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66
Minecraft.Client/Common/UI/UIComponent_Chat.h
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66
Minecraft.Client/Common/UI/UIComponent_Chat.h
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#pragma once
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#include "UIScene.h"
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#define CHAT_LINES_COUNT 10
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class UIComponent_Chat : public UIScene
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{
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private:
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bool m_bSplitscreen;
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protected:
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UIControl_Label m_labelChatText[CHAT_LINES_COUNT];
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UIControl_Label m_labelJukebox;
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UIControl m_controlLabelBackground[CHAT_LINES_COUNT];
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UI_BEGIN_MAP_ELEMENTS_AND_NAMES(UIScene)
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UI_MAP_ELEMENT(m_labelChatText[0],"Label1")
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UI_MAP_ELEMENT(m_labelChatText[1],"Label2")
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UI_MAP_ELEMENT(m_labelChatText[2],"Label3")
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UI_MAP_ELEMENT(m_labelChatText[3],"Label4")
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UI_MAP_ELEMENT(m_labelChatText[4],"Label5")
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UI_MAP_ELEMENT(m_labelChatText[5],"Label6")
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UI_MAP_ELEMENT(m_labelChatText[6],"Label7")
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UI_MAP_ELEMENT(m_labelChatText[7],"Label8")
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UI_MAP_ELEMENT(m_labelChatText[8],"Label9")
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UI_MAP_ELEMENT(m_labelChatText[9],"Label10")
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UI_MAP_ELEMENT(m_controlLabelBackground[0],"Label1Background")
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UI_MAP_ELEMENT(m_controlLabelBackground[1],"Label2Background")
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UI_MAP_ELEMENT(m_controlLabelBackground[2],"Label3Background")
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UI_MAP_ELEMENT(m_controlLabelBackground[3],"Label4Background")
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UI_MAP_ELEMENT(m_controlLabelBackground[4],"Label5Background")
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UI_MAP_ELEMENT(m_controlLabelBackground[5],"Label6Background")
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UI_MAP_ELEMENT(m_controlLabelBackground[6],"Label7Background")
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UI_MAP_ELEMENT(m_controlLabelBackground[7],"Label8Background")
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UI_MAP_ELEMENT(m_controlLabelBackground[8],"Label9Background")
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UI_MAP_ELEMENT(m_controlLabelBackground[9],"Label10Background")
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UI_MAP_ELEMENT(m_labelJukebox,"Jukebox")
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UI_END_MAP_ELEMENTS_AND_NAMES()
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public:
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UIComponent_Chat(int iPad, void *initData, UILayer *parentLayer);
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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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virtual EUIScene getSceneType() { return eUIComponent_Chat;}
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// Returns true if this scene handles input
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virtual bool stealsFocus() { return false; }
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// Returns true if this scene has focus for the pad passed in
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virtual bool hasFocus(int iPad) { return false; }
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// Returns true if lower scenes in this scenes layer, or in any layer below this scenes layers should be hidden
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virtual bool hidesLowerScenes() { return false; }
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// RENDERING
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virtual void render(S32 width, S32 height, C4JRender::eViewportType viewport);
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protected:
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void handleTimerComplete(int id);
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};
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