Files
MinecraftConsoles/Minecraft.Client/Common/UI/UIScene_SignEntryMenu.cpp
Loki Rautio 087b7e7abf Revert "Project modernization (#630)"
This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.

This reverts commit a9be52c41a.
2026-03-07 21:12:22 -06:00

405 lines
11 KiB
C++

#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 = (SignEntryScreenInput*)_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<MultiplayerLocalPlayer> player = pMinecraft->localplayers[m_iPad];
if(player != NULL && player->connection && player->connection->isStarted())
{
player->connection->send( shared_ptr<SignUpdatePacket>( new SignUpdatePacket(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<UIControl_TextInput*> &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)
{
UIScene_SignEntryMenu *pClass=(UIScene_SignEntryMenu *)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((wchar_t *)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((int)controlId)
{
case eControl_Confirm:
{
m_bConfirmed = true;
}
break;
case eControl_Line1:
case eControl_Line2:
case eControl_Line3:
case eControl_Line4:
{
m_iEditingLine = (int)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(),(DWORD)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
}