Fixed comments

This commit is contained in:
IsraelDXPP 2026-03-04 07:44:46 -07:00
parent f92f160e50
commit 9406eece54
2 changed files with 18 additions and 18 deletions

View file

@ -788,12 +788,12 @@ void UIScene_SkinSelectMenu::handleSkinIndexChanged()
if (m_packIndex == SKIN_SELECT_PACK_DEFAULT && m_bUsingCustomSkin)
{
m_labelSkinOrigin.setLabel(L"X: Custom Skin"); // Show visual help
m_labelSkinOrigin.setLabel(L"X: Custom Skin"); // Display visual aid for custom skin
}
if (m_selectedSkinPath.compare(m_currentSkinPath) == 0)
{
setCharacterSelected(true); // Activates the selected icon automatically
setCharacterSelected(true); // Enable selection checkmark
}
@ -1794,8 +1794,8 @@ void UIScene_SkinSelectMenu::LoadExternalSkin()
ofn.lpstrFilter = L"PNG Files\0*.png\0All Files\0*.*\0";
ofn.nFilterIndex = 1;
// IMPORTANTE: OFN_NOCHANGEDIR evita que el Explorador cambie la carpeta de trabajo.
// Si la carpeta cambia, el juego NO podrá guardar mundos (Assertion failed en STO_SaveGame.cpp).
// IMPORTANT: OFN_NOCHANGEDIR prevents the File Explorer from changing the current working directory.
// If the directory changes, the game will FAIL TO SAVE worlds (Assertion failed in STO_SaveGame.cpp).
ofn.Flags = OFN_PATHMUSTEXIST | OFN_FILEMUSTEXIST | OFN_NOCHANGEDIR;
if (GetOpenFileNameW(&ofn) == TRUE)
@ -1811,8 +1811,8 @@ void UIScene_SkinSelectMenu::LoadExternalSkin()
}
file.seekg(0, std::ios::beg);
// MEMORIA: El motor AddMemoryTextureFile NO copia los datos, usa el puntero directamente.
// Si usas un vector o buffer local, la skin se corromperá al salir de la función.
// MEMORY MANAGEMENT: AddMemoryTextureFile does NOT copy the buffer; it uses the pointer directly.
// If you use a local vector or stack buffer, the skin will corrupt/crash as soon as the function returns.
PBYTE persistentBuffer = new (std::nothrow) BYTE[(size_t)size];
if (!persistentBuffer || !file.read((char*)persistentBuffer, size)) {
if(persistentBuffer) delete[] persistentBuffer;
@ -1820,7 +1820,7 @@ void UIScene_SkinSelectMenu::LoadExternalSkin()
return;
}
// Validar Cabecera PNG y Dimensiones (64x32 o 64x64)
// Validate PNG Header and Dimensions (64x32 or 64x64)
if (size > 24 && (unsigned char)persistentBuffer[0] == 0x89 && persistentBuffer[1] == 'P')
{
unsigned int w = (unsigned char)persistentBuffer[16] << 24 | (unsigned char)persistentBuffer[17] << 16 | (unsigned char)persistentBuffer[18] << 8 | (unsigned char)persistentBuffer[19];
@ -1828,29 +1828,29 @@ void UIScene_SkinSelectMenu::LoadExternalSkin()
if ((w == 64 && h == 32) || (w == 64 && h == 64))
{
// CACHE BUSTING: Si usas el mismo nombre "custom.png", el cache del motor no se refresca.
// Usamos un contador para generar IDs únicos (ugcskin00000101.png, 102, etc).
// CACHE BUSTING: If we use the same filename (e.g., "custom.png"), the engine's texture cache won't refresh.
// We use a counter to generate unique texture names (ugcskin00000100.png, 120, etc).
static int s_ugcSkinLoadCount = 0;
s_ugcSkinLoadCount++;
wchar_t textureNameBuf[256];
// Formato ugcskinXXXXXXXX.png es obligatorio para que getSkinIdFromPath genere un ID válido.
// Ajustamos el ID para que los bits bajos (0-4) sean 0, respetando el bitmask de UGC.
// Standard ugcskinXXXXXXXX.png naming is required for correct internal ID generation via getSkinIdFromPath.
// We shift the counter by 5 bits to align with the UGC bitmask (lower 5 bits are reserved for default skins).
swprintf(textureNameBuf, 256, L"ugcskin%08X.png", 0x100 + (s_ugcSkinLoadCount << 5));
wstring textureName = textureNameBuf;
// Limpieza opcional del buffer anterior
// Optional: Remove previous custom texture from memory to avoid leaks
if (m_bUsingCustomSkin && !m_selectedSkinPath.empty()) {
app.RemoveMemoryTextureFile(m_selectedSkinPath);
}
// 1. Cargar datos en el sistema de archivos en memoria
// 1. Add texture data to the in-memory filesystem
app.AddMemoryTextureFile(textureName, persistentBuffer, (DWORD)size);
// 2. Aplicar la skin al jugador local
// 2. Apply the skin path to the local player character
app.SetPlayerSkin(m_iPad, textureName);
// 3. Forzar refresco de la UI
// 3. Force UI refresh and update internal state
m_bUsingCustomSkin = true;
m_selectedSkinPath = textureName;
m_currentSkinPath = textureName;
@ -1861,7 +1861,7 @@ void UIScene_SkinSelectMenu::LoadExternalSkin()
return;
}
}
delete[] persistentBuffer; // Borrar si falló la validación
delete[] persistentBuffer; // Cleanup if validation or loading failed
ui.PlayUISFX(eSFX_CraftFail);
file.close();
}

View file

@ -136,12 +136,12 @@ protected:
// TODO: This should be pure virtual in this class
virtual wstring getMoviePath();
bool m_bUsingCustomSkin; // Flag para saber si hay una skin externa activa
bool m_bUsingCustomSkin; // Flag indicating if a custom external skin is active
public:
// INPUT
virtual void handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled);
void LoadExternalSkin(); // Función principal del explorador
void LoadExternalSkin(); // Main function for selecting and loading an external skin via file picker
virtual void customDraw(IggyCustomDrawCallbackRegion *region);