Files
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

113 lines
3.4 KiB
C++

#include "stdafx.h"
#include "..\..\..\MultiplayerLevel.h"
#include "..\..\..\Minecraft.World\SignTileEntity.h"
#include "..\..\..\Minecraft.World\Entity.h"
#include "..\..\..\Minecraft.World\Level.h"
#include "..\..\..\Minecraft.Client\LocalPlayer.h"
#include "..\..\..\Minecraft.Client\ClientConnection.h"
#include "..\..\..\Minecraft.Client\MultiPlayerLocalPlayer.h"
#include "XUI_SignEntry.h"
HRESULT CScene_SignEntry::OnInit( XUIMessageInit* pInitData, BOOL& bHandled )
{
MapChildControls();
XuiControlSetText(m_ButtonDone,app.GetString(IDS_DONE));
XuiControlSetText(m_labelEditSign,app.GetString(IDS_EDIT_SIGN_MESSAGE));
SignEntryScreenInput* initData = (SignEntryScreenInput*)pInitData->pvInitData;
m_sign = initData->sign;
CXuiSceneBase::ShowDarkOverlay( initData->iPad, TRUE );
CXuiSceneBase::ShowLogo( initData->iPad, FALSE);
ui.SetTooltips( initData->iPad, IDS_TOOLTIPS_SELECT,IDS_TOOLTIPS_BACK);
if(app.GetLocalPlayerCount()>1)
{
app.AdjustSplitscreenScene(m_hObj,&m_OriginalPosition,initData->iPad);
}
for(unsigned int i = 0; i<SIGN_ENTRY_ROWS_MAX; ++i)
{
// 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:
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);
}
return S_OK;
}
HRESULT CScene_SignEntry::OnNotifyPressEx(HXUIOBJ hObjPressed, XUINotifyPress* pNotifyPressData, BOOL& rfHandled)
{
// This assumes all buttons can only be pressed with the A button
ui.AnimateKeyPress(pNotifyPressData->UserIndex, VK_PAD_A);
if(hObjPressed==m_ButtonDone)
{
// 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_signRows[i].GetText();
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[pNotifyPressData->UserIndex];
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()) ) );
}
}
app.CloseXuiScenes(pNotifyPressData->UserIndex);
}
return S_OK;
}
HRESULT CScene_SignEntry::OnKeyDown(XUIMessageInput* pInputData, BOOL& rfHandled)
{
ui.AnimateKeyPress(pInputData->UserIndex, pInputData->dwKeyCode);
switch(pInputData->dwKeyCode)
{
case VK_PAD_B:
case VK_ESCAPE:
// user backed out, so wipe the sign
wstring temp=L"";
for(int i=0;i<4;i++)
{
m_sign->SetMessage(i,temp);
}
app.CloseXuiScenes(pInputData->UserIndex);
rfHandled = TRUE;
CXuiSceneBase::PlayUISFX(eSFX_Back);
break;
}
return S_OK;
}