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

1397 lines
47 KiB
C++

#include "stdafx.h"
#include "..\..\..\Minecraft.World\Random.h"
#include "..\..\..\Minecraft.World\StringHelpers.h"
#include "XUI_MultiGameCreate.h"
#include "XUI_Controls.h"
#include "..\..\MinecraftServer.h"
#include "..\..\Minecraft.h"
#include "..\..\Options.h"
#include "..\..\..\Minecraft.World\LevelSettings.h"
#include "XUI_MultiGameLaunchMoreOptions.h"
#include "..\..\..\Minecraft.World\BiomeSource.h"
#include "..\..\..\Minecraft.World\IntCache.h"
#include "..\..\..\Minecraft.World\LevelType.h"
#include "..\..\TexturePackRepository.h"
#include "..\..\TexturePack.h"
#include "..\DLC\DLCLocalisationFile.h"
#include "..\..\StringTable.h"
#include "..\..\DLCTexturePack.h"
#define GAME_CREATE_ONLINE_TIMER_ID 0
#define GAME_CREATE_ONLINE_TIMER_TIME 100
#define CHECKFORAVAILABLETEXTUREPACKS_TIMER_ID 1
#define CHECKFORAVAILABLETEXTUREPACKS_TIMER_TIME 100
int CScene_MultiGameCreate::m_iDifficultyTitleSettingA[4]=
{
IDS_DIFFICULTY_TITLE_PEACEFUL,
IDS_DIFFICULTY_TITLE_EASY,
IDS_DIFFICULTY_TITLE_NORMAL,
IDS_DIFFICULTY_TITLE_HARD
};
//----------------------------------------------------------------------------------
// Performs initialization tasks - retrieves controls.
//----------------------------------------------------------------------------------
HRESULT CScene_MultiGameCreate::OnInit( XUIMessageInit* pInitData, BOOL& bHandled )
{
m_bSetup = false;
m_texturePackDescDisplayed = false;
m_iConfigA=NULL;
WCHAR TempString[256];
MapChildControls();
XuiControlSetText(m_EditWorldName,app.GetString(IDS_DEFAULT_WORLD_NAME));
XuiControlSetText(m_MoreOptions,app.GetString(IDS_MORE_OPTIONS));
XuiControlSetText(m_NewWorld,app.GetString(IDS_CREATE_NEW_WORLD));
XuiControlSetText(m_labelWorldName,app.GetString(IDS_WORLD_NAME));
XuiControlSetText(m_labelSeed,app.GetString(IDS_CREATE_NEW_WORLD_SEED));
XuiControlSetText(m_labelRandomSeed,app.GetString(IDS_CREATE_NEW_WORLD_RANDOM_SEED));
XuiControlSetText(m_pTexturePacksList->m_hObj,app.GetString(IDS_DLC_MENU_TEXTUREPACKS));
CreateWorldMenuInitData *params = (CreateWorldMenuInitData *)pInitData->pvInitData;
m_MoreOptionsParams.bGenerateOptions=TRUE;
m_MoreOptionsParams.bStructures=TRUE;
m_MoreOptionsParams.bFlatWorld=FALSE;
m_MoreOptionsParams.bBonusChest=FALSE;
m_MoreOptionsParams.bPVP = TRUE;
m_MoreOptionsParams.bTrust = TRUE;
m_MoreOptionsParams.bFireSpreads = TRUE;
m_MoreOptionsParams.bHostPrivileges = FALSE;
m_MoreOptionsParams.bTNT = TRUE;
m_MoreOptionsParams.iPad = params->iPad;
m_iPad=params->iPad;
delete params;
m_bMultiplayerAllowed = ProfileManager.IsSignedInLive( m_iPad ) && ProfileManager.AllowedToPlayMultiplayer(m_iPad);
// 4J-PB - read the settings for the online flag. We'll only save this setting if the user changed it.
bool bGameSetting_Online=(app.GetGameSettings(m_iPad,eGameSetting_Online)!=0);
m_MoreOptionsParams.bOnlineSettingChangedBySystem=false;
// Set the text for friends of friends, and default to on
if( m_bMultiplayerAllowed)
{
m_MoreOptionsParams.bOnlineGame = bGameSetting_Online?TRUE:FALSE;
if(bGameSetting_Online)
{
m_MoreOptionsParams.bInviteOnly = (app.GetGameSettings(m_iPad,eGameSetting_InviteOnly)!=0)?TRUE:FALSE;
m_MoreOptionsParams.bAllowFriendsOfFriends = (app.GetGameSettings(m_iPad,eGameSetting_FriendsOfFriends)!=0)?TRUE:FALSE;
}
else
{
m_MoreOptionsParams.bInviteOnly = FALSE;
m_MoreOptionsParams.bAllowFriendsOfFriends = FALSE;
}
}
else
{
m_MoreOptionsParams.bOnlineGame = FALSE;
m_MoreOptionsParams.bInviteOnly = FALSE;
m_MoreOptionsParams.bAllowFriendsOfFriends = FALSE;
if(bGameSetting_Online)
{
// The profile settings say Online, but either the player is offline, or they are not allowed to play online
m_MoreOptionsParams.bOnlineSettingChangedBySystem=true;
}
}
m_ButtonGameMode.SetText(app.GetString(IDS_GAMEMODE_SURVIVAL));
m_bGameModeSurvival=true;
m_CurrentDifficulty=app.GetGameSettings(m_iPad,eGameSetting_Difficulty);
m_SliderDifficulty.SetValue(m_CurrentDifficulty);
swprintf( (WCHAR *)TempString, 256, L"%ls: %ls", app.GetString( IDS_SLIDER_DIFFICULTY ),app.GetString(m_iDifficultyTitleSettingA[m_CurrentDifficulty]));
m_SliderDifficulty.SetText(TempString);
ui.SetTooltips( DEFAULT_XUI_MENU_USER, IDS_TOOLTIPS_SELECT,IDS_TOOLTIPS_BACK);
CXuiSceneBase::ShowLogo( DEFAULT_XUI_MENU_USER, FALSE );
// restrict the keyboard - don't want languages that are not supported, like cyrillic, etc.
switch(XGetLanguage())
{
case XC_LANGUAGE_ENGLISH:
case XC_LANGUAGE_GERMAN:
case XC_LANGUAGE_FRENCH:
case XC_LANGUAGE_SPANISH:
case XC_LANGUAGE_ITALIAN:
case XC_LANGUAGE_PORTUGUESE:
case XC_LANGUAGE_JAPANESE:
case XC_LANGUAGE_TCHINESE:
case XC_LANGUAGE_KOREAN:
m_EditWorldName.SetKeyboardType(C_4JInput::EKeyboardMode_Default);
m_EditWorldName.SetKeyboardType(C_4JInput::EKeyboardMode_Default);
break;
default:
m_EditWorldName.SetKeyboardType(C_4JInput::EKeyboardMode_Full);
m_EditWorldName.SetKeyboardType(C_4JInput::EKeyboardMode_Full);
break;
}
m_NewWorld.SetEnable(true);
m_EditWorldName.SetTextLimit(XCONTENT_MAX_DISPLAYNAME_LENGTH);
wstring wWorldName = m_EditWorldName.GetText();
// set the caret to the end of the default text
m_EditWorldName.SetCaretPosition((int)wWorldName.length());
// In the dashboard, there's room for about 30 W characters on two lines before they go over the top of things
m_EditWorldName.SetTextLimit(25);
m_EditWorldName.SetTitleAndText(IDS_NAME_WORLD,IDS_NAME_WORLD_TEXT);
m_EditSeed.SetTitleAndText(IDS_CREATE_NEW_WORLD,IDS_CREATE_NEW_WORLD_SEEDTEXT);
XuiSetTimer(m_hObj,GAME_CREATE_ONLINE_TIMER_ID,GAME_CREATE_ONLINE_TIMER_TIME);
XuiSetTimer(m_hObj,CHECKFORAVAILABLETEXTUREPACKS_TIMER_ID,CHECKFORAVAILABLETEXTUREPACKS_TIMER_TIME);
TelemetryManager->RecordMenuShown(m_iPad, eUIScene_CreateWorldMenu, 0);
// 4J-PB - Load up any texture pack data we have locally in the XZP
for(int i=0;i<TMS_COUNT;i++)
{
if(app.TMSFileA[i].eTMSType==eTMSFileType_TexturePack)
{
app.LoadLocalTMSFile(app.TMSFileA[i].wchFilename,app.TMSFileA[i].eEXT);
app.AddMemoryTPDFile(app.TMSFileA[i].iConfig, app.TMSFileA[i].pbData,app.TMSFileA[i].uiSize);
}
}
m_iTexturePacksNotInstalled=0;
// block input if we're waiting for DLC to install, and wipe the saves list. The end of dlc mounting custom message will fill the list again
if(app.StartInstallDLCProcess(m_iPad)==true)
{
// not doing a mount, so enable input
m_bIgnoreInput=true;
}
else
{
m_bIgnoreInput = false;
m_pTexturePacksList->SetSelectionChangedHandle(m_hObj);
Minecraft *pMinecraft = Minecraft::GetInstance();
int texturePacksCount = pMinecraft->skins->getTexturePackCount();
CXuiCtrl4JList::LIST_ITEM_INFO ListInfo;
HRESULT hr;
for(unsigned int i = 0; i < texturePacksCount; ++i)
{
TexturePack *tp = pMinecraft->skins->getTexturePackByIndex(i);
ZeroMemory(&ListInfo,sizeof(CXuiCtrl4JList::LIST_ITEM_INFO));
DWORD dwImageBytes;
PBYTE pbImageData = tp->getPackIcon(dwImageBytes);
if(dwImageBytes > 0 && pbImageData)
{
ListInfo.fEnabled = TRUE;
DLCTexturePack *pDLCTexPack=(DLCTexturePack *)tp;
if(pDLCTexPack)
{
int id=pDLCTexPack->getDLCParentPackId();
if(id==0)
{
// default texture pack - should come first
ListInfo.iSortIndex=0x0FFFFFFF;
}
else
{
ListInfo.iSortIndex=id;
ListInfo.iData=id;
}
}
#ifdef _DEBUG
app.DebugPrintf("TP - ");
OutputDebugStringW(tp->getName().c_str());
app.DebugPrintf(", sort index - %d\n",ListInfo.iSortIndex);
#endif
hr=XuiCreateTextureBrushFromMemory(pbImageData,dwImageBytes,&ListInfo.hXuiBrush);
m_pTexturePacksList->AddData(ListInfo,0,CXuiCtrl4JList::eSortList_Index);
}
}
// 4J-PB - there may be texture packs we don't have, so use the info from TMS for this
DLC_INFO *pDLCInfo=NULL;
// first pass - look to see if there are any that are not in the list
bool bTexturePackAlreadyListed;
bool bNeedToGetTPD=false;
for(unsigned int i = 0; i < app.GetDLCInfoTexturesOffersCount(); ++i)
{
bTexturePackAlreadyListed=false;
ULONGLONG ull=app.GetDLCInfoTexturesFullOffer(i);
pDLCInfo=app.GetDLCInfoForFullOfferID(ull);
for(unsigned int i = 0; i < texturePacksCount; ++i)
{
TexturePack *tp = pMinecraft->skins->getTexturePackByIndex(i);
if(pDLCInfo->iConfig==tp->getDLCParentPackId())
{
bTexturePackAlreadyListed=true;
}
}
if(bTexturePackAlreadyListed==false)
{
// some missing
bNeedToGetTPD=true;
m_iTexturePacksNotInstalled++;
}
}
if(bNeedToGetTPD==true)
{
// add a TMS request for them
app.DebugPrintf("+++ Adding TMSPP request for texture pack data\n");
app.AddTMSPPFileTypeRequest(e_DLC_TexturePackData);
m_iConfigA= new int [m_iTexturePacksNotInstalled];
m_iTexturePacksNotInstalled=0;
for(unsigned int i = 0; i < app.GetDLCInfoTexturesOffersCount(); ++i)
{
bTexturePackAlreadyListed=false;
ULONGLONG ull=app.GetDLCInfoTexturesFullOffer(i);
pDLCInfo=app.GetDLCInfoForFullOfferID(ull);
for(unsigned int i = 0; i < texturePacksCount; ++i)
{
TexturePack *tp = pMinecraft->skins->getTexturePackByIndex(i);
if(pDLCInfo->iConfig==tp->getDLCParentPackId())
{
bTexturePackAlreadyListed=true;
}
}
if(bTexturePackAlreadyListed==false)
{
m_iConfigA[m_iTexturePacksNotInstalled++]=pDLCInfo->iConfig;
}
}
}
m_currentTexturePackIndex = pMinecraft->skins->getTexturePackIndex(0);
UpdateTexturePackDescription(m_currentTexturePackIndex);
m_bSetup = true;
}
return S_OK;
}
HRESULT CScene_MultiGameCreate::OnDestroy()
{
// clear out the texture pack data
for(int i=0;i<TMS_COUNT;i++)
{
if(app.TMSFileA[i].eTMSType==eTMSFileType_TexturePack)
{
app.RemoveMemoryTPDFile(app.TMSFileA[i].iConfig);
}
}
app.FreeLocalTMSFiles(eTMSFileType_TexturePack);
return S_OK;
}
//----------------------------------------------------------------------------------
// Handler for the button press message.
//----------------------------------------------------------------------------------
HRESULT CScene_MultiGameCreate::OnNotifyPressEx(HXUIOBJ hObjPressed, XUINotifyPress* pNotifyPressData, BOOL& rfHandled)
{
if(m_bIgnoreInput) return S_OK;
Minecraft *pMinecraft=Minecraft::GetInstance();
// This assumes all buttons can only be pressed with the A button
ui.AnimateKeyPress(pNotifyPressData->UserIndex, VK_PAD_A);
if(hObjPressed==m_NewWorld)
{
// Check if we need to upsell the texture pack
if(m_MoreOptionsParams.dwTexturePack!=0)
{
// texture pack hasn't been set yet, so check what it will be
TexturePack *pTexturePack = pMinecraft->skins->getTexturePackById(m_MoreOptionsParams.dwTexturePack);
if(pTexturePack==NULL)
{
// They've selected a texture pack they don't have yet
// upsell
CXuiCtrl4JList::LIST_ITEM_INFO ListItem;
// get the current index of the list, and then get the data
ListItem=m_pTexturePacksList->GetData(m_currentTexturePackIndex);
// upsell the texture pack
// tell sentient about the upsell of the full version of the skin pack
ULONGLONG ullOfferID_Full;
app.GetDLCFullOfferIDForPackID(ListItem.iData,&ullOfferID_Full);
// DLC might have been corrupt
if(ullOfferID_Full!=0LL)
{
TelemetryManager->RecordUpsellPresented(ProfileManager.GetPrimaryPad(), eSet_UpsellID_Texture_DLC, ullOfferID_Full & 0xFFFFFFFF);
UINT uiIDA[3];
// Need to check if the texture pack has both Full and Trial versions - we may do some as free ones, so only Full
DLC_INFO *pDLCInfo=app.GetDLCInfoForFullOfferID(ullOfferID_Full);
if(pDLCInfo->ullOfferID_Trial!=0LL)
{
uiIDA[0]=IDS_TEXTUREPACK_FULLVERSION;
uiIDA[1]=IDS_TEXTURE_PACK_TRIALVERSION;
uiIDA[2]=IDS_CONFIRM_CANCEL;
// Give the player a warning about the texture pack missing
StorageManager.RequestMessageBox(IDS_DLC_TEXTUREPACK_NOT_PRESENT_TITLE, IDS_DLC_TEXTUREPACK_NOT_PRESENT, uiIDA, 3, ProfileManager.GetPrimaryPad(),&CScene_MultiGameCreate::TexturePackDialogReturned,this,app.GetStringTable());
}
else
{
uiIDA[0]=IDS_TEXTUREPACK_FULLVERSION;
uiIDA[1]=IDS_CONFIRM_CANCEL;
// Give the player a warning about the texture pack missing
StorageManager.RequestMessageBox(IDS_DLC_TEXTUREPACK_NOT_PRESENT_TITLE, IDS_DLC_TEXTUREPACK_NOT_PRESENT, uiIDA, 2, ProfileManager.GetPrimaryPad(),&CScene_MultiGameCreate::TexturePackDialogReturned,this,app.GetStringTable());
}
return S_OK;
}
}
}
m_bIgnoreInput = true;
SetShow( FALSE );
bool isClientSide = ProfileManager.IsSignedInLive(ProfileManager.GetPrimaryPad()) && m_MoreOptionsParams.bOnlineGame;
// if the profile data has been changed, then force a profile write (we save the online/invite/friends of friends settings)
// It seems we're allowed to break the 5 minute rule if it's the result of a user action
// check the checkboxes
// Only save the online setting if the user changed it - we may change it because we're offline, but don't want that saved
if(!m_MoreOptionsParams.bOnlineSettingChangedBySystem)
{
app.SetGameSettings(m_iPad,eGameSetting_Online,m_MoreOptionsParams.bOnlineGame?1:0);
}
app.SetGameSettings(m_iPad,eGameSetting_InviteOnly,m_MoreOptionsParams.bInviteOnly?1:0);
app.SetGameSettings(m_iPad,eGameSetting_FriendsOfFriends,m_MoreOptionsParams.bAllowFriendsOfFriends?1:0);
app.CheckGameSettingsChanged(true,pNotifyPressData->UserIndex);
// Check that we have the rights to use a texture pack we have selected.
if(m_MoreOptionsParams.dwTexturePack!=0)
{
// texture pack hasn't been set yet, so check what it will be
TexturePack *pTexturePack = pMinecraft->skins->getTexturePackById(m_MoreOptionsParams.dwTexturePack);
if(pTexturePack==NULL)
{
// corrupt DLC so set it to the default textures
m_MoreOptionsParams.dwTexturePack=0;
}
else
{
m_pDLCPack=pTexturePack->getDLCPack();
// do we have a license?
if(m_pDLCPack && !m_pDLCPack->hasPurchasedFile( DLCManager::e_DLCType_Texture, L"" ))
{
// no
UINT uiIDA[1];
uiIDA[0]=IDS_OK;
if(!ProfileManager.IsSignedInLive(pNotifyPressData->UserIndex))
{
// need to be signed in to live
StorageManager.RequestMessageBox(IDS_PRO_NOTONLINE_TITLE, IDS_PRO_XBOXLIVE_NOTIFICATION, uiIDA, 1);
return S_OK;
}
else
{
// upsell
DLC_INFO *pDLCInfo = app.GetDLCInfoForTrialOfferID(m_pDLCPack->getPurchaseOfferId());
ULONGLONG ullOfferID_Full;
if(pDLCInfo!=NULL)
{
ullOfferID_Full=pDLCInfo->ullOfferID_Full;
}
else
{
ullOfferID_Full=pTexturePack->getDLCPack()->getPurchaseOfferId();
}
// tell sentient about the upsell of the full version of the skin pack
TelemetryManager->RecordUpsellPresented(pNotifyPressData->UserIndex, eSet_UpsellID_Texture_DLC, ullOfferID_Full & 0xFFFFFFFF);
UINT uiIDA[1];
uiIDA[0]=IDS_CONFIRM_OK;
// Give the player a warning about the trial version of the texture pack
StorageManager.RequestMessageBox(IDS_WARNING_DLC_TRIALTEXTUREPACK_TITLE, IDS_WARNING_DLC_TRIALTEXTUREPACK_TEXT, uiIDA, 1, pNotifyPressData->UserIndex,&CScene_MultiGameCreate::WarningTrialTexturePackReturned,this,app.GetStringTable());
return S_OK;
}
}
}
}
if(m_bGameModeSurvival != true || m_MoreOptionsParams.bHostPrivileges == TRUE)
{
UINT uiIDA[2];
uiIDA[0]=IDS_CONFIRM_OK;
uiIDA[1]=IDS_CONFIRM_CANCEL;
if(m_bGameModeSurvival != true)
{
StorageManager.RequestMessageBox(IDS_TITLE_START_GAME, IDS_CONFIRM_START_CREATIVE, uiIDA, 2, m_iPad,&CScene_MultiGameCreate::ConfirmCreateReturned,this,app.GetStringTable());
}
else
{
StorageManager.RequestMessageBox(IDS_TITLE_START_GAME, IDS_CONFIRM_START_HOST_PRIVILEGES, uiIDA, 2, m_iPad,&CScene_MultiGameCreate::ConfirmCreateReturned,this,app.GetStringTable());
}
}
else
{
// 4J Stu - If we only have one controller connected, then don't show the sign-in UI again
DWORD connectedControllers = 0;
for(unsigned int i = 0; i < XUSER_MAX_COUNT; ++i)
{
if( InputManager.IsPadConnected(i) || ProfileManager.IsSignedIn(i) ) ++connectedControllers;
}
if(isClientSide && connectedControllers > 1 && RenderManager.IsHiDef())
{
ProfileManager.RequestSignInUI(false, false, false, true, false,&CScene_MultiGameCreate::StartGame_SignInReturned, this,ProfileManager.GetPrimaryPad());
}
else
{
// Check if user-created content is allowed, as we cannot play multiplayer if it's not
//bool isClientSide = ProfileManager.IsSignedInLive(ProfileManager.GetPrimaryPad()) && m_MoreOptionsParams.bOnlineGame;
bool noUGC = false;
BOOL pccAllowed = TRUE;
BOOL pccFriendsAllowed = TRUE;
ProfileManager.AllowedPlayerCreatedContent(ProfileManager.GetPrimaryPad(),false,&pccAllowed,&pccFriendsAllowed);
if(!pccAllowed && !pccFriendsAllowed) noUGC = true;
if(isClientSide && noUGC )
{
m_bIgnoreInput = false;
SetShow( TRUE );
UINT uiIDA[1];
uiIDA[0]=IDS_CONFIRM_OK;
StorageManager.RequestMessageBox( IDS_FAILED_TO_CREATE_GAME_TITLE, IDS_NO_USER_CREATED_CONTENT_PRIVILEGE_CREATE, uiIDA,1,ProfileManager.GetPrimaryPad(),NULL,NULL, app.GetStringTable());
}
else
{
CreateGame(this, 0);
}
}
}
}
else if(hObjPressed==m_MoreOptions)
{
app.NavigateToScene(pNotifyPressData->UserIndex,eUIScene_LaunchMoreOptionsMenu,&m_MoreOptionsParams);
}
else if(hObjPressed == m_ButtonGameMode)
{
if(m_bGameModeSurvival)
{
m_ButtonGameMode.SetText(app.GetString(IDS_GAMEMODE_CREATIVE));
m_bGameModeSurvival=false;
}
else
{
m_ButtonGameMode.SetText(app.GetString(IDS_GAMEMODE_SURVIVAL));
m_bGameModeSurvival=true;
}
}
else if(hObjPressed == m_pTexturePacksList->m_hObj)
{
UpdateCurrentTexturePack();
}
return S_OK;
}
int CScene_MultiGameCreate::UnlockTexturePackReturned(void *pParam,int iPad,C4JStorage::EMessageResult result)
{
CScene_MultiGameCreate* pScene = (CScene_MultiGameCreate*)pParam;
#ifdef _XBOX
if(result==C4JStorage::EMessage_ResultAccept)
{
if(ProfileManager.IsSignedIn(iPad))
{
ULONGLONG ullIndexA[1];
DLC_INFO *pDLCInfo = app.GetDLCInfoForTrialOfferID(pScene->m_pDLCPack->getPurchaseOfferId());
if(pDLCInfo!=NULL)
{
ullIndexA[0]=pDLCInfo->ullOfferID_Full;
}
else
{
ullIndexA[0]=pScene->m_pDLCPack->getPurchaseOfferId();
}
StorageManager.InstallOffer(1,ullIndexA,NULL,NULL);
// the license change coming in when the offer has been installed will cause this scene to refresh
}
}
else
{
TelemetryManager->RecordUpsellResponded(iPad, eSet_UpsellID_Texture_DLC, ( pScene->m_pDLCPack->getPurchaseOfferId() & 0xFFFFFFFF ), eSen_UpsellOutcome_Declined);
}
#endif
pScene->m_bIgnoreInput = false;
pScene->SetShow( TRUE );
return 0;
}
int CScene_MultiGameCreate::WarningTrialTexturePackReturned(void *pParam,int iPad,C4JStorage::EMessageResult result)
{
CScene_MultiGameCreate* pScene = (CScene_MultiGameCreate*)pParam;
pScene->m_bIgnoreInput = false;
pScene->SetShow( TRUE );
bool isClientSide = ProfileManager.IsSignedInLive(ProfileManager.GetPrimaryPad()) && pScene->m_MoreOptionsParams.bOnlineGame;
// 4J Stu - If we only have one controller connected, then don't show the sign-in UI again
DWORD connectedControllers = 0;
for(unsigned int i = 0; i < XUSER_MAX_COUNT; ++i)
{
if( InputManager.IsPadConnected(i) || ProfileManager.IsSignedIn(i) ) ++connectedControllers;
}
if(isClientSide && connectedControllers > 1 && RenderManager.IsHiDef())
{
ProfileManager.RequestSignInUI(false, false, false, true, false,&CScene_MultiGameCreate::StartGame_SignInReturned, pScene,ProfileManager.GetPrimaryPad());
}
else
{
// Check if user-created content is allowed, as we cannot play multiplayer if it's not
bool noUGC = false;
BOOL pccAllowed = TRUE;
BOOL pccFriendsAllowed = TRUE;
ProfileManager.AllowedPlayerCreatedContent(ProfileManager.GetPrimaryPad(),false,&pccAllowed,&pccFriendsAllowed);
if(!pccAllowed && !pccFriendsAllowed) noUGC = true;
if(isClientSide && noUGC )
{
UINT uiIDA[1];
uiIDA[0]=IDS_CONFIRM_OK;
StorageManager.RequestMessageBox( IDS_FAILED_TO_CREATE_GAME_TITLE, IDS_NO_USER_CREATED_CONTENT_PRIVILEGE_CREATE, uiIDA,1,ProfileManager.GetPrimaryPad(),NULL,NULL, app.GetStringTable());
}
else
{
// This is called from a storage manager thread... need to set up thread storage for IntCache as CreateGame requires this to search for a suitable seed if we haven't set a seed.
IntCache::CreateNewThreadStorage();
CreateGame(pScene, 0);
IntCache::ReleaseThreadStorage();
}
}
return 0;
}
HRESULT CScene_MultiGameCreate::OnKeyDown(XUIMessageInput* pInputData, BOOL& rfHandled)
{
if(m_bIgnoreInput) return S_OK;
ui.AnimateKeyPress(pInputData->UserIndex, pInputData->dwKeyCode);
// Explicitly handle B button presses
switch(pInputData->dwKeyCode)
{
case VK_PAD_B:
case VK_ESCAPE:
app.NavigateBack(pInputData->UserIndex);
rfHandled = TRUE;
break;
}
return S_OK;
}
HRESULT CScene_MultiGameCreate::OnNotifyValueChanged (HXUIOBJ hObjSource, XUINotifyValueChanged* pValueChangedData, BOOL& rfHandled)
{
WCHAR TempString[256];
if(hObjSource == m_EditWorldName)
{
// Enable the done button when we have all of the necessary information
wstring wWorldName = m_EditWorldName.GetText();
BOOL bHasWorldName = ( wWorldName.length()!=0);
m_NewWorld.SetEnable(bHasWorldName);
}
else if(hObjSource==m_SliderDifficulty.GetSlider() )
{
app.SetGameSettings(m_iPad,eGameSetting_Difficulty,pValueChangedData->nValue);
swprintf( (WCHAR *)TempString, 256, L"%ls: %ls", app.GetString( IDS_SLIDER_DIFFICULTY ),app.GetString(m_iDifficultyTitleSettingA[pValueChangedData->nValue]));
m_SliderDifficulty.SetText(TempString);
}
return S_OK;
}
HRESULT CScene_MultiGameCreate::OnControlNavigate(XUIMessageControlNavigate *pControlNavigateData, BOOL& bHandled)
{
pControlNavigateData->hObjDest=XuiControlGetNavigation(pControlNavigateData->hObjSource,pControlNavigateData->nControlNavigate,TRUE,TRUE);
if(pControlNavigateData->hObjDest==NULL)
{
pControlNavigateData->hObjDest=pControlNavigateData->hObjSource;
}
bHandled=TRUE;
return S_OK;
}
HRESULT CScene_MultiGameCreate::OnTimer( XUIMessageTimer *pTimer, BOOL& bHandled )
{
// 4J-PB - TODO - Don't think we can do this - if a 2nd player signs in here with an offline profile, the signed in LIVE player gets re-logged in, and bMultiplayerAllowed is false briefly
switch(pTimer->nId)
{
case GAME_CREATE_ONLINE_TIMER_ID:
{
bool bMultiplayerAllowed = ProfileManager.IsSignedInLive( m_iPad ) && ProfileManager.AllowedToPlayMultiplayer(m_iPad);
if(bMultiplayerAllowed != m_bMultiplayerAllowed)
{
if( bMultiplayerAllowed )
{
bool bGameSetting_Online=(app.GetGameSettings(m_iPad,eGameSetting_Online)!=0);
m_MoreOptionsParams.bOnlineGame = bGameSetting_Online?TRUE:FALSE;
if(bGameSetting_Online)
{
m_MoreOptionsParams.bInviteOnly = (app.GetGameSettings(m_iPad,eGameSetting_InviteOnly)!=0)?TRUE:FALSE;
m_MoreOptionsParams.bAllowFriendsOfFriends = (app.GetGameSettings(m_iPad,eGameSetting_FriendsOfFriends)!=0)?TRUE:FALSE;
}
else
{
m_MoreOptionsParams.bInviteOnly = FALSE;
m_MoreOptionsParams.bAllowFriendsOfFriends = FALSE;
}
}
else
{
m_MoreOptionsParams.bOnlineGame = FALSE;
m_MoreOptionsParams.bInviteOnly = FALSE;
m_MoreOptionsParams.bAllowFriendsOfFriends = FALSE;
}
m_bMultiplayerAllowed = bMultiplayerAllowed;
}
}
break;
case CHECKFORAVAILABLETEXTUREPACKS_TIMER_ID:
{
// also check for any new texture packs info being available
// for each item in the mem list, check it's in the data list
CXuiCtrl4JList::LIST_ITEM_INFO ListInfo;
// for each iConfig, check if the data is available, and add it to the List, then remove it from the viConfig
for(int i=0;i<m_iTexturePacksNotInstalled;i++)
{
if(m_iConfigA[i]!=-1)
{
DWORD dwBytes=0;
PBYTE pbData=NULL;
//app.DebugPrintf("Retrieving iConfig %d from TPD\n",m_iConfigA[i]);
app.GetTPD(m_iConfigA[i],&pbData,&dwBytes);
ZeroMemory(&ListInfo,sizeof(CXuiCtrl4JList::LIST_ITEM_INFO));
if(dwBytes > 0 && pbData)
{
DWORD dwImageBytes=0;
PBYTE pbImageData=NULL;
app.GetFileFromTPD(eTPDFileType_Icon,pbData,dwBytes,&pbImageData,&dwImageBytes );
ListInfo.fEnabled = TRUE;
ListInfo.iData = m_iConfigA[i];
HRESULT hr=XuiCreateTextureBrushFromMemory(pbImageData,dwImageBytes,&ListInfo.hXuiBrush);
app.DebugPrintf("Adding texturepack %d from TPD\n",m_iConfigA[i]);
ListInfo.iSortIndex=m_iConfigA[i];
m_pTexturePacksList->AddData(ListInfo,0,CXuiCtrl4JList::eSortList_Index);
m_iConfigA[i]=-1;
}
}
}
bool bAllDone=true;
for(int i=0;i<m_iTexturePacksNotInstalled;i++)
{
if(m_iConfigA[i]!=-1)
{
bAllDone = false;
}
}
if(bAllDone )
{
// kill this timer
XuiKillTimer(m_hObj,CHECKFORAVAILABLETEXTUREPACKS_TIMER_ID);
}
}
break;
}
return S_OK;
}
int CScene_MultiGameCreate::ConfirmCreateReturned(void *pParam,int iPad,C4JStorage::EMessageResult result)
{
CScene_MultiGameCreate* pClass = (CScene_MultiGameCreate*)pParam;
if(result==C4JStorage::EMessage_ResultAccept)
{
bool isClientSide = ProfileManager.IsSignedInLive(ProfileManager.GetPrimaryPad()) && pClass->m_MoreOptionsParams.bOnlineGame;
// 4J Stu - If we only have one controller connected, then don't show the sign-in UI again
DWORD connectedControllers = 0;
for(unsigned int i = 0; i < XUSER_MAX_COUNT; ++i)
{
if( InputManager.IsPadConnected(i) || ProfileManager.IsSignedIn(i) ) ++connectedControllers;
}
if(isClientSide && connectedControllers > 1 && RenderManager.IsHiDef())
{
ProfileManager.RequestSignInUI(false, false, false, true, false,&CScene_MultiGameCreate::StartGame_SignInReturned, pClass,ProfileManager.GetPrimaryPad());
}
else
{
// Check if user-created content is allowed, as we cannot play multiplayer if it's not
bool isClientSide = ProfileManager.IsSignedInLive(ProfileManager.GetPrimaryPad()) && pClass->m_MoreOptionsParams.bOnlineGame;
bool noUGC = false;
BOOL pccAllowed = TRUE;
BOOL pccFriendsAllowed = TRUE;
ProfileManager.AllowedPlayerCreatedContent(ProfileManager.GetPrimaryPad(),false,&pccAllowed,&pccFriendsAllowed);
if(!pccAllowed && !pccFriendsAllowed) noUGC = true;
if(isClientSide && noUGC )
{
pClass->m_bIgnoreInput = false;
pClass->SetShow( TRUE );
UINT uiIDA[1];
uiIDA[0]=IDS_CONFIRM_OK;
StorageManager.RequestMessageBox( IDS_FAILED_TO_CREATE_GAME_TITLE, IDS_NO_USER_CREATED_CONTENT_PRIVILEGE_CREATE, uiIDA,1,ProfileManager.GetPrimaryPad(),NULL,NULL, app.GetStringTable());
}
else
{
// This is called from a storage manager thread... need to set up thread storage for IntCache as CreateGame requires this to search for a suitable seed if we haven't set a seed.
IntCache::CreateNewThreadStorage();
CreateGame(pClass, 0);
IntCache::ReleaseThreadStorage();
}
}
}
else
{
pClass->m_bIgnoreInput = false;
pClass->SetShow( TRUE );
}
return 0;
}
int CScene_MultiGameCreate::StartGame_SignInReturned(void *pParam,bool bContinue, int iPad)
{
CScene_MultiGameCreate* pClass = (CScene_MultiGameCreate*)pParam;
if(bContinue==true)
{
// It's possible that the player has not signed in - they can back out
if(ProfileManager.IsSignedIn(iPad))
{
DWORD dwLocalUsersMask = 0;
bool isClientSide = ProfileManager.IsSignedInLive(ProfileManager.GetPrimaryPad()) && pClass->m_MoreOptionsParams.bOnlineGame;
bool noPrivileges = false;
for(unsigned int index = 0; index < XUSER_MAX_COUNT; ++index)
{
if(ProfileManager.IsSignedIn(index) )
{
if( !ProfileManager.AllowedToPlayMultiplayer(index) ) noPrivileges = true;
dwLocalUsersMask |= CGameNetworkManager::GetLocalPlayerMask(index);
}
}
// Check if user-created content is allowed, as we cannot play multiplayer if it's not
bool noUGC = false;
BOOL pccAllowed = TRUE;
BOOL pccFriendsAllowed = TRUE;
ProfileManager.AllowedPlayerCreatedContent(ProfileManager.GetPrimaryPad(),false,&pccAllowed,&pccFriendsAllowed);
if(!pccAllowed && !pccFriendsAllowed) noUGC = true;
if(isClientSide && (noPrivileges || noUGC) )
{
if( noUGC )
{
pClass->m_bIgnoreInput = false;
pClass->SetShow( TRUE );
UINT uiIDA[1];
uiIDA[0]=IDS_CONFIRM_OK;
StorageManager.RequestMessageBox( IDS_FAILED_TO_CREATE_GAME_TITLE, IDS_NO_USER_CREATED_CONTENT_PRIVILEGE_CREATE, uiIDA,1,ProfileManager.GetPrimaryPad(),NULL,NULL, app.GetStringTable());
}
else
{
pClass->m_bIgnoreInput = false;
pClass->SetShow( TRUE );
UINT uiIDA[1];
uiIDA[0]=IDS_CONFIRM_OK;
StorageManager.RequestMessageBox( IDS_NO_MULTIPLAYER_PRIVILEGE_TITLE, IDS_NO_MULTIPLAYER_PRIVILEGE_HOST_TEXT, uiIDA,1,ProfileManager.GetPrimaryPad(),NULL,NULL, app.GetStringTable());
}
}
else
{
// This is NOT called from a storage manager thread, and is in fact called from the main thread in the Profile library tick. Therefore we use the main threads IntCache.
CreateGame(pClass, dwLocalUsersMask);
}
}
}
else
{
pClass->m_bIgnoreInput = false;
pClass->SetShow( TRUE );
}
return 0;
}
// 4J Stu - Shared functionality that is the same whether we needed a quadrant sign-in or not
void CScene_MultiGameCreate::CreateGame(CScene_MultiGameCreate* pClass, DWORD dwLocalUsersMask)
{
// stop the timer running that causes a check for new texture packs in TMS but not installed, since this will run all through the create game, and will crash if it tries to create an hbrush
XuiKillTimer(pClass->m_hObj,CHECKFORAVAILABLETEXTUREPACKS_TIMER_ID);
bool isClientSide = ProfileManager.IsSignedInLive(ProfileManager.GetPrimaryPad()) && pClass->m_MoreOptionsParams.bOnlineGame;
bool isPrivate = pClass->m_MoreOptionsParams.bInviteOnly?true:false;
// clear out the app's terrain features list
app.ClearTerrainFeaturePosition();
// create the world and launch
wstring wWorldName = pClass->m_EditWorldName.GetText();
StorageManager.ResetSaveData();
// Make our next save default to the name of the level
StorageManager.SetSaveTitle((wchar_t *)wWorldName.c_str());
BOOL bHasSeed = (pClass->m_EditSeed.GetText() != NULL);
wstring wSeed;
if(bHasSeed)
{
wSeed=pClass->m_EditSeed.GetText();
}
else
{
// random
wSeed=L"";
}
// start the game
bool isFlat = (pClass->m_MoreOptionsParams.bFlatWorld==TRUE);
__int64 seedValue = 0; //BiomeSource::findSeed(isFlat?LevelType::lvl_flat:LevelType::lvl_normal); // 4J - was (new Random())->nextLong() - now trying to actually find a seed to suit our requirements
if (wSeed.length() != 0)
{
__int64 value = 0;
unsigned int len = (unsigned int)wSeed.length();
//Check if the input string contains a numerical value
bool isNumber = true;
for( unsigned int i = 0 ; i < len ; ++i )
if( wSeed.at(i) < L'0' || wSeed.at(i) > L'9' )
if( !(i==0 && wSeed.at(i) == L'-' ) )
{
isNumber = false;
break;
}
//If the input string is a numerical value, convert it to a number
if( isNumber )
value = _fromString<__int64>(wSeed);
//If the value is not 0 use it, otherwise use the algorithm from the java String.hashCode() function to hash it
if( value != 0 )
seedValue = value;
else
{
int hashValue = 0;
for( unsigned int i = 0 ; i < len ; ++i )
hashValue = 31 * hashValue + wSeed.at(i);
seedValue = hashValue;
}
}
else
{
seedValue = BiomeSource::findSeed(isFlat?LevelType::lvl_flat:LevelType::lvl_normal); // 4J - was (new Random())->nextLong() - now trying to actually find a seed to suit our requirements
}
g_NetworkManager.HostGame(dwLocalUsersMask,isClientSide,isPrivate,MINECRAFT_NET_MAX_PLAYERS,0);
NetworkGameInitData *param = new NetworkGameInitData();
param->seed = seedValue;
param->saveData = NULL;
param->texturePackId = pClass->m_MoreOptionsParams.dwTexturePack;
Minecraft *pMinecraft = Minecraft::GetInstance();
pMinecraft->skins->selectTexturePackById(pClass->m_MoreOptionsParams.dwTexturePack);
//pMinecraft->skins->updateUI();
app.SetGameHostOption(eGameHostOption_Difficulty,Minecraft::GetInstance()->options->difficulty);
app.SetGameHostOption(eGameHostOption_FriendsOfFriends,pClass->m_MoreOptionsParams.bAllowFriendsOfFriends);
app.SetGameHostOption(eGameHostOption_Gamertags,app.GetGameSettings(pClass->m_iPad,eGameSetting_GamertagsVisible)?1:0);
app.SetGameHostOption(eGameHostOption_BedrockFog,app.GetGameSettings(pClass->m_iPad,eGameSetting_BedrockFog)?1:0);
// CXuiList listObject;
// listObject.Attach( pClass->m_GameMode.GetListObject() );
app.SetGameHostOption(eGameHostOption_GameType,pClass->m_bGameModeSurvival?GameType::SURVIVAL->getId():GameType::CREATIVE->getId());
app.SetGameHostOption(eGameHostOption_LevelType,pClass->m_MoreOptionsParams.bFlatWorld );
app.SetGameHostOption(eGameHostOption_Structures,pClass->m_MoreOptionsParams.bStructures );
app.SetGameHostOption(eGameHostOption_BonusChest,pClass->m_MoreOptionsParams.bBonusChest );
app.SetGameHostOption(eGameHostOption_PvP,pClass->m_MoreOptionsParams.bPVP);
app.SetGameHostOption(eGameHostOption_TrustPlayers,pClass->m_MoreOptionsParams.bTrust );
app.SetGameHostOption(eGameHostOption_FireSpreads,pClass->m_MoreOptionsParams.bFireSpreads );
app.SetGameHostOption(eGameHostOption_TNT,pClass->m_MoreOptionsParams.bTNT );
app.SetGameHostOption(eGameHostOption_HostCanFly,pClass->m_MoreOptionsParams.bHostPrivileges);
app.SetGameHostOption(eGameHostOption_HostCanChangeHunger,pClass->m_MoreOptionsParams.bHostPrivileges);
app.SetGameHostOption(eGameHostOption_HostCanBeInvisible,pClass->m_MoreOptionsParams.bHostPrivileges );
param->settings = app.GetGameHostOption( eGameHostOption_All );
LoadingInputParams *loadingParams = new LoadingInputParams();
loadingParams->func = &CGameNetworkManager::RunNetworkGameThreadProc;
loadingParams->lpParam = (LPVOID)param;
// Reset the autosave time
app.SetAutosaveTimerTime();
UIFullscreenProgressCompletionData *completionData = new UIFullscreenProgressCompletionData();
completionData->bShowBackground=TRUE;
completionData->bShowLogo=TRUE;
completionData->type = e_ProgressCompletion_CloseAllPlayersUIScenes;
completionData->iPad = DEFAULT_XUI_MENU_USER;
loadingParams->completionData = completionData;
app.NavigateToScene(ProfileManager.GetPrimaryPad(),eUIScene_FullscreenProgress, loadingParams);
}
HRESULT CScene_MultiGameCreate::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)
{
m_SliderDifficulty.SetValueDisplay(FALSE);
}
return S_OK;
}
HRESULT CScene_MultiGameCreate::OnTransitionEnd( XUIMessageTransition *pTransition, BOOL& bHandled )
{
//if(pTransition->dwTransAction==XUI_TRANSITION_ACTION_DESTROY ) return S_OK;
if(pTransition->dwTransAction==XUI_TRANSITION_ACTION_DESTROY ||
pTransition->dwTransType == XUI_TRANSITION_FROM || pTransition->dwTransType == XUI_TRANSITION_BACKFROM)
{
}
else if(pTransition->dwTransType == XUI_TRANSITION_TO || pTransition->dwTransType == XUI_TRANSITION_BACKTO)
{
if(m_bSetup && m_texturePackDescDisplayed)
{
XUITimeline *timeline;
XUINamedFrame *startFrame, *endFrame;
GetTimeline( &timeline );
startFrame = timeline->FindNamedFrame( L"SlideOutEnd" );
endFrame = timeline->FindNamedFrame( L"SlideOutEnd" );
timeline->Play( startFrame->m_dwFrame, startFrame->m_dwFrame, endFrame->m_dwFrame, FALSE, FALSE );
m_texturePackDescDisplayed = true;
}
// 4J-PB - Need to check for installed DLC, which might have happened while you were on the info scene
if(pTransition->dwTransType == XUI_TRANSITION_BACKTO)
{
// Can't call this here because if you back out of the load info screen and then go back in and load a game, it will attempt to use the dlc as it's running a mount of the dlc
// block input if we're waiting for DLC to install, and wipe the saves list. The end of dlc mounting custom message will fill the list again
if(app.StartInstallDLCProcess(m_iPad)==false)
{
// not doing a mount, so re-enable input
m_bIgnoreInput=false;
}
else
{
m_bIgnoreInput=true;
m_pTexturePacksList->RemoveAllData();
}
}
}
return S_OK;
}
HRESULT CScene_MultiGameCreate::OnNotifySelChanged( HXUIOBJ hObjSource, XUINotifySelChanged* pNotifySelChangedData, BOOL& bHandled )
{
if(hObjSource == m_pTexturePacksList->m_hObj)
{
UpdateTexturePackDescription(pNotifySelChangedData->iItem);
// 4J-JEV: Removed expand description check, taken care of elsewhere.
}
return S_OK;
}
HRESULT CScene_MultiGameCreate::OnNotifyKillFocus(HXUIOBJ hObjSource, XUINotifyFocus *pNotifyFocusData, BOOL& bHandled)
{
HXUIOBJ hSourceParent, hDestParent;
XuiElementGetParent(hObjSource,&hSourceParent);
XuiElementGetParent(pNotifyFocusData->hObjOther,&hDestParent);
if(hSourceParent != hDestParent && pNotifyFocusData->hObjOther != m_pTexturePacksList->m_hObj && hSourceParent == m_pTexturePacksList->m_hObj)
{
m_pTexturePacksList->SetCurSel(m_currentTexturePackIndex);
m_pTexturePacksList->SetTopItem(m_currentTexturePackIndex); // scroll the item into view if it's not visible
}
else if(!m_texturePackDescDisplayed && pNotifyFocusData->hObjOther == m_pTexturePacksList->m_hObj)
{
// 4J-JEV: Shouldn't we always do this?
//int texturePacksCount = Minecraft::GetInstance()->skins->getTexturePackCount();
//if(texturePacksCount == 1)
//{
XUITimeline *timeline;
XUINamedFrame *startFrame, *endFrame;
GetTimeline( &timeline );
startFrame = timeline->FindNamedFrame( L"SlideOut" );
endFrame = timeline->FindNamedFrame( L"SlideOutEnd" );
timeline->Play( startFrame->m_dwFrame, startFrame->m_dwFrame, endFrame->m_dwFrame, FALSE, FALSE );
m_texturePackDescDisplayed = true;
//}
}
return S_OK;
}
void CScene_MultiGameCreate::UpdateTexturePackDescription(int index)
{
int iTexPackId=m_pTexturePacksList->GetData(index).iData;
TexturePack *tp = Minecraft::GetInstance()->skins->getTexturePackById(iTexPackId);
if(tp==NULL)
{
// this is probably a texture pack icon added from TMS
DWORD dwBytes=0,dwFileBytes=0;
PBYTE pbData=NULL,pbFileData=NULL;
CXuiCtrl4JList::LIST_ITEM_INFO ListItem;
// get the current index of the list, and then get the data
ListItem=m_pTexturePacksList->GetData(index);
app.GetTPD(ListItem.iData,&pbData,&dwBytes);
app.GetFileFromTPD(eTPDFileType_Loc,pbData,dwBytes,&pbFileData,&dwFileBytes );
if(dwFileBytes > 0 && pbFileData)
{
StringTable *pStringTable = new StringTable(pbFileData, dwFileBytes);
m_texturePackTitle.SetText(pStringTable->getString(L"IDS_DISPLAY_NAME"));
m_texturePackDescription.SetText(pStringTable->getString(L"IDS_TP_DESCRIPTION"));
}
app.GetFileFromTPD(eTPDFileType_Icon,pbData,dwBytes,&pbFileData,&dwFileBytes );
if(dwFileBytes >= 0 && pbFileData)
{
XuiCreateTextureBrushFromMemory(pbFileData,dwFileBytes,&m_hTexturePackIconBrush);
m_texturePackIcon->UseBrush(m_hTexturePackIconBrush);
}
app.GetFileFromTPD(eTPDFileType_Comparison,pbData,dwBytes,&pbFileData,&dwFileBytes );
if(dwFileBytes >= 0 && pbFileData)
{
XuiCreateTextureBrushFromMemory(pbFileData,dwFileBytes,&m_hTexturePackComparisonBrush);
m_texturePackComparison->UseBrush(m_hTexturePackComparisonBrush);
}
else
{
m_texturePackComparison->UseBrush(NULL);
}
}
else
{
m_texturePackTitle.SetText(tp->getName().c_str());
m_texturePackDescription.SetText(tp->getDesc1().c_str());
DWORD dwImageBytes;
PBYTE pbImageData = tp->getPackIcon(dwImageBytes);
if(dwImageBytes > 0 && pbImageData)
{
XuiCreateTextureBrushFromMemory(pbImageData,dwImageBytes,&m_hTexturePackIconBrush);
m_texturePackIcon->UseBrush(m_hTexturePackIconBrush);
}
pbImageData = tp->getPackComparison(dwImageBytes);
if(dwImageBytes > 0 && pbImageData)
{
XuiCreateTextureBrushFromMemory(pbImageData,dwImageBytes,&m_hTexturePackComparisonBrush);
m_texturePackComparison->UseBrush(m_hTexturePackComparisonBrush);
}
else
{
m_texturePackComparison->UseBrush(NULL);
}
}
}
void CScene_MultiGameCreate::UpdateCurrentTexturePack()
{
m_currentTexturePackIndex = m_pTexturePacksList->GetCurSel();
int iTexPackId=m_pTexturePacksList->GetData(m_currentTexturePackIndex).iData;
TexturePack *tp = Minecraft::GetInstance()->skins->getTexturePackById(iTexPackId);
// if the texture pack is null, you don't have it yet
if(tp==NULL)
{
// Upsell
CXuiCtrl4JList::LIST_ITEM_INFO ListItem;
// get the current index of the list, and then get the data
ListItem=m_pTexturePacksList->GetData(m_currentTexturePackIndex);
// upsell the texture pack
// tell sentient about the upsell of the full version of the skin pack
ULONGLONG ullOfferID_Full;
app.GetDLCFullOfferIDForPackID(ListItem.iData,&ullOfferID_Full);
TelemetryManager->RecordUpsellPresented(ProfileManager.GetPrimaryPad(), eSet_UpsellID_Texture_DLC, ullOfferID_Full & 0xFFFFFFFF);
UINT uiIDA[3];
// Need to check if the texture pack has both Full and Trial versions - we may do some as free ones, so only Full
DLC_INFO *pDLCInfo=app.GetDLCInfoForFullOfferID(ullOfferID_Full);
if(pDLCInfo->ullOfferID_Trial!=0LL)
{
uiIDA[0]=IDS_TEXTUREPACK_FULLVERSION;
uiIDA[1]=IDS_TEXTURE_PACK_TRIALVERSION;
uiIDA[2]=IDS_CONFIRM_CANCEL;
// Give the player a warning about the texture pack missing
StorageManager.RequestMessageBox(IDS_DLC_TEXTUREPACK_NOT_PRESENT_TITLE, IDS_DLC_TEXTUREPACK_NOT_PRESENT, uiIDA, 3, ProfileManager.GetPrimaryPad(),&CScene_MultiGameCreate::TexturePackDialogReturned,this,app.GetStringTable());
}
else
{
uiIDA[0]=IDS_TEXTUREPACK_FULLVERSION;
uiIDA[1]=IDS_CONFIRM_CANCEL;
// Give the player a warning about the texture pack missing
StorageManager.RequestMessageBox(IDS_DLC_TEXTUREPACK_NOT_PRESENT_TITLE, IDS_DLC_TEXTUREPACK_NOT_PRESENT, uiIDA, 2, ProfileManager.GetPrimaryPad(),&CScene_MultiGameCreate::TexturePackDialogReturned,this,app.GetStringTable());
}
// do set the texture pack id, and on the user pressing create world, check they have it
m_MoreOptionsParams.dwTexturePack = ListItem.iData;
return ;
}
else
{
m_MoreOptionsParams.dwTexturePack = tp->getId();
}
}
int CScene_MultiGameCreate::TexturePackDialogReturned(void *pParam,int iPad,C4JStorage::EMessageResult result)
{
CScene_MultiGameCreate *pClass = (CScene_MultiGameCreate *)pParam;
pClass->m_currentTexturePackIndex = pClass->m_pTexturePacksList->GetCurSel();
// Exit with or without saving
// Decline means install full version of the texture pack in this dialog
if(result==C4JStorage::EMessage_ResultDecline || result==C4JStorage::EMessage_ResultAccept)
{
// we need to enable background downloading for the DLC
XBackgroundDownloadSetMode(XBACKGROUND_DOWNLOAD_MODE_ALWAYS_ALLOW);
ULONGLONG ullOfferID_Full;
ULONGLONG ullIndexA[1];
CXuiCtrl4JList::LIST_ITEM_INFO ListItem;
// get the current index of the list, and then get the data
ListItem=pClass->m_pTexturePacksList->GetData(pClass->m_currentTexturePackIndex);
app.GetDLCFullOfferIDForPackID(ListItem.iData,&ullOfferID_Full);
if( result==C4JStorage::EMessage_ResultAccept ) // Full version
{
ullIndexA[0]=ullOfferID_Full;
StorageManager.InstallOffer(1,ullIndexA,NULL,NULL);
}
else // trial version
{
// if there is no trial version, this is a Cancel
DLC_INFO *pDLCInfo=app.GetDLCInfoForFullOfferID(ullOfferID_Full);
if(pDLCInfo->ullOfferID_Trial!=0LL)
{
ullIndexA[0]=pDLCInfo->ullOfferID_Trial;
StorageManager.InstallOffer(1,ullIndexA,NULL,NULL);
}
}
}
pClass->m_bIgnoreInput=false;
return 0;
}
HRESULT CScene_MultiGameCreate::OnCustomMessage_DLCInstalled()
{
// mounted DLC may have changed
if(app.StartInstallDLCProcess(m_iPad)==false)
{
// not doing a mount, so re-enable input
m_bIgnoreInput=false;
}
else
{
m_bIgnoreInput=true;
// clear out the texture pack list
m_pTexturePacksList->RemoveAllData();
ClearTexturePackDescription();
}
// this will send a CustomMessage_DLCMountingComplete when done
return S_OK;
}
HRESULT CScene_MultiGameCreate::OnCustomMessage_DLCMountingComplete()
{
// refill the texture pack list
m_pTexturePacksList->SetSelectionChangedHandle(m_hObj);
Minecraft *pMinecraft = Minecraft::GetInstance();
int texturePacksCount = pMinecraft->skins->getTexturePackCount();
CXuiCtrl4JList::LIST_ITEM_INFO ListInfo;
HRESULT hr;
for(unsigned int i = 0; i < texturePacksCount; ++i)
{
TexturePack *tp = pMinecraft->skins->getTexturePackByIndex(i);
ZeroMemory(&ListInfo,sizeof(CXuiCtrl4JList::LIST_ITEM_INFO));
DWORD dwImageBytes;
PBYTE pbImageData = tp->getPackIcon(dwImageBytes);
if(dwImageBytes > 0 && pbImageData)
{
ListInfo.fEnabled = TRUE;
hr=XuiCreateTextureBrushFromMemory(pbImageData,dwImageBytes,&ListInfo.hXuiBrush);
DLCTexturePack *pDLCTexPack=(DLCTexturePack *)tp;
if(pDLCTexPack)
{
int id=pDLCTexPack->getDLCParentPackId();
if(id==0)
{
// default texture pack - should come first
ListInfo.iSortIndex=0x0FFFFFFF;
}
else
{
ListInfo.iSortIndex=id;
ListInfo.iData=id;
}
}
m_pTexturePacksList->AddData(ListInfo,0,CXuiCtrl4JList::eSortList_Index);
}
}
m_iTexturePacksNotInstalled=0;
// 4J-PB - there may be texture packs we don't have, so use the info from TMS for this
// REMOVE UNTIL WORKING
DLC_INFO *pDLCInfo=NULL;
// first pass - look to see if there are any that are not in the list
bool bTexturePackAlreadyListed;
bool bNeedToGetTPD=false;
for(unsigned int i = 0; i < app.GetDLCInfoTexturesOffersCount(); ++i)
{
bTexturePackAlreadyListed=false;
ULONGLONG ull=app.GetDLCInfoTexturesFullOffer(i);
pDLCInfo=app.GetDLCInfoForFullOfferID(ull);
for(unsigned int i = 0; i < texturePacksCount; ++i)
{
TexturePack *tp = pMinecraft->skins->getTexturePackByIndex(i);
if(pDLCInfo->iConfig==tp->getDLCParentPackId())
{
bTexturePackAlreadyListed=true;
}
}
if(bTexturePackAlreadyListed==false)
{
// some missing
bNeedToGetTPD=true;
m_iTexturePacksNotInstalled++;
}
}
if(bNeedToGetTPD==true)
{
// add a TMS request for them
app.DebugPrintf("+++ Adding TMSPP request for texture pack data\n");
app.AddTMSPPFileTypeRequest(e_DLC_TexturePackData);
if(m_iConfigA!=NULL)
{
delete m_iConfigA;
}
m_iConfigA= new int [m_iTexturePacksNotInstalled];
m_iTexturePacksNotInstalled=0;
for(unsigned int i = 0; i < app.GetDLCInfoTexturesOffersCount(); ++i)
{
bTexturePackAlreadyListed=false;
ULONGLONG ull=app.GetDLCInfoTexturesFullOffer(i);
pDLCInfo=app.GetDLCInfoForFullOfferID(ull);
for(unsigned int i = 0; i < texturePacksCount; ++i)
{
TexturePack *tp = pMinecraft->skins->getTexturePackByIndex(i);
if(pDLCInfo->iConfig==tp->getDLCParentPackId())
{
bTexturePackAlreadyListed=true;
}
}
if(bTexturePackAlreadyListed==false)
{
m_iConfigA[m_iTexturePacksNotInstalled++]=pDLCInfo->iConfig;
}
}
}
m_currentTexturePackIndex = pMinecraft->skins->getTexturePackIndex(0);
UpdateTexturePackDescription(m_currentTexturePackIndex);
m_bSetup = true;
m_bIgnoreInput=false;
app.m_dlcManager.checkForCorruptDLCAndAlert();
return S_OK;
}
void CScene_MultiGameCreate::ClearTexturePackDescription()
{
m_texturePackTitle.SetText(L" ");
m_texturePackDescription.SetText(L" ");
m_texturePackComparison->UseBrush(NULL);
m_texturePackIcon->UseBrush(NULL);
}