* Sync keyboard text buffer from Flash before processing physical input The native keyboard scene maintained a separate C++ buffer (m_win64TextBuffer) for physical keyboard input, which was pushed to the Flash text field via setLabel(). However, when the user typed with the on-screen controller buttons, Flash updated its text field directly through ActionScript without updating the C++ buffer. This caused a desync: switching back to the physical keyboard would overwrite any text entered via controller, since m_win64TextBuffer still held the old value before the controller edits. Fix: read the current Flash text field into m_win64TextBuffer at the start of each tick(), before consuming new physical keyboard chars. This ensures both input methods always operate on the same state. * Use last active input device to decide keyboard mode instead of connection state The keyboard UI mode (on-screen virtual keyboard vs direct text input) was determined by Win64_IsControllerConnected(), which checks if any XInput controller is physically plugged in. This meant that even if the player was actively using mouse and keyboard, the virtual keyboard would still appear as long as a controller was connected. Replace the connection check with g_KBMInput.IsKBMActive(), which tracks the actual last-used input device based on per-frame input detection. Now the keyboard mode is determined by what the player is currently using, not what hardware happens to be plugged in. Affected scenes: CreateWorldMenu (world naming) and LoadOrJoinMenu (world renaming). * Fix TextInput caret behavior and add proper cursor editing for KBM direct edit The direct text editing mode introduced for KBM users had several issues with the TextInput control's caret (blinking cursor) and text manipulation: 1. Caret visible when not editing: When navigating to the world name field with keyboard/mouse, Flash's Iggy focus system would show the blinking caret even though the field wasn't active for editing yet (Enter not pressed). This was misleading since typing had no effect in that state. Fix: access the FJ_TextInput's internal m_mcCaret MovieClip and force its visibility based on editing state. This is enforced every tick because setLabel() and Flash focus transitions continuously reset the caret state. 2. No cursor movement during editing: The direct edit implementation treated the text as a simple buffer with push_back/pop_back — there was no concept of cursor position. Backspace only deleted from the end, and arrow keys did nothing. Fix: track cursor position (m_iCursorPos) in C++ and use wstring insert/erase at that position. Arrow keys (Left/Right), Home, End, and Delete now work as expected. The visual caret position is synced to Flash via the FJ_TextInput's SetCaretIndex method. 3. setLabel() resetting caret position: Every call to setLabel() (when text changes) caused Flash to reset the caret to the end of the string, making the cursor jump visually even though the C++ position was correct. Fix: enforce caret position via setCaretIndex every tick during editing, so any Flash-side resets are immediately corrected. New UIControl_TextInput API: - setCaretVisible(bool): toggles m_mcCaret.visible in Flash - setCaretIndex(int): calls FJ_TextInput.SetCaretIndex in Flash * Fix keyboard/arrow navigation not working when no UI element is focused On Windows64 with KBM, moving the mouse over empty space (outside any button) would clear the Iggy focus entirely. After that, pressing arrow keys did nothing because Flash had no starting element to navigate from. Two changes here: - Don't set focus to IGGY_FOCUS_NULL when the mouse hovers over empty space. The previous hover target stays focused, so switching back to arrows keeps working seamlessly. - When a navigation key is pressed and nothing is focused at all (e.g. mouse was already on empty space when the menu opened), grab the first focusable element instead of silently dropping the input. The keypress is consumed to avoid jumping two elements at once. This makes mixed mouse+keyboard navigation feel a lot more natural. You can point at a button, then continue with arrows, or just start pressing arrows right away without having to hover first. * Overhaul mouse support and generalize direct text editing to all UI scenes This is a large rework of the Windows64 KBM (keyboard+mouse) input layer. It touches the mouse hover system, the mouse click dispatch, and the direct text editing infrastructure, then applies all of it to every scene that has text input fields or non-standard clickable elements. MOUSE HOVER REWRITE (UIController.cpp tickInput) The old hover code had two structural problems: (a) Scene lookup was group-first: it iterated UI groups and checked all layers within each group. The Tooltips layer on eUIGroup_Fullscreen (which holds non-interactive overlays like button hints) would be found before in-game menus on eUIGroup_Player1. The tooltip scene focusable objects captured mouse input and prevented hover from reaching the actual menu. Fixed by switching to layer-first lookup across all groups, and skipping eUILayer_Tooltips entirely since those are never interactive. (b) On tabbed menus (LaunchMoreOptionsMenu Game vs World tabs), all controls from all tabs are registered in Flash at the same time. There was no filtering, so controls from inactive tabs had phantom hitboxes that overlapped the active tab controls, making certain buttons unhoverable. Fixed by introducing parent panel tracking: each UIControl now has a m_pParentPanel pointer, set automatically by the UI_MAP_ELEMENT macro during mapElementsAndNames(). The hover code checks the control parent panel against the scene GetMainPanel() and skips mismatches. This is the same technique the Vita touch code used, but applied to mouse hover. The coordinate conversion was also simplified. The old code had two separate scaling paths (window dimensions for hover, display dimensions for sliders). Now there is one conversion from window pixel coords to SWF coords using the scene own render dimensions. REUSING VITA TOUCH APIs FOR MOUSE (ButtonList, UIScene) Several APIs originally gated behind __PSVITA__ are now enabled for Win64: - UIControl_ButtonList::SetTouchFocus(x,y) and CanTouchTrigger(x,y): the Flash-side ActionScript methods were already registered on all platforms in setupControl(), only the C++ wrappers were ifdef-gated. Opening the ifdefs to include _WINDOWS64 lets the mouse hover code delegate to Flash for list item highlighting, which handles internal scrolling and item layout that would be impractical to replicate in C++. - UIScene::SetFocusToElement(id): programmatic focus-by-control-ID, used as a fallback when Iggy focusable objects do not match the C++ hit test. - UIScene_LaunchMoreOptionsMenu::GetMainPanel(): returns the active tab panel control, needed by the hover code to filter inactive tab controls. MOUSE CLICK DISPATCH (UIScene.cpp handleMouseClick) Left-clicking previously relied entirely on Iggy ACTION_MENU_OK dispatch, which routes to whatever Flash considers focused. This broke for custom- drawn elements that are not Flash buttons (crafting recipe slots), and for scenes where Iggy focus did not match what the user visually clicked. Added a virtual handleMouseClick(x, y) on UIScene with a default implementation that hit-tests C++ controls. When multiple controls report overlapping bounds (common in debug scenes where TextInputs report full Flash-width), it picks the one whose left edge X is closest to the click. Returns true to consume the click and suppress the normal ACTION_MENU_A dispatch via a m_mouseClickConsumedByScene flag on UIController. The default implementation handles buttons, text inputs, and checkboxes (toggling state and calling handleCheckboxToggled directly). CRAFTING MENU MOUSE CLICK (UIScene_CraftingMenu.cpp) The crafting menu recipe slots (H slots) are rendered through Iggy custom draw callback, not as Flash buttons. They have no focusable objects, so mouse clicking did nothing. The solution caches SWF-space positions during rendering: inside customDraw, when H slot 0 and H slot 1 are drawn, the code extracts SWF coordinates from the D3D11 transform matrix via gdraw_D3D11_CalculateCustomDraw_4J. The X difference between slot 0 and slot 1 gives the uniform slot spacing. handleMouseClick then uses these cached bounds to determine which recipe slot was clicked, resets the vertical slot indices (same pattern as the constructor), updates the highlight and vertical slots display, and re-shows the old slot icon. This mirrors the existing controller LEFT/RIGHT navigation in the base class handleKeyDown. DIRECT EDIT REFACTORING (UIControl_TextInput) The direct text editing feature (type directly into text fields instead of opening the virtual keyboard) was originally implemented inline in CreateWorldMenu with all the state, character consumption, cursor tracking, caret visibility, and cooldown logic hardcoded in one scene. Moved everything into UIControl_TextInput: - beginDirectEdit(charLimit): captures current label, inits cursor at end - tickDirectEdit(): consumes chars, handles Backspace/Enter/Escape, arrow keys (Left/Right/Home/End/Delete), enforces caret visibility every tick (because setLabel and Flash focus transitions continuously reset it), returns Confirmed/Cancelled/Continue - cancelDirectEdit() / confirmDirectEdit(): programmatic control - isDirectEditing() / getDirectEditCooldown() / getEditBuffer(): state query For SWFs that lack the m_mcCaret MovieClip child (like AnvilMenu), the existence check validates by reading a property from the resolved path, since IggyValuePathMakeNameRef always succeeds even for undefined refs. When no caret exists, the control inserts a _ character at the cursor position as a visual fallback. The caret check result is cached in m_bHasCaret/m_bCaretChecked to avoid repeated Iggy calls that could corrupt internal state. SCENES UPDATED WITH DIRECT EDIT + VIRTUAL KEYBOARD Every scene with text input now supports both input modes: direct editing when KBM is active, virtual keyboard (via NavigateToScene eUIScene_Keyboard) when using a controller. The mode is chosen at press time based on g_KBMInput.IsKBMActive(). - CreateWorldMenu: refactored to use the new UIControl_TextInput API, removing ~80 lines of inline editing code. - AnvilMenu: item renaming now supports direct edit. The keyboard callback uses Win64_GetKeyboardText instead of InputManager.GetText (which reads from a different buffer on Win64). The virtual keyboard is opened with eUILayer_Fullscreen + eUIGroup_Fullscreen so it does not hide the anvil container menu underneath. Added null guards on getMovie() in setCostLabel and showCross since the AnvilMenu SWF may not fully load on Win64. - SignEntryMenu: all 4 sign lines support direct edit. Clicking a different line while editing confirms the current one. Each line cooldown timer is checked independently to prevent Enter from re-opening the edit. - LaunchMoreOptionsMenu: seed field direct edit with proper input blocking. - DebugCreateSchematic: all 7 text inputs (name + start/end XYZ coords). handleMouseClick is overridden to always consume clicks during edit to prevent Iggy re-entry on empty space. - DebugSetCamera: all 5 inputs (camera XYZ + Y rotation + elevation). Clicking a different field while editing confirms the current value and opens the new one. Float display formatting changed from %f to %.2f. All keyboard completion callbacks on Win64 now use Win64_GetKeyboardText (two params: buffer + size) instead of InputManager.GetText, which reads from the correct g_Win64KeyboardResult global when using the in-game keyboard scene. SCROLL WHEEL Mouse wheel events (ACTION_MENU_OTHER_STICK_UP/DOWN) are now centrally remapped to ACTION_MENU_UP/DOWN in UIController::handleKeyPress when KBM is active. Previously each scene would need to handle OTHER_STICK actions separately, and most did not, so scroll wheel only worked in a few places. * Add mouse click support to CraftingMenu (tab switching, slot selection, craft) The crafting screen's horizontal recipe slots and category tabs are custom-drawn via Iggy callbacks rather than regular Flash buttons, so the standard mouse hover system can't interact with them. This adds handleMouseClick to derive clickable regions from the H slot positions cached during customDraw. Tab clicking: tab hitboxes are computed relative to the H slot row since the Vita TouchPanel overlays (full-screen invisible rectangles) aren't suitable for direct hit-testing on Win64. The Y bounds were tuned empirically to match the SWF tab icon positions. Clicking a tab runs the same switch logic as LB/RB: hide old highlight, update group index, reset slot indices, recalculate recipes, and refresh the display. H slot clicking: clicking a different recipe slot selects it (updating V slots, highlight, and re-showing the previous slot). Clicking the already-selected slot crafts the item by dispatching ACTION_MENU_A through handleKeyDown, reusing the existing crafting path. Empty slots (iCount == 0) are ignored. All mouse clicks on the scene are consumed (return true) to prevent misses from falling through as ACTION_MENU_A and accidentally triggering a craft. This only suppresses mouse-originated A presses via m_mouseClickConsumedByScene; keyboard and controller A remain fully functional. Also enables GetMainPanel for Win64 (was Vita-only) so the mouse hover system can filter controls by active panel, same as other tabbed menus. * Fix mouse hover selecting wrong buttons from the third onward The hover code was doing a redundant second hit-test against Iggy focusable object bounds after the C++ control bounds had already identified the correct control. Iggy focusable bounds are wider than the actual visible buttons and overlap vertically, so the "pick largest x0" heuristic would match focusables belonging to earlier buttons when hovering the right side of buttons 3+. Replaced the IggyPlayerGetFocusableObjects path with a direct SetFocusToElement call using the already-correct hitControlId from the C++ hit-test, same approach the click path uses in handleMouseClick. Also switched the overlap tiebreaker from "largest x0" to smallest area, consistent with how clicks resolve overlapping controls. TextInput is excluded from hover focus to avoid showing the caret on mere mouse-over (its Iggy focus is set on click). * Use smallest-area tiebreaker for mouse click hit-testing too Same overlap fix applied to handleMouseClick: when multiple controls contain the click point, prefer the one with the smallest bounding area instead of the one with the largest left-edge X. This is more robust for any layout (vertical menus, grids, overlapping panels) and matches the hover path logic. Those changes were initially made in order to fix the teleport ui for the mouse but broke every other well working ui. * Fix mouse cursor staying trapped in window on alt-tab When the inventory or other UI with a hidden cursor was open, alt-tabbing out would leave the cursor locked to the game window. SetWindowFocused(false) from WM_KILLFOCUS correctly released the clip and showed the cursor, but Tick() was unconditionally calling SetCursorPos every frame to re-center it, overriding the release. Added m_windowFocused to the Tick() condition so cursor manipulation only happens while the window actually has focus. * Map mouse right click to ACTION_MENU_X for inventory half-stack Right clicking an item stack in Java Edition picks up half of it. Console Edition already handles this via ACTION_MENU_X (the X button on controller), which sets buttonNum=1 in handleKeyDown. This maps mouse right click to that same action so KBM players get the same behavior across all container menus (inventory, chests, furnaces, hoppers, etc). * Fix mouse hover hitting removed controls (ghost hitboxes) When removeControl() removes a Flash element (e.g. the Reinstall button in Help & Options, or the Debug button when disabled), the C++ control object stays in the m_controls vector. On Vita this was handled by calling setHidden(true) and checking getHidden() in the touch hit-test, but on Windows64 none of that was happening. The result: removed buttons kept phantom bounds that the hover code would match against, stealing focus from the buttons that shifted into their visual position. In the Help & Options menu with debug enabled, the removed Reinstall button (Button6) had ghost bounds overlapping where the Debug button (Button7) moved to after the removal, making Debug un-hoverable and snapping focus to Button1. The fix has three parts: - removeControl() now calls setHidden(true) on all platforms, not just Vita. The m_bHidden member was already declared on all platforms, only the accessors were ifdef'd behind __PSVITA__. - Removed the __PSVITA__ ifdef from setHidden/getHidden in UIControl.h so they're available everywhere. - Added getHidden() checks in both the hover and click hit-test loops, matching what the Vita touch code already does. The check is a simple bool read (no Flash/Iggy call), placed before the getVisible() query which hits Flash and can return stale values for removed elements. * Add right-click to open save options in world selection menu On controller, RB (ACTION_MENU_RIGHT_SCROLL) opens the save options dialog (rename/delete) when a save is selected. Mouse right-click maps to ACTION_MENU_X, which had no Windows64 handler in this scene. Added save options handling under ACTION_MENU_X for _WINDOWS64 so right-clicking a save opens the same dialog. Also handles the mashup world hide action for right-click consistency. Console-only options (copy save, save transfer) are excluded since they don't apply here. * Fix Escape key not opening pause menu during tutorial hints The KBM pause check had a IsTutorialVisible guard that blocked Escape entirely while any tutorial popup was on screen. The controller path never had this restriction. Removed the check so Escape behaves the same as Start on controller. * Fix crash in WriteHeader when save buffer is too small for header table When a player enters a new region, RegionFile's constructor calls createFile which adds a FileEntry with length 0 to the file table. This increases the header table size (appended at the end of the save buffer) by sizeof(FileEntrySaveData) per entry, but since no actual data is written to the file, MoveDataBeyond is never called and the committed virtual memory pages are never grown to match. On the next autosave tick, saveLevelData writes level.dat first (before chunkSource->save which would have grown the buffer). If level.dat doesn't need to grow, finalizeWrite calls WriteHeader which tries to memcpy the now-larger header table past the end of committed memory, causing an access violation. This is especially likely in splitscreen where two players exploring at the same time can create multiple new RegionFile entries within a single tick, quickly exhausting the page-alignment slack in the buffer (yes i am working at splitscreen in the meanwhile :) ) The fix was deduced by tracing the crash callstack through the save system: FileHeader, ConsoleSaveFileOriginal, the stream chain, and the RegionFile/RegionFileCache layer. The root cause turned out to be a gap between createFile (which grows the header table) and MoveDataBeyond (the only place that grows the buffer), with finalizeWrite sitting right in between unprotected. The buffer growth check added here mirrors the exact same VirtualAlloc pattern already used in MoveDataBeyond (line 484-497) and in the constructor's decompression path (line 176-190), so it integrates naturally with the existing code. Same types, same page rounding, same error handling. The fast path (no new entries, buffer already big enough) is a single DWORD comparison that doesn't get taken, so there is zero overhead in the common case. This is the right place for the fix because finalizeWrite is the sole caller of WriteHeader, meaning every code path that writes the header (closeHandle, PrepareForWrite, deleteFile, Flush) is now protected by a single check point. * Fix TextInput bugs and refactor direct edit handling into UIScene base class The fake cursor character (_) used for SWFs without m_mcCaret was leaking into saved sign and anvil text. This happened because setLabel() with instant=false only updates the C++-side cache, deferring the Flash write to the next control tick. Any getLabel() call before that tick reads the old Flash value still containing the underscore. Fixed by passing instant=true in confirmDirectEdit, cancelDirectEdit, and the Enter key path inside tickDirectEdit, so the cleaned text hits Flash immediately. Mouse hover over TextInput controls (world name, anvil name, seed field) was not showing the yellow highlight border. The hover code used IggyPlayerSetFocusRS which sets Iggy's internal dispatch focus but does not trigger Flash's ChangeState callback, so no visual feedback appeared. Buttons worked fine because Iggy draws its own focus ring on them, but TextInput relies entirely on ChangeState(0) for the yellow border. Switched to SetFocusToElement which goes through the Flash-side SetFocus path, then immediately call setCaretVisible(false) to suppress the blinking caret that comes with focus. No visual flicker since rendering happens after both tickInput and scene tick complete. While direct editing, mouse hover was able to move focus away to other TextInputs on the same scene (most noticeably on the sign editor, where hovering a different line would steal focus from the line being typed). Added an isDirectEditBlocking() check in the hover path to skip focus changes when any input on the scene is actively being edited. The Done button in SignEntryMenu was unresponsive to mouse clicks during direct editing. The root cause is execution order: handleMouseClick runs before handleInput in the frame. The base handleMouseClick found the Done button and called handlePress, but handlePress bailed out because of the isDirectEditing guard. The click was marked consumed, so handleInput never saw it. Fixed by overriding handleMouseClick in SignEntryMenu to detect the Done button hit while editing and confirm + close directly. Added click-outside-to-deselect for anvil and world name text inputs. Both scenes previously required Enter to confirm the edit, which felt wrong. Now clicking anywhere outside the text field bounds confirms the current text, matching standard UI behavior. The anvil menu now updates the item name in real time while typing, like Java edition. Previously the name was only applied on Enter, so the repair cost display was stale until confirmation. The biggest change is structural: every scene that used direct editing (AnvilMenu, CreateWorldMenu, SignEntryMenu, LaunchMoreOptionsMenu, DebugCreateSchematic, DebugSetCamera) had its own copy of the same boilerplate -- tickDirectEdit loops in tick(), click-outside hit testing in handleMouseClick(), cooldown guard checks in handleInput/handlePress, and result dispatch with switch/if chains. This was around 200 lines of near-identical code scattered across 6 files, each with its own slight variations and its own bugs waiting to happen. Pulled all of it into UIScene with two virtual methods: getDirectEditInputs() where scenes register their text inputs, and onDirectEditFinished() where they handle confirmed/cancelled results. The base class tick() drives tickDirectEdit on all registered inputs, handleMouseClick() does the click-outside-to-deselect hit test generically using panel offsets, and isDirectEditBlocking() replaces all the inline cooldown checks. Scenes now just override those two methods and get everything for free. Also removed the m_activeDirectEditControl enum tracking from the debug scenes (DebugCreateSchematic, DebugSetCamera) since the base class handles lifecycle tracking through the controls themselves. * Remap scroll wheel to LEFT/RIGHT for horizontal controls The scroll wheel was always remapped to UP/DOWN, which is fine for vertical lists but useless on horizontal controls like sliders and the texture pack selector. Track whether the mouse is hovering a horizontal control during the hover hit-test (new bool m_bMouseHoverHorizontalList, set for eTexturePackList and eSlider). When the flag is set, handleKeyPress emits LEFT/RIGHT instead of UP/DOWN for wheel events. TexturePackList is also now part of the mouse hover system with proper hit-testing, relative-coord SetTouchFocus and GetRealHeight for accurate bounds. * Guard setCaretVisible and setCaretIndex against null movie tickDirectEdit calls into Iggy every tick without checking if the movie is still valid, which crashes inside iggy_w64.dll when the Flash movie gets unloaded or isn't ready yet. * Fix creative inventory scroll for both mouse wheel and controller The mouse scroll wheel was not working in the creative inventory at all. UIController remaps wheel input from OTHER_STICK to UP/DOWN for KBM users, but the base container menu handler consumed UP/DOWN for grid navigation before it could reach the creative menu's page scrolling logic in handleAdditionalKeyPress. Fixed by detecting scroll wheel input on UP/DOWN in the base handler and forwarding it as OTHER_STICK to handleAdditionalKeyPress instead. Also fixed the controller right stick scrolling way too fast: it was jumping TabSpec::rows (5) rows per tick at 100ms repeat rate, which blew through the entire item list almost instantly. Reduced to 1 row per tick so scrolling feels controlled on both input methods.
408 lines
14 KiB
C++
408 lines
14 KiB
C++
#pragma once
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using namespace std;
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#include "IUIController.h"
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#include "UIEnums.h"
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#include "UIGroup.h"
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#include <random>
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class UIAbstractBitmapFont;
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class UIBitmapFont;
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class UITTFFont;
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class UIComponent_DebugUIConsole;
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class UIComponent_DebugUIMarketingGuide;
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class UIControl;
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// Base class for all shared functions between UIControllers
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class UIController : public IUIController
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{
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public:
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static __int64 iggyAllocCount;
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// MGH - added to prevent crash loading Iggy movies while the skins were being reloaded
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static CRITICAL_SECTION ms_reloadSkinCS;
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static bool ms_bReloadSkinCSInitialised;
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protected:
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UIComponent_DebugUIConsole *m_uiDebugConsole;
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UIComponent_DebugUIMarketingGuide *m_uiDebugMarketingGuide;
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private:
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CRITICAL_SECTION m_navigationLock;
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static const int UI_REPEAT_KEY_DELAY_MS = 300; // How long from press until the first repeat
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static const int UI_REPEAT_KEY_REPEAT_RATE_MS = 100; // How long in between repeats
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DWORD m_actionRepeatTimer[XUSER_MAX_COUNT][ACTION_MAX_MENU+1];
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float m_fScreenWidth;
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float m_fScreenHeight;
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bool m_bScreenWidthSetup;
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S32 m_tileOriginX, m_tileOriginY;
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enum EFont
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{
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eFont_NotLoaded = 0,
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eFont_Bitmap,
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eFont_Japanese,
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eFont_SimpChinese,
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eFont_TradChinese,
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eFont_Korean,
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};
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// 4J-JEV: It's important that currentFont == targetFont, unless updateCurrentLanguage is going to be called.
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EFont m_eCurrentFont, m_eTargetFont;
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// 4J-JEV: Behaves like navigateToHome when not ingame. When in-game, it closes all player scenes instead.
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bool m_bCleanupOnReload;
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EFont getFontForLanguage(int language);
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UITTFFont *createFont(EFont fontLanguage);
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UIAbstractBitmapFont *m_mcBitmapFont;
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UITTFFont *m_mcTTFFont;
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UIBitmapFont *m_moj7, *m_moj11;
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std::mt19937 m_randomGenerator;
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std::uniform_real_distribution<float> m_randomDistribution;
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public:
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void setCleanupOnReload();
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void updateCurrentFont();
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private:
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// 4J-PB - ui element type for PSVita touch control
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#ifdef __PSVITA__
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typedef struct
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{
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UIControl *pControl;
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S32 x1,y1,x2,y2;
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}
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UIELEMENT;
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// E3 - Fine for now, but we need to make this better!
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vector<UIELEMENT *> m_TouchBoxes[eUIGroup_COUNT][eUILayer_COUNT][eUIScene_COUNT];
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bool m_bTouchscreenPressed;
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#endif
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// 4J Stu - These should be in the order that they reference each other (i.e. they can only reference one with a lower value in the enum)
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enum ELibraries
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{
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eLibrary_Platform,
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eLibrary_GraphicsDefault,
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eLibrary_GraphicsHUD,
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eLibrary_GraphicsInGame,
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eLibrary_GraphicsTooltips,
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eLibrary_GraphicsLabels,
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eLibrary_Labels,
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eLibrary_InGame,
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eLibrary_HUD,
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eLibrary_Tooltips,
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eLibrary_Default,
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#if ( defined(_WINDOWS64) )
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// 4J Stu - Load the 720/480 skins so that we have something to fallback on during development
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#ifndef _FINAL_BUILD
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eLibraryFallback_Platform,
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eLibraryFallback_GraphicsDefault,
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eLibraryFallback_GraphicsHUD,
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eLibraryFallback_GraphicsInGame,
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eLibraryFallback_GraphicsTooltips,
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eLibraryFallback_GraphicsLabels,
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eLibraryFallback_Labels,
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eLibraryFallback_InGame,
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eLibraryFallback_HUD,
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eLibraryFallback_Tooltips,
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eLibraryFallback_Default,
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#endif
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#endif
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eLibrary_Count,
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};
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IggyLibrary m_iggyLibraries[eLibrary_Count];
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protected:
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GDrawFunctions *gdraw_funcs;
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private:
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HIGGYEXP iggy_explorer;
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HIGGYPERFMON iggy_perfmon;
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bool m_iggyPerfmonEnabled;
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bool m_bMenuDisplayed[XUSER_MAX_COUNT]; // track each players menu displayed
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bool m_bMenuToBeClosed[XUSER_MAX_COUNT]; // actioned at the end of the game loop
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int m_iCountDown[XUSER_MAX_COUNT]; // ticks to block input
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bool m_bCloseAllScenes[eUIGroup_COUNT];
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int m_iPressStartQuadrantsMask;
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C4JRender::eViewportType m_currentRenderViewport;
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bool m_bCustomRenderPosition;
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static DWORD m_dwTrialTimerLimitSecs;
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unordered_map<wstring, byteArray> m_substitutionTextures;
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typedef struct _CachedMovieData
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{
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byteArray m_ba;
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__int64 m_expiry;
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} CachedMovieData;
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unordered_map<wstring, CachedMovieData> m_cachedMovieData;
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typedef struct _QueuedMessageBoxData
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{
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MessageBoxInfo info;
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int iPad;
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EUILayer layer;
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} QueuedMessageBoxData;
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vector<QueuedMessageBoxData *> m_queuedMessageBoxData;
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unsigned int m_winUserIndex;
|
|
EUIScene m_mouseDraggingSliderScene;
|
|
int m_mouseDraggingSliderId;
|
|
bool m_mouseClickConsumedByScene;
|
|
bool m_bMouseHoverHorizontalList;
|
|
int m_lastHoverMouseX;
|
|
int m_lastHoverMouseY;
|
|
//bool m_bSysUIShowing;
|
|
bool m_bSystemUIShowing;
|
|
C4JThread *m_reloadSkinThread;
|
|
bool m_navigateToHomeOnReload;
|
|
int m_accumulatedTicks;
|
|
__uint64 m_lastUiSfx; // Tracks time (ms) of last UI sound effect
|
|
|
|
D3D11_RECT m_customRenderingClearRect;
|
|
|
|
unordered_map<size_t, UIScene *> m_registeredCallbackScenes; // A collection of scenes and unique id's that are used in async callbacks so we can safely handle when they get destroyed
|
|
CRITICAL_SECTION m_registeredCallbackScenesCS;;
|
|
|
|
public:
|
|
UIController();
|
|
#ifdef __PSVITA__
|
|
void TouchBoxAdd(UIControl *pControl,UIScene *pUIScene);
|
|
bool TouchBoxHit(UIScene *pUIScene,S32 x, S32 y);
|
|
void TouchBoxesClear(UIScene *pUIScene);
|
|
void TouchBoxRebuild(UIScene *pUIScene);
|
|
|
|
void HandleTouchInput(unsigned int iPad, unsigned int key, bool bPressed, bool bRepeat, bool bReleased);
|
|
void SendTouchInput(unsigned int iPad, unsigned int key, bool bPressed, bool bRepeat, bool bReleased);
|
|
|
|
private:
|
|
void TouchBoxAdd(UIControl *pControl,EUIGroup eUIGroup,EUILayer eUILayer,EUIScene eUIscene, UIControl *pMainPanelControl);
|
|
UIELEMENT *m_ActiveUIElement;
|
|
UIELEMENT *m_HighlightedUIElement;
|
|
#endif
|
|
|
|
protected:
|
|
UIGroup *m_groups[eUIGroup_COUNT];
|
|
|
|
public:
|
|
void showComponent(int iPad, EUIScene scene, EUILayer layer, EUIGroup group, bool show)
|
|
{
|
|
m_groups[group]->showComponent(iPad, scene, layer, show);
|
|
}
|
|
|
|
void removeComponent(EUIScene scene, EUILayer layer, EUIGroup group)
|
|
{
|
|
m_groups[group]->removeComponent(scene, layer);
|
|
}
|
|
|
|
protected:
|
|
// Should be called from the platforms init function
|
|
void preInit(S32 width, S32 height);
|
|
void postInit();
|
|
|
|
|
|
public:
|
|
CRITICAL_SECTION m_Allocatorlock;
|
|
void SetupFont();
|
|
bool PendingFontChange();
|
|
bool UsingBitmapFont();
|
|
|
|
public:
|
|
// TICKING
|
|
virtual void tick();
|
|
|
|
private:
|
|
void loadSkins();
|
|
IggyLibrary loadSkin(const wstring &skinPath, const wstring &skinName);
|
|
|
|
public:
|
|
void ReloadSkin();
|
|
virtual void StartReloadSkinThread();
|
|
virtual bool IsReloadingSkin();
|
|
virtual bool IsExpectingOrReloadingSkin();
|
|
virtual void CleanUpSkinReload();
|
|
|
|
private:
|
|
static int reloadSkinThreadProc(void* lpParam);
|
|
|
|
public:
|
|
byteArray getMovieData(const wstring &filename);
|
|
|
|
// INPUT
|
|
private:
|
|
void tickInput();
|
|
void handleInput();
|
|
void handleKeyPress(unsigned int iPad, unsigned int key);
|
|
|
|
protected:
|
|
static rrbool RADLINK ExternalFunctionCallback( void * user_callback_data , Iggy * player , IggyExternalFunctionCallUTF16 * call );
|
|
|
|
public:
|
|
// RENDERING
|
|
float getScreenWidth() { return m_fScreenWidth; }
|
|
float getScreenHeight() { return m_fScreenHeight; }
|
|
|
|
virtual void render() = 0;
|
|
void getRenderDimensions(C4JRender::eViewportType viewport, S32 &width, S32 &height);
|
|
void setupRenderPosition(C4JRender::eViewportType viewport);
|
|
void setupRenderPosition(S32 xOrigin, S32 yOrigin);
|
|
|
|
void SetSysUIShowing(bool bVal);
|
|
static void SetSystemUIShowing(LPVOID lpParam,bool bVal);
|
|
|
|
protected:
|
|
virtual void setTileOrigin(S32 xPos, S32 yPos) = 0;
|
|
|
|
public:
|
|
|
|
virtual CustomDrawData *setupCustomDraw(UIScene *scene, IggyCustomDrawCallbackRegion *region) = 0;
|
|
virtual CustomDrawData *calculateCustomDraw(IggyCustomDrawCallbackRegion *region) = 0;
|
|
virtual void endCustomDraw(IggyCustomDrawCallbackRegion *region) = 0;
|
|
protected:
|
|
// Should be called from the platforms render function
|
|
void renderScenes();
|
|
|
|
public:
|
|
virtual void beginIggyCustomDraw4J(IggyCustomDrawCallbackRegion *region, CustomDrawData *customDrawRegion) = 0;
|
|
void setupCustomDrawGameState();
|
|
void endCustomDrawGameState();
|
|
void setupCustomDrawMatrices(UIScene *scene, CustomDrawData *customDrawRegion);
|
|
void setupCustomDrawGameStateAndMatrices(UIScene *scene, CustomDrawData *customDrawRegion);
|
|
void endCustomDrawMatrices();
|
|
void endCustomDrawGameStateAndMatrices();
|
|
|
|
protected:
|
|
|
|
static void RADLINK CustomDrawCallback(void *user_callback_data, Iggy *player, IggyCustomDrawCallbackRegion *Region);
|
|
static GDrawTexture * RADLINK TextureSubstitutionCreateCallback( void * user_callback_data , IggyUTF16 * texture_name , S32 * width , S32 * height , void **destroy_callback_data );
|
|
static void RADLINK TextureSubstitutionDestroyCallback( void * user_callback_data , void * destroy_callback_data , GDrawTexture * handle );
|
|
|
|
virtual GDrawTexture *getSubstitutionTexture(int textureId) { return NULL; }
|
|
virtual void destroySubstitutionTexture(void *destroyCallBackData, GDrawTexture *handle) {}
|
|
|
|
public:
|
|
void registerSubstitutionTexture(const wstring &textureName, PBYTE pbData, DWORD dwLength);
|
|
void unregisterSubstitutionTexture(const wstring &textureName, bool deleteData);
|
|
|
|
public:
|
|
// NAVIGATION
|
|
bool NavigateToScene(int iPad, EUIScene scene, void *initData = NULL, EUILayer layer = eUILayer_Scene, EUIGroup group = eUIGroup_PAD);
|
|
bool NavigateBack(int iPad, bool forceUsePad = false, EUIScene eScene = eUIScene_COUNT, EUILayer eLayer = eUILayer_COUNT);
|
|
void NavigateToHomeMenu();
|
|
UIScene *GetTopScene(int iPad, EUILayer layer = eUILayer_Scene, EUIGroup group = eUIGroup_PAD);
|
|
|
|
size_t RegisterForCallbackId(UIScene *scene);
|
|
void UnregisterCallbackId(size_t id);
|
|
UIScene *GetSceneFromCallbackId(size_t id);
|
|
void EnterCallbackIdCriticalSection();
|
|
void LeaveCallbackIdCriticalSection();
|
|
|
|
private:
|
|
void setFullscreenMenuDisplayed(bool displayed);
|
|
|
|
public:
|
|
void CloseAllPlayersScenes();
|
|
void CloseUIScenes(int iPad, bool forceIPad = false);
|
|
|
|
virtual bool IsPauseMenuDisplayed(int iPad);
|
|
virtual bool IsContainerMenuDisplayed(int iPad);
|
|
virtual bool IsIgnorePlayerJoinMenuDisplayed(int iPad);
|
|
virtual bool IsIgnoreAutosaveMenuDisplayed(int iPad);
|
|
virtual void SetIgnoreAutosaveMenuDisplayed(int iPad, bool displayed);
|
|
virtual bool IsSceneInStack(int iPad, EUIScene eScene);
|
|
bool GetMenuDisplayed(int iPad);
|
|
void SetMenuDisplayed(int iPad,bool bVal);
|
|
virtual void CheckMenuDisplayed();
|
|
void AnimateKeyPress(int iPad, int iAction, bool bRepeat, bool bPressed, bool bReleased);
|
|
void OverrideSFX(int iPad, int iAction,bool bVal);
|
|
|
|
// TOOLTIPS
|
|
virtual void SetTooltipText( unsigned int iPad, unsigned int tooltip, int iTextID );
|
|
virtual void SetEnableTooltips( unsigned int iPad, BOOL bVal );
|
|
virtual void ShowTooltip( unsigned int iPad, unsigned int tooltip, bool show );
|
|
virtual void SetTooltips( unsigned int iPad, int iA, int iB=-1, int iX=-1, int iY=-1 , int iLT=-1, int iRT=-1, int iLB=-1, int iRB=-1, int iLS=-1, int iRS=-1, int iBack=-1, bool forceUpdate = false);
|
|
virtual void EnableTooltip( unsigned int iPad, unsigned int tooltip, bool enable );
|
|
virtual void RefreshTooltips(unsigned int iPad);
|
|
|
|
virtual void PlayUISFX(ESoundEffect eSound);
|
|
|
|
virtual void DisplayGamertag(unsigned int iPad, bool show);
|
|
virtual void SetSelectedItem(unsigned int iPad, const wstring &name);
|
|
virtual void UpdateSelectedItemPos(unsigned int iPad);
|
|
|
|
virtual void HandleDLCMountingComplete();
|
|
virtual void HandleDLCInstalled(int iPad);
|
|
#ifdef _XBOX_ONE
|
|
virtual void HandleDLCLicenseChange();
|
|
#endif
|
|
virtual void HandleTMSDLCFileRetrieved(int iPad);
|
|
virtual void HandleTMSBanFileRetrieved(int iPad);
|
|
virtual void HandleInventoryUpdated(int iPad);
|
|
virtual void HandleGameTick();
|
|
|
|
virtual void SetTutorial(int iPad, Tutorial *tutorial);
|
|
virtual void SetTutorialDescription(int iPad, TutorialPopupInfo *info);
|
|
virtual void RemoveInteractSceneReference(int iPad, UIScene *scene);
|
|
virtual void SetTutorialVisible(int iPad, bool visible);
|
|
virtual bool IsTutorialVisible(int iPad);
|
|
|
|
virtual void UpdatePlayerBasePositions();
|
|
virtual void SetEmptyQuadrantLogo(int iSection);
|
|
virtual void HideAllGameUIElements();
|
|
virtual void ShowOtherPlayersBaseScene(unsigned int iPad, bool show);
|
|
|
|
virtual void ShowTrialTimer(bool show);
|
|
virtual void SetTrialTimerLimitSecs(unsigned int uiSeconds);
|
|
virtual void UpdateTrialTimer(unsigned int iPad);
|
|
virtual void ReduceTrialTimerValue();
|
|
|
|
virtual void ShowAutosaveCountdownTimer(bool show);
|
|
virtual void UpdateAutosaveCountdownTimer(unsigned int uiSeconds);
|
|
virtual void ShowSavingMessage(unsigned int iPad, C4JStorage::ESavingMessage eVal);
|
|
|
|
virtual void ShowPlayerDisplayname(bool show);
|
|
virtual bool PressStartPlaying(unsigned int iPad);
|
|
virtual void ShowPressStart(unsigned int iPad);
|
|
virtual void HidePressStart();
|
|
void ClearPressStart();
|
|
|
|
virtual C4JStorage::EMessageResult RequestAlertMessage(UINT uiTitle, UINT uiText, UINT *uiOptionA,UINT uiOptionC, DWORD dwPad=XUSER_INDEX_ANY, int( *Func)(LPVOID,int,const C4JStorage::EMessageResult)=NULL,LPVOID lpParam=NULL, WCHAR *pwchFormatString=NULL);
|
|
virtual C4JStorage::EMessageResult RequestErrorMessage(UINT uiTitle, UINT uiText, UINT *uiOptionA,UINT uiOptionC, DWORD dwPad=XUSER_INDEX_ANY, int( *Func)(LPVOID,int,const C4JStorage::EMessageResult)=NULL,LPVOID lpParam=NULL, WCHAR *pwchFormatString=NULL);
|
|
private:
|
|
virtual C4JStorage::EMessageResult RequestMessageBox(UINT uiTitle, UINT uiText, UINT *uiOptionA,UINT uiOptionC, DWORD dwPad,int( *Func)(LPVOID,int,const C4JStorage::EMessageResult),LPVOID lpParam, WCHAR *pwchFormatString,DWORD dwFocusButton, bool bIsError);
|
|
|
|
public:
|
|
C4JStorage::EMessageResult RequestUGCMessageBox(UINT title = -1, UINT message = -1, int iPad = -1, int( *Func)(LPVOID,int,const C4JStorage::EMessageResult) = NULL, LPVOID lpParam = NULL);
|
|
C4JStorage::EMessageResult RequestContentRestrictedMessageBox(UINT title = -1, UINT message = -1, int iPad = -1, int( *Func)(LPVOID,int,const C4JStorage::EMessageResult) = NULL, LPVOID lpParam = NULL);
|
|
|
|
virtual void SetWinUserIndex(unsigned int iPad);
|
|
unsigned int GetWinUserIndex();
|
|
|
|
virtual void ShowUIDebugConsole(bool show);
|
|
virtual void ShowUIDebugMarketingGuide(bool show);
|
|
void logDebugString(const string &text);
|
|
UIScene* FindScene(EUIScene sceneType);
|
|
|
|
public:
|
|
char *m_defaultBuffer, *m_tempBuffer;
|
|
void setFontCachingCalculationBuffer(int length);
|
|
|
|
|
|
};
|