281 lines
9.0 KiB
C++
281 lines
9.0 KiB
C++
#pragma once
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#ifdef _WINDOWS64
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struct SavedInventoryCursorPos
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{
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float x;
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float y;
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bool hasSavedPos;
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};
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extern SavedInventoryCursorPos g_savedInventoryCursorPos;
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#endif
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// 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.
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// Would probably be required if we decide to slow down the pointer movement.
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// 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
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// code as it worked well for that situation. This #define should still stop the same things happening when using the
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// stick though when not defined
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#define TAP_DETECTION
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// Uncomment to enable acceleration on pointer input.
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//#define USE_POINTER_ACCEL
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#define POINTER_INPUT_TIMER_ID (0) // Arbitrary timer ID.
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#define POINTER_SPEED_FACTOR (13.0f) // Speed of pointer.
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//#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
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#define MAX_INPUT_TICKS_FOR_SCALING (7)
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#define MAX_INPUT_TICKS_FOR_TAPPING (15)
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class AbstractContainerMenu;
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class Slot;
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class IUIScene_AbstractContainerMenu
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{
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protected:
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// Sections of this scene containing items selectable by the pointer.
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// 4J Stu - Always make the Using section the first one
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enum ESceneSection
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{
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eSectionNone = -1,
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eSectionContainerUsing = 0,
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eSectionContainerInventory,
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eSectionContainerChest,
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eSectionContainerMax,
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eSectionFurnaceUsing,
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eSectionFurnaceInventory,
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eSectionFurnaceIngredient,
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eSectionFurnaceFuel,
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eSectionFurnaceResult,
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eSectionFurnaceMax,
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eSectionInventoryUsing,
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eSectionInventoryInventory,
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eSectionInventoryArmor,
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eSectionInventoryMax,
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eSectionTrapUsing,
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eSectionTrapInventory,
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eSectionTrapTrap,
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eSectionTrapMax,
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eSectionInventoryCreativeUsing,
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eSectionInventoryCreativeSelector,
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eSectionInventoryCreativeTab_0,
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eSectionInventoryCreativeTab_1,
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eSectionInventoryCreativeTab_2,
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eSectionInventoryCreativeTab_3,
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eSectionInventoryCreativeTab_4,
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eSectionInventoryCreativeTab_5,
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eSectionInventoryCreativeTab_6,
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eSectionInventoryCreativeTab_7,
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eSectionInventoryCreativeSlider,
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eSectionInventoryCreativeMax,
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eSectionEnchantUsing,
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eSectionEnchantInventory,
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eSectionEnchantSlot,
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eSectionEnchantButton1,
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eSectionEnchantButton2,
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eSectionEnchantButton3,
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eSectionEnchantMax,
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eSectionBrewingUsing,
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eSectionBrewingInventory,
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eSectionBrewingBottle1,
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eSectionBrewingBottle2,
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eSectionBrewingBottle3,
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eSectionBrewingIngredient,
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eSectionBrewingMax,
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eSectionAnvilUsing,
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eSectionAnvilInventory,
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eSectionAnvilItem1,
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eSectionAnvilItem2,
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eSectionAnvilResult,
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eSectionAnvilName,
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eSectionAnvilMax,
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eSectionBeaconUsing,
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eSectionBeaconInventory,
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eSectionBeaconItem,
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eSectionBeaconPrimaryTierOneOne,
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eSectionBeaconPrimaryTierOneTwo,
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eSectionBeaconPrimaryTierTwoOne,
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eSectionBeaconPrimaryTierTwoTwo,
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eSectionBeaconPrimaryTierThree,
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eSectionBeaconSecondaryOne,
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eSectionBeaconSecondaryTwo,
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eSectionBeaconConfirm,
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eSectionBeaconMax,
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eSectionHopperUsing,
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eSectionHopperInventory,
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eSectionHopperContents,
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eSectionHopperMax,
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eSectionHorseUsing,
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eSectionHorseInventory,
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eSectionHorseChest,
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eSectionHorseArmor,
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eSectionHorseSaddle,
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eSectionHorseMax,
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eSectionFireworksUsing,
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eSectionFireworksInventory,
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eSectionFireworksResult,
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eSectionFireworksIngredients,
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eSectionFireworksMax,
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};
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AbstractContainerMenu* m_menu;
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bool m_autoDeleteMenu;
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eTutorial_State m_previousTutorialState;
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UIVec2D m_pointerPos;
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bool m_bPointerDrivenByMouse;
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// Offset from pointer image top left to centre (we use the centre as the actual pointer).
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float m_fPointerImageOffsetX;
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float m_fPointerImageOffsetY;
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// Min and max extents for the pointer.
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float m_fPointerMinX;
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float m_fPointerMaxX;
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float m_fPointerMinY;
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float m_fPointerMaxY;
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// Min and max extents of the panel.
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float m_fPanelMinX;
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float m_fPanelMaxX;
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float m_fPanelMinY;
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float m_fPanelMaxY;
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int m_iConsectiveInputTicks;
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// Used for detecting quick "taps" in a direction, should jump cursor to next slot.
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enum ETapState
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{
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eTapStateNoInput = 0,
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eTapStateUp,
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eTapStateDown,
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eTapStateLeft,
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eTapStateRight,
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eTapStateJump,
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eTapNone
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};
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ETapState m_eCurrTapState;
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ESceneSection m_eCurrSection;
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int m_iCurrSlotX;
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int m_iCurrSlotY;
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#ifdef __ORBIS__
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bool m_bFirstTouchStored[XUSER_MAX_COUNT]; // monitor the first position of a touch, so we can use relative distances of movement
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UIVec2D m_oldvPointerPos;
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UIVec2D m_oldvTouchPos;
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// store the multipliers to map the UI window to the touchpad window
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float m_fTouchPadMulX;
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float m_fTouchPadMulY;
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float m_fTouchPadDeadZoneX; // usese the multipliers
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float m_fTouchPadDeadZoneY;
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#endif
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// ENum indexes of the first section for this scene, and 1+the last section
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ESceneSection m_eFirstSection, m_eMaxSection;
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// 4J - WESTY - Added for pointer prototype.
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// Current tooltip settings.
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EToolTipItem m_aeToolTipSettings[ eToolTipNumButtons ];
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// 4J - WESTY - Added for pointer prototype.
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// Indicates if pointer is outside UI window (used to drop items).
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bool m_bPointerOutsideMenu;
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Slot *m_lastPointerLabelSlot;
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bool m_bSplitscreen;
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bool m_bNavigateBack; // should we exit the xuiscenes or just navigate back on exit?
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virtual bool IsSectionSlotList( ESceneSection eSection ) { return eSection != eSectionNone; }
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virtual bool CanHaveFocus( ESceneSection eSection ) { return true; }
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virtual bool IsVisible( ESceneSection eSection ) { return true; }
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int GetSectionDimensions( ESceneSection eSection, int* piNumColumns, int* piNumRows );
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virtual int getSectionColumns(ESceneSection eSection) = 0;
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virtual int getSectionRows(ESceneSection eSection) = 0;
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virtual ESceneSection GetSectionAndSlotInDirection( ESceneSection eSection, ETapState eTapDirection, int *piTargetX, int *piTargetY ) = 0;
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virtual void GetPositionOfSection( ESceneSection eSection, UIVec2D* pPosition ) = 0;
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virtual void GetItemScreenData( ESceneSection eSection, int iItemIndex, UIVec2D* pPosition, UIVec2D* pSize ) = 0;
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void updateSlotPosition( ESceneSection eSection, ESceneSection newSection, ETapState eTapDirection, int *piTargetX, int *piTargetY, int xOffset = 0, int yOffset = 0 );
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#ifdef TAP_DETECTION
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ETapState GetTapInputType( float fInputX, float fInputY );
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#endif
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// Current tooltip settings.
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void SetToolTip( EToolTipButton eButton, EToolTipItem eItem );
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void UpdateTooltips();
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// 4J - WESTY - Added for pointer prototype.
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void SetPointerOutsideMenu( bool bOutside ) { m_bPointerOutsideMenu = bOutside; }
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void Initialize(int m_iPad, AbstractContainerMenu* menu, bool autoDeleteMenu, int startIndex,ESceneSection firstSection,ESceneSection maxSection, bool bNavigateBack=FALSE);
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virtual void PlatformInitialize(int iPad, int startIndex) = 0;
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virtual void InitDataAssociations(int iPad, AbstractContainerMenu *menu, int startIndex = 0) = 0;
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void onMouseTick();
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bool handleKeyDown(int iPad, int iAction, bool bRepeat);
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virtual bool handleValidKeyPress(int iUserIndex, int buttonNum, BOOL quickKeyHeld);
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virtual void handleOutsideClicked(int iPad, int buttonNum, BOOL quickKeyHeld);
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virtual void handleOtherClicked(int iPad, ESceneSection eSection, int buttonNum, bool quickKey);
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virtual void handleAdditionalKeyPress(int iAction);
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virtual void handleSlotListClicked(ESceneSection eSection, int buttonNum, BOOL quickKeyHeld);
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virtual void handleSectionClick(ESceneSection eSection) = 0;
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void slotClicked(int slotId, int buttonNum, bool quickKey);
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int getCurrentIndex(ESceneSection eSection);
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virtual int getSectionStartOffset(ESceneSection eSection) = 0;
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virtual bool doesSectionTreeHaveFocus(ESceneSection eSection) = 0;
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virtual void setSectionFocus(ESceneSection eSection, int iPad) = 0;
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virtual void setSectionSelectedSlot(ESceneSection eSection, int x, int y) = 0;
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virtual void setFocusToPointer(int iPad) = 0;
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virtual void SetPointerText(vector<HtmlString> *description, bool newSlot) = 0;
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virtual vector<HtmlString> *GetSectionHoverText(ESceneSection eSection);
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virtual shared_ptr<ItemInstance> getSlotItem(ESceneSection eSection, int iSlot) = 0;
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virtual Slot *getSlot(ESceneSection eSection, int iSlot) = 0;
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virtual bool isSlotEmpty(ESceneSection eSection, int iSlot) = 0;
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virtual void adjustPointerForSafeZone() = 0;
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virtual bool overrideTooltips(
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ESceneSection sectionUnderPointer,
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shared_ptr<ItemInstance> itemUnderPointer,
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bool bIsItemCarried,
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bool bSlotHasItem,
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bool bCarriedIsSameAsSlot,
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int iSlotStackSizeRemaining,
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EToolTipItem &buttonA,
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EToolTipItem &buttonX,
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EToolTipItem &buttonY,
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EToolTipItem &buttonRT,
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EToolTipItem &buttonBack
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) { return false; }
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private:
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bool IsSameItemAs(shared_ptr<ItemInstance> itemA, shared_ptr<ItemInstance> itemB);
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int GetEmptyStackSpace(Slot *slot);
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vector<HtmlString> *GetItemDescription(Slot *slot);
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protected:
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IUIScene_AbstractContainerMenu();
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virtual ~IUIScene_AbstractContainerMenu();
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public:
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virtual int getPad() = 0;
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virtual int getMovieWidth() = 0;
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virtual int getMovieHeight() = 0;
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};
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