Files
MinecraftConsoles/Minecraft.Client/Common/UI/IUIScene_AbstractContainerMenu.cpp
MrTheShy ce24910f30 Overhaul Keyboard/Mouse Support (#612)
* Sync keyboard text buffer from Flash before processing physical input

The native keyboard scene maintained a separate C++ buffer
(m_win64TextBuffer) for physical keyboard input, which was pushed
to the Flash text field via setLabel(). However, when the user typed
with the on-screen controller buttons, Flash updated its text field
directly through ActionScript without updating the C++ buffer.

This caused a desync: switching back to the physical keyboard would
overwrite any text entered via controller, since m_win64TextBuffer
still held the old value before the controller edits.

Fix: read the current Flash text field into m_win64TextBuffer at the
start of each tick(), before consuming new physical keyboard chars.
This ensures both input methods always operate on the same state.

* Use last active input device to decide keyboard mode instead of connection state

The keyboard UI mode (on-screen virtual keyboard vs direct text input)
was determined by Win64_IsControllerConnected(), which checks if any
XInput controller is physically plugged in. This meant that even if
the player was actively using mouse and keyboard, the virtual keyboard
would still appear as long as a controller was connected.

Replace the connection check with g_KBMInput.IsKBMActive(), which
tracks the actual last-used input device based on per-frame input
detection. Now the keyboard mode is determined by what the player is
currently using, not what hardware happens to be plugged in.

Affected scenes: CreateWorldMenu (world naming) and LoadOrJoinMenu
(world renaming).

* Fix TextInput caret behavior and add proper cursor editing for KBM direct edit

The direct text editing mode introduced for KBM users had several
issues with the TextInput control's caret (blinking cursor) and text
manipulation:

1. Caret visible when not editing:
   When navigating to the world name field with keyboard/mouse, Flash's
   Iggy focus system would show the blinking caret even though the field
   wasn't active for editing yet (Enter not pressed). This was misleading
   since typing had no effect in that state.

   Fix: access the FJ_TextInput's internal m_mcCaret MovieClip and
   force its visibility based on editing state. This is enforced every
   tick because setLabel() and Flash focus transitions continuously
   reset the caret state.

2. No cursor movement during editing:
   The direct edit implementation treated the text as a simple buffer
   with push_back/pop_back — there was no concept of cursor position.
   Backspace only deleted from the end, and arrow keys did nothing.

   Fix: track cursor position (m_iCursorPos) in C++ and use wstring
   insert/erase at that position. Arrow keys (Left/Right), Home, End,
   and Delete now work as expected. The visual caret position is synced
   to Flash via the FJ_TextInput's SetCaretIndex method.

3. setLabel() resetting caret position:
   Every call to setLabel() (when text changes) caused Flash to reset
   the caret to the end of the string, making the cursor jump visually
   even though the C++ position was correct.

   Fix: enforce caret position via setCaretIndex every tick during
   editing, so any Flash-side resets are immediately corrected.

New UIControl_TextInput API:
- setCaretVisible(bool): toggles m_mcCaret.visible in Flash
- setCaretIndex(int): calls FJ_TextInput.SetCaretIndex in Flash

* Fix keyboard/arrow navigation not working when no UI element is focused

On Windows64 with KBM, moving the mouse over empty space (outside any
button) would clear the Iggy focus entirely. After that, pressing arrow
keys did nothing because Flash had no starting element to navigate from.

Two changes here:

- Don't set focus to IGGY_FOCUS_NULL when the mouse hovers over empty
  space. The previous hover target stays focused, so switching back to
  arrows keeps working seamlessly.

- When a navigation key is pressed and nothing is focused at all (e.g.
  mouse was already on empty space when the menu opened), grab the first
  focusable element instead of silently dropping the input. The keypress
  is consumed to avoid jumping two elements at once.

This makes mixed mouse+keyboard navigation feel a lot more natural.
You can point at a button, then continue with arrows, or just start
pressing arrows right away without having to hover first.

* Overhaul mouse support and generalize direct text editing to all UI scenes

This is a large rework of the Windows64 KBM (keyboard+mouse) input layer.
It touches the mouse hover system, the mouse click dispatch, and the direct
text editing infrastructure, then applies all of it to every scene that has
text input fields or non-standard clickable elements.

MOUSE HOVER REWRITE (UIController.cpp tickInput)

The old hover code had two structural problems:

(a) Scene lookup was group-first: it iterated UI groups and checked all
layers within each group. The Tooltips layer on eUIGroup_Fullscreen (which
holds non-interactive overlays like button hints) would be found before
in-game menus on eUIGroup_Player1. The tooltip scene focusable objects
captured mouse input and prevented hover from reaching the actual menu.

Fixed by switching to layer-first lookup across all groups, and skipping
eUILayer_Tooltips entirely since those are never interactive.

(b) On tabbed menus (LaunchMoreOptionsMenu Game vs World tabs), all
controls from all tabs are registered in Flash at the same time. There was
no filtering, so controls from inactive tabs had phantom hitboxes that
overlapped the active tab controls, making certain buttons unhoverable.

Fixed by introducing parent panel tracking: each UIControl now has a
m_pParentPanel pointer, set automatically by the UI_MAP_ELEMENT macro
during mapElementsAndNames(). The hover code checks the control parent
panel against the scene GetMainPanel() and skips mismatches. This is the
same technique the Vita touch code used, but applied to mouse hover.

The coordinate conversion was also simplified. The old code had two separate
scaling paths (window dimensions for hover, display dimensions for sliders).
Now there is one conversion from window pixel coords to SWF coords using
the scene own render dimensions.

REUSING VITA TOUCH APIs FOR MOUSE (ButtonList, UIScene)

Several APIs originally gated behind __PSVITA__ are now enabled for Win64:

- UIControl_ButtonList::SetTouchFocus(x,y) and CanTouchTrigger(x,y): the
  Flash-side ActionScript methods were already registered on all platforms
  in setupControl(), only the C++ wrappers were ifdef-gated. Opening the
  ifdefs to include _WINDOWS64 lets the mouse hover code delegate to Flash
  for list item highlighting, which handles internal scrolling and item
  layout that would be impractical to replicate in C++.

- UIScene::SetFocusToElement(id): programmatic focus-by-control-ID, used as
  a fallback when Iggy focusable objects do not match the C++ hit test.

- UIScene_LaunchMoreOptionsMenu::GetMainPanel(): returns the active tab
  panel control, needed by the hover code to filter inactive tab controls.

MOUSE CLICK DISPATCH (UIScene.cpp handleMouseClick)

Left-clicking previously relied entirely on Iggy ACTION_MENU_OK dispatch,
which routes to whatever Flash considers focused. This broke for custom-
drawn elements that are not Flash buttons (crafting recipe slots), and for
scenes where Iggy focus did not match what the user visually clicked.

Added a virtual handleMouseClick(x, y) on UIScene with a default
implementation that hit-tests C++ controls. When multiple controls report
overlapping bounds (common in debug scenes where TextInputs report full
Flash-width), it picks the one whose left edge X is closest to the click.
Returns true to consume the click and suppress the normal ACTION_MENU_A
dispatch via a m_mouseClickConsumedByScene flag on UIController.

The default implementation handles buttons, text inputs, and checkboxes
(toggling state and calling handleCheckboxToggled directly).

CRAFTING MENU MOUSE CLICK (UIScene_CraftingMenu.cpp)

The crafting menu recipe slots (H slots) are rendered through Iggy custom
draw callback, not as Flash buttons. They have no focusable objects, so
mouse clicking did nothing.

The solution caches SWF-space positions during rendering: inside customDraw,
when H slot 0 and H slot 1 are drawn, the code extracts SWF coordinates
from the D3D11 transform matrix via gdraw_D3D11_CalculateCustomDraw_4J.
The X difference between slot 0 and slot 1 gives the uniform slot spacing.

handleMouseClick then uses these cached bounds to determine which recipe
slot was clicked, resets the vertical slot indices (same pattern as the
constructor), updates the highlight and vertical slots display, and re-shows
the old slot icon. This mirrors the existing controller LEFT/RIGHT
navigation in the base class handleKeyDown.

DIRECT EDIT REFACTORING (UIControl_TextInput)

The direct text editing feature (type directly into text fields instead of
opening the virtual keyboard) was originally implemented inline in
CreateWorldMenu with all the state, character consumption, cursor tracking,
caret visibility, and cooldown logic hardcoded in one scene.

Moved everything into UIControl_TextInput:
- beginDirectEdit(charLimit): captures current label, inits cursor at end
- tickDirectEdit(): consumes chars, handles Backspace/Enter/Escape, arrow
  keys (Left/Right/Home/End/Delete), enforces caret visibility every tick
  (because setLabel and Flash focus transitions continuously reset it),
  returns Confirmed/Cancelled/Continue
- cancelDirectEdit() / confirmDirectEdit(): programmatic control
- isDirectEditing() / getDirectEditCooldown() / getEditBuffer(): state query

For SWFs that lack the m_mcCaret MovieClip child (like AnvilMenu), the
existence check validates by reading a property from the resolved path,
since IggyValuePathMakeNameRef always succeeds even for undefined refs.
When no caret exists, the control inserts a _ character at the cursor
position as a visual fallback.

The caret check result is cached in m_bHasCaret/m_bCaretChecked to avoid
repeated Iggy calls that could corrupt internal state.

SCENES UPDATED WITH DIRECT EDIT + VIRTUAL KEYBOARD

Every scene with text input now supports both input modes: direct editing
when KBM is active, virtual keyboard (via NavigateToScene eUIScene_Keyboard)
when using a controller. The mode is chosen at press time based on
g_KBMInput.IsKBMActive().

- CreateWorldMenu: refactored to use the new UIControl_TextInput API,
  removing ~80 lines of inline editing code.

- AnvilMenu: item renaming now supports direct edit. The keyboard callback
  uses Win64_GetKeyboardText instead of InputManager.GetText (which reads
  from a different buffer on Win64). The virtual keyboard is opened with
  eUILayer_Fullscreen + eUIGroup_Fullscreen so it does not hide the anvil
  container menu underneath. Added null guards on getMovie() in setCostLabel
  and showCross since the AnvilMenu SWF may not fully load on Win64.

- SignEntryMenu: all 4 sign lines support direct edit. Clicking a different
  line while editing confirms the current one. Each line cooldown timer
  is checked independently to prevent Enter from re-opening the edit.

- LaunchMoreOptionsMenu: seed field direct edit with proper input blocking.

- DebugCreateSchematic: all 7 text inputs (name + start/end XYZ coords).
  handleMouseClick is overridden to always consume clicks during edit to
  prevent Iggy re-entry on empty space.

- DebugSetCamera: all 5 inputs (camera XYZ + Y rotation + elevation).
  Clicking a different field while editing confirms the current value and
  opens the new one. Float display formatting changed from %f to %.2f.

All keyboard completion callbacks on Win64 now use Win64_GetKeyboardText
(two params: buffer + size) instead of InputManager.GetText, which reads
from the correct g_Win64KeyboardResult global when using the in-game
keyboard scene.

SCROLL WHEEL

Mouse wheel events (ACTION_MENU_OTHER_STICK_UP/DOWN) are now centrally
remapped to ACTION_MENU_UP/DOWN in UIController::handleKeyPress when KBM
is active. Previously each scene would need to handle OTHER_STICK actions
separately, and most did not, so scroll wheel only worked in a few places.

* Add mouse click support to CraftingMenu (tab switching, slot selection, craft)

The crafting screen's horizontal recipe slots and category tabs are custom-drawn
via Iggy callbacks rather than regular Flash buttons, so the standard mouse hover
system can't interact with them. This adds handleMouseClick to derive clickable
regions from the H slot positions cached during customDraw.

Tab clicking: tab hitboxes are computed relative to the H slot row since the
Vita TouchPanel overlays (full-screen invisible rectangles) aren't suitable
for direct hit-testing on Win64. The Y bounds were tuned empirically to match
the SWF tab icon positions. Clicking a tab runs the same switch logic as
LB/RB: hide old highlight, update group index, reset slot indices,
recalculate recipes, and refresh the display.

H slot clicking: clicking a different recipe slot selects it (updating V slots,
highlight, and re-showing the previous slot). Clicking the already-selected
slot crafts the item by dispatching ACTION_MENU_A through handleKeyDown,
reusing the existing crafting path. Empty slots (iCount == 0) are ignored.

All mouse clicks on the scene are consumed (return true) to prevent misses
from falling through as ACTION_MENU_A and accidentally triggering a craft.
This only suppresses mouse-originated A presses via m_mouseClickConsumedByScene;
keyboard and controller A remain fully functional.

Also enables GetMainPanel for Win64 (was Vita-only) so the mouse hover system
can filter controls by active panel, same as other tabbed menus.

* Fix mouse hover selecting wrong buttons from the third onward

The hover code was doing a redundant second hit-test against Iggy
focusable object bounds after the C++ control bounds had already
identified the correct control. Iggy focusable bounds are wider than
the actual visible buttons and overlap vertically, so the "pick
largest x0" heuristic would match focusables belonging to earlier
buttons when hovering the right side of buttons 3+.

Replaced the IggyPlayerGetFocusableObjects path with a direct
SetFocusToElement call using the already-correct hitControlId from
the C++ hit-test, same approach the click path uses in
handleMouseClick. Also switched the overlap tiebreaker from "largest
x0" to smallest area, consistent with how clicks resolve overlapping
controls. TextInput is excluded from hover focus to avoid showing
the caret on mere mouse-over (its Iggy focus is set on click).

* Use smallest-area tiebreaker for mouse click hit-testing too

Same overlap fix applied to handleMouseClick: when multiple controls
contain the click point, prefer the one with the smallest bounding
area instead of the one with the largest left-edge X. This is more
robust for any layout (vertical menus, grids, overlapping panels)
and matches the hover path logic.

Those changes were initially made in order to fix the teleport ui for the mouse but broke every other well working ui.

* Fix mouse cursor staying trapped in window on alt-tab

When the inventory or other UI with a hidden cursor was open,
alt-tabbing out would leave the cursor locked to the game window.
SetWindowFocused(false) from WM_KILLFOCUS correctly released the
clip and showed the cursor, but Tick() was unconditionally calling
SetCursorPos every frame to re-center it, overriding the release.

Added m_windowFocused to the Tick() condition so cursor manipulation
only happens while the window actually has focus.

* Map mouse right click to ACTION_MENU_X for inventory half-stack

Right clicking an item stack in Java Edition picks up half of it.
Console Edition already handles this via ACTION_MENU_X (the X button
on controller), which sets buttonNum=1 in handleKeyDown. This maps
mouse right click to that same action so KBM players get the same
behavior across all container menus (inventory, chests, furnaces,
hoppers, etc).

* Fix mouse hover hitting removed controls (ghost hitboxes)

When removeControl() removes a Flash element (e.g. the Reinstall
button in Help & Options, or the Debug button when disabled), the
C++ control object stays in the m_controls vector. On Vita this was
handled by calling setHidden(true) and checking getHidden() in the
touch hit-test, but on Windows64 none of that was happening.

The result: removed buttons kept phantom bounds that the hover code
would match against, stealing focus from the buttons that shifted
into their visual position. In the Help & Options menu with debug
enabled, the removed Reinstall button (Button6) had ghost bounds
overlapping where the Debug button (Button7) moved to after the
removal, making Debug un-hoverable and snapping focus to Button1.

The fix has three parts:

- removeControl() now calls setHidden(true) on all platforms, not
  just Vita. The m_bHidden member was already declared on all
  platforms, only the accessors were ifdef'd behind __PSVITA__.

- Removed the __PSVITA__ ifdef from setHidden/getHidden in
  UIControl.h so they're available everywhere.

- Added getHidden() checks in both the hover and click hit-test
  loops, matching what the Vita touch code already does. The check
  is a simple bool read (no Flash/Iggy call), placed before the
  getVisible() query which hits Flash and can return stale values
  for removed elements.

* Add right-click to open save options in world selection menu

On controller, RB (ACTION_MENU_RIGHT_SCROLL) opens the save options
dialog (rename/delete) when a save is selected. Mouse right-click
maps to ACTION_MENU_X, which had no Windows64 handler in this scene.

Added save options handling under ACTION_MENU_X for _WINDOWS64 so
right-clicking a save opens the same dialog. Also handles the mashup
world hide action for right-click consistency. Console-only options
(copy save, save transfer) are excluded since they don't apply here.

* Fix Escape key not opening pause menu during tutorial hints

The KBM pause check had a IsTutorialVisible guard that blocked
Escape entirely while any tutorial popup was on screen. The
controller path never had this restriction. Removed the check
so Escape behaves the same as Start on controller.

* Fix crash in WriteHeader when save buffer is too small for header table

When a player enters a new region, RegionFile's constructor calls
createFile which adds a FileEntry with length 0 to the file table.
This increases the header table size (appended at the end of the save
buffer) by sizeof(FileEntrySaveData) per entry, but since no actual
data is written to the file, MoveDataBeyond is never called and the
committed virtual memory pages are never grown to match.

On the next autosave tick, saveLevelData writes level.dat first
(before chunkSource->save which would have grown the buffer). If
level.dat doesn't need to grow, finalizeWrite calls WriteHeader which
tries to memcpy the now-larger header table past the end of committed
memory, causing an access violation.

This is especially likely in splitscreen where two players exploring
at the same time can create multiple new RegionFile entries within a
single tick, quickly exhausting the page-alignment slack in the buffer
(yes i am working at splitscreen in the meanwhile :) )

The fix was deduced by tracing the crash callstack through the save
system: FileHeader, ConsoleSaveFileOriginal, the stream chain, and
the RegionFile/RegionFileCache layer. The root cause turned out to be
a gap between createFile (which grows the header table) and
MoveDataBeyond (the only place that grows the buffer), with
finalizeWrite sitting right in between unprotected.

The buffer growth check added here mirrors the exact same VirtualAlloc
pattern already used in MoveDataBeyond (line 484-497) and in the
constructor's decompression path (line 176-190), so it integrates
naturally with the existing code. Same types, same page rounding,
same error handling. The fast path (no new entries, buffer already big
enough) is a single DWORD comparison that doesn't get taken, so there
is zero overhead in the common case.

This is the right place for the fix because finalizeWrite is the sole
caller of WriteHeader, meaning every code path that writes the header
(closeHandle, PrepareForWrite, deleteFile, Flush) is now protected by
a single check point.

* Fix TextInput bugs and refactor direct edit handling into UIScene base class

The fake cursor character (_) used for SWFs without m_mcCaret was leaking
into saved sign and anvil text. This happened because setLabel() with
instant=false only updates the C++-side cache, deferring the Flash write
to the next control tick. Any getLabel() call before that tick reads the
old Flash value still containing the underscore. Fixed by passing
instant=true in confirmDirectEdit, cancelDirectEdit, and the Enter key
path inside tickDirectEdit, so the cleaned text hits Flash immediately.

Mouse hover over TextInput controls (world name, anvil name, seed field)
was not showing the yellow highlight border. The hover code used
IggyPlayerSetFocusRS which sets Iggy's internal dispatch focus but does
not trigger Flash's ChangeState callback, so no visual feedback appeared.
Buttons worked fine because Iggy draws its own focus ring on them, but
TextInput relies entirely on ChangeState(0) for the yellow border.
Switched to SetFocusToElement which goes through the Flash-side SetFocus
path, then immediately call setCaretVisible(false) to suppress the
blinking caret that comes with focus. No visual flicker since rendering
happens after both tickInput and scene tick complete.

While direct editing, mouse hover was able to move focus away to other
TextInputs on the same scene (most noticeably on the sign editor, where
hovering a different line would steal focus from the line being typed).
Added an isDirectEditBlocking() check in the hover path to skip focus
changes when any input on the scene is actively being edited.

The Done button in SignEntryMenu was unresponsive to mouse clicks during
direct editing. The root cause is execution order: handleMouseClick runs
before handleInput in the frame. The base handleMouseClick found the Done
button and called handlePress, but handlePress bailed out because of the
isDirectEditing guard. The click was marked consumed, so handleInput
never saw it. Fixed by overriding handleMouseClick in SignEntryMenu to
detect the Done button hit while editing and confirm + close directly.

Added click-outside-to-deselect for anvil and world name text inputs.
Both scenes previously required Enter to confirm the edit, which felt
wrong. Now clicking anywhere outside the text field bounds confirms the
current text, matching standard UI behavior.

The anvil menu now updates the item name in real time while typing, like
Java edition. Previously the name was only applied on Enter, so the
repair cost display was stale until confirmation.

The biggest change is structural: every scene that used direct editing
(AnvilMenu, CreateWorldMenu, SignEntryMenu, LaunchMoreOptionsMenu,
DebugCreateSchematic, DebugSetCamera) had its own copy of the same
boilerplate -- tickDirectEdit loops in tick(), click-outside hit testing
in handleMouseClick(), cooldown guard checks in handleInput/handlePress,
and result dispatch with switch/if chains. This was around 200 lines of
near-identical code scattered across 6 files, each with its own slight
variations and its own bugs waiting to happen.

Pulled all of it into UIScene with two virtual methods: getDirectEditInputs()
where scenes register their text inputs, and onDirectEditFinished() where
they handle confirmed/cancelled results. The base class tick() drives
tickDirectEdit on all registered inputs, handleMouseClick() does the
click-outside-to-deselect hit test generically using panel offsets, and
isDirectEditBlocking() replaces all the inline cooldown checks. Scenes
now just override those two methods and get everything for free.

Also removed the m_activeDirectEditControl enum tracking from the debug
scenes (DebugCreateSchematic, DebugSetCamera) since the base class
handles lifecycle tracking through the controls themselves.

* Remap scroll wheel to LEFT/RIGHT for horizontal controls

The scroll wheel was always remapped to UP/DOWN, which is fine for
vertical lists but useless on horizontal controls like sliders and
the texture pack selector.

Track whether the mouse is hovering a horizontal control during the
hover hit-test (new bool m_bMouseHoverHorizontalList, set for
eTexturePackList and eSlider). When the flag is set, handleKeyPress
emits LEFT/RIGHT instead of UP/DOWN for wheel events.

TexturePackList is also now part of the mouse hover system with
proper hit-testing, relative-coord SetTouchFocus and GetRealHeight
for accurate bounds.

* Guard setCaretVisible and setCaretIndex against null movie

tickDirectEdit calls into Iggy every tick without checking if the
movie is still valid, which crashes inside iggy_w64.dll when the
Flash movie gets unloaded or isn't ready yet.

* Fix creative inventory scroll for both mouse wheel and controller

The mouse scroll wheel was not working in the creative inventory at
all. UIController remaps wheel input from OTHER_STICK to UP/DOWN for
KBM users, but the base container menu handler consumed UP/DOWN for
grid navigation before it could reach the creative menu's page
scrolling logic in handleAdditionalKeyPress. Fixed by detecting
scroll wheel input on UP/DOWN in the base handler and forwarding it
as OTHER_STICK to handleAdditionalKeyPress instead.

Also fixed the controller right stick scrolling way too fast: it was
jumping TabSpec::rows (5) rows per tick at 100ms repeat rate, which
blew through the entire item list almost instantly. Reduced to 1 row
per tick so scrolling feels controlled on both input methods.
2026-03-06 12:38:12 -06:00

1712 lines
46 KiB
C++

#include "stdafx.h"
#include "IUIScene_AbstractContainerMenu.h"
#include "..\..\..\Minecraft.World\net.minecraft.world.inventory.h"
#include "..\..\..\Minecraft.World\net.minecraft.world.item.h"
#include "..\..\..\Minecraft.World\net.minecraft.world.item.crafting.h"
#include "..\..\..\Minecraft.World\net.minecraft.world.level.tile.entity.h"
#include "..\..\MultiplayerLocalPlayer.h"
#include "..\..\Minecraft.h"
#ifdef __ORBIS__
#include <pad.h>
#endif
#ifdef _WINDOWS64
#include "..\..\Windows64\KeyboardMouseInput.h"
SavedInventoryCursorPos g_savedInventoryCursorPos = { 0.0f, 0.0f, false };
#endif
IUIScene_AbstractContainerMenu::IUIScene_AbstractContainerMenu()
{
m_menu = NULL;
m_autoDeleteMenu = false;
m_lastPointerLabelSlot = NULL;
m_pointerPos.x = 0.0f;
m_pointerPos.y = 0.0f;
m_bPointerDrivenByMouse = false;
}
IUIScene_AbstractContainerMenu::~IUIScene_AbstractContainerMenu()
{
// Delete associated menu if we were requested to on initialisation. Most menus are
// created just before calling CXuiSceneAbstractContainer::Initialize, but the player's inventorymenu
// is also passed directly and we don't want to go deleting that
if( m_autoDeleteMenu ) delete m_menu;
}
void IUIScene_AbstractContainerMenu::Initialize(int iPad, AbstractContainerMenu* menu, bool autoDeleteMenu, int startIndex,ESceneSection firstSection,ESceneSection maxSection, bool bNavigateBack)
{
assert( menu != NULL );
m_menu = menu;
m_autoDeleteMenu = autoDeleteMenu;
Minecraft::GetInstance()->localplayers[iPad]->containerMenu = menu;
// 4J WESTY - New tool tips to support pointer prototype.
//UpdateTooltips();
// Default tooltips.
for ( int i = 0; i < eToolTipNumButtons; ++i )
{
m_aeToolTipSettings[ i ] = eToolTipNone;
}
// 4J-PB - don't set the eToolTipPickupPlace_OLD here - let the timer do it.
/*SetToolTip( eToolTipButtonA, eToolTipPickupPlace_OLD );*/
SetToolTip( eToolTipButtonB, eToolTipExit );
SetToolTip( eToolTipButtonA, eToolTipNone );
SetToolTip( eToolTipButtonX, eToolTipNone );
SetToolTip( eToolTipButtonY, eToolTipNone );
// 4J WESTY : To indicate if pointer has left menu window area.
m_bPointerOutsideMenu = false;
// 4J Stu - Store the enum range for the current scene
m_eFirstSection = firstSection;
m_eMaxSection = maxSection;
m_iConsectiveInputTicks = 0;
m_bNavigateBack = bNavigateBack;
// Put the pointer over first item in use row to start with.
#ifdef TAP_DETECTION
m_eCurrSection = firstSection;
m_eCurrTapState = eTapStateNoInput;
m_iCurrSlotX = 0;
m_iCurrSlotY = 0;
#endif // TAP_DETECTION
//
// for(int i=0;i<XUSER_MAX_COUNT;i++)
// {
// m_bFirstTouchStored[i]=false;
// }
#ifdef __ORBIS__
for(int i=0;i<XUSER_MAX_COUNT;i++)
{
m_bFirstTouchStored[i]=false;
}
#endif
PlatformInitialize(iPad,startIndex);
}
int IUIScene_AbstractContainerMenu::GetSectionDimensions( ESceneSection eSection, int* piNumColumns, int* piNumRows )
{
if(IsSectionSlotList(eSection))
{
*piNumRows = getSectionRows( eSection );
*piNumColumns = getSectionColumns( eSection );
}
else
{
*piNumRows = 0;
*piNumColumns = 0;
}
return( ( *piNumRows ) * ( *piNumColumns ) );
}
void IUIScene_AbstractContainerMenu::updateSlotPosition( ESceneSection eSection, ESceneSection newSection, ETapState eTapDirection, int *piTargetX, int *piTargetY, int xOffset, int yOffset )
{
// Update the target slot based on the size of the current section
int columns, rows;
// The return value of this function is unused, but the output params are required.
//int iItemsNum = GetSectionDimensions( newSection, &columns, &rows );
GetSectionDimensions( newSection, &columns, &rows );
if( newSection != eSection )
{
// Update Y
if(eTapDirection == eTapStateUp)
{
(*piTargetY) = rows - 1;
}
else if(eTapDirection == eTapStateDown)
{
(*piTargetY) = 0;
}
int offsetY = (*piTargetY) - yOffset;
if( offsetY < 0 )
{
(*piTargetY) = 0;
}
else if(offsetY >= rows)
{
(*piTargetY) = rows - 1;
}
else
{
(*piTargetY) = offsetY;
}
// Update X
int offsetX = (*piTargetX) - xOffset;
if( offsetX < 0 )
{
*piTargetX = 0;
}
else if (offsetX >= columns)
{
*piTargetX = columns - 1;
}
else
{
*piTargetX = offsetX;
}
}
else
{
// Update X
int offsetX = (*piTargetX) - xOffset;
if( offsetX < 0 )
{
*piTargetX = columns - 1;
}
else if (offsetX >= columns)
{
*piTargetX = 0;
}
else
{
*piTargetX = offsetX;
}
}
}
#ifdef TAP_DETECTION
IUIScene_AbstractContainerMenu::ETapState IUIScene_AbstractContainerMenu::GetTapInputType( float fInputX, float fInputY )
{
if ( ( fabs( fInputX ) < 0.3f ) && ( fabs( fInputY ) < 0.3f ) )
{
return eTapStateNoInput;
}
else if ( ( fInputX < -0.3f ) && ( fabs( fInputY ) < 0.3f ) )
{
return eTapStateLeft;
}
else if ( ( fInputX > 0.3f ) && ( fabs( fInputY ) < 0.3f ) )
{
return eTapStateRight;
}
else if ( ( fInputY < -0.3f ) && ( fabs( fInputX ) < 0.3f ) )
{
return eTapStateDown;
}
else if ( ( fInputY > 0.3f ) && ( fabs( fInputX ) < 0.3f ) )
{
return eTapStateUp;
}
else
{
return eTapNone;
}
}
#endif // TAP_DETECTION
void IUIScene_AbstractContainerMenu::SetToolTip( EToolTipButton eButton, EToolTipItem eItem )
{
if ( m_aeToolTipSettings[ eButton ] != eItem )
{
m_aeToolTipSettings[ eButton ] = eItem;
UpdateTooltips();
}
}
void IUIScene_AbstractContainerMenu::UpdateTooltips()
{
// Table gives us text id for tooltip.
static const DWORD kaToolTipextIds[ eNumToolTips ] =
{
IDS_TOOLTIPS_PICKUPPLACE, //eToolTipPickupPlace_OLD
IDS_TOOLTIPS_EXIT, // eToolTipExit
IDS_TOOLTIPS_PICKUP_GENERIC, // eToolTipPickUpGeneric
IDS_TOOLTIPS_PICKUP_ALL, // eToolTipPickUpAll
IDS_TOOLTIPS_PICKUP_HALF, // eToolTipPickUpHalf
IDS_TOOLTIPS_PLACE_GENERIC, // eToolTipPlaceGeneric
IDS_TOOLTIPS_PLACE_ONE, // eToolTipPlaceOne
IDS_TOOLTIPS_PLACE_ALL, // eToolTipPlaceAll
IDS_TOOLTIPS_DROP_GENERIC, // eToolTipDropGeneric
IDS_TOOLTIPS_DROP_ONE, // eToolTipDropOne
IDS_TOOLTIPS_DROP_ALL, // eToolTipDropAll
IDS_TOOLTIPS_SWAP, // eToolTipSwap
IDS_TOOLTIPS_QUICK_MOVE, // eToolTipQuickMove
IDS_TOOLTIPS_QUICK_MOVE_INGREDIENT, // eToolTipQuickMoveIngredient
IDS_TOOLTIPS_QUICK_MOVE_FUEL, // eToolTipQuickMoveTool
IDS_TOOLTIPS_WHAT_IS_THIS, // eToolTipWhatIsThis
IDS_TOOLTIPS_EQUIP, // eToolTipEquip
IDS_TOOLTIPS_CLEAR_QUICK_SELECT, // eToolTipClearQuickSelect
IDS_TOOLTIPS_QUICK_MOVE_TOOL, // eToolTipQuickMoveTool
IDS_TOOLTIPS_QUICK_MOVE_ARMOR, // eToolTipQuickMoveTool
IDS_TOOLTIPS_QUICK_MOVE_WEAPON, // eToolTipQuickMoveTool
IDS_TOOLTIPS_DYE, // eToolTipDye
IDS_TOOLTIPS_REPAIR, // eToolTipRepair
};
BYTE focusUser = getPad();
for ( int i = 0; i < eToolTipNumButtons; ++i )
{
if ( m_aeToolTipSettings[ i ] == eToolTipNone )
{
ui.ShowTooltip( focusUser, i, FALSE );
}
else
{
ui.SetTooltipText( focusUser, i, kaToolTipextIds[ m_aeToolTipSettings[ i ] ] );
ui.ShowTooltip( focusUser, i, TRUE );
}
}
}
void IUIScene_AbstractContainerMenu::onMouseTick()
{
Minecraft *pMinecraft = Minecraft::GetInstance();
if( pMinecraft->localgameModes[getPad()] != NULL)
{
Tutorial *tutorial = pMinecraft->localgameModes[getPad()]->getTutorial();
if(tutorial != NULL)
{
if(ui.IsTutorialVisible(getPad()) && !tutorial->isInputAllowed(ACTION_MENU_UP))
{
return;
}
}
}
// Offset to display carried item attached to pointer.
// static const float kfCarriedItemOffsetX = -5.0f;
// static const float kfCarriedItemOffsetY = -5.0f;
float fInputDirX=0.0f;
float fInputDirY=0.0f;
// Get current pointer position.
UIVec2D vPointerPos = m_pointerPos;
// Offset to image centre.
vPointerPos.x += m_fPointerImageOffsetX;
vPointerPos.y += m_fPointerImageOffsetY;
// Get stick input.
int iPad = getPad();
bool bStickInput = false;
float fInputX = InputManager.GetJoypadStick_LX( iPad, false )*((float)app.GetGameSettings(iPad,eGameSetting_Sensitivity_InMenu)/100.0f); // apply the sensitivity
float fInputY = InputManager.GetJoypadStick_LY( iPad, false )*((float)app.GetGameSettings(iPad,eGameSetting_Sensitivity_InMenu)/100.0f); // apply the sensitivity
#ifdef __ORBIS__
// should have sensitivity for the touchpad
//(float)app.GetGameSettings(iPad,eGameSetting_Sensitivity_TouchPadInMenu)/100.0f
// get the touchpad input and treat it as a map to the window
ScePadTouchData *pTouchPadData=InputManager.GetTouchPadData(iPad);
// make sure the touchpad button isn't down (it's the pausemenu)
if((!InputManager.ButtonDown(iPad, ACTION_MENU_TOUCHPAD_PRESS)) && (pTouchPadData->touchNum>0))
{
if(m_bFirstTouchStored[iPad]==false)
{
m_oldvTouchPos.x=(float)pTouchPadData->touch[0].x;
m_oldvTouchPos.y=(float)pTouchPadData->touch[0].y;
m_oldvPointerPos.x=vPointerPos.x;
m_oldvPointerPos.y=vPointerPos.y;
m_bFirstTouchStored[iPad]=true;
}
// should take the average of multiple touch points
float fNewX=(((float)pTouchPadData->touch[0].x)-m_oldvTouchPos.x) * m_fTouchPadMulX;
float fNewY=(((float)pTouchPadData->touch[0].y)-m_oldvTouchPos.y) * m_fTouchPadMulY;
// relative positions - needs a deadzone
if(fNewX>m_fTouchPadDeadZoneX)
{
vPointerPos.x=m_oldvPointerPos.x+((fNewX-m_fTouchPadDeadZoneX)*((float)app.GetGameSettings(iPad,eGameSetting_Sensitivity_InMenu)/100.0f));
}
else if(fNewX<-m_fTouchPadDeadZoneX)
{
vPointerPos.x=m_oldvPointerPos.x+((fNewX+m_fTouchPadDeadZoneX)*((float)app.GetGameSettings(iPad,eGameSetting_Sensitivity_InMenu)/100.0f));
}
if(fNewY>m_fTouchPadDeadZoneY)
{
vPointerPos.y=m_oldvPointerPos.y+((fNewY-m_fTouchPadDeadZoneY)*((float)app.GetGameSettings(iPad,eGameSetting_Sensitivity_InMenu)/100.0f));
}
else if(fNewY<-m_fTouchPadDeadZoneY)
{
vPointerPos.y=m_oldvPointerPos.y+((fNewY+m_fTouchPadDeadZoneY)*((float)app.GetGameSettings(iPad,eGameSetting_Sensitivity_InMenu)/100.0f));
}
// Clamp to pointer extents.
if ( vPointerPos.x < m_fPointerMinX ) vPointerPos.x = m_fPointerMinX;
else if ( vPointerPos.x > m_fPointerMaxX ) vPointerPos.x = m_fPointerMaxX;
if ( vPointerPos.y < m_fPointerMinY ) vPointerPos.y = m_fPointerMinY;
else if ( vPointerPos.y > m_fPointerMaxY ) vPointerPos.y = m_fPointerMaxY;
bStickInput = true;
m_eCurrTapState=eTapStateNoInput;
}
else
{
// reset the touch flag
m_bFirstTouchStored[iPad]=false;
#endif
// If there is any input on sticks, move the pointer.
if ( ( fabs( fInputX ) >= 0.01f ) || ( fabs( fInputY ) >= 0.01f ) )
{
m_bPointerDrivenByMouse = false;
fInputDirX = ( fInputX > 0.0f ) ? 1.0f : ( fInputX < 0.0f )?-1.0f : 0.0f;
fInputDirY = ( fInputY > 0.0f ) ? 1.0f : ( fInputY < 0.0f )?-1.0f : 0.0f;
#ifdef TAP_DETECTION
// Check for potential tap input to jump slot.
ETapState eNewTapInput = GetTapInputType( fInputX, fInputY );
switch( m_eCurrTapState )
{
case eTapStateNoInput:
m_eCurrTapState = eNewTapInput;
break;
case eTapStateUp:
case eTapStateDown:
case eTapStateLeft:
case eTapStateRight:
if ( ( eNewTapInput != m_eCurrTapState ) && ( eNewTapInput != eTapStateNoInput ) )
{
// Input is no longer suitable for tap.
m_eCurrTapState = eTapNone;
}
break;
case eTapNone:
/// Nothing to do, input is not a tap.
break;
}
#endif // TAP_DETECTION
// Square it so we get more precision for small inputs.
fInputX = fInputX * fInputX * fInputDirX * POINTER_SPEED_FACTOR;
fInputY = fInputY * fInputY * fInputDirY * POINTER_SPEED_FACTOR;
//fInputX = fInputX * POINTER_SPEED_FACTOR;
//fInputY = fInputY * POINTER_SPEED_FACTOR;
float fInputScale = 1.0f;
// Ramp up input from zero when new input is recieved over INPUT_TICKS_FOR_SCALING ticks. This is to try to improve tapping stick to move 1 box.
if ( m_iConsectiveInputTicks < MAX_INPUT_TICKS_FOR_SCALING )
{
++m_iConsectiveInputTicks;
fInputScale = ( (float)( m_iConsectiveInputTicks) / (float)(MAX_INPUT_TICKS_FOR_SCALING) );
}
#ifdef TAP_DETECTION
else if ( m_iConsectiveInputTicks < MAX_INPUT_TICKS_FOR_TAPPING )
{
++m_iConsectiveInputTicks;
}
else
{
m_eCurrTapState = eTapNone;
}
#endif
// 4J Stu - The cursor moves too fast in SD mode
// The SD/splitscreen scenes are approximately 0.6 times the size of the fullscreen on
if(!RenderManager.IsHiDef() || app.GetLocalPlayerCount() > 1) fInputScale *= 0.6f;
fInputX *= fInputScale;
fInputY *= fInputScale;
#ifdef USE_POINTER_ACCEL
m_fPointerAccelX += fInputX / 50.0f;
m_fPointerAccelY += fInputY / 50.0f;
if ( fabsf( fInputX ) > fabsf( m_fPointerVelX + m_fPointerAccelX ) )
{
m_fPointerVelX += m_fPointerAccelX;
}
else
{
m_fPointerAccelX = fInputX - m_fPointerVelX;
m_fPointerVelX = fInputX;
}
if ( fabsf( fInputY ) > fabsf( m_fPointerVelY + m_fPointerAccelY ) )
{
m_fPointerVelY += m_fPointerAccelY;
}
else
{
m_fPointerAccelY = fInputY - m_fPointerVelY;
m_fPointerVelY = fInputY;
}
//printf( "IN %.2f VEL %.2f ACC %.2f\n", fInputY, m_fPointerVelY, m_fPointerAccelY );
vPointerPos.x += m_fPointerVelX;
vPointerPos.y -= m_fPointerVelY;
#else
// Add input to pointer position.
vPointerPos.x += fInputX;
vPointerPos.y -= fInputY;
#endif
// Clamp to pointer extents.
if ( vPointerPos.x < m_fPointerMinX ) vPointerPos.x = m_fPointerMinX;
else if ( vPointerPos.x > m_fPointerMaxX ) vPointerPos.x = m_fPointerMaxX;
if ( vPointerPos.y < m_fPointerMinY ) vPointerPos.y = m_fPointerMinY;
else if ( vPointerPos.y > m_fPointerMaxY ) vPointerPos.y = m_fPointerMaxY;
bStickInput = true;
}
else
{
m_iConsectiveInputTicks = 0;
#ifdef USE_POINTER_ACCEL
m_fPointerVelX = 0.0f;
m_fPointerVelY = 0.0f;
m_fPointerAccelX = 0.0f;
m_fPointerAccelY = 0.0f;
#endif
}
#ifdef __ORBIS__
}
#endif
#ifdef _WINDOWS64
if (!g_KBMInput.IsMouseGrabbed() && g_KBMInput.IsKBMActive())
{
int deltaX = g_KBMInput.GetMouseDeltaX();
int deltaY = g_KBMInput.GetMouseDeltaY();
extern HWND g_hWnd;
RECT rc;
GetClientRect(g_hWnd, &rc);
int winW = rc.right - rc.left;
int winH = rc.bottom - rc.top;
if (winW > 0 && winH > 0)
{
float scaleX = (float)getMovieWidth() / (float)winW;
float scaleY = (float)getMovieHeight() / (float)winH;
vPointerPos.x += (float)deltaX * scaleX;
vPointerPos.y += (float)deltaY * scaleY;
}
if (deltaX != 0 || deltaY != 0)
{
bStickInput = true;
}
}
#endif
// Determine which slot the pointer is currently over.
ESceneSection eSectionUnderPointer = eSectionNone;
int iNewSlotX = -1;
int iNewSlotY = -1;
int iNewSlotIndex = -1;
bool bPointerIsOverSlot = false;
// Centre position of item under pointer, use this to snap pointer to item.
D3DXVECTOR3 vSnapPos;
for ( int iSection = m_eFirstSection; iSection < m_eMaxSection; ++iSection )
{
// Do not check any further if we have already found the item under the pointer.
if(m_eCurrTapState == eTapStateJump)
{
eSectionUnderPointer = m_eCurrSection;
}
else if ( eSectionUnderPointer == eSectionNone )
{
ESceneSection eSection = ( ESceneSection )( iSection );
// Get position of this section.
UIVec2D sectionPos;
GetPositionOfSection( eSection, &( sectionPos ) );
if(!IsSectionSlotList(eSection))
{
UIVec2D itemPos;
UIVec2D itemSize;
GetItemScreenData( eSection, 0, &( itemPos ), &( itemSize ) );
UIVec2D itemMax = itemSize;
itemMax += itemPos;
if ( ( vPointerPos.x >= sectionPos.x ) && ( vPointerPos.x <= itemMax.x ) &&
( vPointerPos.y >= sectionPos.y ) && ( vPointerPos.y <= itemMax.y ) )
{
// Pointer is over this control!
eSectionUnderPointer = eSection;
vSnapPos.x = itemPos.x + ( itemSize.x / 2.0f );
vSnapPos.y = itemPos.y + ( itemSize.y / 2.0f );
// Does this section already have focus.
if ( !doesSectionTreeHaveFocus( eSection ) )
{
// Give focus to this section.
setSectionFocus(eSection, getPad());
}
bPointerIsOverSlot = false;
// Have we actually changed slot? If so, input cannot be a tap.
if ( ( eSectionUnderPointer != m_eCurrSection ) || ( iNewSlotX != m_iCurrSlotX ) || ( iNewSlotY != m_iCurrSlotY ) )
{
m_eCurrTapState = eTapNone;
}
// Store what is currently under the pointer.
m_eCurrSection = eSectionUnderPointer;
}
}
else
{
// Get dimensions of this section.
int iNumRows;
int iNumColumns;
int iNumItems = GetSectionDimensions( eSection, &( iNumColumns ), &( iNumRows ) );
// Check each item to see if pointer is over it.
for ( int iItem = 0; iItem < iNumItems; ++iItem )
{
UIVec2D itemPos;
UIVec2D itemSize;
GetItemScreenData( eSection, iItem, &( itemPos ), &( itemSize ) );
itemPos += sectionPos;
UIVec2D itemMax = itemSize;
itemMax += itemPos;
if ( ( vPointerPos.x >= itemPos.x ) && ( vPointerPos.x <= itemMax.x ) &&
( vPointerPos.y >= itemPos.y ) && ( vPointerPos.y <= itemMax.y ) )
{
// Pointer is over this slot!
eSectionUnderPointer = eSection;
iNewSlotIndex = iItem;
iNewSlotX = iNewSlotIndex % iNumColumns;
iNewSlotY = iNewSlotIndex / iNumColumns;
vSnapPos.x = itemPos.x + ( itemSize.x / 2.0f );
vSnapPos.y = itemPos.y + ( itemSize.y / 2.0f );
// Does this section already have focus.
if ( !doesSectionTreeHaveFocus( eSection ) )
{
// Give focus to this section.
setSectionFocus(eSection, getPad());
}
// Set the highlight marker.
setSectionSelectedSlot(eSection, iNewSlotX, iNewSlotY );
bPointerIsOverSlot = true;
#ifdef TAP_DETECTION
// Have we actually changed slot? If so, input cannot be a tap.
if ( ( eSectionUnderPointer != m_eCurrSection ) || ( iNewSlotX != m_iCurrSlotX ) || ( iNewSlotY != m_iCurrSlotY ) )
{
m_eCurrTapState = eTapNone;
}
// Store what is currently under the pointer.
m_eCurrSection = eSectionUnderPointer;
m_iCurrSlotX = iNewSlotX;
m_iCurrSlotY = iNewSlotY;
#endif // TAP_DETECTION
// No need to check any further slots, the pointer can only ever be over one.
break;
}
}
}
}
}
// 4J - TomK - set to section none if this is a non-visible section
if(!IsVisible(eSectionUnderPointer)) eSectionUnderPointer = eSectionNone;
// If we are not over any slot, set focus elsewhere.
if ( eSectionUnderPointer == eSectionNone )
{
setFocusToPointer( getPad() );
#ifdef TAP_DETECTION
// Input cannot be a tap.
m_eCurrTapState = eTapNone;
// Store what is currently under the pointer.
m_eCurrSection = eSectionNone;
m_iCurrSlotX = -1;
m_iCurrSlotY = -1;
#endif // TAP_DETECTION
}
else
{
if ( !bStickInput )
{
// Did we get a tap input?
int iDesiredSlotX = -1;
int iDesiredSlotY = -1;
switch( m_eCurrTapState )
{
case eTapStateUp:
iDesiredSlotX = m_iCurrSlotX;
iDesiredSlotY = m_iCurrSlotY - 1;
break;
case eTapStateDown:
iDesiredSlotX = m_iCurrSlotX;
iDesiredSlotY = m_iCurrSlotY + 1;
break;
case eTapStateLeft:
iDesiredSlotX = m_iCurrSlotX - 1;
iDesiredSlotY = m_iCurrSlotY;
break;
case eTapStateRight:
iDesiredSlotX = m_iCurrSlotX + 1;
iDesiredSlotY = m_iCurrSlotY;
break;
case eTapStateJump:
iDesiredSlotX = m_iCurrSlotX;
iDesiredSlotY = m_iCurrSlotY;
break;
}
int iNumRows;
int iNumColumns;
int iNumItems = GetSectionDimensions( eSectionUnderPointer, &( iNumColumns ), &( iNumRows ) );
if ( (m_eCurrTapState != eTapNone && m_eCurrTapState != eTapStateNoInput) &&
( !IsSectionSlotList(eSectionUnderPointer) ||
( ( iDesiredSlotX < 0 ) || ( iDesiredSlotX >= iNumColumns ) || ( iDesiredSlotY < 0 ) || ( iDesiredSlotY >= iNumRows ) )
))
{
eSectionUnderPointer = GetSectionAndSlotInDirection( eSectionUnderPointer, m_eCurrTapState, &iDesiredSlotX, &iDesiredSlotY );
if(!IsSectionSlotList(eSectionUnderPointer)) bPointerIsOverSlot = false;
// Get the details for the new section
iNumItems = GetSectionDimensions( eSectionUnderPointer, &( iNumColumns ), &( iNumRows ) );
}
if ( !IsSectionSlotList(eSectionUnderPointer) || ( ( iDesiredSlotX >= 0 ) && ( iDesiredSlotX < iNumColumns ) && ( iDesiredSlotY >= 0 ) && ( iDesiredSlotY < iNumRows ) ) )
{
// Desired slot after tap input is valid, so make the jump to this slot.
UIVec2D sectionPos;
GetPositionOfSection( eSectionUnderPointer, &( sectionPos ) );
iNewSlotIndex = ( iDesiredSlotY * iNumColumns ) + iDesiredSlotX;
UIVec2D itemPos;
UIVec2D itemSize;
GetItemScreenData( eSectionUnderPointer, iNewSlotIndex, &( itemPos ), &( itemSize ) );
if(IsSectionSlotList(eSectionUnderPointer)) itemPos += sectionPos;
vSnapPos.x = itemPos.x + ( itemSize.x / 2.0f);
vSnapPos.y = itemPos.y + ( itemSize.y / 2.0f);
m_eCurrSection = eSectionUnderPointer;
m_iCurrSlotX = iDesiredSlotX;
m_iCurrSlotY = iDesiredSlotY;
}
m_eCurrTapState = eTapStateNoInput;
// If there is no stick input, and we are over a slot, then snap pointer to slot centre.
// 4J - TomK - only if this particular component allows so!
#ifdef _WINDOWS64
if((g_KBMInput.IsMouseGrabbed() || !g_KBMInput.IsKBMActive()) && CanHaveFocus(eSectionUnderPointer))
#else
if(CanHaveFocus(eSectionUnderPointer))
#endif
{
vPointerPos.x = vSnapPos.x;
vPointerPos.y = vSnapPos.y;
}
}
}
// Clamp to pointer extents.
if ( vPointerPos.x < m_fPointerMinX ) vPointerPos.x = m_fPointerMinX;
else if ( vPointerPos.x > m_fPointerMaxX ) vPointerPos.x = m_fPointerMaxX;
if ( vPointerPos.y < m_fPointerMinY ) vPointerPos.y = m_fPointerMinY;
else if ( vPointerPos.y > m_fPointerMaxY ) vPointerPos.y = m_fPointerMaxY;
// Check if the pointer is outside of the panel.
bool bPointerIsOutsidePanel = false;
if ( ( vPointerPos.x < m_fPanelMinX ) || ( vPointerPos.x > m_fPanelMaxX ) || ( vPointerPos.y < m_fPanelMinY ) || ( vPointerPos.y > m_fPanelMaxY ) )
{
bPointerIsOutsidePanel = true;
}
// Determine appropriate context sensitive tool tips, based on what is carried on the pointer and what is under the pointer.
// What are we carrying on pointer.
shared_ptr<LocalPlayer> player = Minecraft::GetInstance()->localplayers[getPad()];
shared_ptr<ItemInstance> carriedItem = nullptr;
if(player != NULL) carriedItem = player->inventory->getCarried();
shared_ptr<ItemInstance> slotItem = nullptr;
Slot *slot = NULL;
int slotIndex = 0;
if(bPointerIsOverSlot)
{
slotIndex = iNewSlotIndex + getSectionStartOffset( eSectionUnderPointer );
slot = m_menu->getSlot(slotIndex);
}
bool bIsItemCarried = carriedItem != NULL;
int iCarriedCount = 0;
bool bCarriedIsSameAsSlot = false; // Indicates if same item is carried on pointer as is in slot under pointer.
if ( bIsItemCarried )
{
iCarriedCount = carriedItem->count;
}
// What is in the slot that we are over.
bool bSlotHasItem = false;
bool bMayPlace = false;
bool bCanPlaceOne = false;
bool bCanPlaceAll = false;
bool bCanCombine = false;
bool bCanDye = false;
int iSlotCount = 0;
int iSlotStackSizeRemaining = 0; // How many more items can be stacked on this slot.
if ( bPointerIsOverSlot )
{
slotItem = slot->getItem();
bSlotHasItem = slotItem != NULL;
if ( bSlotHasItem )
{
iSlotCount = slotItem->GetCount();
if ( bIsItemCarried )
{
bCarriedIsSameAsSlot = IsSameItemAs(carriedItem, slotItem);
bCanCombine = m_menu->mayCombine(slot,carriedItem);
bCanDye = bCanCombine && dynamic_cast<ArmorItem *>(slot->getItem()->getItem());
if ( bCarriedIsSameAsSlot )
{
iSlotStackSizeRemaining = GetEmptyStackSpace( m_menu->getSlot(slotIndex) );
}
}
}
if( bIsItemCarried)
{
bMayPlace = slot->mayPlace(carriedItem);
if ( bSlotHasItem ) iSlotStackSizeRemaining = GetEmptyStackSpace( slot );
else iSlotStackSizeRemaining = slot->getMaxStackSize();
if(bMayPlace && iSlotStackSizeRemaining > 0) bCanPlaceOne = true;
if(bMayPlace && iSlotStackSizeRemaining > 1 && carriedItem->count > 1) bCanPlaceAll = true;
}
}
if( bPointerIsOverSlot && bSlotHasItem )
{
vector<HtmlString> *desc = GetItemDescription(slot);
SetPointerText(desc, slot != m_lastPointerLabelSlot);
m_lastPointerLabelSlot = slot;
delete desc;
}
else if (eSectionUnderPointer != eSectionNone && !IsSectionSlotList(eSectionUnderPointer) )
{
vector<HtmlString> *desc = GetSectionHoverText(eSectionUnderPointer);
SetPointerText(desc, false);
m_lastPointerLabelSlot = NULL;
delete desc;
}
else
{
SetPointerText(NULL, false);
m_lastPointerLabelSlot = NULL;
}
EToolTipItem buttonA, buttonX, buttonY, buttonRT, buttonBack;
buttonA = buttonX = buttonY = buttonRT = buttonBack = eToolTipNone;
if ( bPointerIsOverSlot )
{
SetPointerOutsideMenu( false );
if ( bIsItemCarried )
{
if ( bSlotHasItem )
{
// Item in hand and item in slot ... is item in slot the same as in out hand? If so, can we stack on to it?
if ( bCarriedIsSameAsSlot )
{
// Can we stack more into this slot?
if ( iSlotStackSizeRemaining == 0 )
{
// Cannot stack any more.
buttonRT = eToolTipWhatIsThis;
}
else if ( iSlotStackSizeRemaining == 1 )
{
// Can only put 1 more on the stack.
buttonA = eToolTipPlaceGeneric;
buttonRT = eToolTipWhatIsThis;
}
else // can put 1 or all.
{
if(bCanPlaceAll)
{
// Multiple items in hand.
buttonA = eToolTipPlaceAll;
buttonX = eToolTipPlaceOne;
}
else if(bCanPlaceOne)
{
if(iCarriedCount > 1) buttonA = eToolTipPlaceOne;
else buttonA = eToolTipPlaceGeneric;
}
buttonRT = eToolTipWhatIsThis;
}
}
else // items are different, click here will swap them.
{
if(bMayPlace) buttonA = eToolTipSwap;
buttonRT = eToolTipWhatIsThis;
}
if(bCanDye)
{
buttonX = eToolTipDye;
}
else if(bCanCombine)
{
buttonX = eToolTipRepair;
}
}
else // slot empty.
{
// Item in hand, slot is empty.
if ( iCarriedCount == 1 )
{
// Only one item in hand.
buttonA = eToolTipPlaceGeneric;
}
else
{
if(bCanPlaceAll)
{
// Multiple items in hand.
buttonA = eToolTipPlaceAll;
buttonX = eToolTipPlaceOne;
}
else if(bCanPlaceOne)
{
buttonA = eToolTipPlaceOne;
}
}
}
}
else // no object in hand
{
if ( bSlotHasItem )
{
if ( iSlotCount == 1 )
{
buttonA = eToolTipPickUpGeneric;
}
else
{
// Multiple items in slot.
buttonA = eToolTipPickUpAll;
buttonX = eToolTipPickUpHalf;
}
#ifdef __PSVITA__
if (!InputManager.IsVitaTV())
{
buttonBack = eToolTipWhatIsThis;
}
else
#endif
{
buttonRT = eToolTipWhatIsThis;
}
}
else
{
// Nothing in slot and nothing in hand.
}
}
if ( bSlotHasItem )
{
// Item in slot
// 4J-PB - show tooltips for quick use of armour
if((eSectionUnderPointer==eSectionInventoryUsing)||(eSectionUnderPointer==eSectionInventoryInventory))
{
shared_ptr<ItemInstance> item = getSlotItem(eSectionUnderPointer, iNewSlotIndex);
ArmorRecipes::_eArmorType eArmourType=ArmorRecipes::GetArmorType(item->id);
if(eArmourType==ArmorRecipes::eArmorType_None)
{
buttonY = eToolTipQuickMove;
}
else
{
// check that the slot required is empty
switch(eArmourType)
{
case ArmorRecipes::eArmorType_Helmet:
if(isSlotEmpty(eSectionInventoryArmor,0))
{
buttonY = eToolTipEquip;
}
else
{
buttonY = eToolTipQuickMove;
}
break;
case ArmorRecipes::eArmorType_Chestplate:
if(isSlotEmpty(eSectionInventoryArmor,1))
{
buttonY = eToolTipEquip;
}
else
{
buttonY = eToolTipQuickMove;
}
break;
case ArmorRecipes::eArmorType_Leggings:
if(isSlotEmpty(eSectionInventoryArmor,2))
{
buttonY = eToolTipEquip;
}
else
{
buttonY = eToolTipQuickMove;
}
break;
case ArmorRecipes::eArmorType_Boots:
if(isSlotEmpty(eSectionInventoryArmor,3))
{
buttonY = eToolTipEquip;
}
else
{
buttonY = eToolTipQuickMove;
}
break;
default:
buttonY = eToolTipQuickMove;
break;
}
}
}
// 4J-PB - show tooltips for quick use of fuel or ingredient
else if((eSectionUnderPointer==eSectionFurnaceUsing)||(eSectionUnderPointer==eSectionFurnaceInventory))
{
// Get the info on this item.
shared_ptr<ItemInstance> item = getSlotItem(eSectionUnderPointer, iNewSlotIndex);
bool bValidFuel = FurnaceTileEntity::isFuel(item);
bool bValidIngredient = FurnaceRecipes::getInstance()->getResult(item->getItem()->id) != NULL;
if(bValidIngredient)
{
// is there already something in the ingredient slot?
if(!isSlotEmpty(eSectionFurnaceIngredient,0))
{
// is it the same as this item
shared_ptr<ItemInstance> IngredientItem = getSlotItem(eSectionFurnaceIngredient,0);
if(IngredientItem->id == item->id)
{
buttonY = eToolTipQuickMoveIngredient;
}
else
{
if(FurnaceRecipes::getInstance()->getResult(item->id)==NULL)
{
buttonY = eToolTipQuickMove;
}
else
{
buttonY = eToolTipQuickMoveIngredient;
}
}
}
else
{
// ingredient slot empty
buttonY = eToolTipQuickMoveIngredient;
}
}
else if(bValidFuel)
{
// Is there already something in the fuel slot?
if(!isSlotEmpty(eSectionFurnaceFuel,0))
{
// is it the same as this item
shared_ptr<ItemInstance> fuelItem = getSlotItem(eSectionFurnaceFuel,0);
if(fuelItem->id == item->id)
{
buttonY = eToolTipQuickMoveFuel;
}
else if(bValidIngredient)
{
// check if the ingredient slot is empty, or the same as this
if(!isSlotEmpty(eSectionFurnaceIngredient,0))
{
// is it the same as this item
shared_ptr<ItemInstance> IngredientItem = getSlotItem(eSectionFurnaceIngredient,0);
if(IngredientItem->id == item->id)
{
buttonY = eToolTipQuickMoveIngredient;
}
else
{
if(FurnaceRecipes::getInstance()->getResult(item->id)==NULL)
{
buttonY = eToolTipQuickMove;
}
else
{
buttonY = eToolTipQuickMoveIngredient;
}
}
}
else
{
// ingredient slot empty
buttonY = eToolTipQuickMoveIngredient;
}
}
else
{
buttonY = eToolTipQuickMove;
}
}
else
{
buttonY = eToolTipQuickMoveFuel;
}
}
else
{
buttonY = eToolTipQuickMove;
}
}
// 4J-PB - show tooltips for quick use of ingredients in brewing
else if((eSectionUnderPointer==eSectionBrewingUsing)||(eSectionUnderPointer==eSectionBrewingInventory))
{
// Get the info on this item.
shared_ptr<ItemInstance> item = getSlotItem(eSectionUnderPointer, iNewSlotIndex);
int iId=item->id;
// valid ingredient?
bool bValidIngredient=false;
//bool bValidIngredientBottom=false;
if(Item::items[iId]->hasPotionBrewingFormula() || (iId == Item::netherwart_seeds_Id))
{
bValidIngredient=true;
}
if(bValidIngredient)
{
// is there already something in the ingredient slot?
if(!isSlotEmpty(eSectionBrewingIngredient,0))
{
// is it the same as this item
shared_ptr<ItemInstance> IngredientItem = getSlotItem(eSectionBrewingIngredient,0);
if(IngredientItem->id == item->id)
{
buttonY = eToolTipQuickMoveIngredient;
}
else
{
buttonY=eToolTipQuickMove;
}
}
else
{
// ingredient slot empty
buttonY = eToolTipQuickMoveIngredient;
}
}
else
{
// valid potion? Glass bottle with water in it is a 'potion' too.
if(iId==Item::potion_Id)
{
// space available?
if(isSlotEmpty(eSectionBrewingBottle1,0) ||
isSlotEmpty(eSectionBrewingBottle2,0) ||
isSlotEmpty(eSectionBrewingBottle3,0))
{
buttonY = eToolTipQuickMoveIngredient;
}
else
{
buttonY=eToolTipNone;
}
}
else
{
buttonY=eToolTipQuickMove;
}
}
}
else if((eSectionUnderPointer==eSectionEnchantUsing)||(eSectionUnderPointer==eSectionEnchantInventory))
{
// Get the info on this item.
shared_ptr<ItemInstance> item = getSlotItem(eSectionUnderPointer, iNewSlotIndex);
int iId=item->id;
// valid enchantable tool?
if(Item::items[iId]->isEnchantable(item))
{
// is there already something in the ingredient slot?
if(isSlotEmpty(eSectionEnchantSlot,0))
{
// tool slot empty
switch(iId)
{
case Item::bow_Id:
case Item::sword_wood_Id:
case Item::sword_stone_Id:
case Item::sword_iron_Id:
case Item::sword_diamond_Id:
buttonY=eToolTipQuickMoveWeapon;
break;
case Item::helmet_leather_Id:
case Item::chestplate_leather_Id:
case Item::leggings_leather_Id:
case Item::boots_leather_Id:
case Item::helmet_chain_Id:
case Item::chestplate_chain_Id:
case Item::leggings_chain_Id:
case Item::boots_chain_Id:
case Item::helmet_iron_Id:
case Item::chestplate_iron_Id:
case Item::leggings_iron_Id:
case Item::boots_iron_Id:
case Item::helmet_diamond_Id:
case Item::chestplate_diamond_Id:
case Item::leggings_diamond_Id:
case Item::boots_diamond_Id:
case Item::helmet_gold_Id:
case Item::chestplate_gold_Id:
case Item::leggings_gold_Id:
case Item::boots_gold_Id:
buttonY=eToolTipQuickMoveArmor;
break;
case Item::book_Id:
buttonY = eToolTipQuickMove;
break;
default:
buttonY=eToolTipQuickMoveTool;
break;
}
}
else
{
buttonY = eToolTipQuickMove;
}
}
else
{
buttonY=eToolTipQuickMove;
}
}
else
{
buttonY = eToolTipQuickMove;
}
}
}
if ( bPointerIsOutsidePanel )
{
SetPointerOutsideMenu( true );
// Outside window, we dropping items.
if ( bIsItemCarried )
{
//int iCount = m_pointerControl->GetObjectCount( m_pointerControl->m_hObj );
if ( iCarriedCount > 1 )
{
buttonA = eToolTipDropAll;
buttonX = eToolTipDropOne;
}
else
{
buttonA = eToolTipDropGeneric;
}
}
}
else // pointer is just over dead space ... can't really do anything.
{
SetPointerOutsideMenu( false );
}
shared_ptr<ItemInstance> item = nullptr;
if(bPointerIsOverSlot && bSlotHasItem) item = getSlotItem(eSectionUnderPointer, iNewSlotIndex);
overrideTooltips(eSectionUnderPointer, item, bIsItemCarried, bSlotHasItem, bCarriedIsSameAsSlot, iSlotStackSizeRemaining, buttonA, buttonX, buttonY, buttonRT, buttonBack);
SetToolTip( eToolTipButtonA, buttonA );
SetToolTip( eToolTipButtonX, buttonX );
SetToolTip( eToolTipButtonY, buttonY );
SetToolTip( eToolTipButtonRT, buttonRT );
SetToolTip( eToolTipButtonBack, buttonBack );
// Offset back to image top left.
vPointerPos.x -= m_fPointerImageOffsetX;
vPointerPos.y -= m_fPointerImageOffsetY;
// Update pointer position.
// 4J-PB - do not allow sub pixel positions or we get broken lines in box edges
// problem here when sensitivity is low - we'll be moving a sub pixel size, so it'll clamp, and we'll never move. In that case, move 1 pixel
if(fInputDirX!=0.0f)
{
if(fInputDirX==1.0f)
{
vPointerPos.x+=0.999999f;
}
else
{
vPointerPos.x-=0.999999f;
}
}
if(fInputDirY!=0.0f)
{
if(fInputDirY==1.0f)
{
vPointerPos.y+=0.999999f;
}
else
{
vPointerPos.y-=0.999999f;
}
}
vPointerPos.x = floor(vPointerPos.x);
vPointerPos.x += ( (int)vPointerPos.x%2);
vPointerPos.y = floor(vPointerPos.y);
vPointerPos.y += ( (int)vPointerPos.y%2);
m_pointerPos = vPointerPos;
adjustPointerForSafeZone();
}
bool IUIScene_AbstractContainerMenu::handleKeyDown(int iPad, int iAction, bool bRepeat)
{
bool bHandled = false;
Minecraft *pMinecraft = Minecraft::GetInstance();
if( pMinecraft->localgameModes[getPad()] != NULL )
{
Tutorial *tutorial = pMinecraft->localgameModes[getPad()]->getTutorial();
if(tutorial != NULL)
{
tutorial->handleUIInput(iAction);
if(ui.IsTutorialVisible(getPad()) && !tutorial->isInputAllowed(iAction))
{
return S_OK;
}
}
}
#ifdef _XBOX
ui.AnimateKeyPress(iPad, iAction);
#else
ui.AnimateKeyPress(iPad, iAction, bRepeat, true, false);
#endif
int buttonNum=0; // 0 = LeftMouse, 1 = RightMouse
BOOL quickKeyHeld=false; // Represents shift key on PC
BOOL quickKeyDown = false; // Represents shift key on PC
BOOL validKeyPress = false;
bool itemEditorKeyPress = false;
// Ignore input from other players
//if(pMinecraft->player->GetXboxPad()!=pInputData->UserIndex) return S_OK;
switch(iAction)
{
#ifdef _DEBUG_MENUS_ENABLED
case ACTION_MENU_OTHER_STICK_PRESS:
itemEditorKeyPress = TRUE;
break;
#endif
case ACTION_MENU_A:
#ifdef __ORBIS__
case ACTION_MENU_TOUCHPAD_PRESS:
#endif
if (!bRepeat)
{
validKeyPress = TRUE;
// Standard left click
buttonNum = 0;
if (g_KBMInput.IsKeyDown(VK_LSHIFT))
{
{
validKeyPress = TRUE;
// Shift and left click
buttonNum = 0;
quickKeyHeld = TRUE;
if (IsSectionSlotList(m_eCurrSection))
{
int currentIndex = getCurrentIndex(m_eCurrSection) - getSectionStartOffset(m_eCurrSection);
bool bSlotHasItem = !isSlotEmpty(m_eCurrSection, currentIndex);
if (bSlotHasItem)
ui.PlayUISFX(eSFX_Press);
}
}
}
else {
if (IsSectionSlotList(m_eCurrSection))
{
int currentIndex = getCurrentIndex(m_eCurrSection) - getSectionStartOffset(m_eCurrSection);
bool bSlotHasItem = !isSlotEmpty(m_eCurrSection, currentIndex);
if (bSlotHasItem)
ui.PlayUISFX(eSFX_Press);
}
//
}
}
break;
case ACTION_MENU_X:
if(!bRepeat)
{
validKeyPress = TRUE;
// Standard right click
buttonNum = 1;
quickKeyHeld = FALSE;
if( IsSectionSlotList( m_eCurrSection ) )
{
int currentIndex = getCurrentIndex( m_eCurrSection ) - getSectionStartOffset(m_eCurrSection);
bool bSlotHasItem = !isSlotEmpty(m_eCurrSection, currentIndex);
if ( bSlotHasItem )
ui.PlayUISFX(eSFX_Press);
}
}
break;
case ACTION_MENU_Y:
if(!bRepeat)
{
//bool bIsItemCarried = !m_pointerControl->isEmpty( m_pointerControl->m_hObj );
// 4J Stu - TU8: Remove this fix, and fix the tooltip display instead as customers liked the feature
// Fix for #58583 - TU6: Content: UI: The Quick Move button prompt disappears even though it still works
// No quick move tooltip is shown if something is carried, so disable the action as well
//if(!bIsItemCarried)
{
validKeyPress = TRUE;
// Shift and left click
buttonNum = 0;
quickKeyHeld = TRUE;
if( IsSectionSlotList( m_eCurrSection ) )
{
int currentIndex = getCurrentIndex( m_eCurrSection ) - getSectionStartOffset(m_eCurrSection);
bool bSlotHasItem = !isSlotEmpty(m_eCurrSection, currentIndex);
if ( bSlotHasItem )
ui.PlayUISFX(eSFX_Press);
}
}
}
break;
// 4J Stu - Also enable start to exit the scene. This key is also not constrained by the tutorials.
case ACTION_MENU_PAUSEMENU:
case ACTION_MENU_B:
{
ui.SetTooltips(iPad, -1);
// 4J Stu - Fix for #11302 - TCR 001: Network Connectivity: Host crashed after being killed by the client while accessing a chest during burst packet loss.
// We need to make sure that we call closeContainer() anytime this menu is closed, even if it is forced to close by some other reason (like the player dying)
// Therefore I have moved this call to the OnDestroy() method to make sure that it always happens.
//Minecraft::GetInstance()->localplayers[pInputData->UserIndex]->closeContainer();
// Return to the game. We should really callback to the app here as well
// to let it know that we have closed the ui incase we need to do things when that happens
if(m_bNavigateBack)
{
ui.NavigateBack(iPad);
}
else
{
ui.CloseUIScenes(iPad);
}
bHandled = true;
return S_OK;
}
break;
case ACTION_MENU_LEFT:
{
//ui.PlayUISFX(eSFX_Focus);
m_eCurrTapState = eTapStateLeft;
}
break;
case ACTION_MENU_RIGHT:
{
//ui.PlayUISFX(eSFX_Focus);
m_eCurrTapState = eTapStateRight;
}
break;
case ACTION_MENU_UP:
#ifdef _WINDOWS64
if (g_KBMInput.WasMouseWheelConsumed())
{
handleAdditionalKeyPress(ACTION_MENU_OTHER_STICK_UP);
break;
}
#endif
{
//ui.PlayUISFX(eSFX_Focus);
m_eCurrTapState = eTapStateUp;
}
break;
case ACTION_MENU_DOWN:
#ifdef _WINDOWS64
if (g_KBMInput.WasMouseWheelConsumed())
{
handleAdditionalKeyPress(ACTION_MENU_OTHER_STICK_DOWN);
break;
}
#endif
{
//ui.PlayUISFX(eSFX_Focus);
m_eCurrTapState = eTapStateDown;
}
break;
case ACTION_MENU_PAGEUP:
{
// 4J Stu - Do nothing except stop this being passed anywhere else
bHandled = true;
}
break;
case ACTION_MENU_PAGEDOWN:
{
if( IsSectionSlotList( m_eCurrSection ) )
{
int currentIndex = getCurrentIndex( m_eCurrSection ) - getSectionStartOffset(m_eCurrSection);
bool bSlotHasItem = !isSlotEmpty(m_eCurrSection, currentIndex);
if ( bSlotHasItem )
{
shared_ptr<ItemInstance> item = getSlotItem(m_eCurrSection, currentIndex);
if( Minecraft::GetInstance()->localgameModes[iPad] != NULL )
{
Tutorial::PopupMessageDetails *message = new Tutorial::PopupMessageDetails;
message->m_messageId = item->getUseDescriptionId();
if(Item::items[item->id] != NULL) message->m_titleString = Item::items[item->id]->getHoverName(item);
message->m_titleId = item->getDescriptionId();
message->m_icon = item->id;
message->m_iAuxVal = item->getAuxValue();
message->m_forceDisplay = true;
TutorialMode *gameMode = (TutorialMode *)Minecraft::GetInstance()->localgameModes[iPad];
gameMode->getTutorial()->setMessage(NULL, message);
ui.PlayUISFX(eSFX_Press);
}
}
}
bHandled = TRUE;
}
break;
};
if( validKeyPress == TRUE )
{
if(handleValidKeyPress(iPad,buttonNum,quickKeyHeld))
{
// Used to allow overriding certain keypresses, so do nothing here
}
else
{
if( IsSectionSlotList( m_eCurrSection ) )
{
handleSlotListClicked(m_eCurrSection,buttonNum,quickKeyHeld);
}
else
{
// TODO Clicked something else, like for example the craft result. Do something here
// 4J WESTY : For pointer system we can legally drop items outside of the window panel here, or may press button while
// pointer is over empty panel space.
if ( m_bPointerOutsideMenu )
{
handleOutsideClicked(iPad, buttonNum, quickKeyHeld);
}
else //
{
// over empty space or something else???
handleOtherClicked(iPad,m_eCurrSection,buttonNum,quickKeyHeld?true:false);
//assert( FALSE );
}
}
}
bHandled = true;
}
#ifdef _DEBUG_MENUS_ENABLED
else if(itemEditorKeyPress == TRUE)
{
if( IsSectionSlotList( m_eCurrSection ) )
{
ItemEditorInput *initData = new ItemEditorInput();
initData->iPad = getPad();
initData->slot = getSlot( m_eCurrSection, getCurrentIndex(m_eCurrSection) );
initData->menu = m_menu;
ui.NavigateToScene(getPad(),eUIScene_DebugItemEditor,(void *)initData);
}
}
#endif
else
{
handleAdditionalKeyPress(iAction);
}
UpdateTooltips();
return bHandled;
}
bool IUIScene_AbstractContainerMenu::handleValidKeyPress(int iUserIndex, int buttonNum, BOOL quickKeyHeld)
{
return false;
}
void IUIScene_AbstractContainerMenu::handleOutsideClicked(int iPad, int buttonNum, BOOL quickKeyHeld)
{
// Drop items.
//pMinecraft->localgameModes[m_iPad]->handleInventoryMouseClick(menu->containerId, AbstractContainerMenu::CLICKED_OUTSIDE, buttonNum, quickKeyHeld?true:false, pMinecraft->localplayers[m_iPad] );
slotClicked(AbstractContainerMenu::SLOT_CLICKED_OUTSIDE, buttonNum, quickKeyHeld?true:false);
}
void IUIScene_AbstractContainerMenu::handleOtherClicked(int iPad, ESceneSection eSection, int buttonNum, bool quickKey)
{
// Do nothing
}
void IUIScene_AbstractContainerMenu::handleAdditionalKeyPress(int iAction)
{
// Do nothing
}
void IUIScene_AbstractContainerMenu::handleSlotListClicked(ESceneSection eSection, int buttonNum, BOOL quickKeyHeld)
{
int currentIndex = getCurrentIndex(eSection);
//pMinecraft->localgameModes[m_iPad]->handleInventoryMouseClick(menu->containerId, currentIndex, buttonNum, quickKeyHeld?true:false, pMinecraft->localplayers[m_iPad] );
slotClicked(currentIndex, buttonNum, quickKeyHeld?true:false);
handleSectionClick(eSection);
}
void IUIScene_AbstractContainerMenu::slotClicked(int slotId, int buttonNum, bool quickKey)
{
// 4J Stu - Removed this line as unused
//if (slot != NULL) slotId = slot->index;
Minecraft *pMinecraft = Minecraft::GetInstance();
pMinecraft->localgameModes[getPad()]->handleInventoryMouseClick(m_menu->containerId, slotId, buttonNum, quickKey, pMinecraft->localplayers[getPad()] );
}
int IUIScene_AbstractContainerMenu::getCurrentIndex(ESceneSection eSection)
{
int rows, columns;
GetSectionDimensions( eSection, &columns, &rows );
int currentIndex = (m_iCurrSlotY * columns) + m_iCurrSlotX;
return currentIndex + getSectionStartOffset(eSection);
}
bool IUIScene_AbstractContainerMenu::IsSameItemAs(shared_ptr<ItemInstance> itemA, shared_ptr<ItemInstance> itemB)
{
if(itemA == NULL || itemB == NULL) return false;
return (itemA->id == itemB->id && (!itemB->isStackedByData() || itemB->getAuxValue() == itemA->getAuxValue()) && ItemInstance::tagMatches(itemB, itemA) );
}
int IUIScene_AbstractContainerMenu::GetEmptyStackSpace(Slot *slot)
{
int iResult = 0;
if(slot != NULL && slot->hasItem())
{
shared_ptr<ItemInstance> item = slot->getItem();
if ( item->isStackable() )
{
int iCount = item->GetCount();
int iMaxStackSize = min(item->getMaxStackSize(), slot->getMaxStackSize() );
iResult = iMaxStackSize - iCount;
if(iResult < 0 ) iResult = 0;
}
}
return iResult;
}
vector<HtmlString> *IUIScene_AbstractContainerMenu::GetItemDescription(Slot *slot)
{
if(slot == NULL) return NULL;
vector<HtmlString> *lines = slot->getItem()->getHoverText(nullptr, false);
// Add rarity to first line
if (lines->size() > 0)
{
lines->at(0).color = slot->getItem()->getRarity()->color;
if(slot->getItem()->hasCustomHoverName())
{
lines->at(0).color = eTextColor_RenamedItemTitle;
}
}
return lines;
}
vector<HtmlString> *IUIScene_AbstractContainerMenu::GetSectionHoverText(ESceneSection eSection)
{
return NULL;
}