Files

145 lines
4.3 KiB
C++

#pragma once
#include "UIScene.h"
#include "UIControl_PlayerSkinPreview.h"
#include <vector>
class UIScene_CapeSelectMenu : public UIScene
{
private:
static const int k_capeCount = 53;
static const wchar_t *k_capeNames[k_capeCount];
static const BYTE sidePreviewControls = 4;
struct CapeEntry
{
wstring name;
wstring path;
};
struct CapeTab
{
wstring packName;
vector<CapeEntry> capes;
};
enum ECapeNavigation
{
eCapeNavigation_Cape,
eCapeNavigation_Tab,
};
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_labelCapeName;
UIControl_Label m_labelSkinOrigin;
UIControl_Label m_labelSelected;
UIControl m_controlSkinNamePlate, m_controlSelectedPanel, m_controlIggyCharacters, m_controlTimer;
IggyName m_funcSetPlayerCharacterSelected, m_funcSetCharacterLocked;
IggyName m_funcSetLeftLabel, m_funcSetCentreLabel, m_funcSetRightLabel;
UI_BEGIN_MAP_ELEMENTS_AND_NAMES(UIScene)
UI_MAP_ELEMENT( m_controlSkinNamePlate, "SkinNamePlate")
UI_BEGIN_MAP_CHILD_ELEMENTS( m_controlSkinNamePlate )
UI_MAP_ELEMENT( m_labelCapeName, "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" )
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()
vector<CapeTab> m_tabs;
int m_tabIndex;
int m_confirmedTabIndex;
int m_capeIndex;
int m_confirmedCapeIndex;
ECapeNavigation m_currentNavigation;
wstring m_currentSkinPath;
TEXTURE_NAME m_currentSkinTexture;
bool m_bSlidingSkins;
bool m_bAnimatingMove;
bool m_bCapeIndexChanged;
public:
UIScene_CapeSelectMenu(int iPad, void *initData, UILayer *parentLayer);
virtual EUIScene getSceneType() { return eUIScene_CapeSelectMenu; }
virtual void tick();
virtual void updateTooltips();
virtual void updateComponents();
virtual void handleAnimationEnd();
virtual void HandleDLCInstalled();
virtual void HandleDLCMountingComplete();
protected:
virtual wstring getMoviePath();
public:
virtual void handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled);
virtual void customDraw(IggyCustomDrawCallbackRegion *region);
private:
void handleCapeIndexChanged();
int getNextCapeIndex(int idx);
int getPreviousCapeIndex(int idx);
void setCharacterSelected(bool selected);
void setCharacterLocked(bool locked);
void setCentreLabel(const wstring &label);
static wstring getCapePathForIndex(int idx);
static TEXTURE_NAME getDefaultSkinTexture(int defaultSkinIndex);
void refreshCurrentSkinTexture();
void buildTabs();
void handleTabIndexChanged();
void updateTabDisplay();
int getNextTabIndex(int idx) const;
int getPreviousTabIndex(int idx) const;
void setLeftLabel(const wstring &label);
void setRightLabel(const wstring &label);
};