Files
MinecraftConsoles/Minecraft.Client/Common/XUI/XUI_Scene_AbstractContainer.cpp
2026-03-01 12:16:08 +08:00

475 lines
15 KiB
C++

#include "stdafx.h"
#include <xuiresource.h>
#include <xuiapp.h>
#include <assert.h>
#include "..\..\..\Minecraft.World\Player.h"
#include "..\..\..\Minecraft.Client\LocalPlayer.h"
#include "..\..\..\Minecraft.Client\Minecraft.h"
#include "..\..\..\Minecraft.Client\GameMode.h"
#include "..\..\..\Minecraft.World\AbstractContainerMenu.h"
#include "..\..\..\Minecraft.World\net.minecraft.world.inventory.h"
#include "..\..\..\Minecraft.World\net.minecraft.world.item.h"
#include "..\..\..\Minecraft.World\Tile.h"
#include "..\..\..\Minecraft.World\FurnaceRecipes.h"
#include "..\..\..\Minecraft.World\Recipy.h"
#include "..\..\..\Minecraft.World\Recipes.h"
#include "..\..\..\Minecraft.World\ArmorRecipes.h"
#include "..\..\..\Minecraft.World\StringHelpers.h"
#include "..\..\Common\Tutorial\Tutorial.h"
#include "..\..\Common\Tutorial\TutorialMode.h"
#include "XUI_Ctrl_SlotList.h"
#include "XUI_Ctrl_SlotItem.h"
#include "XUI_Ctrl_SlotItemListItem.h"
#include "XUI_Scene_AbstractContainer.h"
#ifdef _DEBUG_MENUS_ENABLED
#include "XUI_DebugItemEditor.h"
#endif
#define IGNORE_KEYPRESS_TIMERID 11
#define IGNORE_KEYPRESS_TIME 100
void CXuiSceneAbstractContainer::PlatformInitialize(int iPad, int startIndex)
{
m_bIgnoreKeyPresses=true;
m_iPad = iPad;
XuiControlSetText(m_InventoryText,app.GetString(IDS_INVENTORY));
// Determine min and max extents for pointer, it needs to be able to move off the container to drop items.
float fPanelWidth, fPanelHeight;
float fPointerWidth, fPointerHeight;
// We may have varying depths of controls here, so base off the pointers parent
HXUIOBJ parent;
XuiElementGetBounds( m_pointerControl->m_hObj, &fPointerWidth, &fPointerHeight );
XuiElementGetParent( m_pointerControl->m_hObj, &parent );
m_pointerControl->SetShow(TRUE);
XuiElementGetBounds( parent, &fPanelWidth, &fPanelHeight );
// Get size of pointer
m_fPointerImageOffsetX = floor(fPointerWidth/2.0f);
m_fPointerImageOffsetY = floor(fPointerHeight/2.0f);
m_fPanelMinX = 0.0f;
m_fPanelMaxX = fPanelWidth;
m_fPanelMinY = 0.0f;
m_fPanelMaxY = fPanelHeight;
// 4J-PB - need to limit this in splitscreen
if(app.GetLocalPlayerCount()>1)
{
// don't let the pointer go into someone's screen
m_fPointerMinY = floor(fPointerHeight/2.0f);
}
else
{
m_fPointerMinY = -fPointerHeight;
}
m_fPointerMinX = -fPointerWidth;
m_fPointerMaxX = fPanelWidth + fPointerWidth;
m_fPointerMaxY = fPanelHeight + (fPointerHeight/2);
// m_hPointerText=NULL;
// m_hPointerTextBkg=NULL;
UIVec2D itemPos;
UIVec2D itemSize;
GetItemScreenData( m_eCurrSection, 0, &( itemPos ), &( itemSize ) );
UIVec2D sectionPos;
GetPositionOfSection( m_eCurrSection, &( sectionPos ) );
UIVec2D vPointerPos = sectionPos;
vPointerPos += itemPos;
vPointerPos.x += ( itemSize.x / 2.0f );
vPointerPos.y += ( itemSize.y / 2.0f );
vPointerPos.x -= m_fPointerImageOffsetX;
vPointerPos.y -= m_fPointerImageOffsetY;
D3DXVECTOR3 newPointerPos;
newPointerPos.x = vPointerPos.x;
newPointerPos.y = vPointerPos.y;
newPointerPos.z = 0.0f;
m_pointerControl->SetPosition( &newPointerPos );
m_pointerPos.x = newPointerPos.x;
m_pointerPos.y = newPointerPos.y;
#ifdef USE_POINTER_ACCEL
m_fPointerVelX = 0.0f;
m_fPointerVelY = 0.0f;
m_fPointerAccelX = 0.0f;
m_fPointerAccelY = 0.0f;
#endif
// Add timer to poll controller stick input at 60Hz
HRESULT timerResult = SetTimer( POINTER_INPUT_TIMER_ID, ( 1000 / 60 ) );
assert( timerResult == S_OK );
XuiSetTimer(m_hObj,IGNORE_KEYPRESS_TIMERID,IGNORE_KEYPRESS_TIME);
// Disable the default navigation behaviour for all slot lsit items (prevent old style cursor navigation).
for ( int iSection = m_eFirstSection; iSection < m_eMaxSection; ++iSection )
{
ESceneSection eSection = ( ESceneSection )( iSection );
if(!IsSectionSlotList(eSection)) continue;
// Get dimensions of this section.
int iNumRows;
int iNumColumns;
int iNumItems = GetSectionDimensions( eSection, &( iNumColumns ), &( iNumRows ) );
for ( int iItem = 0; iItem < iNumItems; ++iItem )
{
CXuiCtrlSlotItemListItem* pCXuiCtrlSlotItem;
GetSectionSlotList( eSection )->GetCXuiCtrlSlotItem( iItem, &( pCXuiCtrlSlotItem ) );
pCXuiCtrlSlotItem->SetSkipsDefaultNavigation( TRUE );
}
}
}
// 4J Stu - Added to support auto-save. Need to re-associate on a navigate back
void CXuiSceneAbstractContainer::InitDataAssociations(int iPad, AbstractContainerMenu *menu, int startIndex /*= 0*/)
{
// TODO Inventory dimensions need defined as constants
m_inventoryControl->SetData( iPad, menu, 3, 9, startIndex, startIndex + 3*9 );
// TODO Inventory dimensions need defined as constants
m_useRowControl->SetData( iPad, menu, 1, 9, startIndex + 3*9, startIndex + 4*9 );
m_pointerControl->SetUserIndex(m_pointerControl->m_hObj, iPad);
}
int CXuiSceneAbstractContainer::getSectionColumns(ESceneSection eSection)
{
return GetSectionSlotList( eSection )->GetColumns();
}
int CXuiSceneAbstractContainer::getSectionRows(ESceneSection eSection)
{
return GetSectionSlotList( eSection )->GetRows();
}
// Adding this so we can turn off the pointer text background, since it flickers on then off at the start of a scene where a tutorial popup is
HRESULT CXuiSceneAbstractContainer::OnTransitionStart( XUIMessageTransition *pTransition, BOOL& bHandled )
{
if(pTransition->dwTransAction==XUI_TRANSITION_ACTION_DESTROY ) return S_OK;
if(pTransition->dwTransType == XUI_TRANSITION_TO || pTransition->dwTransType == XUI_TRANSITION_BACKTO)
{
// 4J Stu - Added to support auto-save. Need to re-associate on a navigate back
if(pTransition->dwTransType == XUI_TRANSITION_BACKTO)
{
// Add timer to poll controller stick input at 60Hz
HRESULT timerResult = SetTimer( POINTER_INPUT_TIMER_ID, ( 1000 / 60 ) );
assert( timerResult == S_OK );
InitDataAssociations(m_iPad, m_menu);
}
HXUIOBJ hObj=NULL;
HRESULT hr=XuiControlGetVisual(m_pointerControl->m_hObj,&hObj);
hr=XuiElementGetChildById(hObj,L"text_measurer",&m_hPointerTextMeasurer);
hr=XuiElementGetChildById(hObj,L"text_name",&m_hPointerText);
hr=XuiElementGetChildById(hObj,L"text_panel",&m_hPointerTextBkg);
hr=XuiElementGetChildById(hObj,L"pointer_image",&m_hPointerImg);
XuiElementSetShow(m_hPointerText,FALSE);
XuiElementSetShow(m_hPointerTextBkg,FALSE);
}
return S_OK;
}
D3DXVECTOR3 CXuiSceneAbstractContainer::GetCursorScreenPosition()
{
return app.GetElementScreenPosition(m_pointerControl->m_hObj);
}
HRESULT CXuiSceneAbstractContainer::OnKeyDown(XUIMessageInput *pInputData, BOOL& bHandled)
{
if(m_bIgnoreKeyPresses) return S_OK;
bHandled = handleKeyDown(pInputData->UserIndex, mapVKToAction(pInputData->dwKeyCode), (pInputData->dwFlags & XUI_INPUT_FLAG_REPEAT) != 0);
return S_OK;
}
int CXuiSceneAbstractContainer::mapVKToAction(int vk)
{
int action = MINECRAFT_ACTION_MAX;
switch(vk)
{
case VK_PAD_A:
action = ACTION_MENU_A;
break;
case VK_PAD_B:
case VK_PAD_START:
action = ACTION_MENU_B;
break;
case VK_PAD_X:
action = ACTION_MENU_X;
break;
case VK_PAD_Y:
action = ACTION_MENU_Y;
break;
case VK_PAD_DPAD_LEFT:
action = ACTION_MENU_LEFT;
break;
case VK_PAD_DPAD_RIGHT:
action = ACTION_MENU_RIGHT;
break;
case VK_PAD_DPAD_UP:
action = ACTION_MENU_UP;
break;
case VK_PAD_DPAD_DOWN:
action = ACTION_MENU_DOWN;
break;
case VK_PAD_LTRIGGER:
action = ACTION_MENU_PAGEUP;
break;
case VK_PAD_RTRIGGER:
action = ACTION_MENU_PAGEDOWN;
break;
case VK_PAD_LSHOULDER:
action = ACTION_MENU_LEFT_SCROLL;
break;
case VK_PAD_RSHOULDER:
action = ACTION_MENU_RIGHT_SCROLL;
break;
case VK_PAD_RTHUMB_UP:
action = ACTION_MENU_OTHER_STICK_UP;
break;
case VK_PAD_RTHUMB_DOWN:
action = ACTION_MENU_OTHER_STICK_DOWN;
break;
case VK_PAD_RTHUMB_RIGHT:
action = ACTION_MENU_OTHER_STICK_RIGHT;
break;
case VK_PAD_RTHUMB_LEFT:
action = ACTION_MENU_OTHER_STICK_LEFT;
break;
};
return action;
}
void CXuiSceneAbstractContainer::handleSectionClick(ESceneSection eSection)
{
CXuiCtrlSlotList *slotList = GetSectionSlotList( eSection );
slotList->Clicked();
}
HRESULT CXuiSceneAbstractContainer::handleCustomTimer( XUIMessageTimer *pTimer, BOOL& bHandled )
{
return S_OK;
}
// Returns XUI position of given scene section.
void CXuiSceneAbstractContainer::GetPositionOfSection( ESceneSection eSection, UIVec2D* pPosition )
{
D3DXVECTOR3 xuiPos;
GetSectionControl( eSection )->GetPosition( &xuiPos );
pPosition->x = xuiPos.x;
pPosition->y = xuiPos.y;
}
void CXuiSceneAbstractContainer::GetItemScreenData( ESceneSection eSection, int iItemIndex, UIVec2D* pPosition, UIVec2D* pSize )
{
D3DXVECTOR3 xuiPos;
if(IsSectionSlotList(eSection))
{
// Get slot item.
CXuiCtrlSlotItemListItem* pCXuiCtrlSlotItem;
GetSectionSlotList( eSection )->GetCXuiCtrlSlotItem( iItemIndex, &( pCXuiCtrlSlotItem ) );
// Get size of slot.
pCXuiCtrlSlotItem->GetBounds( &( pSize->x ), &( pSize->y ) );
// Get position of slot.
pCXuiCtrlSlotItem->GetPosition( &xuiPos );
pPosition->x = xuiPos.x;
pPosition->y = xuiPos.y;
}
else
{
// Get size of control
GetSectionControl( eSection )->GetBounds( &( pSize->x ), &( pSize->y ) );
// Get position of control
GetSectionControl( eSection )->GetPosition( &xuiPos );
pPosition->x = xuiPos.x;
pPosition->y = xuiPos.y;
}
}
shared_ptr<ItemInstance> CXuiSceneAbstractContainer::getSlotItem(ESceneSection eSection, int iSlot)
{
CXuiCtrlSlotItemListItem* pCXuiCtrlSlotItem;
GetSectionSlotList( eSection )->GetCXuiCtrlSlotItem( iSlot, &( pCXuiCtrlSlotItem ) );
return pCXuiCtrlSlotItem->getItemInstance( pCXuiCtrlSlotItem->m_hObj );
}
bool CXuiSceneAbstractContainer::isSlotEmpty(ESceneSection eSection, int iSlot)
{
CXuiCtrlSlotItemListItem* pCXuiCtrlSlotItem;
GetSectionSlotList( eSection )->GetCXuiCtrlSlotItem( iSlot, &( pCXuiCtrlSlotItem ) );
return pCXuiCtrlSlotItem->isEmpty( pCXuiCtrlSlotItem->m_hObj );
}
HRESULT CXuiSceneAbstractContainer::OnTimer( XUIMessageTimer *pTimer, BOOL& bHandled )
{
HRESULT hr = S_OK;
// Update pointer from stick input on timer.
if ( pTimer->nId == POINTER_INPUT_TIMER_ID )
{
onMouseTick();
D3DXVECTOR3 pointerPos;
pointerPos.x = m_pointerPos.x;
pointerPos.y = m_pointerPos.y;
pointerPos.z = 0.0f;
m_pointerControl->SetPosition( &pointerPos );
// This message has been dealt with, don't pass it on further.
bHandled = TRUE;
}
else if ( pTimer->nId == IGNORE_KEYPRESS_TIMERID)
{
KillTimer(IGNORE_KEYPRESS_TIMERID);
m_bIgnoreKeyPresses=false;
}
else
{
// Some scenes may have their own timers for other events, so handle them here
hr = handleCustomTimer( pTimer, bHandled );
}
return hr;
}
HRESULT CXuiSceneAbstractContainer::OnCustomMessage_Splitscreenplayer(bool bJoining, BOOL& bHandled)
{
bHandled=true;
return app.AdjustSplitscreenScene_PlayerChanged(m_hObj,&m_OriginalPosition,m_iPad,bJoining);
}
bool CXuiSceneAbstractContainer::doesSectionTreeHaveFocus(ESceneSection eSection)
{
return GetSectionControl( eSection )->TreeHasFocus();
}
void CXuiSceneAbstractContainer::setSectionFocus(ESceneSection eSection, int iPad)
{
HRESULT focusResult = GetSectionControl( eSection )->SetFocus( iPad );
assert( focusResult == S_OK );
}
void CXuiSceneAbstractContainer::setSectionSelectedSlot(ESceneSection eSection, int x, int y)
{
GetSectionSlotList( eSection )->SetCurrentSlot(y,x);
}
void CXuiSceneAbstractContainer::setFocusToPointer(int iPad)
{
m_pointerControl->SetFocus( iPad );
}
void CXuiSceneAbstractContainer::SetPointerText(const wstring &description, vector<wstring> &unformattedStrings, bool newSlot)
{
if(description.empty())
{
m_pointerControl->SetText(L"");
XuiElementSetShow(m_hPointerText,FALSE);
XuiElementSetShow(m_hPointerTextBkg,FALSE);
return;
}
bool smallPointer = m_bSplitscreen || (!RenderManager.IsHiDef() && !RenderManager.IsWidescreen());
wstring desc = L"<font size=\"" + _toString<int>(smallPointer ? 12 :14) + L"\">" + description + L"</font>";
XUIRect tempXuiRect, xuiRect;
HRESULT hr;
xuiRect.right = 0;
for(AUTO_VAR(it, unformattedStrings.begin()); it != unformattedStrings.end(); ++it)
{
XuiTextPresenterMeasureText(m_hPointerTextMeasurer, parseXMLSpecials((*it)).c_str(), &tempXuiRect);
if(tempXuiRect.right > xuiRect.right) xuiRect = tempXuiRect;
}
// Set size with the new width so that the HTML height check is correct
XuiElementSetBounds(m_hPointerTextBkg,xuiRect.right+4.0f+4.0f+4.0f,xuiRect.bottom); // edge graphics are 8 pixels, with 4 for the border, extra 4 for the background is fudge
XuiElementSetBounds(m_hPointerText,xuiRect.right+4.0f+4.0f,xuiRect.bottom); // edge graphics are 8 pixels, text is centred
XuiHtmlSetText(m_hPointerText, desc.c_str() );
// Check if we need to resize the box
XUIContentDims contentDims;
XuiHtmlGetContentDims(m_hPointerText,&contentDims);
xuiRect.bottom = contentDims.nContentHeight;
// get the size of the button, and apply the change in size due to the text to the whole button
float fImgWidth,fImgHeight;
XuiElementGetBounds(m_hPointerImg,&fImgWidth, &fImgHeight);
// 4J-PB - changing to calculate values
D3DXVECTOR3 vPosText, vPosTextBkg,vPosImg;
XuiElementGetPosition(m_hPointerImg,&vPosImg);
XuiElementGetPosition(m_hPointerText,&vPosText);
XuiElementGetPosition(m_hPointerTextBkg,&vPosTextBkg);
// Set the new height
XuiElementSetBounds(m_hPointerTextBkg,xuiRect.right+4.0f+4.0f+4.0f,xuiRect.bottom+4.0f+4.0f); // edge graphics are 8 pixels, with 4 for the border, extra 4 for the background is fudge
XuiElementSetBounds(m_hPointerText,xuiRect.right+4.0f+4.0f,xuiRect.bottom+4.0f+4.0f); // edge graphics are 8 pixels, text is centred
// position the text and panel relative to the pointer image
vPosTextBkg.x=vPosImg.x+fImgWidth*0.6f;
vPosText.x=vPosTextBkg.x + 4;
vPosTextBkg.y=vPosImg.y-(xuiRect.bottom+4.0f+4.0f)+fImgWidth*0.4f;
vPosText.y=vPosTextBkg.y + 4;
XuiElementSetPosition(m_hPointerText,&vPosText);
XuiElementSetPosition(m_hPointerTextBkg,&vPosTextBkg);
XuiElementSetShow(m_hPointerTextBkg,TRUE);
XuiElementSetShow(m_hPointerText,TRUE);
}
void CXuiSceneAbstractContainer::adjustPointerForSafeZone()
{
D3DXVECTOR2 baseSceneOrigin;
float baseWidth, baseHeight;
if(CXuiSceneBase::GetBaseSceneSafeZone( m_iPad, baseSceneOrigin, baseWidth, baseHeight))
{
D3DXMATRIX pointerBackgroundMatrix;
XuiElementGetFullXForm( m_hPointerTextBkg, &pointerBackgroundMatrix);
float width, height;
XuiElementGetBounds( m_hPointerTextBkg, &width, &height );
if( ( (pointerBackgroundMatrix._41 / pointerBackgroundMatrix._11) + width) > (baseSceneOrigin.x + baseWidth) )
{
//app.DebugPrintf("Pointer is outside the safe zone for this base scene\n");
// get the size of the button, and apply the change in size due to the text to the whole button
float fImgWidth,fImgHeight;
XuiElementGetBounds(m_hPointerImg,&fImgWidth, &fImgHeight);
// 4J-PB - changing to calculate values
D3DXVECTOR3 vPosText, vPosTextBkg,vPosImg;
XuiElementGetPosition(m_hPointerImg,&vPosImg);
XuiElementGetPosition(m_hPointerText,&vPosText);
XuiElementGetPosition(m_hPointerTextBkg,&vPosTextBkg);
// position the text and panel relative to the pointer image
vPosTextBkg.x= (vPosImg.x+fImgWidth*0.4f) - width;
vPosText.x=vPosTextBkg.x + 4;
XuiElementSetPosition(m_hPointerText,&vPosText);
XuiElementSetPosition(m_hPointerTextBkg,&vPosTextBkg);
}
}
}