#include "stdafx.h" #include #include #include #include "..\..\..\Minecraft.World\Player.h" #include "..\..\..\Minecraft.Client\LocalPlayer.h" #include "..\..\..\Minecraft.Client\Minecraft.h" #include "..\..\..\Minecraft.Client\GameMode.h" #include "..\..\..\Minecraft.World\AbstractContainerMenu.h" #include "..\..\..\Minecraft.World\net.minecraft.world.inventory.h" #include "..\..\..\Minecraft.World\net.minecraft.world.item.h" #include "..\..\..\Minecraft.World\Tile.h" #include "..\..\..\Minecraft.World\FurnaceRecipes.h" #include "..\..\..\Minecraft.World\Recipy.h" #include "..\..\..\Minecraft.World\Recipes.h" #include "..\..\..\Minecraft.World\ArmorRecipes.h" #include "..\..\..\Minecraft.World\StringHelpers.h" #include "..\..\Common\Tutorial\Tutorial.h" #include "..\..\Common\Tutorial\TutorialMode.h" #include "XUI_Ctrl_SlotList.h" #include "XUI_Ctrl_SlotItem.h" #include "XUI_Ctrl_SlotItemListItem.h" #include "XUI_Scene_AbstractContainer.h" #ifdef _DEBUG_MENUS_ENABLED #include "XUI_DebugItemEditor.h" #endif #define IGNORE_KEYPRESS_TIMERID 11 #define IGNORE_KEYPRESS_TIME 100 void CXuiSceneAbstractContainer::PlatformInitialize(int iPad, int startIndex) { m_bIgnoreKeyPresses=true; m_iPad = iPad; XuiControlSetText(m_InventoryText,app.GetString(IDS_INVENTORY)); // Determine min and max extents for pointer, it needs to be able to move off the container to drop items. float fPanelWidth, fPanelHeight; float fPointerWidth, fPointerHeight; // We may have varying depths of controls here, so base off the pointers parent HXUIOBJ parent; XuiElementGetBounds( m_pointerControl->m_hObj, &fPointerWidth, &fPointerHeight ); XuiElementGetParent( m_pointerControl->m_hObj, &parent ); m_pointerControl->SetShow(TRUE); XuiElementGetBounds( parent, &fPanelWidth, &fPanelHeight ); // Get size of pointer m_fPointerImageOffsetX = floor(fPointerWidth/2.0f); m_fPointerImageOffsetY = floor(fPointerHeight/2.0f); m_fPanelMinX = 0.0f; m_fPanelMaxX = fPanelWidth; m_fPanelMinY = 0.0f; m_fPanelMaxY = fPanelHeight; // 4J-PB - need to limit this in splitscreen if(app.GetLocalPlayerCount()>1) { // don't let the pointer go into someone's screen m_fPointerMinY = floor(fPointerHeight/2.0f); } else { m_fPointerMinY = -fPointerHeight; } m_fPointerMinX = -fPointerWidth; m_fPointerMaxX = fPanelWidth + fPointerWidth; m_fPointerMaxY = fPanelHeight + (fPointerHeight/2); // m_hPointerText=NULL; // m_hPointerTextBkg=NULL; UIVec2D itemPos; UIVec2D itemSize; GetItemScreenData( m_eCurrSection, 0, &( itemPos ), &( itemSize ) ); UIVec2D sectionPos; GetPositionOfSection( m_eCurrSection, &( sectionPos ) ); UIVec2D vPointerPos = sectionPos; vPointerPos += itemPos; vPointerPos.x += ( itemSize.x / 2.0f ); vPointerPos.y += ( itemSize.y / 2.0f ); vPointerPos.x -= m_fPointerImageOffsetX; vPointerPos.y -= m_fPointerImageOffsetY; D3DXVECTOR3 newPointerPos; newPointerPos.x = vPointerPos.x; newPointerPos.y = vPointerPos.y; newPointerPos.z = 0.0f; m_pointerControl->SetPosition( &newPointerPos ); m_pointerPos.x = newPointerPos.x; m_pointerPos.y = newPointerPos.y; #ifdef USE_POINTER_ACCEL m_fPointerVelX = 0.0f; m_fPointerVelY = 0.0f; m_fPointerAccelX = 0.0f; m_fPointerAccelY = 0.0f; #endif // Add timer to poll controller stick input at 60Hz HRESULT timerResult = SetTimer( POINTER_INPUT_TIMER_ID, ( 1000 / 60 ) ); assert( timerResult == S_OK ); XuiSetTimer(m_hObj,IGNORE_KEYPRESS_TIMERID,IGNORE_KEYPRESS_TIME); // Disable the default navigation behaviour for all slot lsit items (prevent old style cursor navigation). for ( int iSection = m_eFirstSection; iSection < m_eMaxSection; ++iSection ) { ESceneSection eSection = ( ESceneSection )( iSection ); if(!IsSectionSlotList(eSection)) continue; // Get dimensions of this section. int iNumRows; int iNumColumns; int iNumItems = GetSectionDimensions( eSection, &( iNumColumns ), &( iNumRows ) ); for ( int iItem = 0; iItem < iNumItems; ++iItem ) { CXuiCtrlSlotItemListItem* pCXuiCtrlSlotItem; GetSectionSlotList( eSection )->GetCXuiCtrlSlotItem( iItem, &( pCXuiCtrlSlotItem ) ); pCXuiCtrlSlotItem->SetSkipsDefaultNavigation( TRUE ); } } } // 4J Stu - Added to support auto-save. Need to re-associate on a navigate back void CXuiSceneAbstractContainer::InitDataAssociations(int iPad, AbstractContainerMenu *menu, int startIndex /*= 0*/) { // TODO Inventory dimensions need defined as constants m_inventoryControl->SetData( iPad, menu, 3, 9, startIndex, startIndex + 3*9 ); // TODO Inventory dimensions need defined as constants m_useRowControl->SetData( iPad, menu, 1, 9, startIndex + 3*9, startIndex + 4*9 ); m_pointerControl->SetUserIndex(m_pointerControl->m_hObj, iPad); } int CXuiSceneAbstractContainer::getSectionColumns(ESceneSection eSection) { return GetSectionSlotList( eSection )->GetColumns(); } int CXuiSceneAbstractContainer::getSectionRows(ESceneSection eSection) { return GetSectionSlotList( eSection )->GetRows(); } // Adding this so we can turn off the pointer text background, since it flickers on then off at the start of a scene where a tutorial popup is HRESULT CXuiSceneAbstractContainer::OnTransitionStart( XUIMessageTransition *pTransition, BOOL& bHandled ) { if(pTransition->dwTransAction==XUI_TRANSITION_ACTION_DESTROY ) return S_OK; if(pTransition->dwTransType == XUI_TRANSITION_TO || pTransition->dwTransType == XUI_TRANSITION_BACKTO) { // 4J Stu - Added to support auto-save. Need to re-associate on a navigate back if(pTransition->dwTransType == XUI_TRANSITION_BACKTO) { // Add timer to poll controller stick input at 60Hz HRESULT timerResult = SetTimer( POINTER_INPUT_TIMER_ID, ( 1000 / 60 ) ); assert( timerResult == S_OK ); InitDataAssociations(m_iPad, m_menu); } HXUIOBJ hObj=NULL; HRESULT hr=XuiControlGetVisual(m_pointerControl->m_hObj,&hObj); hr=XuiElementGetChildById(hObj,L"text_measurer",&m_hPointerTextMeasurer); hr=XuiElementGetChildById(hObj,L"text_name",&m_hPointerText); hr=XuiElementGetChildById(hObj,L"text_panel",&m_hPointerTextBkg); hr=XuiElementGetChildById(hObj,L"pointer_image",&m_hPointerImg); XuiElementSetShow(m_hPointerText,FALSE); XuiElementSetShow(m_hPointerTextBkg,FALSE); } return S_OK; } D3DXVECTOR3 CXuiSceneAbstractContainer::GetCursorScreenPosition() { return app.GetElementScreenPosition(m_pointerControl->m_hObj); } HRESULT CXuiSceneAbstractContainer::OnKeyDown(XUIMessageInput *pInputData, BOOL& bHandled) { if(m_bIgnoreKeyPresses) return S_OK; bHandled = handleKeyDown(pInputData->UserIndex, mapVKToAction(pInputData->dwKeyCode), (pInputData->dwFlags & XUI_INPUT_FLAG_REPEAT) != 0); return S_OK; } int CXuiSceneAbstractContainer::mapVKToAction(int vk) { int action = MINECRAFT_ACTION_MAX; switch(vk) { case VK_PAD_A: action = ACTION_MENU_A; break; case VK_PAD_B: case VK_PAD_START: action = ACTION_MENU_B; break; case VK_PAD_X: action = ACTION_MENU_X; break; case VK_PAD_Y: action = ACTION_MENU_Y; break; case VK_PAD_DPAD_LEFT: action = ACTION_MENU_LEFT; break; case VK_PAD_DPAD_RIGHT: action = ACTION_MENU_RIGHT; break; case VK_PAD_DPAD_UP: action = ACTION_MENU_UP; break; case VK_PAD_DPAD_DOWN: action = ACTION_MENU_DOWN; break; case VK_PAD_LTRIGGER: action = ACTION_MENU_PAGEUP; break; case VK_PAD_RTRIGGER: action = ACTION_MENU_PAGEDOWN; break; case VK_PAD_LSHOULDER: action = ACTION_MENU_LEFT_SCROLL; break; case VK_PAD_RSHOULDER: action = ACTION_MENU_RIGHT_SCROLL; break; case VK_PAD_RTHUMB_UP: action = ACTION_MENU_OTHER_STICK_UP; break; case VK_PAD_RTHUMB_DOWN: action = ACTION_MENU_OTHER_STICK_DOWN; break; case VK_PAD_RTHUMB_RIGHT: action = ACTION_MENU_OTHER_STICK_RIGHT; break; case VK_PAD_RTHUMB_LEFT: action = ACTION_MENU_OTHER_STICK_LEFT; break; }; return action; } void CXuiSceneAbstractContainer::handleSectionClick(ESceneSection eSection) { CXuiCtrlSlotList *slotList = GetSectionSlotList( eSection ); slotList->Clicked(); } HRESULT CXuiSceneAbstractContainer::handleCustomTimer( XUIMessageTimer *pTimer, BOOL& bHandled ) { return S_OK; } // Returns XUI position of given scene section. void CXuiSceneAbstractContainer::GetPositionOfSection( ESceneSection eSection, UIVec2D* pPosition ) { D3DXVECTOR3 xuiPos; GetSectionControl( eSection )->GetPosition( &xuiPos ); pPosition->x = xuiPos.x; pPosition->y = xuiPos.y; } void CXuiSceneAbstractContainer::GetItemScreenData( ESceneSection eSection, int iItemIndex, UIVec2D* pPosition, UIVec2D* pSize ) { D3DXVECTOR3 xuiPos; if(IsSectionSlotList(eSection)) { // Get slot item. CXuiCtrlSlotItemListItem* pCXuiCtrlSlotItem; GetSectionSlotList( eSection )->GetCXuiCtrlSlotItem( iItemIndex, &( pCXuiCtrlSlotItem ) ); // Get size of slot. pCXuiCtrlSlotItem->GetBounds( &( pSize->x ), &( pSize->y ) ); // Get position of slot. pCXuiCtrlSlotItem->GetPosition( &xuiPos ); pPosition->x = xuiPos.x; pPosition->y = xuiPos.y; } else { // Get size of control GetSectionControl( eSection )->GetBounds( &( pSize->x ), &( pSize->y ) ); // Get position of control GetSectionControl( eSection )->GetPosition( &xuiPos ); pPosition->x = xuiPos.x; pPosition->y = xuiPos.y; } } shared_ptr CXuiSceneAbstractContainer::getSlotItem(ESceneSection eSection, int iSlot) { CXuiCtrlSlotItemListItem* pCXuiCtrlSlotItem; GetSectionSlotList( eSection )->GetCXuiCtrlSlotItem( iSlot, &( pCXuiCtrlSlotItem ) ); return pCXuiCtrlSlotItem->getItemInstance( pCXuiCtrlSlotItem->m_hObj ); } bool CXuiSceneAbstractContainer::isSlotEmpty(ESceneSection eSection, int iSlot) { CXuiCtrlSlotItemListItem* pCXuiCtrlSlotItem; GetSectionSlotList( eSection )->GetCXuiCtrlSlotItem( iSlot, &( pCXuiCtrlSlotItem ) ); return pCXuiCtrlSlotItem->isEmpty( pCXuiCtrlSlotItem->m_hObj ); } HRESULT CXuiSceneAbstractContainer::OnTimer( XUIMessageTimer *pTimer, BOOL& bHandled ) { HRESULT hr = S_OK; // Update pointer from stick input on timer. if ( pTimer->nId == POINTER_INPUT_TIMER_ID ) { onMouseTick(); D3DXVECTOR3 pointerPos; pointerPos.x = m_pointerPos.x; pointerPos.y = m_pointerPos.y; pointerPos.z = 0.0f; m_pointerControl->SetPosition( &pointerPos ); // This message has been dealt with, don't pass it on further. bHandled = TRUE; } else if ( pTimer->nId == IGNORE_KEYPRESS_TIMERID) { KillTimer(IGNORE_KEYPRESS_TIMERID); m_bIgnoreKeyPresses=false; } else { // Some scenes may have their own timers for other events, so handle them here hr = handleCustomTimer( pTimer, bHandled ); } return hr; } HRESULT CXuiSceneAbstractContainer::OnCustomMessage_Splitscreenplayer(bool bJoining, BOOL& bHandled) { bHandled=true; return app.AdjustSplitscreenScene_PlayerChanged(m_hObj,&m_OriginalPosition,m_iPad,bJoining); } bool CXuiSceneAbstractContainer::doesSectionTreeHaveFocus(ESceneSection eSection) { return GetSectionControl( eSection )->TreeHasFocus(); } void CXuiSceneAbstractContainer::setSectionFocus(ESceneSection eSection, int iPad) { HRESULT focusResult = GetSectionControl( eSection )->SetFocus( iPad ); assert( focusResult == S_OK ); } void CXuiSceneAbstractContainer::setSectionSelectedSlot(ESceneSection eSection, int x, int y) { GetSectionSlotList( eSection )->SetCurrentSlot(y,x); } void CXuiSceneAbstractContainer::setFocusToPointer(int iPad) { m_pointerControl->SetFocus( iPad ); } void CXuiSceneAbstractContainer::SetPointerText(const wstring &description, vector &unformattedStrings, bool newSlot) { if(description.empty()) { m_pointerControl->SetText(L""); XuiElementSetShow(m_hPointerText,FALSE); XuiElementSetShow(m_hPointerTextBkg,FALSE); return; } bool smallPointer = m_bSplitscreen || (!RenderManager.IsHiDef() && !RenderManager.IsWidescreen()); wstring desc = L"" + description + L""; XUIRect tempXuiRect, xuiRect; HRESULT hr; xuiRect.right = 0; for (auto& it : unformattedStrings ) { XuiTextPresenterMeasureText(m_hPointerTextMeasurer, parseXMLSpecials(it).c_str(), &tempXuiRect); if(tempXuiRect.right > xuiRect.right) xuiRect = tempXuiRect; } // Set size with the new width so that the HTML height check is correct XuiElementSetBounds(m_hPointerTextBkg,xuiRect.right+4.0f+4.0f+4.0f,xuiRect.bottom); // edge graphics are 8 pixels, with 4 for the border, extra 4 for the background is fudge XuiElementSetBounds(m_hPointerText,xuiRect.right+4.0f+4.0f,xuiRect.bottom); // edge graphics are 8 pixels, text is centred XuiHtmlSetText(m_hPointerText, desc.c_str() ); // Check if we need to resize the box XUIContentDims contentDims; XuiHtmlGetContentDims(m_hPointerText,&contentDims); xuiRect.bottom = contentDims.nContentHeight; // get the size of the button, and apply the change in size due to the text to the whole button float fImgWidth,fImgHeight; XuiElementGetBounds(m_hPointerImg,&fImgWidth, &fImgHeight); // 4J-PB - changing to calculate values D3DXVECTOR3 vPosText, vPosTextBkg,vPosImg; XuiElementGetPosition(m_hPointerImg,&vPosImg); XuiElementGetPosition(m_hPointerText,&vPosText); XuiElementGetPosition(m_hPointerTextBkg,&vPosTextBkg); // Set the new height XuiElementSetBounds(m_hPointerTextBkg,xuiRect.right+4.0f+4.0f+4.0f,xuiRect.bottom+4.0f+4.0f); // edge graphics are 8 pixels, with 4 for the border, extra 4 for the background is fudge XuiElementSetBounds(m_hPointerText,xuiRect.right+4.0f+4.0f,xuiRect.bottom+4.0f+4.0f); // edge graphics are 8 pixels, text is centred // position the text and panel relative to the pointer image vPosTextBkg.x=vPosImg.x+fImgWidth*0.6f; vPosText.x=vPosTextBkg.x + 4; vPosTextBkg.y=vPosImg.y-(xuiRect.bottom+4.0f+4.0f)+fImgWidth*0.4f; vPosText.y=vPosTextBkg.y + 4; XuiElementSetPosition(m_hPointerText,&vPosText); XuiElementSetPosition(m_hPointerTextBkg,&vPosTextBkg); XuiElementSetShow(m_hPointerTextBkg,TRUE); XuiElementSetShow(m_hPointerText,TRUE); } void CXuiSceneAbstractContainer::adjustPointerForSafeZone() { D3DXVECTOR2 baseSceneOrigin; float baseWidth, baseHeight; if(CXuiSceneBase::GetBaseSceneSafeZone( m_iPad, baseSceneOrigin, baseWidth, baseHeight)) { D3DXMATRIX pointerBackgroundMatrix; XuiElementGetFullXForm( m_hPointerTextBkg, &pointerBackgroundMatrix); float width, height; XuiElementGetBounds( m_hPointerTextBkg, &width, &height ); if( ( (pointerBackgroundMatrix._41 / pointerBackgroundMatrix._11) + width) > (baseSceneOrigin.x + baseWidth) ) { //app.DebugPrintf("Pointer is outside the safe zone for this base scene\n"); // get the size of the button, and apply the change in size due to the text to the whole button float fImgWidth,fImgHeight; XuiElementGetBounds(m_hPointerImg,&fImgWidth, &fImgHeight); // 4J-PB - changing to calculate values D3DXVECTOR3 vPosText, vPosTextBkg,vPosImg; XuiElementGetPosition(m_hPointerImg,&vPosImg); XuiElementGetPosition(m_hPointerText,&vPosText); XuiElementGetPosition(m_hPointerTextBkg,&vPosTextBkg); // position the text and panel relative to the pointer image vPosTextBkg.x= (vPosImg.x+fImgWidth*0.4f) - width; vPosText.x=vPosTextBkg.x + 4; XuiElementSetPosition(m_hPointerText,&vPosText); XuiElementSetPosition(m_hPointerTextBkg,&vPosTextBkg); } } }