#include "stdafx.h" #include "UI.h" #include "UIScene_SignEntryMenu.h" #include "..\..\Minecraft.h" #include "..\..\MultiPlayerLocalPlayer.h" #include "..\..\MultiPlayerLevel.h" #include "..\..\ClientConnection.h" #include "..\..\..\Minecraft.World\net.minecraft.world.level.h" #include "..\..\..\Minecraft.World\net.minecraft.world.level.tile.entity.h" UIScene_SignEntryMenu::UIScene_SignEntryMenu(int iPad, void *_initData, UILayer *parentLayer) : UIScene(iPad, parentLayer) { // Setup all the Iggy references we need for this scene initialiseMovie(); SignEntryScreenInput* initData = static_cast(_initData); m_sign = initData->sign; m_bConfirmed = false; m_bIgnoreInput = false; m_iSignCursorFrame = 0; #ifdef _WINDOWS64 m_iActiveDirectEditLine = -1; m_bNeedsInitialEdit = true; m_bSkipTickNav = false; #endif m_buttonConfirm.init(app.GetString(IDS_DONE), eControl_Confirm); m_labelMessage.init(app.GetString(IDS_EDIT_SIGN_MESSAGE)); for(unsigned int i = 0; i<4; ++i) { #if TO_BE_IMPLEMENTED // Have to have the Latin alphabet here, since that's what we have on the sign in-game // but because the JAP/KOR/CHN fonts don't have extended European characters, let's restrict those languages to not having the extended character set, since they can't see what they are typing switch(XGetLanguage()) { case XC_LANGUAGE_JAPANESE: case XC_LANGUAGE_TCHINESE: case XC_LANGUAGE_KOREAN: case XC_LANGUAGE_RUSSIAN: m_signRows[i].SetKeyboardType(C_4JInput::EKeyboardMode_Alphabet); break; default: m_signRows[i].SetKeyboardType(C_4JInput::EKeyboardMode_Full); break; } m_signRows[i].SetText( m_sign->GetMessage(i).c_str() ); m_signRows[i].SetTextLimit(15); // Set the title and desc for the edit keyboard popup m_signRows[i].SetTitleAndText(IDS_SIGN_TITLE,IDS_SIGN_TITLE_TEXT); #endif m_textInputLines[i].init(m_sign->GetMessage(i).c_str(), i); } parentLayer->addComponent(iPad,eUIComponent_MenuBackground); } UIScene_SignEntryMenu::~UIScene_SignEntryMenu() { m_sign->SetSelectedLine(-1); m_parentLayer->removeComponent(eUIComponent_MenuBackground); } wstring UIScene_SignEntryMenu::getMoviePath() { if(app.GetLocalPlayerCount() > 1) { return L"SignEntryMenuSplit"; } else { return L"SignEntryMenu"; } } void UIScene_SignEntryMenu::updateTooltips() { ui.SetTooltips( m_iPad, IDS_TOOLTIPS_SELECT,IDS_TOOLTIPS_BACK); } void UIScene_SignEntryMenu::tick() { UIScene::tick(); #ifdef _WINDOWS64 // On first tick, auto-start editing line 1 if KBM is active (Java-style flow) if (m_bNeedsInitialEdit) { m_bNeedsInitialEdit = false; if (g_KBMInput.IsKBMActive()) { SetFocusToElement(eControl_Line1); m_iActiveDirectEditLine = 0; m_textInputLines[0].beginDirectEdit(15); } } // UP/DOWN navigation — must happen after tickDirectEdit (so typed chars are consumed) // and before sign cursor update (so the cursor is correct for this frame's render) // m_bSkipTickNav prevents double-processing when handleInput auto-started editing this frame if (m_iActiveDirectEditLine >= 0 && !m_bSkipTickNav) { int navDir = 0; if (g_KBMInput.IsKeyPressed(VK_DOWN)) navDir = 1; else if (g_KBMInput.IsKeyPressed(VK_UP)) navDir = -1; if (navDir != 0) { int newLine = m_iActiveDirectEditLine + navDir; if (newLine >= eControl_Line1 && newLine <= eControl_Line4) { m_textInputLines[m_iActiveDirectEditLine].confirmDirectEdit(); SetFocusToElement(newLine); m_iActiveDirectEditLine = newLine; m_textInputLines[newLine].beginDirectEdit(15); } else if (navDir > 0) { m_textInputLines[m_iActiveDirectEditLine].confirmDirectEdit(); SetFocusToElement(eControl_Confirm); m_iActiveDirectEditLine = -1; } } } m_bSkipTickNav = false; if (m_iActiveDirectEditLine >= 0 && !m_textInputLines[m_iActiveDirectEditLine].isDirectEditing()) m_iActiveDirectEditLine = -1; #endif // Blinking > text < cursor on the 3D sign m_iSignCursorFrame++; if (m_iSignCursorFrame / 6 % 2 == 0) { #ifdef _WINDOWS64 if (m_iActiveDirectEditLine >= 0) m_sign->SetSelectedLine(m_iActiveDirectEditLine); else #endif { int focusedLine = -1; for (int i = eControl_Line1; i <= eControl_Line4; i++) { if (controlHasFocus(i)) { focusedLine = i; break; } } m_sign->SetSelectedLine(focusedLine); } } else { m_sign->SetSelectedLine(-1); } if(m_bConfirmed) { m_bConfirmed = false; // Set the sign text here so we on;y call the verify once it has been set, not while we're typing in to it for(int i=0;i<4;i++) { wstring temp=m_textInputLines[i].getLabel(); m_sign->SetMessage(i,temp); } m_sign->setChanged(); Minecraft *pMinecraft=Minecraft::GetInstance(); // need to send the new data if (pMinecraft->level->isClientSide) { shared_ptr player = pMinecraft->localplayers[m_iPad]; if(player != nullptr && player->connection && player->connection->isStarted()) { player->connection->send(std::make_shared(m_sign->x, m_sign->y, m_sign->z, m_sign->IsVerified(), m_sign->IsCensored(), m_sign->GetMessages())); } } ui.CloseUIScenes(m_iPad); } } void UIScene_SignEntryMenu::handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled) { if(m_bConfirmed || m_bIgnoreInput) return; #ifdef _WINDOWS64 if (isDirectEditBlocking()) { handled = true; return; } #endif ui.AnimateKeyPress(iPad, key, repeat, pressed, released); switch(key) { case ACTION_MENU_CANCEL: if(pressed) { // user backed out, so wipe the sign wstring temp=L""; for(int i=0;i<4;i++) { m_sign->SetMessage(i,temp); } navigateBack(); ui.PlayUISFX(eSFX_Back); handled = true; } break; case ACTION_MENU_OK: #ifdef __ORBIS__ case ACTION_MENU_TOUCHPAD_PRESS: #endif sendInputToMovie(key, repeat, pressed, released); handled = true; break; case ACTION_MENU_UP: case ACTION_MENU_DOWN: sendInputToMovie(key, repeat, pressed, released); #ifdef _WINDOWS64 // Auto-start editing if focus moved to a line (e.g. UP from Confirm) if (g_KBMInput.IsKBMActive()) { for (int i = eControl_Line1; i <= eControl_Line4; i++) { if (controlHasFocus(i)) { m_iActiveDirectEditLine = i; m_textInputLines[i].beginDirectEdit(15); m_bSkipTickNav = true; break; } } } #endif handled = true; break; } } #ifdef _WINDOWS64 void UIScene_SignEntryMenu::getDirectEditInputs(vector &inputs) { for (int i = 0; i < 4; i++) inputs.push_back(&m_textInputLines[i]); } void UIScene_SignEntryMenu::onDirectEditFinished(UIControl_TextInput *input, UIControl_TextInput::EDirectEditResult result) { int line = -1; for (int i = 0; i < 4; i++) { if (input == &m_textInputLines[i]) { line = i; break; } } if (line != m_iActiveDirectEditLine) return; if (result == UIControl_TextInput::eDirectEdit_Confirmed) { int newLine = line + 1; if (newLine <= eControl_Line4) { SetFocusToElement(newLine); m_iActiveDirectEditLine = newLine; m_textInputLines[newLine].beginDirectEdit(15); } else { m_iActiveDirectEditLine = -1; m_bConfirmed = true; } } else if (result == UIControl_TextInput::eDirectEdit_Cancelled) { m_iActiveDirectEditLine = -1; wstring temp = L""; for (int j = 0; j < 4; j++) m_sign->SetMessage(j, temp); navigateBack(); ui.PlayUISFX(eSFX_Back); } } bool UIScene_SignEntryMenu::handleMouseClick(F32 x, F32 y) { if (m_iActiveDirectEditLine >= 0) { // During direct edit, only the Done button is clickable. // Hit-test it manually — all other clicks are consumed but ignored. m_buttonConfirm.UpdateControl(); S32 cx = m_buttonConfirm.getXPos(); S32 cy = m_buttonConfirm.getYPos(); S32 cw = m_buttonConfirm.getWidth(); S32 ch = m_buttonConfirm.getHeight(); if (cw > 0 && ch > 0 && x >= cx && x <= cx + cw && y >= cy && y <= cy + ch) { m_textInputLines[m_iActiveDirectEditLine].confirmDirectEdit(); m_iActiveDirectEditLine = -1; m_bConfirmed = true; } return true; } return UIScene::handleMouseClick(x, y); } #endif int UIScene_SignEntryMenu::KeyboardCompleteCallback(LPVOID lpParam,bool bRes) { const auto pClass=static_cast(lpParam); pClass->m_bIgnoreInput = false; if (bRes) { #ifdef _WINDOWS64 uint16_t pchText[128]; ZeroMemory(pchText, 128 * sizeof(uint16_t)); Win64_GetKeyboardText(pchText, 128); pClass->m_textInputLines[pClass->m_iEditingLine].setLabel(reinterpret_cast(pchText)); #else uint16_t pchText[128]; ZeroMemory(pchText, 128 * sizeof(uint16_t) ); InputManager.GetText(pchText); pClass->m_textInputLines[pClass->m_iEditingLine].setLabel((wchar_t *)pchText); #endif } return 0; } void UIScene_SignEntryMenu::handlePress(F64 controlId, F64 childId) { #ifdef _WINDOWS64 if (isDirectEditBlocking()) return; #endif switch(static_cast(controlId)) { case eControl_Confirm: { m_bConfirmed = true; } break; case eControl_Line1: case eControl_Line2: case eControl_Line3: case eControl_Line4: { m_iEditingLine = static_cast(controlId); #ifdef _WINDOWS64 if (g_KBMInput.IsKBMActive()) { // Only start editing from keyboard (Enter on focused line), not mouse clicks if (!g_KBMInput.IsMouseButtonPressed(KeyboardMouseInput::MOUSE_LEFT)) { m_iActiveDirectEditLine = m_iEditingLine; m_textInputLines[m_iEditingLine].beginDirectEdit(15); } } else { m_bIgnoreInput = true; UIKeyboardInitData kbData; kbData.title = app.GetString(IDS_SIGN_TITLE); kbData.defaultText = m_textInputLines[m_iEditingLine].getLabel(); kbData.maxChars = 15; kbData.callback = &UIScene_SignEntryMenu::KeyboardCompleteCallback; kbData.lpParam = this; ui.NavigateToScene(m_iPad, eUIScene_Keyboard, &kbData, eUILayer_Fullscreen, eUIGroup_Fullscreen); } #else m_bIgnoreInput = true; #ifdef _XBOX_ONE // 4J-PB - Xbox One uses the Windows virtual keyboard, and doesn't have the Xbox 360 Latin keyboard type, so we can't restrict the input set to alphanumeric. The closest we get is the emailSmtpAddress type. int language = XGetLanguage(); switch(language) { case XC_LANGUAGE_JAPANESE: case XC_LANGUAGE_KOREAN: case XC_LANGUAGE_TCHINESE: InputManager.RequestKeyboard(app.GetString(IDS_SIGN_TITLE),m_textInputLines[m_iEditingLine].getLabel(),(DWORD)m_iPad,15,&UIScene_SignEntryMenu::KeyboardCompleteCallback,this,C_4JInput::EKeyboardMode_Email); break; default: InputManager.RequestKeyboard(app.GetString(IDS_SIGN_TITLE),m_textInputLines[m_iEditingLine].getLabel(),(DWORD)m_iPad,15,&UIScene_SignEntryMenu::KeyboardCompleteCallback,this,C_4JInput::EKeyboardMode_Alphabet); break; } #else InputManager.RequestKeyboard(app.GetString(IDS_SIGN_TITLE),m_textInputLines[m_iEditingLine].getLabel(),static_cast(m_iPad),15,&UIScene_SignEntryMenu::KeyboardCompleteCallback,this,C_4JInput::EKeyboardMode_Alphabet); #endif #endif } break; } } void UIScene_SignEntryMenu::handleDestroy() { #ifdef __PSVITA__ app.DebugPrintf("missing InputManager.DestroyKeyboard on Vita !!!!!!\n"); #endif // another player destroyed the anvil, so shut down the keyboard if it is displayed #if ( defined __PS3__ || defined __ORBIS__ || defined _DURANGO) InputManager.DestroyKeyboard(); #endif }