Files
MinecraftConsoles/Minecraft.Client/Common/UI/UILayer.cpp
2026-03-07 03:31:30 +07:00

909 lines
22 KiB
C++

#include "stdafx.h"
#include "UI.h"
#include "UILayer.h"
#include "UIScene.h"
UILayer::UILayer(UIGroup *parent)
{
m_parentGroup = parent;
m_hasFocus = false;
m_bMenuDisplayed = false;
m_bPauseMenuDisplayed = false;
m_bContainerMenuDisplayed = false;
m_bIgnoreAutosaveMenuDisplayed = false;
m_bIgnorePlayerJoinMenuDisplayed = false;
}
void UILayer::tick()
{
// Delete old scenes - deleting a scene can cause a new scene to be deleted, so we need to make a copy of the scenes that we are going to try and destroy this tick
vector<UIScene *>scenesToDeleteCopy;
for(auto& scene : m_scenesToDelete)
{
scenesToDeleteCopy.push_back(scene);
}
m_scenesToDelete.clear();
// Delete the scenes in our copy if they are ready to delete, otherwise add back to the ones that are still to be deleted. Actually deleting a scene might also add something back into m_scenesToDelete.
for(auto& scene : scenesToDeleteCopy)
{
if( scene && scene->isReadyToDelete())
{
delete scene;
}
else
{
m_scenesToDelete.push_back(scene);
}
}
while (!m_scenesToDestroy.empty())
{
UIScene *scene = m_scenesToDestroy.back();
m_scenesToDestroy.pop_back();
scene->destroyMovie();
}
m_scenesToDestroy.clear();
for(auto & component : m_components)
{
component->tick();
}
// Note: reverse iterator, the last element is the top of the stack
int sceneIndex = m_sceneStack.size() - 1;
while( sceneIndex >= 0 && sceneIndex < m_sceneStack.size() )
{
//(*it)->tick();
UIScene *scene = m_sceneStack[sceneIndex];
scene->tick();
--sceneIndex;
// TODO: We may wish to ignore ticking the rest of the stack based on this scene
}
}
void UILayer::render(S32 width, S32 height, C4JRender::eViewportType viewport)
{
if(!ui.IsExpectingOrReloadingSkin())
{
for(auto& it : m_components)
{
auto itRef = m_componentRefCount.find(it->getSceneType());
if(itRef != m_componentRefCount.end() && itRef->second.second)
{
if(it->isVisible() )
{
PIXBeginNamedEvent(0, "Rendering component %d", it->getSceneType() );
it->render(width, height,viewport);
PIXEndNamedEvent();
}
}
}
}
if(!m_sceneStack.empty())
{
int lowestRenderable = m_sceneStack.size() - 1;
for(;lowestRenderable >= 0; --lowestRenderable)
{
if(m_sceneStack[lowestRenderable]->hidesLowerScenes()) break;
}
if(lowestRenderable < 0) lowestRenderable = 0;
for(;lowestRenderable < m_sceneStack.size(); ++lowestRenderable)
{
if(m_sceneStack[lowestRenderable]->isVisible() && (!ui.IsExpectingOrReloadingSkin() || m_sceneStack[lowestRenderable]->getSceneType()==eUIScene_Timer))
{
PIXBeginNamedEvent(0, "Rendering scene %d", m_sceneStack[lowestRenderable]->getSceneType() );
m_sceneStack[lowestRenderable]->render(width, height,viewport);
PIXEndNamedEvent();
}
}
}
}
bool UILayer::IsSceneInStack(EUIScene scene)
{
bool inStack = false;
for(int i = m_sceneStack.size() - 1;i >= 0; --i)
{
if(m_sceneStack[i]->getSceneType() == scene)
{
inStack = true;
break;
}
}
return inStack;
}
bool UILayer::HasFocus(int iPad)
{
bool hasFocus = false;
if(m_hasFocus)
{
for(int i = m_sceneStack.size() - 1;i >= 0; --i)
{
if(m_sceneStack[i]->stealsFocus() )
{
if(m_sceneStack[i]->hasFocus(iPad))
{
hasFocus = true;
}
break;
}
}
}
return hasFocus;
}
bool UILayer::hidesLowerScenes()
{
bool hidesScenes = false;
for(auto& it : m_components)
{
if(it->hidesLowerScenes())
{
hidesScenes = true;
break;
}
}
if(!hidesScenes && !m_sceneStack.empty())
{
for(int i = m_sceneStack.size() - 1;i >= 0; --i)
{
if(m_sceneStack[i]->hidesLowerScenes())
{
hidesScenes = true;
break;
}
}
}
return hidesScenes;
}
void UILayer::getRenderDimensions(S32 &width, S32 &height)
{
m_parentGroup->getRenderDimensions(width, height);
}
void UILayer::DestroyAll()
{
for(auto& it : m_components)
{
it->destroyMovie();
}
for(auto& it : m_sceneStack)
{
it->destroyMovie();
}
}
void UILayer::ReloadAll(bool force)
{
for(auto& it : m_components)
{
it->reloadMovie(force);
}
if(!m_sceneStack.empty())
{
for(auto& lowestRenderable : m_sceneStack)
{
lowestRenderable->reloadMovie(force);
}
}
}
bool UILayer::GetMenuDisplayed()
{
return m_bMenuDisplayed;
}
bool UILayer::NavigateToScene(int iPad, EUIScene scene, void *initData)
{
UIScene *newScene = NULL;
switch(scene)
{
// Debug
#ifdef _DEBUG_MENUS_ENABLED
case eUIScene_DebugOverlay:
newScene = new UIScene_DebugOverlay(iPad, initData, this);
break;
case eUIScene_DebugSetCamera:
newScene = new UIScene_DebugSetCamera(iPad, initData, this);
break;
case eUIScene_DebugCreateSchematic:
newScene = new UIScene_DebugCreateSchematic(iPad, initData, this);
break;
#endif
case eUIScene_DebugOptions:
newScene = new UIScene_DebugOptionsMenu(iPad, initData, this);
break;
// Containers
case eUIScene_InventoryMenu:
newScene = new UIScene_InventoryMenu(iPad, initData, this);
break;
case eUIScene_CreativeMenu:
newScene = new UIScene_CreativeMenu(iPad, initData, this);
break;
case eUIScene_ContainerMenu:
case eUIScene_LargeContainerMenu:
newScene = new UIScene_ContainerMenu(iPad, initData, this);
break;
case eUIScene_BrewingStandMenu:
newScene = new UIScene_BrewingStandMenu(iPad, initData, this);
break;
case eUIScene_DispenserMenu:
newScene = new UIScene_DispenserMenu(iPad, initData, this);
break;
case eUIScene_EnchantingMenu:
newScene = new UIScene_EnchantingMenu(iPad, initData, this);
break;
case eUIScene_FurnaceMenu:
newScene = new UIScene_FurnaceMenu(iPad, initData, this);
break;
case eUIScene_Crafting2x2Menu:
case eUIScene_Crafting3x3Menu:
newScene = new UIScene_CraftingMenu(iPad, initData, this);
break;
case eUIScene_TradingMenu:
newScene = new UIScene_TradingMenu(iPad, initData, this);
break;
case eUIScene_AnvilMenu:
newScene = new UIScene_AnvilMenu(iPad, initData, this);
break;
case eUIScene_HopperMenu:
newScene = new UIScene_HopperMenu(iPad, initData, this);
break;
case eUIScene_BeaconMenu:
newScene = new UIScene_BeaconMenu(iPad, initData, this);
break;
case eUIScene_HorseMenu:
newScene = new UIScene_HorseInventoryMenu(iPad, initData, this);
break;
case eUIScene_FireworksMenu:
newScene = new UIScene_FireworksMenu(iPad, initData, this);
break;
// Help and Options
case eUIScene_HelpAndOptionsMenu:
newScene = new UIScene_HelpAndOptionsMenu(iPad, initData, this);
break;
case eUIScene_SettingsMenu:
newScene = new UIScene_SettingsMenu(iPad, initData, this);
break;
case eUIScene_SettingsOptionsMenu:
newScene = new UIScene_SettingsOptionsMenu(iPad, initData, this);
break;
case eUIScene_SettingsAudioMenu:
newScene = new UIScene_SettingsAudioMenu(iPad, initData, this);
break;
case eUIScene_SettingsControlMenu:
newScene = new UIScene_SettingsControlMenu(iPad, initData, this);
break;
case eUIScene_SettingsGraphicsMenu:
newScene = new UIScene_SettingsGraphicsMenu(iPad, initData, this);
break;
case eUIScene_SettingsUIMenu:
newScene = new UIScene_SettingsUIMenu(iPad, initData, this);
break;
case eUIScene_SkinSelectMenu:
newScene = new UIScene_SkinSelectMenu(iPad, initData, this);
break;
case eUIScene_HowToPlayMenu:
newScene = new UIScene_HowToPlayMenu(iPad, initData, this);
break;
case eUIScene_LanguageSelector:
newScene = new UIScene_LanguageSelector(iPad, initData, this);
break;
case eUIScene_HowToPlay:
newScene = new UIScene_HowToPlay(iPad, initData, this);
break;
case eUIScene_ControlsMenu:
newScene = new UIScene_ControlsMenu(iPad, initData, this);
break;
case eUIScene_ReinstallMenu:
newScene = new UIScene_ReinstallMenu(iPad, initData, this);
break;
case eUIScene_Credits:
newScene = new UIScene_Credits(iPad, initData, this);
break;
// Other in-game
case eUIScene_PauseMenu:
newScene = new UIScene_PauseMenu(iPad, initData, this);
break;
case eUIScene_DeathMenu:
newScene = new UIScene_DeathMenu(iPad, initData, this);
break;
case eUIScene_ConnectingProgress:
newScene = new UIScene_ConnectingProgress(iPad, initData, this);
break;
case eUIScene_SignEntryMenu:
newScene = new UIScene_SignEntryMenu(iPad, initData, this);
break;
case eUIScene_InGameInfoMenu:
newScene = new UIScene_InGameInfoMenu(iPad, initData, this);
break;
case eUIScene_InGameHostOptionsMenu:
if (IsSceneInStack(eUIScene_InGameHostOptionsMenu)) {
app.DebugPrintf("Skipped eUIScene_InGameHostOptionsMenu, we have already this tab!");
return false;
}
newScene = new UIScene_InGameHostOptionsMenu(iPad, initData, this);
break;
case eUIScene_InGamePlayerOptionsMenu:
newScene = new UIScene_InGamePlayerOptionsMenu(iPad, initData, this);
break;
#if defined(_XBOX_ONE) || defined(__ORBIS__)
case eUIScene_InGameSaveManagementMenu:
newScene = new UIScene_InGameSaveManagementMenu(iPad, initData, this);
break;
#endif
case eUIScene_TeleportMenu:
newScene = new UIScene_TeleportMenu(iPad, initData, this);
break;
case eUIScene_EndPoem:
if(IsSceneInStack(eUIScene_EndPoem))
{
app.DebugPrintf("Skipped EndPoem as one was already showing\n");
return false;
}
else
{
newScene = new UIScene_EndPoem(iPad, initData, this);
}
break;
// Frontend
case eUIScene_TrialExitUpsell:
newScene = new UIScene_TrialExitUpsell(iPad, initData, this);
break;
case eUIScene_Intro:
newScene = new UIScene_Intro(iPad, initData, this);
break;
case eUIScene_SaveMessage:
newScene = new UIScene_SaveMessage(iPad, initData, this);
break;
case eUIScene_MainMenu:
newScene = new UIScene_MainMenu(iPad, initData, this);
break;
case eUIScene_LoadOrJoinMenu:
newScene = new UIScene_LoadOrJoinMenu(iPad, initData, this);
break;
case eUIScene_LoadMenu:
newScene = new UIScene_LoadMenu(iPad, initData, this);
break;
case eUIScene_JoinMenu:
newScene = new UIScene_JoinMenu(iPad, initData, this);
break;
case eUIScene_CreateWorldMenu:
newScene = new UIScene_CreateWorldMenu(iPad, initData, this);
break;
case eUIScene_LaunchMoreOptionsMenu:
newScene = new UIScene_LaunchMoreOptionsMenu(iPad, initData, this);
break;
case eUIScene_FullscreenProgress:
newScene = new UIScene_FullscreenProgress(iPad, initData, this);
break;
case eUIScene_LeaderboardsMenu:
newScene = new UIScene_LeaderboardsMenu(iPad, initData, this);
break;
case eUIScene_DLCMainMenu:
newScene = new UIScene_DLCMainMenu(iPad, initData, this);
break;
case eUIScene_DLCOffersMenu:
newScene = new UIScene_DLCOffersMenu(iPad, initData, this);
break;
case eUIScene_EULA:
newScene = new UIScene_EULA(iPad, initData, this);
break;
case eUIScene_NewUpdateMessage:
newScene = new UIScene_NewUpdateMessage(iPad, initData, this);
break;
// Other
case eUIScene_Keyboard:
newScene = new UIScene_Keyboard(iPad, initData, this);
break;
case eUIScene_QuadrantSignin:
newScene = new UIScene_QuadrantSignin(iPad, initData, this);
break;
case eUIScene_MessageBox:
if(IsSceneInStack(eUIScene_MessageBox))
{
app.DebugPrintf("Skipped MessageBox as one was already showing\n");
return false;
}
else
{
newScene = new UIScene_MessageBox(iPad, initData, this);
}
break;
case eUIScene_Timer:
newScene = new UIScene_Timer(iPad, initData, this);
break;
};
if(newScene == NULL)
{
app.DebugPrintf("WARNING: Scene %d was not created. Add it to UILayer::NavigateToScene\n", scene);
return false;
}
if(m_sceneStack.size() > 0)
{
newScene->setBackScene(m_sceneStack[m_sceneStack.size()-1]);
}
m_sceneStack.push_back(newScene);
updateFocusState();
newScene->tick();
return true;
}
bool UILayer::NavigateBack(int iPad, EUIScene eScene)
{
if(m_sceneStack.size() == 0) return false;
bool navigated = false;
if(eScene < eUIScene_COUNT)
{
UIScene *scene = NULL;
do
{
scene = m_sceneStack.back();
if(scene->getSceneType() == eScene)
{
navigated = true;
break;
}
else
{
if(scene->hasFocus(iPad))
{
removeScene(scene);
}
else
{
// No focus on the top scene, so this use shouldn't be navigating!
break;
}
}
} while(m_sceneStack.size() > 0);
}
else
{
UIScene *scene = m_sceneStack.back();
if(scene->hasFocus(iPad))
{
removeScene(scene);
navigated = true;
}
}
return navigated;
}
void UILayer::showComponent(int iPad, EUIScene scene, bool show)
{
auto it = m_componentRefCount.find(scene);
if(it != m_componentRefCount.end())
{
it->second.second = show;
return;
}
if(show) addComponent(iPad,scene);
}
bool UILayer::isComponentVisible(EUIScene scene)
{
bool visible = false;
auto it = m_componentRefCount.find(scene);
if(it != m_componentRefCount.end())
{
visible = it->second.second;
}
return visible;
}
UIScene *UILayer::addComponent(int iPad, EUIScene scene, void *initData)
{
auto it = m_componentRefCount.find(scene);
if(it != m_componentRefCount.end())
{
++it->second.first;
for(auto& itComp : m_components)
{
if( itComp->getSceneType() == scene )
{
return itComp;
}
}
return NULL;
}
UIScene *newScene = NULL;
switch(scene)
{
case eUIComponent_Panorama:
newScene = new UIComponent_Panorama(iPad, initData, this);
m_componentRefCount[scene] = pair<int,bool>(1,true);
break;
case eUIComponent_DebugUIConsole:
newScene = new UIComponent_DebugUIConsole(iPad, initData, this);
m_componentRefCount[scene] = pair<int,bool>(1,true);
break;
case eUIComponent_DebugUIMarketingGuide:
newScene = new UIComponent_DebugUIMarketingGuide(iPad, initData, this);
m_componentRefCount[scene] = pair<int,bool>(1,true);
break;
case eUIComponent_Logo:
newScene = new UIComponent_Logo(iPad, initData, this);
m_componentRefCount[scene] = pair<int,bool>(1,true);
break;
case eUIComponent_Tooltips:
newScene = new UIComponent_Tooltips(iPad, initData, this);
m_componentRefCount[scene] = pair<int,bool>(1,true);
break;
case eUIComponent_TutorialPopup:
newScene = new UIComponent_TutorialPopup(iPad, initData, this);
// Start hidden
m_componentRefCount[scene] = pair<int,bool>(1,false);
break;
case eUIScene_HUD:
newScene = new UIScene_HUD(iPad, initData, this);
// Start hidden
m_componentRefCount[scene] = pair<int,bool>(1,false);
break;
case eUIComponent_Chat:
newScene = new UIComponent_Chat(iPad, initData, this);
m_componentRefCount[scene] = pair<int,bool>(1,true);
break;
case eUIComponent_PressStartToPlay:
newScene = new UIComponent_PressStartToPlay(iPad, initData, this);
m_componentRefCount[scene] = pair<int,bool>(1,true);
break;
case eUIComponent_MenuBackground:
newScene = new UIComponent_MenuBackground(iPad, initData, this);
m_componentRefCount[scene] = pair<int,bool>(1,true);
break;
};
if(newScene == NULL) return NULL;
m_components.push_back(newScene);
return newScene;
}
void UILayer::removeComponent(EUIScene scene)
{
auto it = m_componentRefCount.find(scene);
if(it != m_componentRefCount.end())
{
--it->second.first;
if(it->second.first <= 0)
{
m_componentRefCount.erase(it);
for (auto compIt = m_components.begin(); compIt != m_components.end();)
{
if( (*compIt)->getSceneType() == scene)
{
#ifdef __PSVITA__
// remove any touchboxes
ui.TouchBoxesClear((*compIt));
#endif
m_scenesToDelete.push_back((*compIt));
(*compIt)->handleDestroy(); // For anything that might require the pointer be valid
compIt = m_components.erase(compIt);
}
else
{
++compIt;
}
}
}
}
}
void UILayer::removeScene(UIScene *scene)
{
#ifdef __PSVITA__
// remove any touchboxes
ui.TouchBoxesClear(scene);
#endif
auto newEnd = std::remove(m_sceneStack.begin(), m_sceneStack.end(), scene);
m_sceneStack.erase(newEnd, m_sceneStack.end());
m_scenesToDelete.push_back(scene);
scene->handleDestroy(); // For anything that might require the pointer be valid
bool hadFocus = m_hasFocus;
updateFocusState();
// If this layer has focus, pass it on
if (m_hasFocus || hadFocus)
{
m_hasFocus = false;
m_parentGroup->UpdateFocusState();
}
}
void UILayer::closeAllScenes()
{
vector<UIScene *> temp;
temp.insert(temp.end(), m_sceneStack.begin(), m_sceneStack.end());
m_sceneStack.clear();
for(auto& it : temp)
{
#ifdef __PSVITA__
// remove any touchboxes
ui.TouchBoxesClear(it);
#endif
m_scenesToDelete.push_back(it);
it->handleDestroy(); // For anything that might require the pointer be valid
}
updateFocusState();
// If this layer has focus, pass it on
if (m_hasFocus)
{
m_hasFocus = false;
m_parentGroup->UpdateFocusState();
}
}
// Get top scene on stack (or NULL if stack is empty)
UIScene *UILayer::GetTopScene()
{
if(m_sceneStack.size() == 0)
{
return NULL;
}
else
{
return m_sceneStack[m_sceneStack.size()-1];
}
}
// Updates layer focus state if no error message is present (unless this is the error layer)
bool UILayer::updateFocusState(bool allowedFocus /* = false */)
{
// If haveFocus is false, request it
if (!allowedFocus)
{
// To update focus in this layer we need to request focus from group
// Focus will be denied if there's an upper layer that needs focus
allowedFocus = m_parentGroup->RequestFocus(this);
}
m_bMenuDisplayed = false;
m_bPauseMenuDisplayed = false;
m_bContainerMenuDisplayed = false;
m_bIgnoreAutosaveMenuDisplayed = false;
m_bIgnorePlayerJoinMenuDisplayed = false;
bool layerFocusSet = false;
for (auto it = m_sceneStack.rbegin(); it != m_sceneStack.rend(); ++it)
{
UIScene *scene = *it;
// UPDATE FOCUS STATES
if(!layerFocusSet && allowedFocus && scene->stealsFocus())
{
scene->gainFocus();
layerFocusSet = true;
}
else
{
scene->loseFocus();
if(allowedFocus && app.GetGameStarted())
{
// 4J Stu - This is a memory optimisation so we don't keep scenes loaded in memory all the time
// This is required for PS3 (and likely Vita), but I'm removing it on XboxOne so that we can avoid
// the scene creation time (which can be >0.5s) since we have the memory to spare
#ifndef _XBOX_ONE
m_scenesToDestroy.push_back(scene);
#endif
}
if (scene->getSceneType() == eUIScene_SettingsOptionsMenu)
{
scene->loseFocus();
m_scenesToDestroy.push_back(scene);
}
}
/// UPDATE STACK STATES
// 4J-PB - this should just be true
m_bMenuDisplayed=true;
EUIScene sceneType = scene->getSceneType();
switch(sceneType)
{
case eUIScene_PauseMenu:
m_bPauseMenuDisplayed = true;
break;
case eUIScene_Crafting2x2Menu:
case eUIScene_Crafting3x3Menu:
case eUIScene_FurnaceMenu:
case eUIScene_ContainerMenu:
case eUIScene_LargeContainerMenu:
case eUIScene_InventoryMenu:
case eUIScene_CreativeMenu:
case eUIScene_DispenserMenu:
case eUIScene_BrewingStandMenu:
case eUIScene_EnchantingMenu:
case eUIScene_TradingMenu:
case eUIScene_HopperMenu:
case eUIScene_HorseMenu:
case eUIScene_FireworksMenu:
case eUIScene_BeaconMenu:
case eUIScene_AnvilMenu:
m_bContainerMenuDisplayed=true;
// Intentional fall-through
case eUIScene_DeathMenu:
case eUIScene_FullscreenProgress:
case eUIScene_SignEntryMenu:
case eUIScene_EndPoem:
m_bIgnoreAutosaveMenuDisplayed = true;
break;
}
switch(sceneType)
{
case eUIScene_FullscreenProgress:
case eUIScene_EndPoem:
case eUIScene_Credits:
case eUIScene_LeaderboardsMenu:
m_bIgnorePlayerJoinMenuDisplayed = true;
break;
}
}
m_hasFocus = layerFocusSet;
return m_hasFocus;
}
#ifdef __PSVITA__
UIScene *UILayer::getCurrentScene()
{
// Note: reverse iterator, the last element is the top of the stack
for( auto it = m_sceneStack.rbegin(); it != m_sceneStack.rend(); ++it)
{
UIScene *scene = *it;
// 4J-PB - only used on Vita, so iPad 0 is fine
if(scene->hasFocus(0) && scene->canHandleInput())
{
return scene;
}
}
return NULL;
}
#endif
void UILayer::handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled)
{
// Note: reverse iterator, the last element is the top of the stack
for (auto it = m_sceneStack.rbegin(); it != m_sceneStack.rend(); ++it)
{
UIScene *scene = *it;
if(scene->hasFocus(iPad) && scene->canHandleInput())
{
// 4J-PB - ignore repeats of action ABXY buttons
// fix for PS3 213 - [MAIN MENU] Holding down buttons will continue to activate every prompt.
// 4J Stu - Changed this slightly to add the allowRepeat function so we can allow repeats in the crafting menu
if(repeat && !scene->allowRepeat(key) )
{
return;
}
scene->handleInput(iPad, key, repeat, pressed, released, handled);
}
// Fix for PS3 #444 - [IN GAME] If the user keeps pressing CROSS while on the 'Save Game' screen the title will crash.
handled = handled || scene->hidesLowerScenes() || scene->blocksInput();
if(handled ) break;
}
// Components can't take input or focus
}
void UILayer::HandleDLCMountingComplete()
{
for (auto it = m_sceneStack.rbegin(); it != m_sceneStack.rend(); ++it)
{
UIScene *topScene = *it;
app.DebugPrintf("UILayer::HandleDLCMountingComplete - topScene\n");
topScene->HandleDLCMountingComplete();
}
}
void UILayer::HandleDLCInstalled()
{
for (auto it = m_sceneStack.rbegin(); it != m_sceneStack.rend(); ++it)
{
UIScene *topScene = *it;
topScene->HandleDLCInstalled();
}
}
#ifdef _XBOX_ONE
void UILayer::HandleDLCLicenseChange()
{
for( auto it = m_sceneStack.rbegin(); it != m_sceneStack.rend(); ++it)
{
UIScene *topScene = *it;
topScene->HandleDLCLicenseChange();
}
}
#endif
void UILayer::HandleMessage(EUIMessage message, void *data)
{
for (auto it = m_sceneStack.rbegin(); it != m_sceneStack.rend(); ++it)
{
UIScene *topScene = *it;
topScene->HandleMessage(message, data);
}
}
bool UILayer::IsFullscreenGroup()
{
return m_parentGroup->IsFullscreenGroup();
}
C4JRender::eViewportType UILayer::getViewport()
{
return m_parentGroup->GetViewportType();
}
void UILayer::handleUnlockFullVersion()
{
for(auto& it : m_sceneStack)
{
it->handleUnlockFullVersion();
}
}
void UILayer::PrintTotalMemoryUsage(int64_t &totalStatic, int64_t &totalDynamic)
{
int64_t layerStatic = 0;
int64_t layerDynamic = 0;
for(auto& it : m_components)
{
it->PrintTotalMemoryUsage(layerStatic, layerDynamic);
}
for(auto& it : m_sceneStack)
{
it->PrintTotalMemoryUsage(layerStatic, layerDynamic);
}
app.DebugPrintf(app.USER_SR, " \\- Layer static: %d , Layer dynamic: %d\n", layerStatic, layerDynamic);
totalStatic += layerStatic;
totalDynamic += layerDynamic;
}
// Returns the first scene of given type if it exists, NULL otherwise
UIScene *UILayer::FindScene(EUIScene sceneType)
{
for (int i = 0; i < m_sceneStack.size(); i++)
{
if (m_sceneStack[i]->getSceneType() == sceneType)
{
return m_sceneStack[i];
}
}
return NULL;
}