#include "stdafx.h" #include "UI.h" #include "UIScene_Intro.h" UIScene_Intro::UIScene_Intro(int iPad, void *initData, UILayer *parentLayer) : UIScene(iPad, parentLayer) { // Setup all the Iggy references we need for this scene initialiseMovie(); m_bIgnoreNavigate = false; m_bAnimationEnded = false; bool bSkipESRB = false; bool bChina = false; #if defined(__PS3__) || defined(__ORBIS__) || defined(__PSVITA__) bSkipESRB = app.GetProductSKU() != e_sku_SCEA; #elif defined(_XBOX) || defined(_DURANGO) bSkipESRB = !ProfileManager.LocaleIsUSorCanada(); #endif #ifdef _DURANGO bChina = ProfileManager.LocaleIsChina(); #endif // 4J Stu - These map to values in the Actionscript #ifdef _WINDOWS64 int platformIdx = 0; #elif defined(_XBOX) int platformIdx = 1; #elif defined(_DURANGO) int platformIdx = 2; #elif defined(__PS3__) int platformIdx = 3; #elif defined(__ORBIS__) int platformIdx = 4; #elif defined(__PSVITA__) int platformIdx = 5; #endif IggyDataValue result; IggyDataValue value[3]; value[0].type = IGGY_DATATYPE_number; value[0].number = platformIdx; value[1].type = IGGY_DATATYPE_boolean; value[1].boolval = bChina?true:bSkipESRB; value[2].type = IGGY_DATATYPE_boolean; value[2].boolval = bChina; IggyResult out = IggyPlayerCallMethodRS ( getMovie() , &result, IggyPlayerRootPath( getMovie() ), m_funcSetIntroPlatform , 3 , value ); #ifdef __PSVITA__ // initialise vita touch controls with ids m_TouchToSkip.init(0); #endif } wstring UIScene_Intro::getMoviePath() { return L"Intro"; } void UIScene_Intro::handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled) { ui.AnimateKeyPress(m_iPad, key, repeat, pressed, released); switch(key) { case ACTION_MENU_OK: #ifdef __ORBIS__ case ACTION_MENU_TOUCHPAD_PRESS: #endif if(!m_bIgnoreNavigate) { m_bIgnoreNavigate = true; //ui.NavigateToHomeMenu(); #if defined(__PS3__) || defined(__ORBIS__) || defined (__PSVITA__) // has the user seen the EULA already ? We need their options file loaded for this C4JStorage::eOptionsCallback eStatus=app.GetOptionsCallbackStatus(0); switch(eStatus) { case C4JStorage::eOptions_Callback_Read: case C4JStorage::eOptions_Callback_Read_FileNotFound: // we've either read it, or it wasn't found if(app.GetGameSettings(0,eGameSetting_PS3_EULA_Read)==0) { ui.NavigateToScene(0,eUIScene_EULA); } else { ui.NavigateToScene(0,eUIScene_SaveMessage); } break; default: ui.NavigateToScene(0,eUIScene_EULA); break; } #elif defined _XBOX_ONE ui.NavigateToScene(0,eUIScene_MainMenu); #else ui.NavigateToScene(0,eUIScene_SaveMessage); #endif } break; } } #ifdef __PSVITA__ void UIScene_Intro::handleTouchInput(unsigned int iPad, S32 x, S32 y, int iId, bool bPressed, bool bRepeat, bool bReleased) { if(bReleased) { bool handled = false; handleInput(iPad, ACTION_MENU_OK, false, true, false, handled); } } #endif void UIScene_Intro::handleAnimationEnd() { if(!m_bIgnoreNavigate) { m_bIgnoreNavigate = true; //ui.NavigateToHomeMenu(); #if defined(__PS3__) || defined(__ORBIS__) || defined(__PSVITA__) // has the user seen the EULA already ? We need their options file loaded for this C4JStorage::eOptionsCallback eStatus=app.GetOptionsCallbackStatus(0); switch(eStatus) { case C4JStorage::eOptions_Callback_Read: case C4JStorage::eOptions_Callback_Read_FileNotFound: // we've either read it, or it wasn't found if(app.GetGameSettings(0,eGameSetting_PS3_EULA_Read)==0) { ui.NavigateToScene(0,eUIScene_EULA); } else { ui.NavigateToScene(0,eUIScene_SaveMessage); } break; default: ui.NavigateToScene(0,eUIScene_EULA); break; } #elif defined _XBOX_ONE // Don't navigate to the main menu if we don't have focus, as we could have the quadrant sign-in or a join game timer screen running, and then when Those finish they'll // give the main menu focus which clears the signed in players and therefore breaks transitioning into the game if( hasFocus( m_iPad ) ) { ui.NavigateToScene(0,eUIScene_MainMenu); } else { m_bAnimationEnded = true; } #else ui.NavigateToScene(0,eUIScene_SaveMessage); #endif } } void UIScene_Intro::handleGainFocus(bool navBack) { // Only relevant on xbox one - if we didn't navigate to the main menu at animation end due to the timer or quadrant sign-in being up, then we'll need to // do it now in case the user has cancelled or joining a game failed if( m_bAnimationEnded ) { ui.NavigateToScene(0,eUIScene_MainMenu); } }