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101
Minecraft.Client/Common/UI/UIComponent_TutorialPopup.h
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101
Minecraft.Client/Common/UI/UIComponent_TutorialPopup.h
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#pragma once
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#include "UIScene.h"
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#define TUTORIAL_POPUP_FADE_TIMER_ID 0
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#define TUTORIAL_POPUP_MOVE_SCENE_TIMER_ID 1
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#define TUTORIAL_POPUP_MOVE_SCENE_TIME 500
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class UIComponent_TutorialPopup : public UIScene
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{
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private:
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// A scene that may be displayed behind the popup that the player is using, that will need shifted so we can see it clearly.
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UIScene *m_interactScene, *m_lastInteractSceneMoved;
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bool m_lastSceneMovedLeft;
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bool m_bAllowFade;
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Tutorial *m_tutorial;
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shared_ptr<ItemInstance> m_iconItem;
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bool m_iconIsFoil;
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//int m_iLocalPlayerC;
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bool m_bContainerMenuVisible;
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bool m_bSplitscreenGamertagVisible;
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// Maps to values in AS
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enum EIcons
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{
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e_ICON_TYPE_IGGY = 0,
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e_ICON_TYPE_ARMOUR = 1,
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e_ICON_TYPE_BREWING = 2,
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e_ICON_TYPE_DECORATION = 3,
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e_ICON_TYPE_FOOD = 4,
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e_ICON_TYPE_MATERIALS = 5,
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e_ICON_TYPE_MECHANISMS = 6,
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e_ICON_TYPE_MISC = 7,
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e_ICON_TYPE_REDSTONE_AND_TRANSPORT = 8,
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e_ICON_TYPE_STRUCTURES = 9,
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e_ICON_TYPE_TOOLS = 10,
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e_ICON_TYPE_TRANSPORT = 11,
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};
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public:
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UIComponent_TutorialPopup(int iPad, void *initData, UILayer *parentLayer);
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protected:
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UIControl_Label m_labelDescription, m_labelTitle;
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UIControl m_controlIconHolder;
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UIControl m_controlExitScreenshot;
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IggyName m_funcAdjustLayout, m_funcSetupIconHolder;
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UI_BEGIN_MAP_ELEMENTS_AND_NAMES(UIScene)
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UI_MAP_ELEMENT( m_labelTitle, "Title")
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UI_MAP_ELEMENT( m_labelDescription, "Description")
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UI_MAP_ELEMENT( m_controlIconHolder, "IconHolder")
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UI_MAP_ELEMENT( m_controlExitScreenshot, "ExitScreenShot")
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UI_MAP_NAME( m_funcAdjustLayout, L"AdjustLayout")
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UI_MAP_NAME( m_funcSetupIconHolder, L"SetupIconHolder")
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UI_END_MAP_ELEMENTS_AND_NAMES()
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virtual wstring getMoviePath();
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public:
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virtual EUIScene getSceneType() { return eUIComponent_TutorialPopup;}
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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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virtual void handleReload();
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void SetContainerMenuVisible(bool bContainerMenuVisible) { m_bContainerMenuVisible = bContainerMenuVisible; }
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void UpdateTutorialPopup();
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void SetTutorial( Tutorial *tutorial ) { m_tutorial = tutorial; }
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void SetTutorialDescription(TutorialPopupInfo *info);
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void RemoveInteractSceneReference(UIScene *scene);
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void SetVisible(bool visible);
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bool IsVisible();
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// RENDERING
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virtual void render(S32 width, S32 height, C4JRender::eViewportType viewport);
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virtual void customDraw(IggyCustomDrawCallbackRegion *region);
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protected:
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void handleTimerComplete(int id);
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private:
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void _SetDescription(UIScene *interactScene, const wstring &desc, const wstring &title, bool allowFade, bool isReminder);
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wstring _SetIcon(int icon, int iAuxVal, bool isFoil, LPCWSTR desc);
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wstring _SetImage(wstring &desc);
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wstring ParseDescription(int iPad, wstring &text);
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void UpdateInteractScenePosition(bool visible);
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void setupIconHolder(EIcons icon);
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};
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