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path: root/Minecraft.Client/Common/UI/UIComponent_Chat.h
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#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);
};