diff options
| author | daoge_cmd <3523206925@qq.com> | 2026-03-01 12:16:08 +0800 |
|---|---|---|
| committer | daoge_cmd <3523206925@qq.com> | 2026-03-01 12:16:08 +0800 |
| commit | b691c43c44ff180d10e7d4a9afc83b98551ff586 (patch) | |
| tree | 3e9849222cbc6ba49f2f1fc6e5fe7179632c7390 /Minecraft.Client/Common/UI/UILayer.h | |
| parent | def8cb415354ac390b7e89052a50605285f1aca9 (diff) | |
Initial commit
Diffstat (limited to 'Minecraft.Client/Common/UI/UILayer.h')
| -rw-r--r-- | Minecraft.Client/Common/UI/UILayer.h | 91 |
1 files changed, 91 insertions, 0 deletions
diff --git a/Minecraft.Client/Common/UI/UILayer.h b/Minecraft.Client/Common/UI/UILayer.h new file mode 100644 index 00000000..2840f23f --- /dev/null +++ b/Minecraft.Client/Common/UI/UILayer.h @@ -0,0 +1,91 @@ +#pragma once +#include "UIEnums.h" +using namespace std; +class UIScene; +class UIGroup; + +// A layer include a collection of scenes and other components +class UILayer +{ +private: + vector<UIScene *> m_sceneStack; // Operates as a stack mainly, but we may wish to iterate over all elements + vector<UIScene *> m_components; // Other componenents in this scene that to do not conform the the user nav stack, and cannot take focus + vector<UIScene *> m_scenesToDelete; // A list of scenes to delete + vector<UIScene *> m_scenesToDestroy; // A list of scenes where we want to dump the swf + +#ifdef __ORBIS__ + unordered_map<EUIScene,std::pair<int,bool>,std::hash<int>> m_componentRefCount; +#else + unordered_map<EUIScene,pair<int,bool> > m_componentRefCount; +#endif + +public: + bool m_hasFocus; // True if the layer "has focus", should be the only layer in the group + bool m_bMenuDisplayed; + bool m_bPauseMenuDisplayed; + bool m_bContainerMenuDisplayed; + bool m_bIgnoreAutosaveMenuDisplayed; + bool m_bIgnorePlayerJoinMenuDisplayed; + +#ifdef __PSVITA__ + EUILayer m_iLayer; +#endif + + UIGroup *m_parentGroup; +public: + UILayer(UIGroup *parent); + + void tick(); + void render(S32 width, S32 height, C4JRender::eViewportType viewport); + void getRenderDimensions(S32 &width, S32 &height); + + void DestroyAll(); + void ReloadAll(bool force = false); + + // NAVIGATION + bool NavigateToScene(int iPad, EUIScene scene, void *initData); + bool NavigateBack(int iPad, EUIScene eScene); + void removeScene(UIScene *scene); + void closeAllScenes(); + UIScene *GetTopScene(); + + bool GetMenuDisplayed(); + bool IsPauseMenuDisplayed() { return m_bPauseMenuDisplayed; } + + bool IsSceneInStack(EUIScene scene); + bool HasFocus(int iPad); + + bool hidesLowerScenes(); + + // A component is an element on a layer that displays BELOW other scenes in this layer, but does not engage in any navigation + // E.g. you can keep a component active while performing navigation with other scenes on this layer + void showComponent(int iPad, EUIScene scene, bool show); + bool isComponentVisible(EUIScene scene); + UIScene *addComponent(int iPad, EUIScene scene, void *initData = NULL); + void removeComponent(EUIScene scene); + + // INPUT + void handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled); +#ifdef __PSVITA__ + // Current active scene + UIScene *getCurrentScene(); +#endif + // FOCUS + + bool updateFocusState(bool allowedFocus = false); + +public: + bool IsFullscreenGroup(); + C4JRender::eViewportType getViewport(); + + virtual void HandleDLCMountingComplete(); + virtual void HandleDLCInstalled(); +#ifdef _XBOX_ONE + virtual void HandleDLCLicenseChange(); +#endif + void handleUnlockFullVersion(); + UIScene *FindScene(EUIScene sceneType); + + void PrintTotalMemoryUsage(__int64 &totalStatic, __int64 &totalDynamic); + +}; |
