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Fixed comments
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f92f160e50
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9406eece54
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@ -788,12 +788,12 @@ void UIScene_SkinSelectMenu::handleSkinIndexChanged()
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if (m_packIndex == SKIN_SELECT_PACK_DEFAULT && m_bUsingCustomSkin)
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{
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m_labelSkinOrigin.setLabel(L"X: Custom Skin"); // Show visual help
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m_labelSkinOrigin.setLabel(L"X: Custom Skin"); // Display visual aid for custom skin
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}
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if (m_selectedSkinPath.compare(m_currentSkinPath) == 0)
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{
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setCharacterSelected(true); // Activates the selected icon automatically
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setCharacterSelected(true); // Enable selection checkmark
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}
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@ -1794,8 +1794,8 @@ void UIScene_SkinSelectMenu::LoadExternalSkin()
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ofn.lpstrFilter = L"PNG Files\0*.png\0All Files\0*.*\0";
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ofn.nFilterIndex = 1;
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// IMPORTANTE: OFN_NOCHANGEDIR evita que el Explorador cambie la carpeta de trabajo.
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// Si la carpeta cambia, el juego NO podrá guardar mundos (Assertion failed en STO_SaveGame.cpp).
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// IMPORTANT: OFN_NOCHANGEDIR prevents the File Explorer from changing the current working directory.
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// If the directory changes, the game will FAIL TO SAVE worlds (Assertion failed in STO_SaveGame.cpp).
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ofn.Flags = OFN_PATHMUSTEXIST | OFN_FILEMUSTEXIST | OFN_NOCHANGEDIR;
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if (GetOpenFileNameW(&ofn) == TRUE)
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@ -1811,8 +1811,8 @@ void UIScene_SkinSelectMenu::LoadExternalSkin()
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}
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file.seekg(0, std::ios::beg);
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// MEMORIA: El motor AddMemoryTextureFile NO copia los datos, usa el puntero directamente.
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// Si usas un vector o buffer local, la skin se corromperá al salir de la función.
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// MEMORY MANAGEMENT: AddMemoryTextureFile does NOT copy the buffer; it uses the pointer directly.
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// If you use a local vector or stack buffer, the skin will corrupt/crash as soon as the function returns.
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PBYTE persistentBuffer = new (std::nothrow) BYTE[(size_t)size];
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if (!persistentBuffer || !file.read((char*)persistentBuffer, size)) {
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if(persistentBuffer) delete[] persistentBuffer;
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@ -1820,7 +1820,7 @@ void UIScene_SkinSelectMenu::LoadExternalSkin()
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return;
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}
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// Validar Cabecera PNG y Dimensiones (64x32 o 64x64)
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// Validate PNG Header and Dimensions (64x32 or 64x64)
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if (size > 24 && (unsigned char)persistentBuffer[0] == 0x89 && persistentBuffer[1] == 'P')
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{
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unsigned int w = (unsigned char)persistentBuffer[16] << 24 | (unsigned char)persistentBuffer[17] << 16 | (unsigned char)persistentBuffer[18] << 8 | (unsigned char)persistentBuffer[19];
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@ -1828,29 +1828,29 @@ void UIScene_SkinSelectMenu::LoadExternalSkin()
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if ((w == 64 && h == 32) || (w == 64 && h == 64))
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{
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// CACHE BUSTING: Si usas el mismo nombre "custom.png", el cache del motor no se refresca.
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// Usamos un contador para generar IDs únicos (ugcskin00000101.png, 102, etc).
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// CACHE BUSTING: If we use the same filename (e.g., "custom.png"), the engine's texture cache won't refresh.
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// We use a counter to generate unique texture names (ugcskin00000100.png, 120, etc).
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static int s_ugcSkinLoadCount = 0;
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s_ugcSkinLoadCount++;
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wchar_t textureNameBuf[256];
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// Formato ugcskinXXXXXXXX.png es obligatorio para que getSkinIdFromPath genere un ID válido.
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// Ajustamos el ID para que los bits bajos (0-4) sean 0, respetando el bitmask de UGC.
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// Standard ugcskinXXXXXXXX.png naming is required for correct internal ID generation via getSkinIdFromPath.
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// We shift the counter by 5 bits to align with the UGC bitmask (lower 5 bits are reserved for default skins).
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swprintf(textureNameBuf, 256, L"ugcskin%08X.png", 0x100 + (s_ugcSkinLoadCount << 5));
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wstring textureName = textureNameBuf;
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// Limpieza opcional del buffer anterior
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// Optional: Remove previous custom texture from memory to avoid leaks
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if (m_bUsingCustomSkin && !m_selectedSkinPath.empty()) {
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app.RemoveMemoryTextureFile(m_selectedSkinPath);
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}
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// 1. Cargar datos en el sistema de archivos en memoria
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// 1. Add texture data to the in-memory filesystem
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app.AddMemoryTextureFile(textureName, persistentBuffer, (DWORD)size);
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// 2. Aplicar la skin al jugador local
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// 2. Apply the skin path to the local player character
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app.SetPlayerSkin(m_iPad, textureName);
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// 3. Forzar refresco de la UI
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// 3. Force UI refresh and update internal state
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m_bUsingCustomSkin = true;
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m_selectedSkinPath = textureName;
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m_currentSkinPath = textureName;
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@ -1861,7 +1861,7 @@ void UIScene_SkinSelectMenu::LoadExternalSkin()
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return;
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}
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}
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delete[] persistentBuffer; // Borrar si falló la validación
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delete[] persistentBuffer; // Cleanup if validation or loading failed
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ui.PlayUISFX(eSFX_CraftFail);
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file.close();
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}
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@ -136,12 +136,12 @@ protected:
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// TODO: This should be pure virtual in this class
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virtual wstring getMoviePath();
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bool m_bUsingCustomSkin; // Flag para saber si hay una skin externa activa
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bool m_bUsingCustomSkin; // Flag indicating if a custom external skin is active
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public:
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// INPUT
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virtual void handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled);
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void LoadExternalSkin(); // Función principal del explorador
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void LoadExternalSkin(); // Main function for selecting and loading an external skin via file picker
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virtual void customDraw(IggyCustomDrawCallbackRegion *region);
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