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the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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2.3 kB · 66 lines
C
at master
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566#pragma once
#include "UIScene.h"
#define CHAT_LINES_COUNT 10
class UIComponent_Chat : public UIScene{private: bool m_bSplitscreen;
protected: UIControl_Label m_labelChatText[CHAT_LINES_COUNT]; UIControl_Label m_labelJukebox; UIControl m_controlLabelBackground[CHAT_LINES_COUNT]; UI_BEGIN_MAP_ELEMENTS_AND_NAMES(UIScene) UI_MAP_ELEMENT(m_labelChatText[0],"Label1") UI_MAP_ELEMENT(m_labelChatText[1],"Label2") UI_MAP_ELEMENT(m_labelChatText[2],"Label3") UI_MAP_ELEMENT(m_labelChatText[3],"Label4") UI_MAP_ELEMENT(m_labelChatText[4],"Label5") UI_MAP_ELEMENT(m_labelChatText[5],"Label6") UI_MAP_ELEMENT(m_labelChatText[6],"Label7") UI_MAP_ELEMENT(m_labelChatText[7],"Label8") UI_MAP_ELEMENT(m_labelChatText[8],"Label9") UI_MAP_ELEMENT(m_labelChatText[9],"Label10")
UI_MAP_ELEMENT(m_controlLabelBackground[0],"Label1Background") UI_MAP_ELEMENT(m_controlLabelBackground[1],"Label2Background") UI_MAP_ELEMENT(m_controlLabelBackground[2],"Label3Background") UI_MAP_ELEMENT(m_controlLabelBackground[3],"Label4Background") UI_MAP_ELEMENT(m_controlLabelBackground[4],"Label5Background") UI_MAP_ELEMENT(m_controlLabelBackground[5],"Label6Background") UI_MAP_ELEMENT(m_controlLabelBackground[6],"Label7Background") UI_MAP_ELEMENT(m_controlLabelBackground[7],"Label8Background") UI_MAP_ELEMENT(m_controlLabelBackground[8],"Label9Background") UI_MAP_ELEMENT(m_controlLabelBackground[9],"Label10Background")
UI_MAP_ELEMENT(m_labelJukebox,"Jukebox") UI_END_MAP_ELEMENTS_AND_NAMES()
public: UIComponent_Chat(int iPad, void *initData, UILayer *parentLayer);
protected: // TODO: This should be pure virtual in this class virtual wstring getMoviePath();
public: virtual EUIScene getSceneType() { return eUIComponent_Chat;}
// Returns true if this scene handles input virtual bool stealsFocus() { return false; }
// Returns true if this scene has focus for the pad passed in virtual bool hasFocus(int iPad) { return false; }
// Returns true if lower scenes in this scenes layer, or in any layer below this scenes layers should be hidden virtual bool hidesLowerScenes() { return false; }
// RENDERING virtual void render(S32 width, S32 height, C4JRender::eViewportType viewport);
protected: void handleTimerComplete(int id);};