4jcraft/Minecraft.Client/Platform/Common/XUI/XUI_HelpCredits.h
2026-03-22 12:40:22 -05:00

74 lines
2.5 KiB
C++

#pragma once
#define CREDITS_TICK_TIMER_ID \
(6) // Arbitrary timer ID used to tick credits for scrolling.
#define MAX_CREDIT_STRINGS 360
// 213
#include "../UI/UIStructs.h"
class CScene_Credits : public CXuiSceneImpl {
protected:
// Control and Element wrapper objects.
// Message map. Here we tie messages to message handlers.
XUI_BEGIN_MSG_MAP()
XUI_ON_XM_INIT(OnInit)
XUI_ON_XM_KEYDOWN(OnKeyDown)
XUI_ON_XM_NOTIFY_PRESS_EX(OnNotifyPressEx)
XUI_ON_XM_CONTROL_NAVIGATE(OnControlNavigate)
XUI_ON_XM_TIMER(OnTimer)
XUI_ON_XM_DESTROY(OnDestroy)
XUI_END_MSG_MAP()
// Control mapping to objects
BEGIN_CONTROL_MAP()
END_CONTROL_MAP()
HRESULT OnInit(XUIMessageInit* pInitData, BOOL& bHandled);
HRESULT OnKeyDown(XUIMessageInput* pInputData, BOOL& rfHandled);
HRESULT OnNotifyPressEx(HXUIOBJ hObjPressed,
XUINotifyPress* pNotifyPressData, BOOL& rfHandled);
HRESULT OnControlNavigate(XUIMessageControlNavigate* pControlNavigateData,
BOOL& bHandled);
HRESULT OnTimer(XUIMessageTimer* pTimer, BOOL& bHandled);
HRESULT OnDestroy();
private:
struct STextType {
// Array of pointers to text elements.
CXuiControl** m_appTextElements;
int m_iNextFreeElement;
int m_iNumUsedElements;
int m_iMaxElements;
};
STextType m_aTextTypes[eNumTextTypes];
int m_iCurrDefIndex; // Index of last created text def.
float m_fMoveSinceLastDef; // How far have credits scrolled since we last
// created a new text item.
float m_fMoveToNextDef; // How far we need to move before starting next
// text item.
int m_iNumTextDefs; // Total number of text defs in the credits.
float CREDITS_SCREEN_MIN_Y; // ( 200.0f ) // Y pos at
//which credits are removed from top of screen.
float CREDITS_SCREEN_MAX_Y; // ( 630.0f ) // Y pos at
//which credits appear at bottom of screen.
float CREDITS_FADE_HEIGHT; // ( 100.0f ) //
//Height over which credits fade in or fade out.
float gs_aLineSpace[eNumTextTypes];
public:
static SCreditTextItemDef gs_aCreditDefs[MAX_CREDIT_STRINGS];
// Define the class. The class name must match the ClassOverride property
// set for the scene in the UI Authoring tool.
XUI_IMPLEMENT_CLASS(CScene_Credits, L"CScene_Credits", XUI_CLASS_SCENE)
};