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

374 lines
11 KiB
C++

#include "stdafx.h"
#include "UI.h"
#include "UIScene_FullscreenProgress.h"
#include "..\..\Minecraft.h"
#include "..\..\ProgressRenderer.h"
UIScene_FullscreenProgress::UIScene_FullscreenProgress(int iPad, void *initData, UILayer *parentLayer) : UIScene(iPad, parentLayer)
{
// Setup all the Iggy references we need for this scene
initialiseMovie();
parentLayer->addComponent(iPad,eUIComponent_Panorama);
parentLayer->addComponent(iPad,eUIComponent_Logo);
parentLayer->showComponent(iPad,eUIComponent_Logo,true);
parentLayer->showComponent(iPad,eUIComponent_MenuBackground,false);
m_controlTimer.setVisible( false );
m_titleText = L"";
m_statusText = L"";
m_lastTitle = -1;
m_lastStatus = -1;
m_lastProgress = 0;
m_buttonConfirm.init( app.GetString( IDS_CONFIRM_OK ), eControl_Confirm );
m_buttonConfirm.setVisible(false);
LoadingInputParams *params = (LoadingInputParams *)initData;
m_CompletionData = params->completionData;
m_iPad=params->completionData->iPad;
m_cancelFunc = params->cancelFunc;
m_cancelFuncParam = params->m_cancelFuncParam;
m_completeFunc = params->completeFunc;
m_completeFuncParam = params->m_completeFuncParam;
m_cancelText = params->cancelText;
m_bWasCancelled=false;
m_bWaitForThreadToDelete = params->waitForThreadToDelete;
// Clear the progress text
Minecraft *pMinecraft=Minecraft::GetInstance();
pMinecraft->progressRenderer->progressStart(-1);
pMinecraft->progressRenderer->progressStage(-1);
m_progressBar.init(L"",0,0,100,0);
// set the tip
wstring wsText= app.FormatHTMLString(m_iPad,app.GetString(app.GetNextTip()));
wchar_t startTags[64];
swprintf(startTags,64,L"<font color=\"#%08x\"><p align=center>",app.GetHTMLColour(eHTMLColor_White));
wsText= startTags + wsText + L"</p>";
m_labelTip.init(wsText);
addTimer(TIMER_FULLSCREEN_TIPS, TIMER_FULLSCREEN_TIPS_TIME);
m_labelTitle.init(L"");
m_labelTip.setVisible( m_CompletionData->bShowTips );
thread = new C4JThread(params->func, params->lpParam, "FullscreenProgress");
thread->SetProcessor(CPU_CORE_UI_SCENE); // TODO 4J Stu - Make sure this is a good thread/core to use
m_threadCompleted = false;
thread->Run();
threadStarted = true;
#ifdef __PSVITA__
ui.TouchBoxRebuild(this);
#endif
#ifdef _XBOX_ONE
ui.ShowPlayerDisplayname(false);
#endif
}
UIScene_FullscreenProgress::~UIScene_FullscreenProgress()
{
m_parentLayer->removeComponent(eUIComponent_Panorama);
m_parentLayer->removeComponent(eUIComponent_Logo);
delete thread;
delete m_CompletionData;
}
wstring UIScene_FullscreenProgress::getMoviePath()
{
return L"FullscreenProgress";
}
void UIScene_FullscreenProgress::updateTooltips()
{
ui.SetTooltips( m_parentLayer->IsFullscreenGroup()?XUSER_INDEX_ANY:m_iPad, m_threadCompleted?IDS_TOOLTIPS_SELECT:-1, m_threadCompleted?-1:m_cancelText, -1, -1 );
}
void UIScene_FullscreenProgress::handleDestroy()
{
int code = thread->GetExitCode();
DWORD exitcode = *((DWORD *)&code);
// If we're active, have a cancel func, and haven't already cancelled, call cancel func
if( exitcode == STILL_ACTIVE && m_cancelFunc != NULL && !m_bWasCancelled)
{
m_bWasCancelled = true;
m_cancelFunc(m_cancelFuncParam);
}
}
void UIScene_FullscreenProgress::tick()
{
UIScene::tick();
Minecraft *pMinecraft=Minecraft::GetInstance();
int currentProgress = pMinecraft->progressRenderer->getCurrentPercent();
if(currentProgress < 0) currentProgress = 0;
if(currentProgress != m_lastProgress)
{
m_lastProgress = currentProgress;
m_progressBar.setProgress(currentProgress);
//app.DebugPrintf("Updated progress value\n");
}
int title = pMinecraft->progressRenderer->getCurrentTitle();
if(title >= 0 && title != m_lastTitle)
{
m_lastTitle = title;
m_titleText = app.GetString( title );
m_labelTitle.setLabel(m_titleText);
}
ProgressRenderer::eProgressStringType eProgressType=pMinecraft->progressRenderer->getType();
if(eProgressType==ProgressRenderer::eProgressStringType_ID)
{
int status = pMinecraft->progressRenderer->getCurrentStatus();
if(status >= 0 && status != m_lastStatus)
{
m_lastStatus = status;
m_statusText = app.GetString( status );
m_progressBar.setLabel(m_statusText.c_str());
}
}
else
{
wstring& wstrText = pMinecraft->progressRenderer->getProgressString();
m_progressBar.setLabel(wstrText.c_str());
}
int code = thread->GetExitCode();
DWORD exitcode = *((DWORD *)&code);
//app.DebugPrintf("CScene_FullscreenProgress Timer %d\n",pTimer->nId);
if( exitcode != STILL_ACTIVE )
{
// If we failed (currently used by network connection thread), navigate back
if( exitcode != S_OK )
{
if( exitcode == ERROR_CANCELLED )
{
// Current thread cancelled for whatever reason
// Currently used only for the CConsoleMinecraftApp::RemoteSaveThreadProc thread
// Assume to just ignore this thread as something else is now running that will
// cause another action
}
else
{
/*m_threadCompleted = true;
m_buttonConfirm.SetShow( TRUE );
m_buttonConfirm.SetFocus( m_CompletionData->iPad );
m_CompletionData->type = e_ProgressCompletion_NavigateToHomeMenu;
int exitReasonStringId;
switch( app.GetDisconnectReason() )
{
default:
exitReasonStringId = IDS_CONNECTION_FAILED;
}
Minecraft *pMinecraft=Minecraft::GetInstance();
pMinecraft->progressRenderer->progressStartNoAbort( exitReasonStringId );*/
//app.NavigateBack(m_CompletionData->iPad);
UINT uiIDA[1];
uiIDA[0]=IDS_CONFIRM_OK;
ui.RequestMessageBox( g_NetworkManager.CorrectErrorIDS(IDS_CONNECTION_FAILED), g_NetworkManager.CorrectErrorIDS(IDS_CONNECTION_LOST_SERVER), uiIDA,1, XUSER_INDEX_ANY,NULL,NULL, app.GetStringTable());
ui.NavigateToHomeMenu();
ui.UpdatePlayerBasePositions();
}
}
else
{
if(( m_CompletionData->bRequiresUserAction == TRUE ) && (!m_bWasCancelled))
{
m_threadCompleted = true;
m_buttonConfirm.setVisible( true );
updateTooltips();
}
else
{
if(m_bWasCancelled)
{
m_threadCompleted = true;
}
app.DebugPrintf("FullScreenProgress complete with action: ");
switch(m_CompletionData->type)
{
case e_ProgressCompletion_AutosaveNavigateBack:
app.DebugPrintf("e_ProgressCompletion_AutosaveNavigateBack\n");
{
// 4J Stu - Fix for #65437 - Customer Encountered: Code: Settings: Autosave option doesn't work when the Host goes into idle state during gameplay.
// Autosave obviously cannot occur if an ignore autosave menu is displayed, so even if we navigate back to a scene and not empty
// then we still want to reset this flag which was set true by the navigate to the fullscreen progress
ui.SetIgnoreAutosaveMenuDisplayed(m_iPad, false);
// This just allows it to be shown
Minecraft *pMinecraft = Minecraft::GetInstance();
if(pMinecraft->localgameModes[ProfileManager.GetPrimaryPad()] != NULL) pMinecraft->localgameModes[ProfileManager.GetPrimaryPad()]->getTutorial()->showTutorialPopup(true);
ui.UpdatePlayerBasePositions();
navigateBack();
}
break;
case e_ProgressCompletion_NavigateBack:
app.DebugPrintf("e_ProgressCompletion_NavigateBack\n");
{
ui.UpdatePlayerBasePositions();
navigateBack();
}
break;
case e_ProgressCompletion_NavigateBackToScene:
app.DebugPrintf("e_ProgressCompletion_NavigateBackToScene\n");
ui.UpdatePlayerBasePositions();
// 4J Stu - If used correctly this scene will not have interfered with any other scene at all, so just navigate back
navigateBack();
break;
case e_ProgressCompletion_CloseUIScenes:
app.DebugPrintf("e_ProgressCompletion_CloseUIScenes\n");
ui.CloseUIScenes(m_CompletionData->iPad);
ui.UpdatePlayerBasePositions();
break;
case e_ProgressCompletion_CloseAllPlayersUIScenes:
app.DebugPrintf("e_ProgressCompletion_CloseAllPlayersUIScenes\n");
ui.CloseAllPlayersScenes();
ui.UpdatePlayerBasePositions();
break;
case e_ProgressCompletion_NavigateToHomeMenu:
app.DebugPrintf("e_ProgressCompletion_NavigateToHomeMenu\n");
ui.NavigateToHomeMenu();
ui.UpdatePlayerBasePositions();
break;
default:
app.DebugPrintf("Default\n");
break;
}
}
}
}
}
void UIScene_FullscreenProgress::handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled)
{
//if( m_showTooltips )
{
//ui.AnimateKeyPress(m_iPad, key, repeat, pressed, released);
switch(key)
{
case ACTION_MENU_OK:
#ifdef __ORBIS__
case ACTION_MENU_TOUCHPAD_PRESS:
#endif
if(pressed)
{
sendInputToMovie(key, repeat, pressed, released);
}
break;
case ACTION_MENU_B:
case ACTION_MENU_CANCEL:
if( pressed && m_cancelFunc != NULL && !m_bWasCancelled )
{
m_bWasCancelled = true;
m_cancelFunc( m_cancelFuncParam );
}
break;
}
}
}
void UIScene_FullscreenProgress::handlePress(F64 controlId, F64 childId)
{
if(m_threadCompleted && (int)controlId == eControl_Confirm)
{
// This assumes all buttons can only be pressed with the A button
ui.AnimateKeyPress(m_iPad, ACTION_MENU_A, false, true, false);
// if there's a complete function, call it
if(m_completeFunc)
{
m_completeFunc(m_completeFuncParam);
}
switch(m_CompletionData->type)
{
case e_ProgressCompletion_NavigateBack:
app.DebugPrintf("e_ProgressCompletion_NavigateBack\n");
{
ui.UpdatePlayerBasePositions();
navigateBack();
}
break;
case e_ProgressCompletion_NavigateBackToScene:
app.DebugPrintf("e_ProgressCompletion_NavigateBackToScene\n");
ui.UpdatePlayerBasePositions();
// 4J Stu - If used correctly this scene will not have interfered with any other scene at all, so just navigate back
navigateBack();
break;
case e_ProgressCompletion_CloseUIScenes:
app.DebugPrintf("e_ProgressCompletion_CloseUIScenes\n");
ui.CloseUIScenes(m_CompletionData->iPad);
ui.UpdatePlayerBasePositions();
break;
case e_ProgressCompletion_CloseAllPlayersUIScenes:
app.DebugPrintf("e_ProgressCompletion_CloseAllPlayersUIScenes\n");
ui.CloseAllPlayersScenes();
ui.UpdatePlayerBasePositions();
break;
case e_ProgressCompletion_NavigateToHomeMenu:
app.DebugPrintf("e_ProgressCompletion_NavigateToHomeMenu\n");
ui.NavigateToHomeMenu();
ui.UpdatePlayerBasePositions();
break;
}
}
}
void UIScene_FullscreenProgress::handleTimerComplete(int id)
{
switch(id)
{
case TIMER_FULLSCREEN_TIPS:
{
// display the next tip
wstring wsText=app.FormatHTMLString(m_iPad,app.GetString(app.GetNextTip()));
wchar_t startTags[64];
swprintf(startTags,64,L"<font color=\"#%08x\"><p align=center>",app.GetHTMLColour(eHTMLColor_White));
wsText= startTags + wsText + L"</p>";
m_labelTip.setLabel(wsText);
}
break;
}
}
void UIScene_FullscreenProgress::SetWasCancelled(bool wasCancelled)
{
m_bWasCancelled = wasCancelled;
}
bool UIScene_FullscreenProgress::isReadyToDelete()
{
if( m_bWaitForThreadToDelete )
{
return !thread->isRunning();
}
else
{
return true;
}
}