#pragma once // Uncomment to enable tap input detection to jump 1 slot. Doesn't work particularly well yet, and I feel the system does not need it. // Would probably be required if we decide to slow down the pointer movement. // 4J Stu - There was a request to be able to navigate the scenes with the dpad, so I have used much of the TAP_DETECTION // code as it worked well for that situation. This #define should still stop the same things happening when using the // stick though when not defined #define TAP_DETECTION // Uncomment to enable acceleration on pointer input. //#define USE_POINTER_ACCEL #define POINTER_INPUT_TIMER_ID (0) // Arbitrary timer ID. #define POINTER_SPEED_FACTOR (13.0f) // Speed of pointer. //#define POINTER_PANEL_OVER_REACH (42.0f) // Amount beyond edge of panel which pointer can go over to drop items. - comes from the pointer size in the scene #define MAX_INPUT_TICKS_FOR_SCALING (7) #define MAX_INPUT_TICKS_FOR_TAPPING (15) class AbstractContainerMenu; class Slot; class IUIScene_AbstractContainerMenu { protected: // Sections of this scene containing items selectable by the pointer. // 4J Stu - Always make the Using section the first one enum ESceneSection { eSectionNone = -1, eSectionContainerUsing = 0, eSectionContainerInventory, eSectionContainerChest, eSectionContainerMax, eSectionFurnaceUsing, eSectionFurnaceInventory, eSectionFurnaceIngredient, eSectionFurnaceFuel, eSectionFurnaceResult, eSectionFurnaceMax, eSectionInventoryUsing, eSectionInventoryInventory, eSectionInventoryArmor, eSectionInventoryMax, eSectionTrapUsing, eSectionTrapInventory, eSectionTrapTrap, eSectionTrapMax, eSectionInventoryCreativeUsing, eSectionInventoryCreativeSelector, eSectionInventoryCreativeTab_0, eSectionInventoryCreativeTab_1, eSectionInventoryCreativeTab_2, eSectionInventoryCreativeTab_3, eSectionInventoryCreativeTab_4, eSectionInventoryCreativeTab_5, eSectionInventoryCreativeTab_6, eSectionInventoryCreativeTab_7, eSectionInventoryCreativeSlider, eSectionInventoryCreativeMax, eSectionEnchantUsing, eSectionEnchantInventory, eSectionEnchantSlot, eSectionEnchantButton1, eSectionEnchantButton2, eSectionEnchantButton3, eSectionEnchantMax, eSectionBrewingUsing, eSectionBrewingInventory, eSectionBrewingBottle1, eSectionBrewingBottle2, eSectionBrewingBottle3, eSectionBrewingIngredient, eSectionBrewingMax, eSectionAnvilUsing, eSectionAnvilInventory, eSectionAnvilItem1, eSectionAnvilItem2, eSectionAnvilResult, eSectionAnvilName, eSectionAnvilMax, eSectionBeaconUsing, eSectionBeaconInventory, eSectionBeaconItem, eSectionBeaconPrimaryTierOneOne, eSectionBeaconPrimaryTierOneTwo, eSectionBeaconPrimaryTierTwoOne, eSectionBeaconPrimaryTierTwoTwo, eSectionBeaconPrimaryTierThree, eSectionBeaconSecondaryOne, eSectionBeaconSecondaryTwo, eSectionBeaconConfirm, eSectionBeaconMax, eSectionHopperUsing, eSectionHopperInventory, eSectionHopperContents, eSectionHopperMax, eSectionHorseUsing, eSectionHorseInventory, eSectionHorseChest, eSectionHorseArmor, eSectionHorseSaddle, eSectionHorseMax, eSectionFireworksUsing, eSectionFireworksInventory, eSectionFireworksResult, eSectionFireworksIngredients, eSectionFireworksMax, }; AbstractContainerMenu* m_menu; bool m_autoDeleteMenu; eTutorial_State m_previousTutorialState; UIVec2D m_pointerPos; bool m_bPointerDrivenByMouse; // Offset from pointer image top left to centre (we use the centre as the actual pointer). float m_fPointerImageOffsetX; float m_fPointerImageOffsetY; // Min and max extents for the pointer. float m_fPointerMinX; float m_fPointerMaxX; float m_fPointerMinY; float m_fPointerMaxY; // Min and max extents of the panel. float m_fPanelMinX; float m_fPanelMaxX; float m_fPanelMinY; float m_fPanelMaxY; int m_iConsectiveInputTicks; // Used for detecting quick "taps" in a direction, should jump cursor to next slot. enum ETapState { eTapStateNoInput = 0, eTapStateUp, eTapStateDown, eTapStateLeft, eTapStateRight, eTapStateJump, eTapNone }; ETapState m_eCurrTapState; ESceneSection m_eCurrSection; int m_iCurrSlotX; int m_iCurrSlotY; #ifdef __ORBIS__ bool m_bFirstTouchStored[XUSER_MAX_COUNT]; // monitor the first position of a touch, so we can use relative distances of movement UIVec2D m_oldvPointerPos; UIVec2D m_oldvTouchPos; // store the multipliers to map the UI window to the touchpad window float m_fTouchPadMulX; float m_fTouchPadMulY; float m_fTouchPadDeadZoneX; // usese the multipliers float m_fTouchPadDeadZoneY; #endif // ENum indexes of the first section for this scene, and 1+the last section ESceneSection m_eFirstSection, m_eMaxSection; // 4J - WESTY - Added for pointer prototype. // Current tooltip settings. EToolTipItem m_aeToolTipSettings[ eToolTipNumButtons ]; // 4J - WESTY - Added for pointer prototype. // Indicates if pointer is outside UI window (used to drop items). bool m_bPointerOutsideMenu; Slot *m_lastPointerLabelSlot; bool m_bSplitscreen; bool m_bNavigateBack; // should we exit the xuiscenes or just navigate back on exit? virtual bool IsSectionSlotList( ESceneSection eSection ) { return eSection != eSectionNone; } virtual bool CanHaveFocus( ESceneSection eSection ) { return true; } virtual bool IsVisible( ESceneSection eSection ) { return true; } int GetSectionDimensions( ESceneSection eSection, int* piNumColumns, int* piNumRows ); virtual int getSectionColumns(ESceneSection eSection) = 0; virtual int getSectionRows(ESceneSection eSection) = 0; virtual ESceneSection GetSectionAndSlotInDirection( ESceneSection eSection, ETapState eTapDirection, int *piTargetX, int *piTargetY ) = 0; virtual void GetPositionOfSection( ESceneSection eSection, UIVec2D* pPosition ) = 0; virtual void GetItemScreenData( ESceneSection eSection, int iItemIndex, UIVec2D* pPosition, UIVec2D* pSize ) = 0; void updateSlotPosition( ESceneSection eSection, ESceneSection newSection, ETapState eTapDirection, int *piTargetX, int *piTargetY, int xOffset = 0, int yOffset = 0 ); #ifdef TAP_DETECTION ETapState GetTapInputType( float fInputX, float fInputY ); #endif // Current tooltip settings. void SetToolTip( EToolTipButton eButton, EToolTipItem eItem ); void UpdateTooltips(); // 4J - WESTY - Added for pointer prototype. void SetPointerOutsideMenu( bool bOutside ) { m_bPointerOutsideMenu = bOutside; } void Initialize(int m_iPad, AbstractContainerMenu* menu, bool autoDeleteMenu, int startIndex,ESceneSection firstSection,ESceneSection maxSection, bool bNavigateBack=FALSE); virtual void PlatformInitialize(int iPad, int startIndex) = 0; virtual void InitDataAssociations(int iPad, AbstractContainerMenu *menu, int startIndex = 0) = 0; void onMouseTick(); bool handleKeyDown(int iPad, int iAction, bool bRepeat); virtual bool handleValidKeyPress(int iUserIndex, int buttonNum, BOOL quickKeyHeld); virtual void handleOutsideClicked(int iPad, int buttonNum, BOOL quickKeyHeld); virtual void handleOtherClicked(int iPad, ESceneSection eSection, int buttonNum, bool quickKey); virtual void handleAdditionalKeyPress(int iAction); virtual void handleSlotListClicked(ESceneSection eSection, int buttonNum, BOOL quickKeyHeld); virtual void handleSectionClick(ESceneSection eSection) = 0; void slotClicked(int slotId, int buttonNum, bool quickKey); int getCurrentIndex(ESceneSection eSection); virtual int getSectionStartOffset(ESceneSection eSection) = 0; virtual bool doesSectionTreeHaveFocus(ESceneSection eSection) = 0; virtual void setSectionFocus(ESceneSection eSection, int iPad) = 0; virtual void setSectionSelectedSlot(ESceneSection eSection, int x, int y) = 0; virtual void setFocusToPointer(int iPad) = 0; virtual void SetPointerText(vector *description, bool newSlot) = 0; virtual vector *GetSectionHoverText(ESceneSection eSection); virtual shared_ptr getSlotItem(ESceneSection eSection, int iSlot) = 0; virtual Slot *getSlot(ESceneSection eSection, int iSlot) = 0; virtual bool isSlotEmpty(ESceneSection eSection, int iSlot) = 0; virtual void adjustPointerForSafeZone() = 0; virtual bool overrideTooltips( ESceneSection sectionUnderPointer, shared_ptr itemUnderPointer, bool bIsItemCarried, bool bSlotHasItem, bool bCarriedIsSameAsSlot, int iSlotStackSizeRemaining, EToolTipItem &buttonA, EToolTipItem &buttonX, EToolTipItem &buttonY, EToolTipItem &buttonRT, EToolTipItem &buttonBack ) { return false; } private: bool IsSameItemAs(shared_ptr itemA, shared_ptr itemB); int GetEmptyStackSpace(Slot *slot); vector *GetItemDescription(Slot *slot); protected: IUIScene_AbstractContainerMenu(); virtual ~IUIScene_AbstractContainerMenu(); public: virtual int getPad() = 0; };