouchInput_Count,
};
#endif
enum ESkinSelectNavigation
{
eSkinNavigation_Pack,
eSkinNavigation_Skin,
eSkinNavigation_Count,
};
enum ECharacters
{
eCharacter_Current,
eCharacter_Next1,
eCharacter_Next2,
eCharacter_Next3,
eCharacter_Next4,
eCharacter_Previous1,
eCharacter_Previous2,
eCharacter_Previous3,
eCharacter_Previous4,
eCharacter_COUNT,
};
UIControl_PlayerSkinPreview m_characters[eCharacter_COUNT];
UIControl_Label m_labelSkinName, m_labelSkinOrigin;
UIControl_Label m_labelSelected;
UIControl m_controlSkinNamePlate, m_controlSelectedPanel, m_controlIggyCharacters, m_controlTimer;
#ifdef __PSVITA__
UIControl_Touch m_TouchTabLeft, m_TouchTabRight, m_TouchTabCenter, m_TouchIggyCharacters;
#endif
IggyName m_funcSetPlayerCharacterSelected, m_funcSetCharacterLocked;
IggyName m_funcSetLeftLabel, m_funcSetRightLabel, m_funcSetCentreLabel;
UI_BEGIN_MAP_ELEMENTS_AND_NAMES(UIScene)
#ifdef __PSVITA__
UI_MAP_ELEMENT( m_TouchTabLeft, "TouchTabLeft" )
UI_MAP_ELEMENT( m_TouchTabRight, "TouchTabRight" )
UI_MAP_ELEMENT( m_TouchTabCenter, "TouchTabCenter" )
UI_MAP_ELEMENT( m_TouchIggyCharacters, "TouchIggyCharacters" )
#endif
UI_MAP_ELEMENT( m_controlSkinNamePlate, "SkinNamePlate")
UI_BEGIN_MAP_CHILD_ELEMENTS( m_controlSkinNamePlate )
UI_MAP_ELEMENT( m_labelSkinName, "SkinTitle1")
UI_MAP_ELEMENT( m_labelSkinOrigin, "SkinTitle2")
UI_END_MAP_CHILD_ELEMENTS()
UI_MAP_ELEMENT( m_controlSelectedPanel, "SelectedPanel" )
UI_BEGIN_MAP_CHILD_ELEMENTS( m_controlSelectedPanel )
UI_MAP_ELEMENT( m_labelSelected, "SelectedPanelLabel" )
UI_END_MAP_CHILD_ELEMENTS()
UI_MAP_ELEMENT( m_controlTimer, "Timer" )
// 4J Stu - These aren't really used a AS3 controls, but adding here means that they get ticked by the scene
UI_MAP_ELEMENT( m_controlIggyCharacters, "IggyCharacters" )
UI_BEGIN_MAP_CHILD_ELEMENTS( m_controlIggyCharacters )
UI_MAP_ELEMENT( m_characters[eCharacter_Current], "iggy_Character0" )
UI_MAP_ELEMENT( m_characters[eCharacter_Next1], "iggy_Character1" )
UI_MAP_ELEMENT( m_characters[eCharacter_Next2], "iggy_Character2" )
UI_MAP_ELEMENT( m_characters[eCharacter_Next3], "iggy_Character3" )
UI_MAP_ELEMENT( m_characters[eCharacter_Next4], "iggy_Character4" )
UI_MAP_ELEMENT( m_characters[eCharacter_Previous1], "iggy_Character5" )
UI_MAP_ELEMENT( m_characters[eCharacter_Previous2], "iggy_Character6" )
UI_MAP_ELEMENT( m_characters[eCharacter_Previous3], "iggy_Character7" )
UI_MAP_ELEMENT( m_characters[eCharacter_Previous4], "iggy_Character8" )
UI_END_MAP_CHILD_ELEMENTS()
UI_MAP_NAME( m_funcSetPlayerCharacterSelected, L"SetPlayerCharacterSelected" )
UI_MAP_NAME( m_funcSetCharacterLocked, L"SetCharacterLocked" )
UI_MAP_NAME( m_funcSetLeftLabel, L"SetLeftLabel" )
UI_MAP_NAME( m_funcSetCentreLabel, L"SetCenterLabel" )
UI_MAP_NAME( m_funcSetRightLabel, L"SetRightLabel" )
UI_END_MAP_ELEMENTS_AND_NAMES()
DLCPack *m_currentPack;
DWORD m_packIndex, m_skinIndex;
DWORD m_originalSkinId;
wstring m_currentSkinPath, m_selectedSkinPath, m_selectedCapePath;
vector<SKIN_BOX *> *m_vAdditionalSkinBoxes;
vector<SKIN_OFFSET *> *m_vSkinOffsets;
bool m_bSlidingSkins, m_bAnimatingMove;
ESkinSelectNavigation m_currentNavigation;
bool m_bNoSkinsToShow;
DWORD m_currentPackCount;
bool m_bIgnoreInput;
bool m_bSkinIndexChanged;
wstring m_leftLabel, m_centreLabel, m_rightLabel;
S32 m_iTouchXStart;
bool m_bTouchScrolled;
public:
UIScene_SkinSelectMenu(int iPad, void *initData, UILayer *parentLayer);
#ifdef __PSVITA__
virtual ~UIScene_SkinSelectMenu() { DeleteCriticalSection(&m_DLCInstallCS); }
#endif
virtual void tick();
virtual void updateTooltips();
virtual void updateComponents();
virtual EUIScene getSceneType() { return eUIScene_SkinSelectMenu;}
virtual void handleAnimationEnd();
protected:
// TODO: This should be pure virtual in this class
virtual wstring getMoviePath();
public:
// INPUT
virtual void handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled);
virtual void customDraw(IggyCustomDrawCallbackRegion *region);
private:
void handleSkinIndexChanged();
int getNextSkinIndex(DWORD sourceIndex);
int getPreviousSkinIndex(DWORD sourceIndex);
TEXTURE_NAME getTextureId(int skinIndex);
void handlePackIndexChanged();
void updatePackDisplay();
int getNextPackIndex(DWORD sourceIndex);
int getPreviousPackIndex(DWORD sourceIndex);
void setCharacterSelected(bool selected);
void setCharacterLocked(bool locked);
void setLeftLabel(const wstring &label);
void setCentreLabel(const wstring &label);
void setRightLabel(const wstring &label);
virtual void HandleDLCMountingComplete();
virtual void HandleDLCInstalled();
#ifdef _XBOX_ONE
virtual void HandleDLCLicenseChange();
#endif
void showNotOnlineDialog(int iPad);
static int UnlockSkinReturned(void *pParam,int iPad,C4JStorage::EMessageResult result);
static int RenableInput(LPVOID lpVoid, int, int);
void AddFavoriteSkin(int iPad,int iSkinID);
void InputActionOK(unsigned int iPad);
#ifdef __PSVITA__
virtual void handleTouchInput(unsigned int iPad, S32 x, S32 y, int iId, bool bPressed, bool bRepeat, bool bReleased);
#endif //__PSVITA__
virtual void handleReload();
#ifdef __ORBIS__
bool m_bErrorDialogRunning;
#endif
#ifdef __PSVITA__
static int MustSignInReturned(void *pParam,int iPad,C4JStorage::EMessageResult result);
static int PSNSignInReturned(void* pParam, bool bContinue, int iPad);
#endif
#ifdef __PSVITA__
CRITICAL_SECTION m_DLCInstallCS; // to prevent a race condition between the install and the mounted callback
#endif
};