mirror of
https://github.com/smartcmd/MinecraftConsoles.git
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commit b40530fa5e12bdd0e2d03686b111964f9c5b3359
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Wed Apr 15 19:59:46 2026 -0700
Implemented skin offsets in UI
Added code to render skin offsets in the skin select UI.
commit a8384d984089b989a162550705dee7a505412e22
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Wed Apr 15 19:38:08 2026 -0700
Partially implemented offsets
Added code that visually shifts the player's model parts, but only in game not in the skin select UI.
commit 875100cf9afe7df258dc653a4b33857d3cd285c1
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Wed Apr 15 16:48:03 2026 -0700
Minor change
Simplified redundant conditions in HumanoidModel.cpp
commit 96f683d1fb93d09a49987460ef698e0d125c2c93
Merge: db685a74 24c74aa2
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Tue Apr 14 16:37:30 2026 -0700
Merge branch 'feat/64x64-skins' into feat/skin-offsets
commit db685a74f34d02cc83e33ab97c5a7ad9a62ef023
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Tue Apr 14 15:35:38 2026 -0700
Fixed skin offset data
Fixed skin offsets so they now return the actual data instead of the defaults, added a few minor tweaks, and added code in PlayerRenderer.cpp to access offsets (Can read the offsets but can not apply them).
commit aa769d54adb8f5bf96c75d10766422d23cc9129a
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Sat Apr 11 19:36:52 2026 -0700
Fixed crashes
Fixed code for offsets preventing crashes. The amount of offsets is correctly obtain, but lacks the actual data.
commit f18ac12cc072db74ed9b8da937e00c2e15f889a0
Merge: 8e76763a fd2fd659
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Fri Apr 10 16:06:57 2026 -0700
Merge branch 'feat/64x64-skins' into feat/skin-offsets
commit 8e76763a3ddeaff943243fd0469d6c4a7b12b6c1
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Tue Apr 7 16:50:43 2026 -0700
Made more changes
Made more changes in files to support skin offsets. The game still crashes when trying to load skins.
commit 1a8f3532979033717044e74e6ceb766e23e35032
Merge: a1d9ae59 bb5fa506
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Tue Apr 7 13:12:39 2026 -0700
Merge branch 'feat/64x64-skins' into feat/skin-offsets
commit a1d9ae591ac27117626aac708a4204a9e2451684
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Fri Apr 3 21:50:42 2026 -0700
Added small additions
Added more code referencing skin offsets. Still doesn't work correctly.
commit d28a751d9ca0527854e40be82e7841a650c2f189
Merge: 3888de7a 8bf03435
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Thu Apr 2 17:09:08 2026 -0700
Merge branch 'smartcmd:main' into feat/skin-offsets
commit 3888de7ab401d9562b7b922eca8b898aa73ba024
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Thu Apr 2 17:07:48 2026 -0700
Added code for skin offsets
Added code to the file which have the functionality to get skin boxes and duplicated the functionality for skin offsets. The code causes the game to crash when switching to third person. The error occurs with the skin offsets returning as an empty class object.
197 lines
6 KiB
C++
197 lines
6 KiB
C++
#pragma once
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#include "..\..\..\Minecraft.World\Definitions.h"
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#include "UIScene.h"
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#include "UIControl_PlayerSkinPreview.h"
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class UIScene_SkinSelectMenu : public UIScene
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{
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private:
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static const WCHAR *wchDefaultNamesA[eDefaultSkins_Count];
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// 4J Stu - How many to show on each side of the main control
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static const BYTE sidePreviewControls = 4;
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#ifdef __PSVITA__
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enum ETouchInput
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{
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ETouchInput_TabLeft = 10,
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ETouchInput_TabRight,
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ETouchInput_TabCenter,
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ETouchInput_IggyCharacters,
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ETouchInput_Count,
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};
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#endif
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enum ESkinSelectNavigation
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{
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eSkinNavigation_Pack,
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eSkinNavigation_Skin,
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eSkinNavigation_Count,
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};
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enum ECharacters
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{
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eCharacter_Current,
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eCharacter_Next1,
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eCharacter_Next2,
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eCharacter_Next3,
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eCharacter_Next4,
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eCharacter_Previous1,
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eCharacter_Previous2,
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eCharacter_Previous3,
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eCharacter_Previous4,
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eCharacter_COUNT,
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};
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UIControl_PlayerSkinPreview m_characters[eCharacter_COUNT];
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UIControl_Label m_labelSkinName, m_labelSkinOrigin;
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UIControl_Label m_labelSelected;
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UIControl m_controlSkinNamePlate, m_controlSelectedPanel, m_controlIggyCharacters, m_controlTimer;
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#ifdef __PSVITA__
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UIControl_Touch m_TouchTabLeft, m_TouchTabRight, m_TouchTabCenter, m_TouchIggyCharacters;
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#endif
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IggyName m_funcSetPlayerCharacterSelected, m_funcSetCharacterLocked;
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IggyName m_funcSetLeftLabel, m_funcSetRightLabel, m_funcSetCentreLabel;
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UI_BEGIN_MAP_ELEMENTS_AND_NAMES(UIScene)
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#ifdef __PSVITA__
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UI_MAP_ELEMENT( m_TouchTabLeft, "TouchTabLeft" )
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UI_MAP_ELEMENT( m_TouchTabRight, "TouchTabRight" )
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UI_MAP_ELEMENT( m_TouchTabCenter, "TouchTabCenter" )
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UI_MAP_ELEMENT( m_TouchIggyCharacters, "TouchIggyCharacters" )
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#endif
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UI_MAP_ELEMENT( m_controlSkinNamePlate, "SkinNamePlate")
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UI_BEGIN_MAP_CHILD_ELEMENTS( m_controlSkinNamePlate )
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UI_MAP_ELEMENT( m_labelSkinName, "SkinTitle1")
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UI_MAP_ELEMENT( m_labelSkinOrigin, "SkinTitle2")
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UI_END_MAP_CHILD_ELEMENTS()
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UI_MAP_ELEMENT( m_controlSelectedPanel, "SelectedPanel" )
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UI_BEGIN_MAP_CHILD_ELEMENTS( m_controlSelectedPanel )
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UI_MAP_ELEMENT( m_labelSelected, "SelectedPanelLabel" )
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UI_END_MAP_CHILD_ELEMENTS()
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UI_MAP_ELEMENT( m_controlTimer, "Timer" )
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// 4J Stu - These aren't really used a AS3 controls, but adding here means that they get ticked by the scene
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UI_MAP_ELEMENT( m_controlIggyCharacters, "IggyCharacters" )
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UI_BEGIN_MAP_CHILD_ELEMENTS( m_controlIggyCharacters )
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UI_MAP_ELEMENT( m_characters[eCharacter_Current], "iggy_Character0" )
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UI_MAP_ELEMENT( m_characters[eCharacter_Next1], "iggy_Character1" )
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UI_MAP_ELEMENT( m_characters[eCharacter_Next2], "iggy_Character2" )
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UI_MAP_ELEMENT( m_characters[eCharacter_Next3], "iggy_Character3" )
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UI_MAP_ELEMENT( m_characters[eCharacter_Next4], "iggy_Character4" )
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UI_MAP_ELEMENT( m_characters[eCharacter_Previous1], "iggy_Character5" )
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UI_MAP_ELEMENT( m_characters[eCharacter_Previous2], "iggy_Character6" )
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UI_MAP_ELEMENT( m_characters[eCharacter_Previous3], "iggy_Character7" )
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UI_MAP_ELEMENT( m_characters[eCharacter_Previous4], "iggy_Character8" )
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UI_END_MAP_CHILD_ELEMENTS()
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UI_MAP_NAME( m_funcSetPlayerCharacterSelected, L"SetPlayerCharacterSelected" )
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UI_MAP_NAME( m_funcSetCharacterLocked, L"SetCharacterLocked" )
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UI_MAP_NAME( m_funcSetLeftLabel, L"SetLeftLabel" )
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UI_MAP_NAME( m_funcSetCentreLabel, L"SetCenterLabel" )
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UI_MAP_NAME( m_funcSetRightLabel, L"SetRightLabel" )
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UI_END_MAP_ELEMENTS_AND_NAMES()
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DLCPack *m_currentPack;
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DWORD m_packIndex, m_skinIndex;
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DWORD m_originalSkinId;
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wstring m_currentSkinPath, m_selectedSkinPath, m_selectedCapePath;
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vector<SKIN_BOX *> *m_vAdditionalSkinBoxes;
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vector<SKIN_OFFSET *> *m_vSkinOffsets;
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bool m_bSlidingSkins, m_bAnimatingMove;
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ESkinSelectNavigation m_currentNavigation;
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bool m_bNoSkinsToShow;
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DWORD m_currentPackCount;
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bool m_bIgnoreInput;
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bool m_bSkinIndexChanged;
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wstring m_leftLabel, m_centreLabel, m_rightLabel;
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S32 m_iTouchXStart;
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bool m_bTouchScrolled;
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public:
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UIScene_SkinSelectMenu(int iPad, void *initData, UILayer *parentLayer);
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#ifdef __PSVITA__
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virtual ~UIScene_SkinSelectMenu() { DeleteCriticalSection(&m_DLCInstallCS); }
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#endif
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virtual void tick();
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virtual void updateTooltips();
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virtual void updateComponents();
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virtual EUIScene getSceneType() { return eUIScene_SkinSelectMenu;}
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virtual void handleAnimationEnd();
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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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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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virtual void customDraw(IggyCustomDrawCallbackRegion *region);
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private:
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void handleSkinIndexChanged();
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int getNextSkinIndex(DWORD sourceIndex);
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int getPreviousSkinIndex(DWORD sourceIndex);
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TEXTURE_NAME getTextureId(int skinIndex);
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void handlePackIndexChanged();
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void updatePackDisplay();
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int getNextPackIndex(DWORD sourceIndex);
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int getPreviousPackIndex(DWORD sourceIndex);
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void setCharacterSelected(bool selected);
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void setCharacterLocked(bool locked);
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void setLeftLabel(const wstring &label);
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void setCentreLabel(const wstring &label);
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void setRightLabel(const wstring &label);
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virtual void HandleDLCMountingComplete();
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virtual void HandleDLCInstalled();
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#ifdef _XBOX_ONE
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virtual void HandleDLCLicenseChange();
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#endif
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void showNotOnlineDialog(int iPad);
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static int UnlockSkinReturned(void *pParam,int iPad,C4JStorage::EMessageResult result);
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static int RenableInput(LPVOID lpVoid, int, int);
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void AddFavoriteSkin(int iPad,int iSkinID);
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void InputActionOK(unsigned int iPad);
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#ifdef __PSVITA__
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virtual void handleTouchInput(unsigned int iPad, S32 x, S32 y, int iId, bool bPressed, bool bRepeat, bool bReleased);
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#endif //__PSVITA__
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virtual void handleReload();
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#ifdef __ORBIS__
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bool m_bErrorDialogRunning;
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#endif
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#ifdef __PSVITA__
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static int MustSignInReturned(void *pParam,int iPad,C4JStorage::EMessageResult result);
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static int PSNSignInReturned(void* pParam, bool bContinue, int iPad);
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#endif
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#ifdef __PSVITA__
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CRITICAL_SECTION m_DLCInstallCS; // to prevent a race condition between the install and the mounted callback
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#endif
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};
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