* 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.
3500 lines
112 KiB
C++
3500 lines
112 KiB
C++
#include "stdafx.h"
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#include "UIController.h"
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#include "UI.h"
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#include "UIScene.h"
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#include "UIControl_Slider.h"
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#include "UIControl_TexturePackList.h"
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#include "..\..\..\Minecraft.World\StringHelpers.h"
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#include "..\..\LocalPlayer.h"
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#include "..\..\DLCTexturePack.h"
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#include "..\..\TexturePackRepository.h"
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#include "..\..\Minecraft.h"
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#include "..\..\..\Minecraft.World\net.minecraft.world.entity.boss.enderdragon.h"
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#include "..\..\EnderDragonRenderer.h"
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#include "..\..\MultiPlayerLocalPlayer.h"
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#include "UIFontData.h"
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#ifdef _WINDOWS64
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#include "..\..\Windows64\KeyboardMouseInput.h"
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#endif
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#ifdef __PSVITA__
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#include <message_dialog.h>
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#endif
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// 4J Stu - Enable this to override the Iggy Allocator
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//#define ENABLE_IGGY_ALLOCATOR
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//#define EXCLUDE_IGGY_ALLOCATIONS_FROM_HEAP_INSPECTOR
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//#define ENABLE_IGGY_EXPLORER
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#ifdef ENABLE_IGGY_EXPLORER
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#include "Windows64\Iggy\include\iggyexpruntime.h"
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#endif
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//#define ENABLE_IGGY_PERFMON
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#ifdef ENABLE_IGGY_PERFMON
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#define PM_ORIGIN_X 24
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#define PM_ORIGIN_Y 34
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#ifdef __ORBIS__
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#include "Orbis\Iggy\include\iggyperfmon.h"
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#include "Orbis\Iggy\include\iggyperfmon_orbis.h"
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#elif defined _DURANGO
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#include "Durango\Iggy\include\iggyperfmon.h"
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#elif defined __PS3__
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#include "PS3\Iggy\include\iggyperfmon.h"
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#include "PS3\Iggy\include\iggyperfmon_ps3.h"
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#elif defined __PSVITA__
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#include "PSVita\Iggy\include\iggyperfmon.h"
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#include "PSVita\Iggy\include\iggyperfmon_psp2.h"
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#elif defined __WINDOWS64
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#include "Windows64\Iggy\include\iggyperfmon.h"
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#endif
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#endif
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CRITICAL_SECTION UIController::ms_reloadSkinCS;
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bool UIController::ms_bReloadSkinCSInitialised = false;
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DWORD UIController::m_dwTrialTimerLimitSecs=DYNAMIC_CONFIG_DEFAULT_TRIAL_TIME;
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#ifdef _WINDOWS64
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static UIControl_Slider *FindSliderById(UIScene *pScene, int sliderId)
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{
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vector<UIControl *> *controls = pScene->GetControls();
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if (!controls) return NULL;
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for (size_t i = 0; i < controls->size(); ++i)
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{
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UIControl *ctrl = (*controls)[i];
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if (ctrl && ctrl->getControlType() == UIControl::eSlider && ctrl->getId() == sliderId)
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return (UIControl_Slider *)ctrl;
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}
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return NULL;
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}
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#endif
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static void RADLINK WarningCallback(void *user_callback_data, Iggy *player, IggyResult code, const char *message)
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{
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//enum IggyResult{ IGGY_RESULT_SUCCESS = 0, IGGY_RESULT_Warning_None = 0,
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// IGGY_RESULT_Warning_Misc = 100, IGGY_RESULT_Warning_GDraw = 101,
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// IGGY_RESULT_Warning_ProgramFlow = 102,
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// IGGY_RESULT_Warning_Actionscript = 103,
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// IGGY_RESULT_Warning_Graphics = 104, IGGY_RESULT_Warning_Font = 105,
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// IGGY_RESULT_Warning_Timeline = 106, IGGY_RESULT_Warning_Library = 107,
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// IGGY_RESULT_Warning_CannotSustainFrameRate = 201,
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// IGGY_RESULT_Warning_ThrewException = 202,
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// IGGY_RESULT_Error_Threshhold = 400, IGGY_RESULT_Error_Misc = 400,
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// IGGY_RESULT_Error_GDraw = 401, IGGY_RESULT_Error_ProgramFlow = 402,
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// IGGY_RESULT_Error_Actionscript = 403, IGGY_RESULT_Error_Graphics = 404,
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// IGGY_RESULT_Error_Font = 405, IGGY_RESULT_Error_Create = 406,
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// IGGY_RESULT_Error_Library = 407, IGGY_RESULT_Error_ValuePath = 408,
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// IGGY_RESULT_Error_Audio = 409, IGGY_RESULT_Error_Internal = 499,
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// IGGY_RESULT_Error_InvalidIggy = 501,
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// IGGY_RESULT_Error_InvalidArgument = 502,
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// IGGY_RESULT_Error_InvalidEntity = 503,
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// IGGY_RESULT_Error_UndefinedEntity = 504,
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// IGGY_RESULT_Error_OutOfMemory = 1001,};
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switch(code)
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{
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case IGGY_RESULT_Warning_CannotSustainFrameRate:
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// Ignore warning
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break;
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default:
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/* Normally, we'd want to issue this warning to some kind of
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logging system or error reporting system, but since this is a
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tutorial app, we just use Win32's default error stream. Since
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ActionScript 3 exceptions are routed through this warning
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callback, it's definitely a good idea to make sure these
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warnings get printed somewhere that's easy for you to read and
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use for debugging, otherwise debugging errors in the
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ActionScript 3 code in your Flash content will be very
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difficult! */
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app.DebugPrintf(app.USER_SR, message);
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app.DebugPrintf(app.USER_SR, "\n");
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break;
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};
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}
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/* Flash provides a way for ActionScript 3 code to print debug output
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using a function called "trace". It's very useful for debugging
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Flash programs, so ideally, when using Iggy, we'd like to see any
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trace output alongside our own debugging output. To facilitate
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this, Iggy allows us to install a callback that will be called
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any time ActionScript code calls trace. */
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static void RADLINK TraceCallback(void *user_callback_data, Iggy *player, char const *utf8_string, S32 length_in_bytes)
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{
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app.DebugPrintf(app.USER_UI, (char *)utf8_string);
|
|
}
|
|
|
|
#ifdef ENABLE_IGGY_PERFMON
|
|
static void *RADLINK perf_malloc(void *handle, U32 size)
|
|
{
|
|
return malloc(size);
|
|
}
|
|
|
|
static void RADLINK perf_free(void *handle, void *ptr)
|
|
{
|
|
return free(ptr);
|
|
}
|
|
#endif
|
|
|
|
#ifdef EXCLUDE_IGGY_ALLOCATIONS_FROM_HEAP_INSPECTOR
|
|
extern "C" void *__real_malloc(size_t t);
|
|
extern "C" void __real_free(void *t);
|
|
#endif
|
|
|
|
__int64 UIController::iggyAllocCount = 0;
|
|
static unordered_map<void *,size_t> allocations;
|
|
static void * RADLINK AllocateFunction ( void * alloc_callback_user_data , size_t size_requested , size_t * size_returned )
|
|
{
|
|
UIController *controller = (UIController *)alloc_callback_user_data;
|
|
EnterCriticalSection(&controller->m_Allocatorlock);
|
|
#ifdef EXCLUDE_IGGY_ALLOCATIONS_FROM_HEAP_INSPECTOR
|
|
void *alloc = __real_malloc(size_requested);
|
|
#else
|
|
void *alloc = malloc(size_requested);
|
|
#endif
|
|
*size_returned = size_requested;
|
|
UIController::iggyAllocCount += size_requested;
|
|
allocations[alloc] = size_requested;
|
|
app.DebugPrintf(app.USER_SR, "Allocating %d, new total: %d\n", size_requested, UIController::iggyAllocCount);
|
|
LeaveCriticalSection(&controller->m_Allocatorlock);
|
|
return alloc;
|
|
}
|
|
|
|
static void RADLINK DeallocateFunction ( void * alloc_callback_user_data , void * ptr )
|
|
{
|
|
UIController *controller = (UIController *)alloc_callback_user_data;
|
|
EnterCriticalSection(&controller->m_Allocatorlock);
|
|
size_t size = allocations[ptr];
|
|
UIController::iggyAllocCount -= size;
|
|
allocations.erase(ptr);
|
|
app.DebugPrintf(app.USER_SR, "Freeing %d, new total %d\n", size, UIController::iggyAllocCount);
|
|
#ifdef EXCLUDE_IGGY_ALLOCATIONS_FROM_HEAP_INSPECTOR
|
|
__real_free(ptr);
|
|
#else
|
|
free(ptr);
|
|
#endif
|
|
LeaveCriticalSection(&controller->m_Allocatorlock);
|
|
}
|
|
|
|
UIController::UIController()
|
|
{
|
|
m_uiDebugConsole = NULL;
|
|
m_reloadSkinThread = NULL;
|
|
|
|
m_navigateToHomeOnReload = false;
|
|
|
|
m_bCleanupOnReload = false;
|
|
m_mcTTFFont = NULL;
|
|
m_moj7 = NULL;
|
|
m_moj11 = NULL;
|
|
|
|
// 4J-JEV: It's important that these remain the same, unless updateCurrentLanguage is going to be called.
|
|
m_eCurrentFont = m_eTargetFont = eFont_NotLoaded;
|
|
|
|
#ifdef ENABLE_IGGY_ALLOCATOR
|
|
InitializeCriticalSection(&m_Allocatorlock);
|
|
#endif
|
|
|
|
// 4J Stu - This is a bit of a hack until we change the Minecraft initialisation to store the proper screen size for other platforms
|
|
#if defined _WINDOWS64 || defined _DURANGO || defined __ORBIS__
|
|
m_fScreenWidth = 1920.0f;
|
|
m_fScreenHeight = 1080.0f;
|
|
m_bScreenWidthSetup = false;
|
|
#else
|
|
m_fScreenWidth = 1280.0f;
|
|
m_fScreenHeight = 720.0f;
|
|
m_bScreenWidthSetup = false;
|
|
#endif
|
|
|
|
for(unsigned int i = 0; i < eLibrary_Count; ++i)
|
|
{
|
|
m_iggyLibraries[i] = IGGY_INVALID_LIBRARY;
|
|
}
|
|
|
|
for(unsigned int i = 0; i < XUSER_MAX_COUNT; ++i)
|
|
{
|
|
m_bMenuDisplayed[i] = false;
|
|
m_iCountDown[i]=0;
|
|
m_bMenuToBeClosed[i]=false;
|
|
|
|
for(unsigned int key = 0; key <= ACTION_MAX_MENU; ++key)
|
|
{
|
|
m_actionRepeatTimer[i][key] = 0;
|
|
}
|
|
}
|
|
|
|
for(unsigned int i = 0; i < eUIGroup_COUNT; ++i)
|
|
{
|
|
m_bCloseAllScenes[i] = false;
|
|
}
|
|
|
|
m_iPressStartQuadrantsMask = 0;
|
|
|
|
m_currentRenderViewport = C4JRender::VIEWPORT_TYPE_FULLSCREEN;
|
|
m_bCustomRenderPosition = false;
|
|
m_winUserIndex = 0;
|
|
m_mouseDraggingSliderScene = eUIScene_COUNT;
|
|
m_mouseDraggingSliderId = -1;
|
|
m_mouseClickConsumedByScene = false;
|
|
m_bMouseHoverHorizontalList = false;
|
|
m_lastHoverMouseX = -1;
|
|
m_lastHoverMouseY = -1;
|
|
m_accumulatedTicks = 0;
|
|
m_lastUiSfx = 0;
|
|
|
|
InitializeCriticalSection(&m_navigationLock);
|
|
InitializeCriticalSection(&m_registeredCallbackScenesCS);
|
|
//m_bSysUIShowing=false;
|
|
m_bSystemUIShowing=false;
|
|
#ifdef __PSVITA__
|
|
m_bTouchscreenPressed=false;
|
|
#endif
|
|
|
|
if(!ms_bReloadSkinCSInitialised)
|
|
{
|
|
// MGH - added to prevent crash loading Iggy movies while the skins were being reloaded
|
|
InitializeCriticalSection(&ms_reloadSkinCS);
|
|
ms_bReloadSkinCSInitialised = true;
|
|
}
|
|
}
|
|
|
|
void UIController::SetSysUIShowing(bool bVal)
|
|
{
|
|
if(bVal) app.DebugPrintf("System UI showing\n");
|
|
else app.DebugPrintf("System UI stopped showing\n");
|
|
m_bSystemUIShowing=bVal;
|
|
}
|
|
|
|
void UIController::SetSystemUIShowing(LPVOID lpParam,bool bVal)
|
|
{
|
|
UIController *pClass=(UIController *)lpParam;
|
|
pClass->SetSysUIShowing(bVal);
|
|
}
|
|
|
|
// SETUP
|
|
void UIController::preInit(S32 width, S32 height)
|
|
{
|
|
m_fScreenWidth = width;
|
|
m_fScreenHeight = height;
|
|
m_bScreenWidthSetup = true;
|
|
|
|
#ifdef ENABLE_IGGY_ALLOCATOR
|
|
IggyAllocator allocator;
|
|
allocator.user_callback_data = this;
|
|
allocator.mem_alloc = &AllocateFunction;
|
|
allocator.mem_free = &DeallocateFunction;
|
|
IggyInit(&allocator);
|
|
#else
|
|
IggyInit(0);
|
|
#endif
|
|
|
|
IggySetWarningCallback(WarningCallback, 0);
|
|
IggySetTraceCallbackUTF8(TraceCallback, 0);
|
|
|
|
setFontCachingCalculationBuffer(-1);
|
|
}
|
|
|
|
void UIController::postInit()
|
|
{
|
|
// set up a custom rendering callback
|
|
IggySetCustomDrawCallback(&UIController::CustomDrawCallback, this);
|
|
IggySetAS3ExternalFunctionCallbackUTF16 ( &UIController::ExternalFunctionCallback, this );
|
|
IggySetTextureSubstitutionCallbacks ( &UIController::TextureSubstitutionCreateCallback , &UIController::TextureSubstitutionDestroyCallback, this );
|
|
|
|
SetupFont();
|
|
//
|
|
loadSkins();
|
|
|
|
for(unsigned int i = 0; i < eUIGroup_COUNT; ++i)
|
|
{
|
|
m_groups[i] = new UIGroup((EUIGroup)i,i-1);
|
|
}
|
|
|
|
|
|
#ifdef ENABLE_IGGY_EXPLORER
|
|
iggy_explorer = IggyExpCreate("127.0.0.1", 9190, malloc(IGGYEXP_MIN_STORAGE), IGGYEXP_MIN_STORAGE);
|
|
if ( iggy_explorer == NULL )
|
|
{
|
|
// not normally an error, just an error for this demo!
|
|
app.DebugPrintf( "Couldn't connect to Iggy Explorer, did you run it first?" );
|
|
}
|
|
else
|
|
{
|
|
IggyUseExplorer( m_groups[1]->getHUD()->getMovie(), iggy_explorer);
|
|
}
|
|
#endif
|
|
|
|
#ifdef ENABLE_IGGY_PERFMON
|
|
m_iggyPerfmonEnabled = false;
|
|
iggy_perfmon = IggyPerfmonCreate(perf_malloc, perf_free, NULL);
|
|
IggyInstallPerfmon(iggy_perfmon);
|
|
#endif
|
|
|
|
NavigateToScene(0, eUIScene_Intro);
|
|
}
|
|
|
|
|
|
UIController::EFont UIController::getFontForLanguage(int language)
|
|
{
|
|
switch(language)
|
|
{
|
|
case XC_LANGUAGE_JAPANESE: return eFont_Japanese;
|
|
#ifdef _DURANGO
|
|
case XC_LANGUAGE_SCHINESE: return eFont_SimpChinese;
|
|
#endif
|
|
case XC_LANGUAGE_TCHINESE: return eFont_TradChinese;
|
|
case XC_LANGUAGE_KOREAN: return eFont_Korean;
|
|
default: return eFont_Bitmap;
|
|
}
|
|
}
|
|
|
|
UITTFFont *UIController::createFont(EFont fontLanguage)
|
|
{
|
|
switch(fontLanguage)
|
|
{
|
|
#if defined(__PS3__) || defined(__ORBIS__) || defined(__PSVITA__)
|
|
case eFont_Japanese: return new UITTFFont("Mojangles_TTF_jaJP", "Common/Media/font/JPN/DF-DotDotGothic16.ttf", 0x203B); // JPN
|
|
// case eFont_SimpChinese: Simplified Chinese is unsupported.
|
|
case eFont_TradChinese: return new UITTFFont("Mojangles_TTF_cnTD", "Common/Media/font/CHT/DFTT_R5.TTC", 0x203B); // CHT
|
|
case eFont_Korean: return new UITTFFont("Mojangles_TTF_koKR", "Common/Media/font/KOR/candadite2.ttf", 0x203B); // KOR
|
|
#else
|
|
case eFont_Japanese: return new UITTFFont("Mojangles_TTF_jaJP", "Common/Media/font/JPN/DFGMaruGothic-Md.ttf", 0x2022); // JPN
|
|
#ifdef _DURANGO
|
|
case eFont_SimpChinese: return new UITTFFont("Mojangled_TTF_cnCN", "Common/Media/font/CHS/MSYH.ttf", 0x2022); // CHS
|
|
#endif
|
|
case eFont_TradChinese: return new UITTFFont("Mojangles_TTF_cnTD", "Common/Media/font/CHT/DFHeiMedium-B5.ttf", 0x2022); // CHT
|
|
case eFont_Korean: return new UITTFFont("Mojangles_TTF_koKR", "Common/Media/font/KOR/BOKMSD.ttf", 0x2022); // KOR
|
|
#endif
|
|
// 4J-JEV, Cyrillic characters have been added to this font now, (4/July/14)
|
|
// XC_LANGUAGE_RUSSIAN and XC_LANGUAGE_GREEK:
|
|
default: return NULL;
|
|
}
|
|
}
|
|
|
|
void UIController::SetupFont()
|
|
{
|
|
// 4J-JEV: Language hasn't changed or is already changing.
|
|
if ( (m_eCurrentFont != m_eTargetFont) || !UIString::setCurrentLanguage() ) return;
|
|
|
|
DWORD nextLanguage = UIString::getCurrentLanguage();
|
|
m_eTargetFont = getFontForLanguage(nextLanguage);
|
|
|
|
// flag a language change to reload the string tables in the DLC
|
|
app.m_dlcManager.LanguageChanged();
|
|
|
|
app.loadStringTable(); // Switch to use new string table,
|
|
|
|
if (m_eTargetFont == m_eCurrentFont)
|
|
{
|
|
// 4J-JEV: If we're ingame, reload the font to update all the text.
|
|
if (app.GetGameStarted()) app.SetAction(ProfileManager.GetPrimaryPad(), eAppAction_ReloadFont);
|
|
return;
|
|
}
|
|
|
|
if (m_eCurrentFont != eFont_NotLoaded) app.DebugPrintf("[UIController] Font switch required for language transition to %i.\n", nextLanguage);
|
|
else app.DebugPrintf("[UIController] Initialising font for language %i.\n", nextLanguage);
|
|
|
|
if (m_mcTTFFont != NULL)
|
|
{
|
|
delete m_mcTTFFont;
|
|
m_mcTTFFont = NULL;
|
|
}
|
|
|
|
if(m_eTargetFont == eFont_Bitmap)
|
|
{
|
|
// these may have been set up by a previous language being chosen
|
|
if (m_moj7 == NULL) m_moj7 = new UIBitmapFont(SFontData::Mojangles_7);
|
|
if (m_moj11 == NULL) m_moj11 = new UIBitmapFont(SFontData::Mojangles_11);
|
|
|
|
// 4J-JEV: Ensure we redirect to them correctly, even if the objects were previously initialised.
|
|
m_moj7->registerFont();
|
|
m_moj11->registerFont();
|
|
}
|
|
else if (m_eTargetFont != eFont_NotLoaded)
|
|
{
|
|
m_mcTTFFont = createFont(m_eTargetFont);
|
|
|
|
app.DebugPrintf("[Iggy] Set font indirect to '%hs'.\n", m_mcTTFFont->getFontName().c_str());
|
|
IggyFontSetIndirectUTF8( "Mojangles7", -1, IGGY_FONTFLAG_all, m_mcTTFFont->getFontName().c_str(), -1, IGGY_FONTFLAG_none );
|
|
IggyFontSetIndirectUTF8( "Mojangles11", -1, IGGY_FONTFLAG_all, m_mcTTFFont->getFontName().c_str(), -1, IGGY_FONTFLAG_none );
|
|
}
|
|
else
|
|
{
|
|
assert(false);
|
|
}
|
|
|
|
// Reload ui to set new font.
|
|
if (m_eCurrentFont != eFont_NotLoaded)
|
|
{
|
|
app.SetAction(ProfileManager.GetPrimaryPad(), eAppAction_ReloadFont);
|
|
}
|
|
else
|
|
{
|
|
updateCurrentFont();
|
|
}
|
|
}
|
|
|
|
bool UIController::PendingFontChange()
|
|
{
|
|
return getFontForLanguage( XGetLanguage() ) != m_eCurrentFont;
|
|
}
|
|
|
|
void UIController::setCleanupOnReload()
|
|
{
|
|
m_bCleanupOnReload = true;
|
|
}
|
|
|
|
void UIController::updateCurrentFont()
|
|
{
|
|
m_eCurrentFont = m_eTargetFont;
|
|
}
|
|
|
|
bool UIController::UsingBitmapFont()
|
|
{
|
|
return m_eCurrentFont == eFont_Bitmap;
|
|
}
|
|
|
|
// TICKING
|
|
void UIController::tick()
|
|
{
|
|
SetupFont(); // If necessary, change font.
|
|
|
|
if ( (m_navigateToHomeOnReload || m_bCleanupOnReload) && !ui.IsReloadingSkin() )
|
|
{
|
|
ui.CleanUpSkinReload();
|
|
|
|
if (m_navigateToHomeOnReload || !g_NetworkManager.IsInSession())
|
|
{
|
|
ui.NavigateToScene(ProfileManager.GetPrimaryPad(),eUIScene_MainMenu);
|
|
}
|
|
else
|
|
{
|
|
ui.CloseAllPlayersScenes();
|
|
}
|
|
|
|
updateCurrentFont();
|
|
|
|
m_navigateToHomeOnReload = false;
|
|
m_bCleanupOnReload = false;
|
|
}
|
|
|
|
for(unsigned int i = 0; i < eUIGroup_COUNT; ++i)
|
|
{
|
|
if(m_bCloseAllScenes[i])
|
|
{
|
|
m_groups[i]->closeAllScenes();
|
|
m_groups[i]->getTooltips()->SetTooltips(-1);
|
|
m_bCloseAllScenes[i] = false;
|
|
}
|
|
}
|
|
|
|
if(m_accumulatedTicks == 0) tickInput();
|
|
m_accumulatedTicks = 0;
|
|
|
|
for(unsigned int i = 0; i < eUIGroup_COUNT; ++i)
|
|
{
|
|
m_groups[i]->tick();
|
|
|
|
// TODO: May wish to skip ticking other groups here
|
|
}
|
|
|
|
// Clear out the cached movie file data
|
|
__int64 currentTime = System::currentTimeMillis();
|
|
for (auto it = m_cachedMovieData.begin(); it != m_cachedMovieData.end();)
|
|
{
|
|
if(it->second.m_expiry < currentTime)
|
|
{
|
|
delete [] it->second.m_ba.data;
|
|
it = m_cachedMovieData.erase(it);
|
|
}
|
|
else
|
|
{
|
|
++it;
|
|
}
|
|
}
|
|
}
|
|
|
|
void UIController::loadSkins()
|
|
{
|
|
wstring platformSkinPath = L"";
|
|
|
|
#ifdef __PS3__
|
|
platformSkinPath = L"skinPS3.swf";
|
|
#elif defined __PSVITA__
|
|
platformSkinPath = L"skinVita.swf";
|
|
#elif defined _WINDOWS64
|
|
if(m_fScreenHeight>720.0f)
|
|
{
|
|
platformSkinPath = L"skinHDWin.swf";
|
|
}
|
|
else
|
|
{
|
|
platformSkinPath = L"skinWin.swf";
|
|
}
|
|
#elif defined _DURANGO
|
|
if(m_fScreenHeight>720.0f)
|
|
{
|
|
platformSkinPath = L"skinHDDurango.swf";
|
|
}
|
|
else
|
|
{
|
|
platformSkinPath = L"skinDurango.swf";
|
|
}
|
|
#elif defined __ORBIS__
|
|
if(m_fScreenHeight>720.0f)
|
|
{
|
|
platformSkinPath = L"skinHDOrbis.swf";
|
|
}
|
|
else
|
|
{
|
|
platformSkinPath = L"skinOrbis.swf";
|
|
}
|
|
|
|
#endif
|
|
// Every platform has one of these, so nothing shared
|
|
if(m_fScreenHeight>720.0f)
|
|
{
|
|
m_iggyLibraries[eLibrary_Platform] = loadSkin(platformSkinPath, L"platformskinHD.swf");
|
|
}
|
|
else
|
|
{
|
|
m_iggyLibraries[eLibrary_Platform] = loadSkin(platformSkinPath, L"platformskin.swf");
|
|
}
|
|
|
|
#if defined(__PS3__) || defined(__PSVITA__)
|
|
m_iggyLibraries[eLibrary_GraphicsDefault] = loadSkin(L"skinGraphics.swf", L"skinGraphics.swf");
|
|
m_iggyLibraries[eLibrary_GraphicsHUD] = loadSkin(L"skinGraphicsHud.swf", L"skinGraphicsHud.swf");
|
|
m_iggyLibraries[eLibrary_GraphicsInGame] = loadSkin(L"skinGraphicsInGame.swf", L"skinGraphicsInGame.swf");
|
|
m_iggyLibraries[eLibrary_GraphicsTooltips] = loadSkin(L"skinGraphicsTooltips.swf", L"skinGraphicsTooltips.swf");
|
|
m_iggyLibraries[eLibrary_GraphicsLabels] = loadSkin(L"skinGraphicsLabels.swf", L"skinGraphicsLabels.swf");
|
|
m_iggyLibraries[eLibrary_Labels] = loadSkin(L"skinLabels.swf", L"skinLabels.swf");
|
|
m_iggyLibraries[eLibrary_InGame] = loadSkin(L"skinInGame.swf", L"skinInGame.swf");
|
|
m_iggyLibraries[eLibrary_HUD] = loadSkin(L"skinHud.swf", L"skinHud.swf");
|
|
m_iggyLibraries[eLibrary_Tooltips] = loadSkin(L"skinTooltips.swf", L"skinTooltips.swf");
|
|
m_iggyLibraries[eLibrary_Default] = loadSkin(L"skin.swf", L"skin.swf");
|
|
#endif
|
|
|
|
#if ( defined(_WINDOWS64) || defined(_DURANGO) || defined(__ORBIS__) )
|
|
|
|
#if defined(_WINDOWS64)
|
|
// 4J Stu - Load the 720/480 skins so that we have something to fallback on during development
|
|
#ifndef _FINAL_BUILD
|
|
m_iggyLibraries[eLibraryFallback_GraphicsDefault] = loadSkin(L"skinGraphics.swf", L"skinGraphics.swf");
|
|
m_iggyLibraries[eLibraryFallback_GraphicsHUD] = loadSkin(L"skinGraphicsHud.swf", L"skinGraphicsHud.swf");
|
|
m_iggyLibraries[eLibraryFallback_GraphicsInGame] = loadSkin(L"skinGraphicsInGame.swf", L"skinGraphicsInGame.swf");
|
|
m_iggyLibraries[eLibraryFallback_GraphicsTooltips] = loadSkin(L"skinGraphicsTooltips.swf", L"skinGraphicsTooltips.swf");
|
|
m_iggyLibraries[eLibraryFallback_GraphicsLabels] = loadSkin(L"skinGraphicsLabels.swf", L"skinGraphicsLabels.swf");
|
|
m_iggyLibraries[eLibraryFallback_Labels] = loadSkin(L"skinLabels.swf", L"skinLabels.swf");
|
|
m_iggyLibraries[eLibraryFallback_InGame] = loadSkin(L"skinInGame.swf", L"skinInGame.swf");
|
|
m_iggyLibraries[eLibraryFallback_HUD] = loadSkin(L"skinHud.swf", L"skinHud.swf");
|
|
m_iggyLibraries[eLibraryFallback_Tooltips] = loadSkin(L"skinTooltips.swf", L"skinTooltips.swf");
|
|
m_iggyLibraries[eLibraryFallback_Default] = loadSkin(L"skin.swf", L"skin.swf");
|
|
#endif
|
|
#endif
|
|
|
|
m_iggyLibraries[eLibrary_GraphicsDefault] = loadSkin(L"skinHDGraphics.swf", L"skinHDGraphics.swf");
|
|
m_iggyLibraries[eLibrary_GraphicsHUD] = loadSkin(L"skinHDGraphicsHud.swf", L"skinHDGraphicsHud.swf");
|
|
m_iggyLibraries[eLibrary_GraphicsInGame] = loadSkin(L"skinHDGraphicsInGame.swf", L"skinHDGraphicsInGame.swf");
|
|
m_iggyLibraries[eLibrary_GraphicsTooltips] = loadSkin(L"skinHDGraphicsTooltips.swf", L"skinHDGraphicsTooltips.swf");
|
|
m_iggyLibraries[eLibrary_GraphicsLabels] = loadSkin(L"skinHDGraphicsLabels.swf", L"skinHDGraphicsLabels.swf");
|
|
m_iggyLibraries[eLibrary_Labels] = loadSkin(L"skinHDLabels.swf", L"skinHDLabels.swf");
|
|
m_iggyLibraries[eLibrary_InGame] = loadSkin(L"skinHDInGame.swf", L"skinHDInGame.swf");
|
|
m_iggyLibraries[eLibrary_HUD] = loadSkin(L"skinHDHud.swf", L"skinHDHud.swf");
|
|
m_iggyLibraries[eLibrary_Tooltips] = loadSkin(L"skinHDTooltips.swf", L"skinHDTooltips.swf");
|
|
m_iggyLibraries[eLibrary_Default] = loadSkin(L"skinHD.swf", L"skinHD.swf");
|
|
#endif // HD platforms
|
|
}
|
|
|
|
IggyLibrary UIController::loadSkin(const wstring &skinPath, const wstring &skinName)
|
|
{
|
|
IggyLibrary lib = IGGY_INVALID_LIBRARY;
|
|
// 4J Stu - We need to load the platformskin before the normal skin, as the normal skin requires some elements from the platform skin
|
|
if(!skinPath.empty() && app.hasArchiveFile(skinPath))
|
|
{
|
|
byteArray baFile = app.getArchiveFile(skinPath);
|
|
lib = IggyLibraryCreateFromMemoryUTF16( (IggyUTF16 *)skinName.c_str() , (void *)baFile.data, baFile.length, NULL );
|
|
|
|
delete[] baFile.data;
|
|
#ifdef _DEBUG
|
|
IggyMemoryUseInfo memoryInfo;
|
|
rrbool res;
|
|
int iteration = 0;
|
|
__int64 totalStatic = 0;
|
|
while(res = IggyDebugGetMemoryUseInfo ( NULL ,
|
|
lib ,
|
|
"" ,
|
|
0 ,
|
|
iteration ,
|
|
&memoryInfo ))
|
|
{
|
|
totalStatic += memoryInfo.static_allocation_bytes;
|
|
app.DebugPrintf(app.USER_SR, "%ls - %.*s, static: %dB, dynamic: %dB\n", skinPath.c_str(), memoryInfo.subcategory_stringlen, memoryInfo.subcategory, memoryInfo.static_allocation_bytes, memoryInfo.dynamic_allocation_bytes);
|
|
++iteration;
|
|
}
|
|
|
|
app.DebugPrintf(app.USER_SR, "%ls - Total static: %dB (%dKB)\n", skinPath.c_str(), totalStatic, totalStatic/1024);
|
|
#endif
|
|
}
|
|
return lib;
|
|
}
|
|
|
|
void UIController::ReloadSkin()
|
|
{
|
|
// Destroy all scene swf
|
|
for(unsigned int i = 0; i < eUIGroup_COUNT; ++i)
|
|
{
|
|
//m_bCloseAllScenes[i] = true;
|
|
m_groups[i]->DestroyAll();
|
|
}
|
|
|
|
// Unload the current libraries
|
|
// Some libraries reference others, so we destroy in reverse order
|
|
for(int i = eLibrary_Count - 1; i >= 0; --i)
|
|
{
|
|
if(m_iggyLibraries[i] != IGGY_INVALID_LIBRARY) IggyLibraryDestroy(m_iggyLibraries[i]);
|
|
m_iggyLibraries[i] = IGGY_INVALID_LIBRARY;
|
|
}
|
|
|
|
#ifdef _WINDOWS64
|
|
// 4J Stu - Don't load on a thread on windows. I haven't investigated this in detail, so a quick fix
|
|
reloadSkinThreadProc(this);
|
|
#else
|
|
|
|
m_reloadSkinThread = new C4JThread(reloadSkinThreadProc, (void*)this, "Reload skin thread");
|
|
m_reloadSkinThread->SetProcessor(CPU_CORE_UI_SCENE);
|
|
|
|
// Navigate to the timer scene so that we can display something while the loading is happening
|
|
ui.NavigateToScene(0,eUIScene_Timer,(void *)1,eUILayer_Tooltips,eUIGroup_Fullscreen);
|
|
//m_reloadSkinThread->Run();
|
|
|
|
//// Load new skin
|
|
//loadSkins();
|
|
|
|
//// Reload all scene swf
|
|
//for(int i = eUIGroup_Player1; i <= eUIGroup_Player4; ++i)
|
|
//{
|
|
// m_groups[i]->ReloadAll();
|
|
//}
|
|
|
|
//// Always reload the fullscreen group
|
|
//m_groups[eUIGroup_Fullscreen]->ReloadAll();
|
|
#endif
|
|
}
|
|
|
|
void UIController::StartReloadSkinThread()
|
|
{
|
|
if(m_reloadSkinThread) m_reloadSkinThread->Run();
|
|
}
|
|
|
|
int UIController::reloadSkinThreadProc(void* lpParam)
|
|
{
|
|
EnterCriticalSection(&ms_reloadSkinCS); // MGH - added to prevent crash loading Iggy movies while the skins were being reloaded
|
|
UIController *controller = (UIController *)lpParam;
|
|
// Load new skin
|
|
controller->loadSkins();
|
|
|
|
// Reload all scene swf
|
|
for(int i = eUIGroup_Player1; i < eUIGroup_COUNT; ++i)
|
|
{
|
|
controller->m_groups[i]->ReloadAll();
|
|
}
|
|
|
|
// Always reload the fullscreen group
|
|
controller->m_groups[eUIGroup_Fullscreen]->ReloadAll();
|
|
|
|
// 4J Stu - Don't do this on windows, as we never navigated forwards to start with
|
|
#ifndef _WINDOW64
|
|
controller->NavigateBack(0, false, eUIScene_COUNT, eUILayer_Tooltips);
|
|
#endif
|
|
LeaveCriticalSection(&ms_reloadSkinCS);
|
|
|
|
return 0;
|
|
}
|
|
|
|
bool UIController::IsReloadingSkin()
|
|
{
|
|
return m_reloadSkinThread && (!m_reloadSkinThread->hasStarted() || m_reloadSkinThread->isRunning());
|
|
}
|
|
|
|
bool UIController::IsExpectingOrReloadingSkin()
|
|
{
|
|
return Minecraft::GetInstance()->skins->getSelected()->isLoadingData() || Minecraft::GetInstance()->skins->needsUIUpdate() || IsReloadingSkin() || PendingFontChange();
|
|
}
|
|
|
|
void UIController::CleanUpSkinReload()
|
|
{
|
|
delete m_reloadSkinThread;
|
|
m_reloadSkinThread = NULL;
|
|
|
|
if(!Minecraft::GetInstance()->skins->isUsingDefaultSkin())
|
|
{
|
|
if(!Minecraft::GetInstance()->skins->getSelected()->hasAudio())
|
|
{
|
|
#ifdef _DURANGO
|
|
DWORD result = StorageManager.UnmountInstalledDLC(L"TPACK");
|
|
#else
|
|
DWORD result = StorageManager.UnmountInstalledDLC("TPACK");
|
|
#endif
|
|
}
|
|
}
|
|
|
|
for(auto queuedData : m_queuedMessageBoxData)
|
|
{
|
|
ui.NavigateToScene(queuedData->iPad, eUIScene_MessageBox, &queuedData->info, queuedData->layer, eUIGroup_Fullscreen);
|
|
delete queuedData->info.uiOptionA;
|
|
delete queuedData;
|
|
}
|
|
m_queuedMessageBoxData.clear();
|
|
}
|
|
|
|
byteArray UIController::getMovieData(const wstring &filename)
|
|
{
|
|
// Cache everything we load in the current tick
|
|
__int64 targetTime = System::currentTimeMillis() + (1000LL * 60);
|
|
auto it = m_cachedMovieData.find(filename);
|
|
if(it == m_cachedMovieData.end() )
|
|
{
|
|
byteArray baFile = app.getArchiveFile(filename);
|
|
CachedMovieData cmd;
|
|
cmd.m_ba = baFile;
|
|
cmd.m_expiry = targetTime;
|
|
m_cachedMovieData[filename] = cmd;
|
|
return baFile;
|
|
}
|
|
else
|
|
{
|
|
it->second.m_expiry = targetTime;
|
|
return it->second.m_ba;
|
|
}
|
|
}
|
|
|
|
// INPUT
|
|
void UIController::tickInput()
|
|
{
|
|
// If system/commerce UI up, don't handle input
|
|
//if(!m_bSysUIShowing && !m_bSystemUIShowing)
|
|
if(!m_bSystemUIShowing)
|
|
{
|
|
#ifdef ENABLE_IGGY_PERFMON
|
|
if (m_iggyPerfmonEnabled)
|
|
{
|
|
if(InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(), ACTION_MENU_STICK_PRESS)) m_iggyPerfmonEnabled = !m_iggyPerfmonEnabled;
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
#ifdef _WINDOWS64
|
|
m_mouseClickConsumedByScene = false;
|
|
if (!g_KBMInput.IsMouseGrabbed() && g_KBMInput.IsKBMActive())
|
|
{
|
|
UIScene *pScene = NULL;
|
|
// Search by layer priority across all groups (layer-first).
|
|
// Tooltip layer is skipped because it holds non-interactive
|
|
// overlays (button hints, timer) that should never capture mouse.
|
|
// Old group-first order found those tooltips on eUIGroup_Fullscreen
|
|
// before reaching in-game menus on eUIGroup_Player1.
|
|
static const EUILayer mouseLayers[] = {
|
|
#ifndef _CONTENT_PACKAGE
|
|
eUILayer_Debug,
|
|
#endif
|
|
eUILayer_Error,
|
|
eUILayer_Alert,
|
|
eUILayer_Popup,
|
|
eUILayer_Fullscreen,
|
|
eUILayer_Scene,
|
|
};
|
|
for (int l = 0; l < _countof(mouseLayers) && !pScene; ++l)
|
|
{
|
|
for (int grp = 0; grp < eUIGroup_COUNT && !pScene; ++grp)
|
|
{
|
|
pScene = m_groups[grp]->GetTopScene(mouseLayers[l]);
|
|
}
|
|
}
|
|
if (pScene && pScene->getMovie())
|
|
{
|
|
int rawMouseX = g_KBMInput.GetMouseX();
|
|
int rawMouseY = g_KBMInput.GetMouseY();
|
|
|
|
// Only update hover focus when the mouse has actually moved,
|
|
// so that mouse-wheel scrolling can change list selection
|
|
// without the hover immediately snapping focus back.
|
|
bool mouseMoved = (rawMouseX != m_lastHoverMouseX || rawMouseY != m_lastHoverMouseY);
|
|
m_lastHoverMouseX = rawMouseX;
|
|
m_lastHoverMouseY = rawMouseY;
|
|
|
|
// Convert mouse to scene/movie coordinates
|
|
F32 sceneMouseX = (F32)rawMouseX;
|
|
F32 sceneMouseY = (F32)rawMouseY;
|
|
{
|
|
extern HWND g_hWnd;
|
|
RECT rc;
|
|
if (g_hWnd && GetClientRect(g_hWnd, &rc))
|
|
{
|
|
int winW = rc.right - rc.left;
|
|
int winH = rc.bottom - rc.top;
|
|
if (winW > 0 && winH > 0)
|
|
{
|
|
sceneMouseX = sceneMouseX * ((F32)pScene->getRenderWidth() / (F32)winW);
|
|
sceneMouseY = sceneMouseY * ((F32)pScene->getRenderHeight() / (F32)winH);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Get main panel offset (controls are positioned relative to it)
|
|
S32 panelOffsetX = 0, panelOffsetY = 0;
|
|
UIControl *pMainPanel = pScene->GetMainPanel();
|
|
if (pMainPanel)
|
|
{
|
|
pMainPanel->UpdateControl();
|
|
panelOffsetX = pMainPanel->getXPos();
|
|
panelOffsetY = pMainPanel->getYPos();
|
|
}
|
|
|
|
// Mouse hover — hit test against C++ control bounds.
|
|
// Simple controls use SetFocusToElement; list controls
|
|
// use their own SetTouchFocus for Flash-side hit testing.
|
|
if (mouseMoved)
|
|
{
|
|
m_bMouseHoverHorizontalList = false;
|
|
vector<UIControl *> *controls = pScene->GetControls();
|
|
if (controls)
|
|
{
|
|
int hitControlId = -1;
|
|
S32 hitArea = INT_MAX;
|
|
UIControl *hitCtrl = NULL;
|
|
for (size_t i = 0; i < controls->size(); ++i)
|
|
{
|
|
UIControl *ctrl = (*controls)[i];
|
|
if (!ctrl || ctrl->getHidden() || !ctrl->getVisible() || ctrl->getId() < 0)
|
|
continue;
|
|
|
|
UIControl::eUIControlType type = ctrl->getControlType();
|
|
if (type != UIControl::eButton && type != UIControl::eTextInput &&
|
|
type != UIControl::eCheckBox && type != UIControl::eSlider &&
|
|
type != UIControl::eButtonList && type != UIControl::eTexturePackList)
|
|
continue;
|
|
|
|
// If the scene has an active panel (e.g. tab menus),
|
|
// skip controls that aren't children of that panel.
|
|
if (pMainPanel && ctrl->getParentPanel() != pMainPanel)
|
|
continue;
|
|
|
|
ctrl->UpdateControl();
|
|
S32 cx = ctrl->getXPos() + panelOffsetX;
|
|
S32 cy = ctrl->getYPos() + panelOffsetY;
|
|
S32 cw = ctrl->getWidth();
|
|
S32 ch = ctrl->getHeight();
|
|
// TexturePackList origin is where the slot area starts,
|
|
// not the top-left of the whole control — use GetRealHeight.
|
|
if (type == UIControl::eTexturePackList)
|
|
ch = ((UIControl_TexturePackList *)ctrl)->GetRealHeight();
|
|
if (cw <= 0 || ch <= 0)
|
|
continue;
|
|
|
|
if (sceneMouseX >= cx && sceneMouseX <= cx + cw &&
|
|
sceneMouseY >= cy && sceneMouseY <= cy + ch)
|
|
{
|
|
if (type == UIControl::eButtonList)
|
|
{
|
|
// ButtonList manages focus internally via Flash —
|
|
// pass mouse coords so it can highlight the right item.
|
|
((UIControl_ButtonList *)ctrl)->SetTouchFocus(
|
|
(S32)sceneMouseX, (S32)sceneMouseY, false);
|
|
hitControlId = -1;
|
|
hitArea = INT_MAX;
|
|
hitCtrl = NULL;
|
|
break; // ButtonList takes priority
|
|
}
|
|
if (type == UIControl::eTexturePackList)
|
|
{
|
|
// TexturePackList expects coords relative to its origin.
|
|
UIControl_TexturePackList *pList = (UIControl_TexturePackList *)ctrl;
|
|
pScene->SetFocusToElement(ctrl->getId());
|
|
pList->SetTouchFocus(
|
|
(S32)(sceneMouseX - cx), (S32)(sceneMouseY - cy), false);
|
|
m_bMouseHoverHorizontalList = true;
|
|
hitControlId = -1;
|
|
hitArea = INT_MAX;
|
|
hitCtrl = NULL;
|
|
break;
|
|
}
|
|
S32 area = cw * ch;
|
|
if (area < hitArea)
|
|
{
|
|
hitControlId = ctrl->getId();
|
|
hitArea = area;
|
|
hitCtrl = ctrl;
|
|
if (type == UIControl::eSlider)
|
|
m_bMouseHoverHorizontalList = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (hitControlId >= 0 && pScene->getControlFocus() != hitControlId)
|
|
{
|
|
// During direct editing, don't let hover move focus
|
|
// away to other TextInputs (e.g. sign lines).
|
|
if (hitCtrl && hitCtrl->getControlType() == UIControl::eTextInput
|
|
&& pScene->isDirectEditBlocking())
|
|
{
|
|
// Skip — keep focus on the actively-edited input
|
|
}
|
|
else
|
|
{
|
|
pScene->SetFocusToElement(hitControlId);
|
|
// TextInput: SetFocusToElement triggers ChangeState which
|
|
// shows the caret. Hide it immediately — the render pass
|
|
// happens after both tickInput and scene tick, so no flicker.
|
|
if (hitCtrl && hitCtrl->getControlType() == UIControl::eTextInput)
|
|
{
|
|
((UIControl_TextInput *)hitCtrl)->setCaretVisible(false);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool leftPressed = g_KBMInput.IsMouseButtonPressed(KeyboardMouseInput::MOUSE_LEFT);
|
|
bool leftDown = leftPressed || g_KBMInput.IsMouseButtonDown(KeyboardMouseInput::MOUSE_LEFT);
|
|
|
|
if (m_mouseDraggingSliderScene != eUIScene_COUNT && m_mouseDraggingSliderScene != pScene->getSceneType())
|
|
{
|
|
m_mouseDraggingSliderScene = eUIScene_COUNT;
|
|
m_mouseDraggingSliderId = -1;
|
|
}
|
|
|
|
if (leftPressed)
|
|
{
|
|
vector<UIControl *> *controls = pScene->GetControls();
|
|
if (controls)
|
|
{
|
|
// Set Iggy dispatch focus for TextInput on click (not hover)
|
|
// so ACTION_MENU_OK targets the correct text field.
|
|
for (size_t i = 0; i < controls->size(); ++i)
|
|
{
|
|
UIControl *ctrl = (*controls)[i];
|
|
if (!ctrl || ctrl->getControlType() != UIControl::eTextInput || !ctrl->getVisible())
|
|
continue;
|
|
if (pMainPanel && ctrl->getParentPanel() != pMainPanel)
|
|
continue;
|
|
ctrl->UpdateControl();
|
|
S32 cx = ctrl->getXPos() + panelOffsetX;
|
|
S32 cy = ctrl->getYPos() + panelOffsetY;
|
|
S32 cw = ctrl->getWidth();
|
|
S32 ch = ctrl->getHeight();
|
|
if (cw > 0 && ch > 0 &&
|
|
sceneMouseX >= cx && sceneMouseX <= cx + cw &&
|
|
sceneMouseY >= cy && sceneMouseY <= cy + ch)
|
|
{
|
|
Iggy *movie = pScene->getMovie();
|
|
IggyFocusHandle currentFocus = IGGY_FOCUS_NULL;
|
|
IggyFocusableObject focusables[64];
|
|
S32 numFocusables = 0;
|
|
IggyPlayerGetFocusableObjects(movie, ¤tFocus, focusables, 64, &numFocusables);
|
|
for (S32 fi = 0; fi < numFocusables && fi < 64; ++fi)
|
|
{
|
|
if (sceneMouseX >= focusables[fi].x0 && sceneMouseX <= focusables[fi].x1 &&
|
|
sceneMouseY >= focusables[fi].y0 && sceneMouseY <= focusables[fi].y1)
|
|
{
|
|
IggyPlayerSetFocusRS(movie, focusables[fi].object, 0);
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
for (size_t i = 0; i < controls->size(); ++i)
|
|
{
|
|
UIControl *ctrl = (*controls)[i];
|
|
if (!ctrl || ctrl->getControlType() != UIControl::eSlider || !ctrl->getVisible())
|
|
continue;
|
|
|
|
if (pMainPanel && ctrl->getParentPanel() != pMainPanel)
|
|
continue;
|
|
|
|
UIControl_Slider *pSlider = (UIControl_Slider *)ctrl;
|
|
pSlider->UpdateControl();
|
|
S32 cx = pSlider->getXPos() + panelOffsetX;
|
|
S32 cy = pSlider->getYPos() + panelOffsetY;
|
|
S32 cw = pSlider->GetRealWidth();
|
|
S32 ch = pSlider->getHeight();
|
|
if (cw <= 0 || ch <= 0)
|
|
continue;
|
|
|
|
if (sceneMouseX >= cx && sceneMouseX <= cx + cw && sceneMouseY >= cy && sceneMouseY <= cy + ch)
|
|
{
|
|
m_mouseDraggingSliderScene = pScene->getSceneType();
|
|
m_mouseDraggingSliderId = pSlider->getId();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (leftDown && m_mouseDraggingSliderScene == pScene->getSceneType() && m_mouseDraggingSliderId >= 0)
|
|
{
|
|
UIControl_Slider *pSlider = FindSliderById(pScene, m_mouseDraggingSliderId);
|
|
if (pSlider && pSlider->getVisible())
|
|
{
|
|
pSlider->UpdateControl();
|
|
S32 sliderX = pSlider->getXPos() + panelOffsetX;
|
|
S32 sliderWidth = pSlider->GetRealWidth();
|
|
if (sliderWidth > 0)
|
|
{
|
|
float fNewSliderPos = (sceneMouseX - (float)sliderX) / (float)sliderWidth;
|
|
if (fNewSliderPos < 0.0f) fNewSliderPos = 0.0f;
|
|
if (fNewSliderPos > 1.0f) fNewSliderPos = 1.0f;
|
|
pSlider->SetSliderTouchPos(fNewSliderPos);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_mouseDraggingSliderScene = eUIScene_COUNT;
|
|
m_mouseDraggingSliderId = -1;
|
|
}
|
|
}
|
|
else if (!leftDown)
|
|
{
|
|
m_mouseDraggingSliderScene = eUIScene_COUNT;
|
|
m_mouseDraggingSliderId = -1;
|
|
}
|
|
|
|
// Let the scene handle mouse clicks for custom navigation (e.g. crafting slots)
|
|
if (leftPressed && m_mouseDraggingSliderId < 0)
|
|
{
|
|
m_mouseClickConsumedByScene = pScene->handleMouseClick(sceneMouseX, sceneMouseY);
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
handleInput();
|
|
++m_accumulatedTicks;
|
|
}
|
|
}
|
|
}
|
|
|
|
void UIController::handleInput()
|
|
{
|
|
// For each user, loop over each key type and send messages based on the state
|
|
for(unsigned int iPad = 0; iPad < XUSER_MAX_COUNT; ++iPad)
|
|
{
|
|
#ifdef _DURANGO
|
|
// 4J-JEV: Added exception for primary play who migh've uttered speech commands.
|
|
if(iPad != ProfileManager.GetPrimaryPad()
|
|
&& (!InputManager.IsPadConnected(iPad) || !InputManager.IsPadLocked(iPad)) ) continue;
|
|
#endif
|
|
for(unsigned int key = 0; key <= ACTION_MAX_MENU; ++key)
|
|
{
|
|
handleKeyPress(iPad, key);
|
|
}
|
|
|
|
#ifdef __PSVITA__
|
|
//CD - Vita requires key press 40 - select [MINECRAFT_ACTION_GAME_INFO]
|
|
handleKeyPress(iPad, MINECRAFT_ACTION_GAME_INFO);
|
|
#endif
|
|
}
|
|
|
|
#ifdef _DURANGO
|
|
if(!app.GetGameStarted())
|
|
{
|
|
bool repeat = false;
|
|
int firstUnfocussedUnhandledPad = -1;
|
|
|
|
// For durango, check for unmapped controllers
|
|
for(unsigned int iPad = XUSER_MAX_COUNT; iPad < (XUSER_MAX_COUNT + InputManager.MAX_GAMEPADS); ++iPad)
|
|
{
|
|
if(InputManager.IsPadLocked(iPad) || !InputManager.IsPadConnected(iPad) ) continue;
|
|
|
|
for(unsigned int key = 0; key <= ACTION_MAX_MENU; ++key)
|
|
{
|
|
|
|
bool pressed = InputManager.ButtonPressed(iPad,key); // Toggle
|
|
bool released = InputManager.ButtonReleased(iPad,key); // Toggle
|
|
|
|
if(pressed || released)
|
|
{
|
|
bool handled = false;
|
|
|
|
// Send the key to the fullscreen group first
|
|
m_groups[(int)eUIGroup_Fullscreen]->handleInput(iPad, key, repeat, pressed, released, handled);
|
|
|
|
if(firstUnfocussedUnhandledPad < 0 && !m_groups[(int)eUIGroup_Fullscreen]->HasFocus(iPad))
|
|
{
|
|
firstUnfocussedUnhandledPad = iPad;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if(ProfileManager.GetLockedProfile() >= 0 && !InputManager.IsPadLocked( ProfileManager.GetLockedProfile() ) && firstUnfocussedUnhandledPad >= 0)
|
|
{
|
|
ProfileManager.RequestSignInUI(false, false, false, false, true, NULL, NULL, firstUnfocussedUnhandledPad );
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void UIController::handleKeyPress(unsigned int iPad, unsigned int key)
|
|
{
|
|
|
|
bool down = false;
|
|
bool pressed = false; // Toggle
|
|
bool released = false; // Toggle
|
|
bool repeat = false;
|
|
|
|
#ifdef __PSVITA__
|
|
if(key==ACTION_MENU_OK)
|
|
{
|
|
bool bTouchScreenInput=false;
|
|
|
|
// check the touchscreen
|
|
|
|
// 4J-PB - use the touchscreen for quickselect
|
|
SceTouchData* pTouchData = InputManager.GetTouchPadData(iPad,false);
|
|
|
|
if((m_bTouchscreenPressed==false) && pTouchData->reportNum==1)
|
|
{
|
|
// no active touch? clear active and highlighted touch UI elements
|
|
m_ActiveUIElement = NULL;
|
|
m_HighlightedUIElement = NULL;
|
|
|
|
// fullscreen first
|
|
UIScene *pScene=m_groups[(int)eUIGroup_Fullscreen]->getCurrentScene();
|
|
// also check tooltip scene if we're not touching anything in the main scene
|
|
UIScene *pToolTips=m_groups[(int)eUIGroup_Fullscreen]->getTooltips();
|
|
if(pScene)
|
|
{
|
|
// scene touch check
|
|
if(TouchBoxHit(pScene,pTouchData->report[0].x,pTouchData->report[0].y))
|
|
{
|
|
down=pressed=m_bTouchscreenPressed=true;
|
|
bTouchScreenInput=true;
|
|
}
|
|
// tooltip touch check
|
|
else if(TouchBoxHit(pToolTips,pTouchData->report[0].x,pTouchData->report[0].y))
|
|
{
|
|
down=pressed=m_bTouchscreenPressed=true;
|
|
bTouchScreenInput=true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pScene=m_groups[(EUIGroup)(iPad+1)]->getCurrentScene();
|
|
pToolTips=m_groups[(int)iPad+1]->getTooltips();
|
|
if(pScene)
|
|
{
|
|
// scene touch check
|
|
if(TouchBoxHit(pScene,pTouchData->report[0].x,pTouchData->report[0].y))
|
|
{
|
|
down=pressed=m_bTouchscreenPressed=true;
|
|
bTouchScreenInput=true;
|
|
}
|
|
// tooltip touch check (if scene exists but not component has been touched)
|
|
else if(TouchBoxHit(pToolTips,pTouchData->report[0].x,pTouchData->report[0].y))
|
|
{
|
|
down=pressed=m_bTouchscreenPressed=true;
|
|
bTouchScreenInput=true;
|
|
}
|
|
}
|
|
else if(pToolTips)
|
|
{
|
|
// tooltip touch check (if scene does not exist)
|
|
if(TouchBoxHit(pToolTips,pTouchData->report[0].x,pTouchData->report[0].y))
|
|
{
|
|
down=pressed=m_bTouchscreenPressed=true;
|
|
bTouchScreenInput=true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if(m_bTouchscreenPressed && pTouchData->reportNum==1)
|
|
{
|
|
// fullscreen first
|
|
UIScene *pScene=m_groups[(int)eUIGroup_Fullscreen]->getCurrentScene();
|
|
// also check tooltip scene if we're not touching anything in the main scene
|
|
UIScene *pToolTips=m_groups[(int)eUIGroup_Fullscreen]->getTooltips();
|
|
if(pScene)
|
|
{
|
|
// scene touch check
|
|
if(TouchBoxHit(pScene,pTouchData->report[0].x,pTouchData->report[0].y))
|
|
{
|
|
down=true;
|
|
bTouchScreenInput=true;
|
|
}
|
|
// tooltip touch check (if scene exists but not component has been touched)
|
|
else if(TouchBoxHit(pToolTips,pTouchData->report[0].x,pTouchData->report[0].y))
|
|
{
|
|
down=true;
|
|
bTouchScreenInput=true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pScene=m_groups[(EUIGroup)(iPad+1)]->getCurrentScene();
|
|
pToolTips=m_groups[(int)iPad+1]->getTooltips();
|
|
if(pScene)
|
|
{
|
|
// scene touch check
|
|
if(TouchBoxHit(pScene,pTouchData->report[0].x,pTouchData->report[0].y))
|
|
{
|
|
down=true;
|
|
bTouchScreenInput=true;
|
|
}
|
|
// tooltip touch check (if scene exists but not component has been touched)
|
|
else if(TouchBoxHit(pToolTips,pTouchData->report[0].x,pTouchData->report[0].y))
|
|
{
|
|
down=true;
|
|
bTouchScreenInput=true;
|
|
}
|
|
}
|
|
else if(pToolTips)
|
|
{
|
|
// tooltip touch check (if scene does not exist)
|
|
if(TouchBoxHit(pToolTips,pTouchData->report[0].x,pTouchData->report[0].y))
|
|
{
|
|
down=true;
|
|
bTouchScreenInput=true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if(m_bTouchscreenPressed && pTouchData->reportNum==0)
|
|
{
|
|
// released
|
|
bTouchScreenInput=true;
|
|
m_bTouchscreenPressed=false;
|
|
released=true;
|
|
}
|
|
|
|
if(pressed)
|
|
{
|
|
// Start repeat timer
|
|
m_actionRepeatTimer[iPad][key] = GetTickCount() + UI_REPEAT_KEY_DELAY_MS;
|
|
}
|
|
else if (released)
|
|
{
|
|
// Stop repeat timer
|
|
m_actionRepeatTimer[iPad][key] = 0;
|
|
}
|
|
else if (down)
|
|
{
|
|
// Check is enough time has elapsed to be a repeat key
|
|
DWORD currentTime = GetTickCount();
|
|
if(m_actionRepeatTimer[iPad][key] > 0 && currentTime > m_actionRepeatTimer[iPad][key])
|
|
{
|
|
repeat = true;
|
|
pressed = true;
|
|
m_actionRepeatTimer[iPad][key] = currentTime + UI_REPEAT_KEY_REPEAT_RATE_MS;
|
|
}
|
|
}
|
|
|
|
// handle touch input
|
|
HandleTouchInput(iPad, key, pressed, repeat, released);
|
|
|
|
// ignore any other presses if the touchscreen has been used
|
|
if(bTouchScreenInput) return;
|
|
}
|
|
#endif
|
|
|
|
down = InputManager.ButtonDown(iPad,key);
|
|
pressed = InputManager.ButtonPressed(iPad,key); // Toggle
|
|
released = InputManager.ButtonReleased(iPad,key); // Toggle
|
|
|
|
#ifdef _WINDOWS64
|
|
if (iPad == 0)
|
|
{
|
|
int vk = 0;
|
|
switch (key)
|
|
{
|
|
case ACTION_MENU_OK: case ACTION_MENU_A: vk = VK_RETURN; break;
|
|
case ACTION_MENU_CANCEL: case ACTION_MENU_B: vk = VK_ESCAPE; break;
|
|
case ACTION_MENU_UP: vk = VK_UP; break;
|
|
case ACTION_MENU_DOWN: vk = VK_DOWN; break;
|
|
case ACTION_MENU_LEFT: vk = VK_LEFT; break;
|
|
case ACTION_MENU_RIGHT: vk = VK_RIGHT; break;
|
|
case ACTION_MENU_X: vk = 'R'; break;
|
|
case ACTION_MENU_Y: vk = VK_TAB; break;
|
|
case ACTION_MENU_LEFT_SCROLL: vk = 'Q'; break;
|
|
case ACTION_MENU_RIGHT_SCROLL: vk = 'E'; break;
|
|
case ACTION_MENU_PAGEUP: vk = VK_PRIOR; break;
|
|
case ACTION_MENU_PAGEDOWN: vk = VK_NEXT; break;
|
|
}
|
|
if (vk != 0)
|
|
{
|
|
if (g_KBMInput.IsKeyPressed(vk)) { pressed = true; down = true; }
|
|
if (g_KBMInput.IsKeyReleased(vk)) { released = true; down = false; }
|
|
if (!pressed && !released && g_KBMInput.IsKeyDown(vk)) { down = true; }
|
|
}
|
|
|
|
if ((key == ACTION_MENU_OK || key == ACTION_MENU_A) && !g_KBMInput.IsMouseGrabbed())
|
|
{
|
|
if (m_mouseDraggingSliderId < 0 && !m_mouseClickConsumedByScene)
|
|
{
|
|
if (g_KBMInput.IsMouseButtonPressed(KeyboardMouseInput::MOUSE_LEFT)) { pressed = true; down = true; }
|
|
if (g_KBMInput.IsMouseButtonReleased(KeyboardMouseInput::MOUSE_LEFT)) { released = true; down = false; }
|
|
if (!pressed && !released && g_KBMInput.IsMouseButtonDown(KeyboardMouseInput::MOUSE_LEFT)) { down = true; }
|
|
}
|
|
}
|
|
|
|
// Right click → ACTION_MENU_X (pick up half stack in inventory)
|
|
if (key == ACTION_MENU_X && !g_KBMInput.IsMouseGrabbed())
|
|
{
|
|
if (g_KBMInput.IsMouseButtonPressed(KeyboardMouseInput::MOUSE_RIGHT)) { pressed = true; down = true; }
|
|
if (g_KBMInput.IsMouseButtonReleased(KeyboardMouseInput::MOUSE_RIGHT)) { released = true; down = false; }
|
|
if (!pressed && !released && g_KBMInput.IsMouseButtonDown(KeyboardMouseInput::MOUSE_RIGHT)) { down = true; }
|
|
}
|
|
|
|
// Scroll wheel for list scrolling — only consume the wheel value when the
|
|
// action key actually matches, so the other direction isn't lost.
|
|
if (!g_KBMInput.IsMouseGrabbed() && (key == ACTION_MENU_OTHER_STICK_UP || key == ACTION_MENU_OTHER_STICK_DOWN))
|
|
{
|
|
int wheel = g_KBMInput.PeekMouseWheel();
|
|
if (key == ACTION_MENU_OTHER_STICK_UP && wheel > 0)
|
|
{
|
|
g_KBMInput.ConsumeMouseWheel();
|
|
pressed = true;
|
|
down = true;
|
|
}
|
|
else if (key == ACTION_MENU_OTHER_STICK_DOWN && wheel < 0)
|
|
{
|
|
g_KBMInput.ConsumeMouseWheel();
|
|
pressed = true;
|
|
down = true;
|
|
}
|
|
|
|
// Remap scroll wheel to navigation actions. Use LEFT/RIGHT when
|
|
// hovering a horizontal list (e.g. TexturePackList), UP/DOWN otherwise.
|
|
if (pressed && g_KBMInput.IsKBMActive())
|
|
{
|
|
if (m_bMouseHoverHorizontalList)
|
|
key = (key == ACTION_MENU_OTHER_STICK_UP) ? ACTION_MENU_LEFT : ACTION_MENU_RIGHT;
|
|
else
|
|
key = (key == ACTION_MENU_OTHER_STICK_UP) ? ACTION_MENU_UP : ACTION_MENU_DOWN;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
if(pressed) app.DebugPrintf("Pressed %d\n",key);
|
|
if(released) app.DebugPrintf("Released %d\n",key);
|
|
// Repeat handling
|
|
if(pressed)
|
|
{
|
|
// Start repeat timer
|
|
m_actionRepeatTimer[iPad][key] = GetTickCount() + UI_REPEAT_KEY_DELAY_MS;
|
|
}
|
|
else if (released)
|
|
{
|
|
// Stop repeat timer
|
|
m_actionRepeatTimer[iPad][key] = 0;
|
|
}
|
|
else if (down)
|
|
{
|
|
// Check is enough time has elapsed to be a repeat key
|
|
DWORD currentTime = GetTickCount();
|
|
if(m_actionRepeatTimer[iPad][key] > 0 && currentTime > m_actionRepeatTimer[iPad][key])
|
|
{
|
|
repeat = true;
|
|
pressed = true;
|
|
m_actionRepeatTimer[iPad][key] = currentTime + UI_REPEAT_KEY_REPEAT_RATE_MS;
|
|
}
|
|
}
|
|
|
|
#ifndef _CONTENT_PACKAGE
|
|
|
|
#ifdef ENABLE_IGGY_PERFMON
|
|
if ( pressed && !repeat && key == ACTION_MENU_STICK_PRESS)
|
|
{
|
|
m_iggyPerfmonEnabled = !m_iggyPerfmonEnabled;
|
|
}
|
|
#endif
|
|
|
|
// 4J Stu - Removed this function
|
|
#if 0
|
|
#ifdef __PS3__
|
|
//if ( pressed &&
|
|
// !repeat &&
|
|
// //app.GetGameSettingsDebugMask(ProfileManager.GetPrimaryPad())&(1L<<eDebugSetting_ToggleFont) &&
|
|
// key == ACTION_MENU_STICK_PRESS)
|
|
//{
|
|
// static bool whichFont = true;
|
|
// if (whichFont)
|
|
// {
|
|
// IggyFontSetIndirectUTF8( "Mojangles_7", -1, IGGY_FONTFLAG_all, "Mojangles_TTF",-1 ,IGGY_FONTFLAG_none );
|
|
// IggyFontSetIndirectUTF8( "Mojangles_11", -1, IGGY_FONTFLAG_all, "Mojangles_TTF",-1 ,IGGY_FONTFLAG_none );
|
|
// whichFont = false;
|
|
// }
|
|
// else
|
|
// {
|
|
// IggyFontSetIndirectUTF8( "Mojangles_7", -1, IGGY_FONTFLAG_all, "Mojangles_7",-1 ,IGGY_FONTFLAG_none );
|
|
// IggyFontSetIndirectUTF8( "Mojangles_11", -1, IGGY_FONTFLAG_all, "Mojangles_11",-1 ,IGGY_FONTFLAG_none );
|
|
// whichFont = true;
|
|
// }
|
|
//}
|
|
//else
|
|
if ( pressed &&
|
|
!repeat &&
|
|
//!(app.GetGameSettingsDebugMask(ProfileManager.GetPrimaryPad())&(1L<<eDebugSetting_ToggleFont)) &&
|
|
key == ACTION_MENU_STICK_PRESS)
|
|
{
|
|
__int64 totalStatic = 0;
|
|
__int64 totalDynamic = 0;
|
|
app.DebugPrintf(app.USER_SR, "********************************\n");
|
|
app.DebugPrintf(app.USER_SR, "BEGIN TOTAL SWF MEMORY USAGE\n\n");
|
|
for(unsigned int i = 0; i < eUIGroup_COUNT; ++i)
|
|
{
|
|
m_groups[i]->PrintTotalMemoryUsage(totalStatic, totalDynamic);
|
|
}
|
|
for(unsigned int i = 0; i < eLibrary_Count; ++i)
|
|
{
|
|
__int64 libraryStatic = 0;
|
|
__int64 libraryDynamic = 0;
|
|
|
|
if(m_iggyLibraries[i] != IGGY_INVALID_LIBRARY)
|
|
{
|
|
|
|
IggyMemoryUseInfo memoryInfo;
|
|
rrbool res;
|
|
int iteration = 0;
|
|
while(res = IggyDebugGetMemoryUseInfo ( NULL ,
|
|
m_iggyLibraries[i] ,
|
|
"" ,
|
|
0 ,
|
|
iteration ,
|
|
&memoryInfo ))
|
|
{
|
|
libraryStatic += memoryInfo.static_allocation_bytes;
|
|
libraryDynamic += memoryInfo.dynamic_allocation_bytes;
|
|
totalStatic += memoryInfo.static_allocation_bytes;
|
|
totalDynamic += memoryInfo.dynamic_allocation_bytes;
|
|
++iteration;
|
|
}
|
|
}
|
|
|
|
app.DebugPrintf(app.USER_SR, "Library static: %dB , Library dynamic: %d, ID: %d\n", libraryStatic, libraryDynamic, i);
|
|
}
|
|
app.DebugPrintf(app.USER_SR, "Total static: %d , Total dynamic: %d\n", totalStatic, totalDynamic);
|
|
app.DebugPrintf(app.USER_SR, "\n\nEND TOTAL SWF MEMORY USAGE\n");
|
|
app.DebugPrintf(app.USER_SR, "********************************\n\n");
|
|
}
|
|
else
|
|
#endif
|
|
#endif
|
|
#endif
|
|
//#endif
|
|
if(repeat || pressed || released)
|
|
{
|
|
bool handled = false;
|
|
|
|
// Send the key to the fullscreen group first
|
|
m_groups[(int)eUIGroup_Fullscreen]->handleInput(iPad, key, repeat, pressed, released, handled);
|
|
if(!handled)
|
|
{
|
|
// If it's not been handled yet, then pass the event onto the players specific group
|
|
m_groups[(iPad+1)]->handleInput(iPad, key, repeat, pressed, released, handled);
|
|
}
|
|
}
|
|
}
|
|
|
|
rrbool RADLINK UIController::ExternalFunctionCallback( void * user_callback_data , Iggy * player , IggyExternalFunctionCallUTF16 * call)
|
|
{
|
|
UIScene *scene = (UIScene *)IggyPlayerGetUserdata(player);
|
|
|
|
if(scene != NULL)
|
|
{
|
|
scene->externalCallback(call);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
// RENDERING
|
|
void UIController::renderScenes()
|
|
{
|
|
PIXBeginNamedEvent(0, "Rendering Iggy scenes");
|
|
// Only render player scenes if the game is started
|
|
if(app.GetGameStarted() && !m_groups[eUIGroup_Fullscreen]->hidesLowerScenes())
|
|
{
|
|
for(int i = eUIGroup_Player1; i < eUIGroup_COUNT; ++i)
|
|
{
|
|
PIXBeginNamedEvent(0, "Rendering layer %d scenes", i);
|
|
m_groups[i]->render();
|
|
PIXEndNamedEvent();
|
|
}
|
|
}
|
|
|
|
// Always render the fullscreen group
|
|
PIXBeginNamedEvent(0, "Rendering fullscreen scenes");
|
|
m_groups[eUIGroup_Fullscreen]->render();
|
|
PIXEndNamedEvent();
|
|
|
|
PIXEndNamedEvent();
|
|
|
|
#ifdef ENABLE_IGGY_PERFMON
|
|
if (m_iggyPerfmonEnabled)
|
|
{
|
|
IggyPerfmonPad pm_pad;
|
|
|
|
pm_pad.bits = 0;
|
|
pm_pad.field.dpad_up = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(),ACTION_MENU_UP);
|
|
pm_pad.field.dpad_down = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(),ACTION_MENU_DOWN);
|
|
pm_pad.field.dpad_left = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(),ACTION_MENU_LEFT);
|
|
pm_pad.field.dpad_right = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(),ACTION_MENU_RIGHT);
|
|
pm_pad.field.button_up = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(),ACTION_MENU_Y);
|
|
pm_pad.field.button_down = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(),ACTION_MENU_A);
|
|
pm_pad.field.button_left = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(),ACTION_MENU_X);
|
|
pm_pad.field.button_right = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(),ACTION_MENU_B);
|
|
pm_pad.field.shoulder_left_hi = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(),ACTION_MENU_LEFT_SCROLL);
|
|
pm_pad.field.shoulder_right_hi = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(),ACTION_MENU_RIGHT_SCROLL);
|
|
pm_pad.field.trigger_left_low = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(),ACTION_MENU_PAGEUP);
|
|
pm_pad.field.trigger_right_low = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(),ACTION_MENU_PAGEDOWN);
|
|
//IggyPerfmonPadFromXInputStatePointer(pm_pad, &xi_pad);
|
|
|
|
//gdraw_D3D_SetTileOrigin( fb,
|
|
// zb,
|
|
// PM_ORIGIN_X,
|
|
// PM_ORIGIN_Y );
|
|
IggyPerfmonTickAndDraw(iggy_perfmon, gdraw_funcs, &pm_pad,
|
|
PM_ORIGIN_X, PM_ORIGIN_Y, getScreenWidth(), getScreenHeight()); // perfmon draw area in window coords
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void UIController::getRenderDimensions(C4JRender::eViewportType viewport, S32 &width, S32 &height)
|
|
{
|
|
switch( viewport )
|
|
{
|
|
case C4JRender::VIEWPORT_TYPE_FULLSCREEN:
|
|
width = (S32)(getScreenWidth());
|
|
height = (S32)(getScreenHeight());
|
|
break;
|
|
case C4JRender::VIEWPORT_TYPE_SPLIT_TOP:
|
|
case C4JRender::VIEWPORT_TYPE_SPLIT_BOTTOM:
|
|
width = (S32)(getScreenWidth() / 2);
|
|
height = (S32)(getScreenHeight() / 2);
|
|
break;
|
|
case C4JRender::VIEWPORT_TYPE_SPLIT_LEFT:
|
|
case C4JRender::VIEWPORT_TYPE_SPLIT_RIGHT:
|
|
width = (S32)(getScreenWidth() / 2);
|
|
height = (S32)(getScreenHeight() / 2);
|
|
break;
|
|
case C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_LEFT:
|
|
case C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_RIGHT:
|
|
case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_LEFT:
|
|
case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_RIGHT:
|
|
width = (S32)(getScreenWidth() / 2);
|
|
height = (S32)(getScreenHeight() / 2);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void UIController::setupRenderPosition(C4JRender::eViewportType viewport)
|
|
{
|
|
if(m_bCustomRenderPosition || m_currentRenderViewport != viewport)
|
|
{
|
|
m_currentRenderViewport = viewport;
|
|
m_bCustomRenderPosition = false;
|
|
S32 xPos = 0;
|
|
S32 yPos = 0;
|
|
switch( viewport )
|
|
{
|
|
case C4JRender::VIEWPORT_TYPE_SPLIT_TOP:
|
|
xPos = (S32)(getScreenWidth() / 4);
|
|
break;
|
|
case C4JRender::VIEWPORT_TYPE_SPLIT_BOTTOM:
|
|
xPos = (S32)(getScreenWidth() / 4);
|
|
yPos = (S32)(getScreenHeight() / 2);
|
|
break;
|
|
case C4JRender::VIEWPORT_TYPE_SPLIT_LEFT:
|
|
yPos = (S32)(getScreenHeight() / 4);
|
|
break;
|
|
case C4JRender::VIEWPORT_TYPE_SPLIT_RIGHT:
|
|
xPos = (S32)(getScreenWidth() / 2);
|
|
yPos = (S32)(getScreenHeight() / 4);
|
|
break;
|
|
case C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_LEFT:
|
|
break;
|
|
case C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_RIGHT:
|
|
xPos = (S32)(getScreenWidth() / 2);
|
|
break;
|
|
case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_LEFT:
|
|
yPos = (S32)(getScreenHeight() / 2);
|
|
break;
|
|
case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_RIGHT:
|
|
xPos = (S32)(getScreenWidth() / 2);
|
|
yPos = (S32)(getScreenHeight() / 2);
|
|
break;
|
|
}
|
|
m_tileOriginX = xPos;
|
|
m_tileOriginY = yPos;
|
|
setTileOrigin(xPos, yPos);
|
|
}
|
|
}
|
|
|
|
void UIController::setupRenderPosition(S32 xOrigin, S32 yOrigin)
|
|
{
|
|
m_bCustomRenderPosition = true;
|
|
m_tileOriginX = xOrigin;
|
|
m_tileOriginY = yOrigin;
|
|
setTileOrigin(xOrigin, yOrigin);
|
|
}
|
|
|
|
void UIController::setupCustomDrawGameState()
|
|
{
|
|
// Rest the clear rect
|
|
m_customRenderingClearRect.left = LONG_MAX;
|
|
m_customRenderingClearRect.right = LONG_MIN;
|
|
m_customRenderingClearRect.top = LONG_MAX;
|
|
m_customRenderingClearRect.bottom = LONG_MIN;
|
|
|
|
#if defined _WINDOWS64 || _DURANGO
|
|
PIXBeginNamedEvent(0,"StartFrame");
|
|
RenderManager.StartFrame();
|
|
PIXEndNamedEvent();
|
|
gdraw_D3D11_setViewport_4J();
|
|
#elif defined __PS3__
|
|
RenderManager.StartFrame();
|
|
#elif defined __PSVITA__
|
|
RenderManager.StartFrame();
|
|
#elif defined __ORBIS__
|
|
RenderManager.StartFrame(false);
|
|
// Set up a viewport for the render that matches Iggy's own viewport, apart form using an opengl-style z-range (Iggy uses a DX-style range on PS4), so
|
|
// that the renderer orthographic projection will work
|
|
gdraw_orbis_setViewport_4J();
|
|
#endif
|
|
RenderManager.Set_matrixDirty();
|
|
|
|
// 4J Stu - We don't need to clear this here as iggy hasn't written anything to the depth buffer.
|
|
// We DO however clear after we render which is why we still setup the rectangle here
|
|
//RenderManager.Clear(GL_DEPTH_BUFFER_BIT, &m_customRenderingClearRect);
|
|
//glClear(GL_DEPTH_BUFFER_BIT);
|
|
|
|
PIXBeginNamedEvent(0,"Final setup");
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadIdentity();
|
|
glOrtho(0, m_fScreenWidth, m_fScreenHeight, 0, 1000, 3000);
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glEnable(GL_ALPHA_TEST);
|
|
glAlphaFunc(GL_GREATER, 0.1f);
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthFunc(GL_LEQUAL);
|
|
glDepthMask(true);
|
|
PIXEndNamedEvent();
|
|
}
|
|
|
|
void UIController::setupCustomDrawMatrices(UIScene *scene, CustomDrawData *customDrawRegion)
|
|
{
|
|
Minecraft *pMinecraft=Minecraft::GetInstance();
|
|
|
|
// Clear just the region required for this control.
|
|
float sceneWidth = (float)scene->getRenderWidth();
|
|
float sceneHeight = (float)scene->getRenderHeight();
|
|
|
|
LONG left, right, top, bottom;
|
|
#ifdef __PS3__
|
|
if(!RenderManager.IsHiDef() && !RenderManager.IsWidescreen())
|
|
{
|
|
// 4J Stu - Our SD target on PS3 is double width
|
|
left = m_tileOriginX + (sceneWidth + customDrawRegion->mat[(0*4)+3]*sceneWidth);
|
|
right = left + ( (sceneWidth * customDrawRegion->mat[0]) ) * customDrawRegion->x1;
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
left = m_tileOriginX + (sceneWidth + customDrawRegion->mat[(0*4)+3]*sceneWidth)/2;
|
|
right = left + ( (sceneWidth * customDrawRegion->mat[0])/2 ) * customDrawRegion->x1;
|
|
}
|
|
|
|
top = m_tileOriginY + (sceneHeight - customDrawRegion->mat[(1*4)+3]*sceneHeight)/2;
|
|
bottom = top + (sceneHeight * -customDrawRegion->mat[(1*4) + 1])/2 * customDrawRegion->y1;
|
|
|
|
m_customRenderingClearRect.left = min(m_customRenderingClearRect.left, left);
|
|
m_customRenderingClearRect.right = max(m_customRenderingClearRect.right, right);;
|
|
m_customRenderingClearRect.top = min(m_customRenderingClearRect.top, top);
|
|
m_customRenderingClearRect.bottom = max(m_customRenderingClearRect.bottom, bottom);
|
|
|
|
if(!m_bScreenWidthSetup)
|
|
{
|
|
Minecraft *pMinecraft=Minecraft::GetInstance();
|
|
if(pMinecraft != NULL)
|
|
{
|
|
m_fScreenWidth=(float)pMinecraft->width_phys;
|
|
m_fScreenHeight=(float)pMinecraft->height_phys;
|
|
m_bScreenWidthSetup = true;
|
|
}
|
|
}
|
|
|
|
glLoadIdentity();
|
|
glTranslatef(0, 0, -2000);
|
|
// Iggy translations are based on a double-size target, with the origin in the centre
|
|
glTranslatef((m_fScreenWidth + customDrawRegion->mat[(0*4)+3]*m_fScreenWidth)/2,(m_fScreenHeight - customDrawRegion->mat[(1*4)+3]*m_fScreenHeight)/2,0);
|
|
// Iggy scales are based on a double-size target
|
|
glScalef( (m_fScreenWidth * customDrawRegion->mat[0])/2,(m_fScreenHeight * -customDrawRegion->mat[(1*4) + 1])/2,1.0f);
|
|
}
|
|
|
|
void UIController::setupCustomDrawGameStateAndMatrices(UIScene *scene, CustomDrawData *customDrawRegion)
|
|
{
|
|
setupCustomDrawGameState();
|
|
setupCustomDrawMatrices(scene, customDrawRegion);
|
|
}
|
|
|
|
void UIController::endCustomDrawGameState()
|
|
{
|
|
#ifdef __ORBIS__
|
|
// TO BE IMPLEMENTED
|
|
RenderManager.Clear(GL_DEPTH_BUFFER_BIT);
|
|
#else
|
|
RenderManager.Clear(GL_DEPTH_BUFFER_BIT, &m_customRenderingClearRect);
|
|
#endif
|
|
//glClear(GL_DEPTH_BUFFER_BIT);
|
|
glDepthMask(false);
|
|
glDisable(GL_ALPHA_TEST);
|
|
}
|
|
|
|
void UIController::endCustomDrawMatrices()
|
|
{
|
|
}
|
|
|
|
void UIController::endCustomDrawGameStateAndMatrices()
|
|
{
|
|
endCustomDrawMatrices();
|
|
endCustomDrawGameState();
|
|
}
|
|
|
|
void RADLINK UIController::CustomDrawCallback(void *user_callback_data, Iggy *player, IggyCustomDrawCallbackRegion *region)
|
|
{
|
|
UIScene *scene = (UIScene *)IggyPlayerGetUserdata(player);
|
|
|
|
if(scene != NULL)
|
|
{
|
|
scene->customDraw(region);
|
|
}
|
|
}
|
|
|
|
//Description
|
|
//Callback to create a user-defined texture to replace SWF-defined textures.
|
|
//Parameters
|
|
//width - Input value: optional number of pixels wide specified from AS3, or -1 if not defined. Output value: the number of pixels wide to pretend to Iggy that the bitmap is. SWF and AS3 scales bitmaps based on their pixel dimensions, so you can use this to substitute a texture that is higher or lower resolution that ActionScript thinks it is.
|
|
//height - Input value: optional number of pixels high specified from AS3, or -1 if not defined. Output value: the number of pixels high to pretend to Iggy that the bitmap is. SWF and AS3 scales bitmaps based on their pixel dimensions, so you can use this to substitute a texture that is higher or lower resolution that ActionScript thinks it is.
|
|
//destroy_callback_data - Optional additional output value you can set; the value will be passed along to the corresponding Iggy_TextureSubstitutionDestroyCallback (e.g. you can store the pointer to your own internal structure here).
|
|
//return - A platform-independent wrapped texture handle provided by GDraw, or NULL (NULL with throw an ActionScript 3 ArgumentError that the Flash developer can catch) Use by calling IggySetTextureSubstitutionCallbacks.
|
|
//
|
|
//Discussion
|
|
//
|
|
//If your texture includes an alpha channel, you must use a premultiplied alpha (where the R,G, and B channels have been multiplied by the alpha value); all Iggy shaders assume premultiplied alpha (and it looks better anyway).
|
|
GDrawTexture * RADLINK UIController::TextureSubstitutionCreateCallback ( void * user_callback_data , IggyUTF16 * texture_name , S32 * width , S32 * height , void * * destroy_callback_data )
|
|
{
|
|
UIController *uiController = static_cast<UIController *>(user_callback_data);
|
|
auto it = uiController->m_substitutionTextures.find(texture_name);
|
|
|
|
if(it != uiController->m_substitutionTextures.end())
|
|
{
|
|
app.DebugPrintf("Found substitution texture %ls, with %d bytes\n", texture_name,it->second.length);
|
|
|
|
BufferedImage image(it->second.data, it->second.length);
|
|
if( image.getData() != NULL )
|
|
{
|
|
image.preMultiplyAlpha();
|
|
Textures *t = Minecraft::GetInstance()->textures;
|
|
int id = t->getTexture(&image,C4JRender::TEXTURE_FORMAT_RxGyBzAw,false);
|
|
|
|
// 4J Stu - All our flash controls that allow replacing textures use a special 64x64 symbol
|
|
// Force this size here so that our images don't get scaled wildly
|
|
#if (defined __ORBIS__ || defined _DURANGO || defined _WINDOWS64 )
|
|
*width = 96;
|
|
*height = 96;
|
|
#else
|
|
*width = 64;
|
|
*height = 64;
|
|
|
|
#endif
|
|
*destroy_callback_data = (void *)id;
|
|
|
|
app.DebugPrintf("Found substitution texture %ls (%d) - %dx%d\n", (wchar_t *)texture_name, id, image.getWidth(), image.getHeight());
|
|
return ui.getSubstitutionTexture(id);
|
|
}
|
|
else
|
|
{
|
|
return NULL;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
app.DebugPrintf("Could not find substitution texture %ls\n", (wchar_t *)texture_name);
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
//Description
|
|
//Callback received from Iggy when it stops using a user-defined texture.
|
|
void RADLINK UIController::TextureSubstitutionDestroyCallback ( void * user_callback_data , void * destroy_callback_data , GDrawTexture * handle )
|
|
{
|
|
// Orbis complains about casting a pointer to an int
|
|
LONGLONG llVal=(LONGLONG)destroy_callback_data;
|
|
int id=(int)llVal;
|
|
app.DebugPrintf("Destroying iggy texture %d\n", id);
|
|
|
|
ui.destroySubstitutionTexture(user_callback_data, handle);
|
|
|
|
Textures *t = Minecraft::GetInstance()->textures;
|
|
t->releaseTexture( id );
|
|
}
|
|
|
|
void UIController::registerSubstitutionTexture(const wstring &textureName, PBYTE pbData, DWORD dwLength)
|
|
{
|
|
// Remove it if it already exists
|
|
unregisterSubstitutionTexture(textureName,false);
|
|
|
|
m_substitutionTextures[textureName] = byteArray(pbData, dwLength);
|
|
}
|
|
|
|
void UIController::unregisterSubstitutionTexture(const wstring &textureName, bool deleteData)
|
|
{
|
|
auto it = m_substitutionTextures.find(textureName);
|
|
|
|
if(it != m_substitutionTextures.end())
|
|
{
|
|
if(deleteData) delete [] it->second.data;
|
|
m_substitutionTextures.erase(it);
|
|
}
|
|
}
|
|
|
|
// NAVIGATION
|
|
bool UIController::NavigateToScene(int iPad, EUIScene scene, void *initData, EUILayer layer, EUIGroup group)
|
|
{
|
|
static bool bSeenUpdateTextThisSession = false;
|
|
// If you're navigating to the multigamejoinload, and the player hasn't seen the updates message yet, display it now
|
|
// display this message the first 3 times
|
|
if((scene==eUIScene_LoadOrJoinMenu) && (bSeenUpdateTextThisSession==false) && ( app.GetGameSettings(ProfileManager.GetPrimaryPad(),eGameSetting_DisplayUpdateMessage)!=0))
|
|
{
|
|
scene=eUIScene_NewUpdateMessage;
|
|
bSeenUpdateTextThisSession=true;
|
|
}
|
|
|
|
// if you're trying to navigate to the inventory,the crafting, pause or game info or any of the trigger scenes and there's already a menu up (because you were pressing a few buttons at the same time) then ignore the navigate
|
|
if(GetMenuDisplayed(iPad))
|
|
{
|
|
switch(scene)
|
|
{
|
|
case eUIScene_PauseMenu:
|
|
case eUIScene_Crafting2x2Menu:
|
|
case eUIScene_Crafting3x3Menu:
|
|
case eUIScene_FurnaceMenu:
|
|
case eUIScene_ContainerMenu:
|
|
case eUIScene_LargeContainerMenu:
|
|
case eUIScene_InventoryMenu:
|
|
case eUIScene_CreativeMenu:
|
|
case eUIScene_DispenserMenu:
|
|
case eUIScene_SignEntryMenu:
|
|
case eUIScene_InGameInfoMenu:
|
|
case eUIScene_EnchantingMenu:
|
|
case eUIScene_BrewingStandMenu:
|
|
case eUIScene_AnvilMenu:
|
|
case eUIScene_TradingMenu:
|
|
case eUIScene_BeaconMenu:
|
|
case eUIScene_HorseMenu:
|
|
app.DebugPrintf("IGNORING NAVIGATE - we're trying to navigate to a user selected scene when there's already a scene up: pad:%d, scene:%d\n", iPad, scene);
|
|
return false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
switch(scene)
|
|
{
|
|
case eUIScene_FullscreenProgress:
|
|
{
|
|
// 4J Stu - The fullscreen progress scene should not interfere with any other scene stack, so should be placed in it's own group/layer
|
|
layer = eUILayer_Fullscreen;
|
|
group = eUIGroup_Fullscreen;
|
|
}
|
|
break;
|
|
case eUIScene_ConnectingProgress:
|
|
{
|
|
// The connecting progress scene shouldn't interfere with other scenes
|
|
layer = eUILayer_Fullscreen;
|
|
}
|
|
break;
|
|
case eUIScene_EndPoem:
|
|
{
|
|
// The end poem scene shouldn't interfere with other scenes, but will be underneath the autosave progress
|
|
group = eUIGroup_Fullscreen;
|
|
layer = eUILayer_Scene;
|
|
}
|
|
break;
|
|
};
|
|
int menuDisplayedPad = XUSER_INDEX_ANY;
|
|
if(group == eUIGroup_PAD)
|
|
{
|
|
if( app.GetGameStarted() )
|
|
{
|
|
// If the game isn't running treat as user 0, otherwise map index directly from pad
|
|
if( ( iPad != 255 ) && ( iPad >= 0 ) )
|
|
{
|
|
menuDisplayedPad = iPad;
|
|
group = (EUIGroup)(iPad+1);
|
|
}
|
|
else group = eUIGroup_Fullscreen;
|
|
}
|
|
else
|
|
{
|
|
layer = eUILayer_Fullscreen;
|
|
group = eUIGroup_Fullscreen;
|
|
}
|
|
}
|
|
|
|
PerformanceTimer timer;
|
|
|
|
EnterCriticalSection(&m_navigationLock);
|
|
SetMenuDisplayed(menuDisplayedPad,true);
|
|
bool success = m_groups[(int)group]->NavigateToScene(iPad, scene, initData, layer);
|
|
if(success && group == eUIGroup_Fullscreen) setFullscreenMenuDisplayed(true);
|
|
LeaveCriticalSection(&m_navigationLock);
|
|
|
|
timer.PrintElapsedTime(L"Navigate to scene");
|
|
|
|
return success;
|
|
//return true;
|
|
}
|
|
|
|
bool UIController::NavigateBack(int iPad, bool forceUsePad, EUIScene eScene, EUILayer eLayer)
|
|
{
|
|
bool navComplete = false;
|
|
if( app.GetGameStarted() )
|
|
{
|
|
bool navComplete = m_groups[(int)eUIGroup_Fullscreen]->NavigateBack(iPad, eScene, eLayer);
|
|
|
|
if(!navComplete && ( iPad != 255 ) && ( iPad >= 0 ) )
|
|
{
|
|
EUIGroup group = (EUIGroup)(iPad+1);
|
|
navComplete = m_groups[(int)group]->NavigateBack(iPad, eScene, eLayer);
|
|
if(!m_groups[(int)group]->GetMenuDisplayed())SetMenuDisplayed(iPad,false);
|
|
}
|
|
// 4J-PB - autosave in fullscreen doesn't clear the menuDisplayed flag
|
|
else
|
|
{
|
|
if(!m_groups[(int)eUIGroup_Fullscreen]->GetMenuDisplayed())
|
|
{
|
|
setFullscreenMenuDisplayed(false);
|
|
for(unsigned int i = 0; i < XUSER_MAX_COUNT; ++i)
|
|
{
|
|
SetMenuDisplayed(i,m_groups[i+1]->GetMenuDisplayed());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
navComplete = m_groups[(int)eUIGroup_Fullscreen]->NavigateBack(iPad, eScene, eLayer);
|
|
if(!m_groups[(int)eUIGroup_Fullscreen]->GetMenuDisplayed()) SetMenuDisplayed(XUSER_INDEX_ANY,false);
|
|
}
|
|
return navComplete;
|
|
}
|
|
|
|
void UIController::NavigateToHomeMenu()
|
|
{
|
|
ui.CloseAllPlayersScenes();
|
|
|
|
// Alert the app the we no longer want to be informed of ethernet connections
|
|
app.SetLiveLinkRequired( false );
|
|
|
|
Minecraft *pMinecraft = Minecraft::GetInstance();
|
|
|
|
// 4J-PB - just about to switched to the default texture pack , so clean up anything texture pack related here
|
|
|
|
// unload any texture pack audio
|
|
// if there is audio in use, clear out the audio, and unmount the pack
|
|
TexturePack *pTexPack=Minecraft::GetInstance()->skins->getSelected();
|
|
|
|
|
|
DLCTexturePack *pDLCTexPack=NULL;
|
|
if(pTexPack->hasAudio())
|
|
{
|
|
// get the dlc texture pack, and store it
|
|
pDLCTexPack=(DLCTexturePack *)pTexPack;
|
|
}
|
|
|
|
// change to the default texture pack
|
|
pMinecraft->skins->selectTexturePackById(TexturePackRepository::DEFAULT_TEXTURE_PACK_ID);
|
|
|
|
|
|
if(pTexPack->hasAudio())
|
|
{
|
|
// need to stop the streaming audio - by playing streaming audio from the default texture pack now
|
|
// reset the streaming sounds back to the normal ones
|
|
pMinecraft->soundEngine->SetStreamingSounds(eStream_Overworld_Calm1,eStream_Overworld_piano3,
|
|
eStream_Nether1,eStream_Nether4,
|
|
eStream_end_dragon,eStream_end_end,
|
|
eStream_CD_1);
|
|
pMinecraft->soundEngine->playStreaming(L"", 0, 0, 0, 1, 1);
|
|
|
|
// if(pDLCTexPack->m_pStreamedWaveBank!=NULL)
|
|
// {
|
|
// pDLCTexPack->m_pStreamedWaveBank->Destroy();
|
|
// }
|
|
// if(pDLCTexPack->m_pSoundBank!=NULL)
|
|
// {
|
|
// pDLCTexPack->m_pSoundBank->Destroy();
|
|
// }
|
|
#ifdef _XBOX_ONE
|
|
DWORD result = StorageManager.UnmountInstalledDLC(L"TPACK");
|
|
#else
|
|
DWORD result = StorageManager.UnmountInstalledDLC("TPACK");
|
|
#endif
|
|
|
|
app.DebugPrintf("Unmount result is %d\n",result);
|
|
}
|
|
|
|
g_NetworkManager.ForceFriendsSessionRefresh();
|
|
|
|
if(pMinecraft->skins->needsUIUpdate())
|
|
{
|
|
m_navigateToHomeOnReload = true;
|
|
}
|
|
else
|
|
{
|
|
ui.NavigateToScene(ProfileManager.GetPrimaryPad(),eUIScene_MainMenu);
|
|
}
|
|
}
|
|
|
|
UIScene *UIController::GetTopScene(int iPad, EUILayer layer, EUIGroup group)
|
|
{
|
|
if(group == eUIGroup_PAD)
|
|
{
|
|
if( app.GetGameStarted() )
|
|
{
|
|
// If the game isn't running treat as user 0, otherwise map index directly from pad
|
|
if( ( iPad != 255 ) && ( iPad >= 0 ) )
|
|
{
|
|
group = (EUIGroup)(iPad+1);
|
|
}
|
|
else group = eUIGroup_Fullscreen;
|
|
}
|
|
else
|
|
{
|
|
layer = eUILayer_Fullscreen;
|
|
group = eUIGroup_Fullscreen;
|
|
}
|
|
}
|
|
return m_groups[(int)group]->GetTopScene(layer);
|
|
}
|
|
|
|
size_t UIController::RegisterForCallbackId(UIScene *scene)
|
|
{
|
|
EnterCriticalSection(&m_registeredCallbackScenesCS);
|
|
size_t newId = GetTickCount();
|
|
newId &= 0xFFFFFF; // Chop off the top byte, we don't need any more accuracy than that
|
|
newId |= (scene->getSceneType() << 24); // Add in the scene's type to help keep this unique
|
|
m_registeredCallbackScenes[newId] = scene;
|
|
LeaveCriticalSection(&m_registeredCallbackScenesCS);
|
|
return newId;
|
|
}
|
|
|
|
void UIController::UnregisterCallbackId(size_t id)
|
|
{
|
|
EnterCriticalSection(&m_registeredCallbackScenesCS);
|
|
auto it = m_registeredCallbackScenes.find(id);
|
|
if(it != m_registeredCallbackScenes.end() )
|
|
{
|
|
m_registeredCallbackScenes.erase(it);
|
|
}
|
|
LeaveCriticalSection(&m_registeredCallbackScenesCS);
|
|
}
|
|
|
|
UIScene *UIController::GetSceneFromCallbackId(size_t id)
|
|
{
|
|
UIScene *scene = NULL;
|
|
auto it = m_registeredCallbackScenes.find(id);
|
|
if(it != m_registeredCallbackScenes.end() )
|
|
{
|
|
scene = it->second;
|
|
}
|
|
return scene;
|
|
}
|
|
|
|
void UIController::EnterCallbackIdCriticalSection()
|
|
{
|
|
EnterCriticalSection(&m_registeredCallbackScenesCS);
|
|
}
|
|
|
|
void UIController::LeaveCallbackIdCriticalSection()
|
|
{
|
|
LeaveCriticalSection(&m_registeredCallbackScenesCS);
|
|
}
|
|
|
|
void UIController::CloseAllPlayersScenes()
|
|
{
|
|
m_groups[(int)eUIGroup_Fullscreen]->getTooltips()->SetTooltips(-1);
|
|
for(unsigned int i = 0; i < eUIGroup_COUNT; ++i)
|
|
{
|
|
//m_bCloseAllScenes[i] = true;
|
|
m_groups[i]->closeAllScenes();
|
|
m_groups[i]->getTooltips()->SetTooltips(-1);
|
|
}
|
|
|
|
if (!m_groups[eUIGroup_Fullscreen]->GetMenuDisplayed()) {
|
|
for(unsigned int i = 0; i < XUSER_MAX_COUNT; ++i)
|
|
{
|
|
SetMenuDisplayed(i,false);
|
|
}
|
|
}
|
|
setFullscreenMenuDisplayed(false);
|
|
}
|
|
|
|
void UIController::CloseUIScenes(int iPad, bool forceIPad)
|
|
{
|
|
EUIGroup group;
|
|
if( app.GetGameStarted() || forceIPad )
|
|
{
|
|
// If the game isn't running treat as user 0, otherwise map index directly from pad
|
|
if( ( iPad != 255 ) && ( iPad >= 0 ) ) group = (EUIGroup)(iPad+1);
|
|
else group = eUIGroup_Fullscreen;
|
|
}
|
|
else
|
|
{
|
|
group = eUIGroup_Fullscreen;
|
|
}
|
|
|
|
m_groups[(int)group]->closeAllScenes();
|
|
m_groups[(int)group]->getTooltips()->SetTooltips(-1);
|
|
|
|
// This should cause the popup to dissappear
|
|
TutorialPopupInfo popupInfo;
|
|
if(m_groups[(int)group]->getTutorialPopup()) m_groups[(int)group]->getTutorialPopup()->SetTutorialDescription(&popupInfo);
|
|
|
|
if(group==eUIGroup_Fullscreen) setFullscreenMenuDisplayed(false);
|
|
|
|
SetMenuDisplayed((group == eUIGroup_Fullscreen ? XUSER_INDEX_ANY : iPad), m_groups[(int)group]->GetMenuDisplayed());
|
|
}
|
|
|
|
void UIController::setFullscreenMenuDisplayed(bool displayed)
|
|
{
|
|
// Show/hide the tooltips for the fullscreen group
|
|
m_groups[(int)eUIGroup_Fullscreen]->showComponent(ProfileManager.GetPrimaryPad(),eUIComponent_Tooltips,eUILayer_Tooltips,displayed);
|
|
|
|
// Show/hide tooltips for the other layers
|
|
for(unsigned int i = (eUIGroup_Fullscreen+1); i < eUIGroup_COUNT; ++i)
|
|
{
|
|
m_groups[i]->showComponent(i,eUIComponent_Tooltips,eUILayer_Tooltips,!displayed);
|
|
}
|
|
}
|
|
|
|
bool UIController::IsPauseMenuDisplayed(int iPad)
|
|
{
|
|
EUIGroup group;
|
|
if( app.GetGameStarted() )
|
|
{
|
|
// If the game isn't running treat as user 0, otherwise map index directly from pad
|
|
if( ( iPad != 255 ) && ( iPad >= 0 ) ) group = (EUIGroup)(iPad+1);
|
|
else group = eUIGroup_Fullscreen;
|
|
}
|
|
else
|
|
{
|
|
group = eUIGroup_Fullscreen;
|
|
}
|
|
return m_groups[(int)group]->IsPauseMenuDisplayed();
|
|
}
|
|
|
|
bool UIController::IsContainerMenuDisplayed(int iPad)
|
|
{
|
|
EUIGroup group;
|
|
if( app.GetGameStarted() )
|
|
{
|
|
// If the game isn't running treat as user 0, otherwise map index directly from pad
|
|
if( ( iPad != 255 ) && ( iPad >= 0 ) ) group = (EUIGroup)(iPad+1);
|
|
else group = eUIGroup_Fullscreen;
|
|
}
|
|
else
|
|
{
|
|
group = eUIGroup_Fullscreen;
|
|
}
|
|
return m_groups[(int)group]->IsContainerMenuDisplayed();
|
|
}
|
|
|
|
bool UIController::IsIgnorePlayerJoinMenuDisplayed(int iPad)
|
|
{
|
|
EUIGroup group;
|
|
if( app.GetGameStarted() )
|
|
{
|
|
// If the game isn't running treat as user 0, otherwise map index directly from pad
|
|
if( ( iPad != 255 ) && ( iPad >= 0 ) ) group = (EUIGroup)(iPad+1);
|
|
else group = eUIGroup_Fullscreen;
|
|
}
|
|
else
|
|
{
|
|
group = eUIGroup_Fullscreen;
|
|
}
|
|
return m_groups[(int)group]->IsIgnorePlayerJoinMenuDisplayed();
|
|
}
|
|
|
|
bool UIController::IsIgnoreAutosaveMenuDisplayed(int iPad)
|
|
{
|
|
EUIGroup group;
|
|
if( app.GetGameStarted() )
|
|
{
|
|
// If the game isn't running treat as user 0, otherwise map index directly from pad
|
|
if( ( iPad != 255 ) && ( iPad >= 0 ) ) group = (EUIGroup)(iPad+1);
|
|
else group = eUIGroup_Fullscreen;
|
|
}
|
|
else
|
|
{
|
|
group = eUIGroup_Fullscreen;
|
|
}
|
|
return m_groups[(int)eUIGroup_Fullscreen]->IsIgnoreAutosaveMenuDisplayed() || (group != eUIGroup_Fullscreen && m_groups[(int)group]->IsIgnoreAutosaveMenuDisplayed());
|
|
}
|
|
|
|
void UIController::SetIgnoreAutosaveMenuDisplayed(int iPad, bool displayed)
|
|
{
|
|
app.DebugPrintf(app.USER_SR, "UIController::SetIgnoreAutosaveMenuDisplayed is not implemented\n");
|
|
}
|
|
|
|
bool UIController::IsSceneInStack(int iPad, EUIScene eScene)
|
|
{
|
|
EUIGroup group;
|
|
if( app.GetGameStarted() )
|
|
{
|
|
// If the game isn't running treat as user 0, otherwise map index directly from pad
|
|
if( ( iPad != 255 ) && ( iPad >= 0 ) ) group = (EUIGroup)(iPad+1);
|
|
else group = eUIGroup_Fullscreen;
|
|
}
|
|
else
|
|
{
|
|
group = eUIGroup_Fullscreen;
|
|
}
|
|
return m_groups[(int)group]->IsSceneInStack(eScene);
|
|
}
|
|
|
|
bool UIController::GetMenuDisplayed(int iPad)
|
|
{
|
|
return m_bMenuDisplayed[iPad];
|
|
}
|
|
|
|
void UIController::SetMenuDisplayed(int iPad,bool bVal)
|
|
{
|
|
if(bVal)
|
|
{
|
|
if(iPad==XUSER_INDEX_ANY)
|
|
{
|
|
for(int i=0;i<XUSER_MAX_COUNT;i++)
|
|
{
|
|
InputManager.SetMenuDisplayed(i,true);
|
|
m_bMenuDisplayed[i]=true;
|
|
// 4J Stu - Fix for #11018 - Functional: When the controller is unplugged during active gameplay and plugged back in at the resulting pause menu, it will demonstrate dual-functionality.
|
|
m_bMenuToBeClosed[i]=false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
InputManager.SetMenuDisplayed(iPad,true);
|
|
m_bMenuDisplayed[iPad]=true;
|
|
// 4J Stu - Fix for #11018 - Functional: When the controller is unplugged during active gameplay and plugged back in at the resulting pause menu, it will demonstrate dual-functionality.
|
|
m_bMenuToBeClosed[iPad]=false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(iPad==XUSER_INDEX_ANY)
|
|
{
|
|
for(int i=0;i<XUSER_MAX_COUNT;i++)
|
|
{
|
|
m_bMenuToBeClosed[i]=true;
|
|
m_iCountDown[i]=10;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_bMenuToBeClosed[iPad]=true;
|
|
m_iCountDown[iPad]=10;
|
|
|
|
#ifdef _DURANGO
|
|
// 4J-JEV: When in-game, allow player to toggle the 'Pause' and 'IngameInfo' menus via Kinnect.
|
|
if (Minecraft::GetInstance()->running)
|
|
InputManager.SetEnabledGtcButtons(_360_GTC_MENU | _360_GTC_PAUSE | _360_GTC_VIEW);
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
|
|
void UIController::CheckMenuDisplayed()
|
|
{
|
|
for(int iPad=0;iPad<XUSER_MAX_COUNT;iPad++)
|
|
{
|
|
if(m_bMenuToBeClosed[iPad])
|
|
{
|
|
if(m_iCountDown[iPad]!=0)
|
|
{
|
|
m_iCountDown[iPad]--;
|
|
}
|
|
else
|
|
{
|
|
m_bMenuToBeClosed[iPad]=false;
|
|
m_bMenuDisplayed[iPad]=false;
|
|
InputManager.SetMenuDisplayed(iPad,false);
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
void UIController::SetTooltipText( unsigned int iPad, unsigned int tooltip, int iTextID )
|
|
{
|
|
EUIGroup group;
|
|
if( app.GetGameStarted() )
|
|
{
|
|
// If the game isn't running treat as user 0, otherwise map index directly from pad
|
|
if( ( iPad != 255 ) ) group = (EUIGroup)(iPad+1);
|
|
else group = eUIGroup_Fullscreen;
|
|
}
|
|
else
|
|
{
|
|
group = eUIGroup_Fullscreen;
|
|
}
|
|
if(m_groups[(int)group]->getTooltips()) m_groups[(int)group]->getTooltips()->SetTooltipText(tooltip, iTextID);
|
|
}
|
|
|
|
void UIController::SetEnableTooltips( unsigned int iPad, BOOL bVal )
|
|
{
|
|
EUIGroup group;
|
|
if( app.GetGameStarted() )
|
|
{
|
|
// If the game isn't running treat as user 0, otherwise map index directly from pad
|
|
if( ( iPad != 255 ) ) group = (EUIGroup)(iPad+1);
|
|
else group = eUIGroup_Fullscreen;
|
|
}
|
|
else
|
|
{
|
|
group = eUIGroup_Fullscreen;
|
|
}
|
|
if(m_groups[(int)group]->getTooltips()) m_groups[(int)group]->getTooltips()->SetEnableTooltips(bVal);
|
|
}
|
|
|
|
void UIController::ShowTooltip( unsigned int iPad, unsigned int tooltip, bool show )
|
|
{
|
|
EUIGroup group;
|
|
if( app.GetGameStarted() )
|
|
{
|
|
// If the game isn't running treat as user 0, otherwise map index directly from pad
|
|
if( ( iPad != 255 ) ) group = (EUIGroup)(iPad+1);
|
|
else group = eUIGroup_Fullscreen;
|
|
}
|
|
else
|
|
{
|
|
group = eUIGroup_Fullscreen;
|
|
}
|
|
if(m_groups[(int)group]->getTooltips()) m_groups[(int)group]->getTooltips()->ShowTooltip(tooltip,show);
|
|
}
|
|
|
|
void UIController::SetTooltips( unsigned int iPad, int iA, int iB, int iX, int iY, int iLT, int iRT, int iLB, int iRB, int iLS, int iRS, int iBack, bool forceUpdate)
|
|
{
|
|
EUIGroup group;
|
|
|
|
// 4J-PB - strip out any that are not applicable on the platform
|
|
#ifndef _XBOX
|
|
if(iX==IDS_TOOLTIPS_SELECTDEVICE) iX=-1;
|
|
if(iX==IDS_TOOLTIPS_CHANGEDEVICE) iX=-1;
|
|
|
|
#if defined(__PS3__) || defined(__ORBIS__) || defined(__PSVITA__)
|
|
if(iY==IDS_TOOLTIPS_VIEW_GAMERCARD) iY=-1;
|
|
if(iY==IDS_TOOLTIPS_VIEW_GAMERPROFILE) iY=-1;
|
|
|
|
#endif
|
|
#endif
|
|
|
|
if( app.GetGameStarted() )
|
|
{
|
|
// If the game isn't running treat as user 0, otherwise map index directly from pad
|
|
if( ( iPad != 255 ) ) group = (EUIGroup)(iPad+1);
|
|
else group = eUIGroup_Fullscreen;
|
|
}
|
|
else
|
|
{
|
|
group = eUIGroup_Fullscreen;
|
|
}
|
|
if(m_groups[(int)group]->getTooltips()) m_groups[(int)group]->getTooltips()->SetTooltips(iA, iB, iX, iY, iLT, iRT, iLB, iRB, iLS, iRS, iBack, forceUpdate);
|
|
}
|
|
|
|
void UIController::EnableTooltip( unsigned int iPad, unsigned int tooltip, bool enable )
|
|
{
|
|
EUIGroup group;
|
|
if( app.GetGameStarted() )
|
|
{
|
|
// If the game isn't running treat as user 0, otherwise map index directly from pad
|
|
if( ( iPad != 255 ) ) group = (EUIGroup)(iPad+1);
|
|
else group = eUIGroup_Fullscreen;
|
|
}
|
|
else
|
|
{
|
|
group = eUIGroup_Fullscreen;
|
|
}
|
|
if(m_groups[(int)group]->getTooltips()) m_groups[(int)group]->getTooltips()->EnableTooltip(tooltip,enable);
|
|
}
|
|
|
|
void UIController::RefreshTooltips(unsigned int iPad)
|
|
{
|
|
app.DebugPrintf(app.USER_SR, "UIController::RefreshTooltips is not implemented\n");
|
|
}
|
|
|
|
void UIController::AnimateKeyPress(int iPad, int iAction, bool bRepeat, bool bPressed, bool bReleased)
|
|
{
|
|
EUIGroup group;
|
|
if(bPressed==false)
|
|
{
|
|
// only animating button press
|
|
return;
|
|
}
|
|
if( app.GetGameStarted() )
|
|
{
|
|
// If the game isn't running treat as user 0, otherwise map index directly from pad
|
|
if( ( iPad != 255 ) && ( iPad >= 0 ) ) group = (EUIGroup)(iPad+1);
|
|
else group = eUIGroup_Fullscreen;
|
|
}
|
|
else
|
|
{
|
|
group = eUIGroup_Fullscreen;
|
|
}
|
|
bool handled = false;
|
|
if(m_groups[(int)group]->getTooltips()) m_groups[(int)group]->getTooltips()->handleInput(iPad, iAction, bRepeat, bPressed, bReleased, handled);
|
|
}
|
|
|
|
void UIController::OverrideSFX(int iPad, int iAction,bool bVal)
|
|
{
|
|
EUIGroup group;
|
|
|
|
if( app.GetGameStarted() )
|
|
{
|
|
// If the game isn't running treat as user 0, otherwise map index directly from pad
|
|
if( ( iPad != 255 ) && ( iPad >= 0 ) ) group = (EUIGroup)(iPad+1);
|
|
else group = eUIGroup_Fullscreen;
|
|
}
|
|
else
|
|
{
|
|
group = eUIGroup_Fullscreen;
|
|
}
|
|
bool handled = false;
|
|
if(m_groups[(int)group]->getTooltips()) m_groups[(int)group]->getTooltips()->overrideSFX(iPad, iAction,bVal);
|
|
}
|
|
|
|
void UIController::PlayUISFX(ESoundEffect eSound)
|
|
{
|
|
__uint64 time = System::currentTimeMillis();
|
|
|
|
// Don't play multiple SFX on the same tick
|
|
// (prevents horrible sounds when programmatically setting multiple checkboxes)
|
|
if (time - m_lastUiSfx < 10) { return; }
|
|
m_lastUiSfx = time;
|
|
|
|
float pitch = 1.0f;
|
|
if (eSound == eSFX_Focus)
|
|
{
|
|
pitch += (m_randomDistribution(m_randomGenerator) - 0.5f) / 10;
|
|
}
|
|
|
|
Minecraft::GetInstance()->soundEngine->playUI(eSound,1.0f,pitch);
|
|
}
|
|
|
|
void UIController::DisplayGamertag(unsigned int iPad, bool show)
|
|
{
|
|
// The host decides whether these are on or off
|
|
if( app.GetGameSettings(ProfileManager.GetPrimaryPad(),eGameSetting_DisplaySplitscreenGamertags) == 0)
|
|
{
|
|
show = false;
|
|
}
|
|
EUIGroup group = (EUIGroup)(iPad+1);
|
|
if(m_groups[(int)group]->getHUD()) m_groups[(int)group]->getHUD()->ShowDisplayName(show);
|
|
|
|
// Update TutorialPopup in Splitscreen if no container is displayed (to make sure the Popup does not overlap with the Gamertag!)
|
|
if(app.GetLocalPlayerCount() > 1 && m_groups[(int)group]->getTutorialPopup() && !m_groups[(int)group]->IsContainerMenuDisplayed())
|
|
{
|
|
m_groups[(int)group]->getTutorialPopup()->UpdateTutorialPopup();
|
|
}
|
|
}
|
|
|
|
void UIController::SetSelectedItem(unsigned int iPad, const wstring &name)
|
|
{
|
|
EUIGroup group;
|
|
|
|
if( app.GetGameStarted() )
|
|
{
|
|
// If the game isn't running treat as user 0, otherwise map index directly from pad
|
|
if( ( iPad != 255 ) && ( iPad >= 0 ) ) group = (EUIGroup)(iPad+1);
|
|
else group = eUIGroup_Fullscreen;
|
|
}
|
|
else
|
|
{
|
|
group = eUIGroup_Fullscreen;
|
|
}
|
|
bool handled = false;
|
|
if(m_groups[(int)group]->getHUD()) m_groups[(int)group]->getHUD()->SetSelectedLabel(name);
|
|
}
|
|
|
|
void UIController::UpdateSelectedItemPos(unsigned int iPad)
|
|
{
|
|
app.DebugPrintf(app.USER_SR, "UIController::UpdateSelectedItemPos not implemented\n");
|
|
}
|
|
|
|
void UIController::HandleDLCMountingComplete()
|
|
{
|
|
for(unsigned int i = 0; i < eUIGroup_COUNT; ++i)
|
|
{
|
|
app.DebugPrintf("UIController::HandleDLCMountingComplete - m_groups[%d]\n",i);
|
|
m_groups[i]->HandleDLCMountingComplete();
|
|
}
|
|
}
|
|
|
|
void UIController::HandleDLCInstalled(int iPad)
|
|
{
|
|
//app.DebugPrintf(app.USER_SR, "UIController::HandleDLCInstalled not implemented\n");
|
|
for(unsigned int i = 0; i < eUIGroup_COUNT; ++i)
|
|
{
|
|
m_groups[i]->HandleDLCInstalled();
|
|
}
|
|
}
|
|
|
|
|
|
#ifdef _XBOX_ONE
|
|
void UIController::HandleDLCLicenseChange()
|
|
{
|
|
for(unsigned int i = 0; i < eUIGroup_COUNT; ++i)
|
|
{
|
|
app.DebugPrintf("UIController::HandleDLCLicenseChange - m_groups[%d]\n",i);
|
|
m_groups[i]->HandleDLCLicenseChange();
|
|
}
|
|
}
|
|
#endif
|
|
|
|
void UIController::HandleTMSDLCFileRetrieved(int iPad)
|
|
{
|
|
app.DebugPrintf(app.USER_SR, "UIController::HandleTMSDLCFileRetrieved not implemented\n");
|
|
}
|
|
|
|
void UIController::HandleTMSBanFileRetrieved(int iPad)
|
|
{
|
|
app.DebugPrintf(app.USER_SR, "UIController::HandleTMSBanFileRetrieved not implemented\n");
|
|
}
|
|
|
|
void UIController::HandleInventoryUpdated(int iPad)
|
|
{
|
|
EUIGroup group = eUIGroup_Fullscreen;
|
|
if( app.GetGameStarted() && ( iPad != 255 ) && ( iPad >= 0 ) )
|
|
{
|
|
group = (EUIGroup)(iPad+1);
|
|
}
|
|
|
|
m_groups[group]->HandleMessage(eUIMessage_InventoryUpdated, NULL);
|
|
}
|
|
|
|
void UIController::HandleGameTick()
|
|
{
|
|
tickInput();
|
|
|
|
for(unsigned int i = 0; i < eUIGroup_COUNT; ++i)
|
|
{
|
|
if(m_groups[i]->getHUD()) m_groups[i]->getHUD()->handleGameTick();
|
|
}
|
|
}
|
|
|
|
void UIController::SetTutorial(int iPad, Tutorial *tutorial)
|
|
{
|
|
EUIGroup group;
|
|
if( app.GetGameStarted() )
|
|
{
|
|
// If the game isn't running treat as user 0, otherwise map index directly from pad
|
|
if( ( iPad != 255 ) && ( iPad >= 0 ) ) group = (EUIGroup)(iPad+1);
|
|
else group = eUIGroup_Fullscreen;
|
|
}
|
|
else
|
|
{
|
|
group = eUIGroup_Fullscreen;
|
|
}
|
|
if(m_groups[(int)group]->getTutorialPopup()) m_groups[(int)group]->getTutorialPopup()->SetTutorial(tutorial);
|
|
}
|
|
|
|
void UIController::SetTutorialDescription(int iPad, TutorialPopupInfo *info)
|
|
{
|
|
EUIGroup group;
|
|
if( app.GetGameStarted() )
|
|
{
|
|
// If the game isn't running treat as user 0, otherwise map index directly from pad
|
|
if( ( iPad != 255 ) && ( iPad >= 0 ) ) group = (EUIGroup)(iPad+1);
|
|
else group = eUIGroup_Fullscreen;
|
|
}
|
|
else
|
|
{
|
|
group = eUIGroup_Fullscreen;
|
|
}
|
|
|
|
if(m_groups[(int)group]->getTutorialPopup())
|
|
{
|
|
// tutorial popup needs to know if a container menu is being displayed
|
|
m_groups[(int)group]->getTutorialPopup()->SetContainerMenuVisible(m_groups[(int)group]->IsContainerMenuDisplayed());
|
|
m_groups[(int)group]->getTutorialPopup()->SetTutorialDescription(info);
|
|
}
|
|
}
|
|
|
|
#ifndef _XBOX
|
|
void UIController::RemoveInteractSceneReference(int iPad, UIScene *scene)
|
|
{
|
|
EUIGroup group;
|
|
if( ( iPad != 255 ) && ( iPad >= 0 ) ) group = (EUIGroup)(iPad+1);
|
|
else group = eUIGroup_Fullscreen;
|
|
if(m_groups[(int)group]->getTutorialPopup()) m_groups[(int)group]->getTutorialPopup()->RemoveInteractSceneReference(scene);
|
|
}
|
|
#endif
|
|
|
|
void UIController::SetTutorialVisible(int iPad, bool visible)
|
|
{
|
|
EUIGroup group;
|
|
if( app.GetGameStarted() )
|
|
{
|
|
// If the game isn't running treat as user 0, otherwise map index directly from pad
|
|
if( ( iPad != 255 ) && ( iPad >= 0 ) ) group = (EUIGroup)(iPad+1);
|
|
else group = eUIGroup_Fullscreen;
|
|
}
|
|
else
|
|
{
|
|
group = eUIGroup_Fullscreen;
|
|
}
|
|
if(m_groups[(int)group]->getTutorialPopup()) m_groups[(int)group]->getTutorialPopup()->SetVisible(visible);
|
|
}
|
|
|
|
bool UIController::IsTutorialVisible(int iPad)
|
|
{
|
|
EUIGroup group;
|
|
if( app.GetGameStarted() )
|
|
{
|
|
// If the game isn't running treat as user 0, otherwise map index directly from pad
|
|
if( ( iPad != 255 ) && ( iPad >= 0 ) ) group = (EUIGroup)(iPad+1);
|
|
else group = eUIGroup_Fullscreen;
|
|
}
|
|
else
|
|
{
|
|
group = eUIGroup_Fullscreen;
|
|
}
|
|
bool visible = false;
|
|
if(m_groups[(int)group]->getTutorialPopup()) visible = m_groups[(int)group]->getTutorialPopup()->IsVisible();
|
|
return visible;
|
|
}
|
|
|
|
void UIController::UpdatePlayerBasePositions()
|
|
{
|
|
Minecraft *pMinecraft = Minecraft::GetInstance();
|
|
|
|
for( BYTE idx = 0; idx < XUSER_MAX_COUNT; ++idx)
|
|
{
|
|
if(pMinecraft->localplayers[idx] != NULL)
|
|
{
|
|
if(pMinecraft->localplayers[idx]->m_iScreenSection==C4JRender::VIEWPORT_TYPE_FULLSCREEN)
|
|
{
|
|
DisplayGamertag(idx,false);
|
|
}
|
|
else
|
|
{
|
|
DisplayGamertag(idx,true);
|
|
}
|
|
m_groups[idx+1]->SetViewportType((C4JRender::eViewportType)pMinecraft->localplayers[idx]->m_iScreenSection);
|
|
}
|
|
else
|
|
{
|
|
// 4J Stu - This is a legacy thing from our XUI implementation that we don't need
|
|
// Changing the viewport to fullscreen for users that no longer exist is SLOW
|
|
// This should probably be on all platforms, but I don't have time to test them all just now!
|
|
#ifndef __ORBIS__
|
|
m_groups[idx+1]->SetViewportType(C4JRender::VIEWPORT_TYPE_FULLSCREEN);
|
|
#endif
|
|
DisplayGamertag(idx,false);
|
|
}
|
|
}
|
|
}
|
|
|
|
void UIController::SetEmptyQuadrantLogo(int iSection)
|
|
{
|
|
// 4J Stu - We shouldn't need to implement this
|
|
}
|
|
|
|
void UIController::HideAllGameUIElements()
|
|
{
|
|
// 4J Stu - We might not need to implement this
|
|
app.DebugPrintf(app.USER_SR, "UIController::HideAllGameUIElements not implemented\n");
|
|
}
|
|
|
|
void UIController::ShowOtherPlayersBaseScene(unsigned int iPad, bool show)
|
|
{
|
|
// 4J Stu - We shouldn't need to implement this
|
|
}
|
|
|
|
void UIController::ShowTrialTimer(bool show)
|
|
{
|
|
if(m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()) m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()->showTrialTimer(show);
|
|
}
|
|
|
|
void UIController::SetTrialTimerLimitSecs(unsigned int uiSeconds)
|
|
{
|
|
UIController::m_dwTrialTimerLimitSecs = uiSeconds;
|
|
}
|
|
|
|
void UIController::UpdateTrialTimer(unsigned int iPad)
|
|
{
|
|
WCHAR wcTime[20];
|
|
|
|
DWORD dwTimeTicks=(DWORD)app.getTrialTimer();
|
|
|
|
if(dwTimeTicks>m_dwTrialTimerLimitSecs)
|
|
{
|
|
dwTimeTicks=m_dwTrialTimerLimitSecs;
|
|
}
|
|
|
|
dwTimeTicks=m_dwTrialTimerLimitSecs-dwTimeTicks;
|
|
|
|
#ifndef _CONTENT_PACKAGE
|
|
if(true)
|
|
#else
|
|
// display the time - only if there's less than 3 minutes
|
|
if(dwTimeTicks<180)
|
|
#endif
|
|
{
|
|
int iMins=dwTimeTicks/60;
|
|
int iSeconds=dwTimeTicks%60;
|
|
swprintf( wcTime, 20, L"%d:%02d",iMins,iSeconds);
|
|
if(m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()) m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()->setTrialTimer(wcTime);
|
|
}
|
|
else
|
|
{
|
|
if(m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()) m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()->setTrialTimer(L"");
|
|
}
|
|
|
|
// are we out of time?
|
|
if((dwTimeTicks==0))
|
|
{
|
|
// Trial over
|
|
// bring up the pause menu to stop the trial over message box being called again?
|
|
if(!ui.GetMenuDisplayed( iPad ) )
|
|
{
|
|
ui.NavigateToScene(iPad, eUIScene_PauseMenu, NULL, eUILayer_Scene);
|
|
|
|
app.SetAction(iPad,eAppAction_TrialOver);
|
|
}
|
|
}
|
|
}
|
|
|
|
void UIController::ReduceTrialTimerValue()
|
|
{
|
|
DWORD dwTimeTicks=(int)app.getTrialTimer();
|
|
|
|
if(dwTimeTicks>m_dwTrialTimerLimitSecs)
|
|
{
|
|
dwTimeTicks=m_dwTrialTimerLimitSecs;
|
|
}
|
|
|
|
m_dwTrialTimerLimitSecs-=dwTimeTicks;
|
|
}
|
|
|
|
void UIController::ShowAutosaveCountdownTimer(bool show)
|
|
{
|
|
if(m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()) m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()->showTrialTimer(show);
|
|
}
|
|
|
|
void UIController::UpdateAutosaveCountdownTimer(unsigned int uiSeconds)
|
|
{
|
|
#if !(defined(_XBOX_ONE) || defined(__ORBIS__))
|
|
WCHAR wcAutosaveCountdown[100];
|
|
swprintf( wcAutosaveCountdown, 100, app.GetString(IDS_AUTOSAVE_COUNTDOWN),uiSeconds);
|
|
if(m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()) m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()->setTrialTimer(wcAutosaveCountdown);
|
|
#endif
|
|
}
|
|
|
|
void UIController::ShowSavingMessage(unsigned int iPad, C4JStorage::ESavingMessage eVal)
|
|
{
|
|
bool show = false;
|
|
switch(eVal)
|
|
{
|
|
case C4JStorage::ESavingMessage_None:
|
|
show = false;
|
|
break;
|
|
case C4JStorage::ESavingMessage_Short:
|
|
case C4JStorage::ESavingMessage_Long:
|
|
show = true;
|
|
break;
|
|
}
|
|
if(m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()) m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()->showSaveIcon(show);
|
|
}
|
|
|
|
void UIController::ShowPlayerDisplayname(bool show)
|
|
{
|
|
if(m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()) m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()->showPlayerDisplayName(show);
|
|
}
|
|
|
|
void UIController::SetWinUserIndex(unsigned int iPad)
|
|
{
|
|
m_winUserIndex = iPad;
|
|
}
|
|
|
|
unsigned int UIController::GetWinUserIndex()
|
|
{
|
|
return m_winUserIndex;
|
|
}
|
|
|
|
void UIController::ShowUIDebugConsole(bool show)
|
|
{
|
|
#ifndef _CONTENT_PACKAGE
|
|
|
|
if(show)
|
|
{
|
|
m_uiDebugConsole = (UIComponent_DebugUIConsole *)m_groups[eUIGroup_Fullscreen]->addComponent(0, eUIComponent_DebugUIConsole, eUILayer_Debug);
|
|
}
|
|
else
|
|
{
|
|
m_groups[eUIGroup_Fullscreen]->removeComponent(eUIComponent_DebugUIConsole, eUILayer_Debug);
|
|
m_uiDebugConsole = NULL;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void UIController::ShowUIDebugMarketingGuide(bool show)
|
|
{
|
|
#ifndef _CONTENT_PACKAGE
|
|
|
|
if(show)
|
|
{
|
|
m_uiDebugMarketingGuide = (UIComponent_DebugUIMarketingGuide *)m_groups[eUIGroup_Fullscreen]->addComponent(0, eUIComponent_DebugUIMarketingGuide, eUILayer_Debug);
|
|
}
|
|
else
|
|
{
|
|
m_groups[eUIGroup_Fullscreen]->removeComponent(eUIComponent_DebugUIMarketingGuide, eUILayer_Debug);
|
|
m_uiDebugMarketingGuide = NULL;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void UIController::logDebugString(const string &text)
|
|
{
|
|
if(m_uiDebugConsole) m_uiDebugConsole->addText(text);
|
|
}
|
|
|
|
bool UIController::PressStartPlaying(unsigned int iPad)
|
|
{
|
|
return m_iPressStartQuadrantsMask&(1<<iPad)?true:false;
|
|
}
|
|
|
|
void UIController::ShowPressStart(unsigned int iPad)
|
|
{
|
|
m_iPressStartQuadrantsMask|=1<<iPad;
|
|
if(m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()) m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()->showPressStart(iPad, true);
|
|
}
|
|
|
|
void UIController::HidePressStart()
|
|
{
|
|
ClearPressStart();
|
|
if(m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()) m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()->showPressStart(0, false);
|
|
}
|
|
|
|
void UIController::ClearPressStart()
|
|
{
|
|
m_iPressStartQuadrantsMask = 0;
|
|
}
|
|
|
|
C4JStorage::EMessageResult UIController::RequestAlertMessage(UINT uiTitle, UINT uiText, UINT *uiOptionA,UINT uiOptionC, DWORD dwPad, int( *Func)(LPVOID,int,const C4JStorage::EMessageResult),LPVOID lpParam, WCHAR *pwchFormatString)
|
|
{
|
|
return RequestMessageBox(uiTitle, uiText, uiOptionA, uiOptionC, dwPad, Func, lpParam, pwchFormatString, 0, false);
|
|
}
|
|
|
|
C4JStorage::EMessageResult UIController::RequestErrorMessage(UINT uiTitle, UINT uiText, UINT *uiOptionA,UINT uiOptionC, DWORD dwPad, int( *Func)(LPVOID,int,const C4JStorage::EMessageResult),LPVOID lpParam, WCHAR *pwchFormatString)
|
|
{
|
|
return RequestMessageBox(uiTitle, uiText, uiOptionA, uiOptionC, dwPad, Func, lpParam, pwchFormatString, 0, true);
|
|
}
|
|
|
|
C4JStorage::EMessageResult UIController::RequestMessageBox(UINT uiTitle, UINT uiText, UINT *uiOptionA,UINT uiOptionC, DWORD dwPad,
|
|
int( *Func)(LPVOID,int,const C4JStorage::EMessageResult),LPVOID lpParam, WCHAR *pwchFormatString,DWORD dwFocusButton, bool bIsError)
|
|
|
|
{
|
|
MessageBoxInfo param;
|
|
param.uiTitle = uiTitle;
|
|
param.uiText = uiText;
|
|
param.uiOptionA = uiOptionA;
|
|
param.uiOptionC = uiOptionC;
|
|
param.dwPad = dwPad;
|
|
param.Func = Func;
|
|
param.lpParam = lpParam;
|
|
param.pwchFormatString = pwchFormatString;
|
|
param.dwFocusButton = dwFocusButton;
|
|
|
|
EUILayer layer = bIsError?eUILayer_Error:eUILayer_Alert;
|
|
|
|
bool completed = false;
|
|
if(ui.IsReloadingSkin())
|
|
{
|
|
// Queue this message box
|
|
QueuedMessageBoxData *queuedData = new QueuedMessageBoxData();
|
|
queuedData->info = param;
|
|
queuedData->info.uiOptionA = new UINT[param.uiOptionC];
|
|
memcpy(queuedData->info.uiOptionA, param.uiOptionA, param.uiOptionC * sizeof(UINT));
|
|
queuedData->iPad = dwPad;
|
|
queuedData->layer = eUILayer_Error; // Ensures that these don't get wiped out by a CloseAllScenes call
|
|
m_queuedMessageBoxData.push_back(queuedData);
|
|
}
|
|
else
|
|
{
|
|
completed = ui.NavigateToScene(dwPad, eUIScene_MessageBox, ¶m, layer, eUIGroup_Fullscreen);
|
|
}
|
|
|
|
if( completed )
|
|
{
|
|
// This may happen if we had to queue the message box, or there was already a message box displaying and so the NavigateToScene returned false;
|
|
return C4JStorage::EMessage_Pending;
|
|
}
|
|
else
|
|
{
|
|
return C4JStorage::EMessage_Busy;
|
|
}
|
|
}
|
|
|
|
C4JStorage::EMessageResult UIController::RequestUGCMessageBox(UINT title/* = -1 */, UINT message/* = -1 */, int iPad/* = -1*/, int( *Func)(LPVOID,int,const C4JStorage::EMessageResult)/* = NULL*/, LPVOID lpParam/* = NULL*/)
|
|
{
|
|
// Default title / messages
|
|
if (title == -1)
|
|
{
|
|
title = IDS_FAILED_TO_CREATE_GAME_TITLE;
|
|
}
|
|
|
|
if (message == -1)
|
|
{
|
|
message = IDS_NO_USER_CREATED_CONTENT_PRIVILEGE_CREATE;
|
|
}
|
|
|
|
// Default pad to primary player
|
|
if (iPad == -1) iPad = ProfileManager.GetPrimaryPad();
|
|
|
|
#ifdef __ORBIS__
|
|
// Show the vague UGC system message in addition to our message
|
|
ProfileManager.DisplaySystemMessage( SCE_MSG_DIALOG_SYSMSG_TYPE_TRC_PSN_UGC_RESTRICTION, iPad );
|
|
return C4JStorage::EMessage_ResultAccept;
|
|
#elif defined(__PSVITA__)
|
|
ProfileManager.ShowSystemMessage( SCE_MSG_DIALOG_SYSMSG_TYPE_TRC_PSN_CHAT_RESTRICTION, iPad );
|
|
UINT uiIDA[1];
|
|
uiIDA[0]=IDS_CONFIRM_OK;
|
|
return ui.RequestAlertMessage( title, IDS_CHAT_RESTRICTION_UGC, uiIDA, 1, iPad, Func, lpParam);
|
|
#else
|
|
UINT uiIDA[1];
|
|
uiIDA[0]=IDS_CONFIRM_OK;
|
|
return ui.RequestAlertMessage( title, message, uiIDA, 1, iPad, Func, lpParam);
|
|
#endif
|
|
}
|
|
|
|
C4JStorage::EMessageResult UIController::RequestContentRestrictedMessageBox(UINT title/* = -1 */, UINT message/* = -1 */, int iPad/* = -1*/, int( *Func)(LPVOID,int,const C4JStorage::EMessageResult)/* = NULL*/, LPVOID lpParam/* = NULL*/)
|
|
{
|
|
// Default title / messages
|
|
if (title == -1)
|
|
{
|
|
title = IDS_FAILED_TO_CREATE_GAME_TITLE;
|
|
}
|
|
|
|
if (message == -1)
|
|
{
|
|
#if defined(_XBOX_ONE) || defined(_WINDOWS64)
|
|
// IDS_CONTENT_RESTRICTION doesn't exist on XB1
|
|
message = IDS_NO_USER_CREATED_CONTENT_PRIVILEGE_CREATE;
|
|
#else
|
|
message = IDS_CONTENT_RESTRICTION;
|
|
#endif
|
|
}
|
|
|
|
// Default pad to primary player
|
|
if (iPad == -1) iPad = ProfileManager.GetPrimaryPad();
|
|
|
|
#ifdef __ORBIS__
|
|
// Show the vague UGC system message in addition to our message
|
|
ProfileManager.DisplaySystemMessage( SCE_MSG_DIALOG_SYSMSG_TYPE_TRC_PSN_UGC_RESTRICTION, iPad );
|
|
return C4JStorage::EMessage_ResultAccept;
|
|
#elif defined(__PSVITA__)
|
|
ProfileManager.ShowSystemMessage( SCE_MSG_DIALOG_SYSMSG_TYPE_TRC_PSN_AGE_RESTRICTION, iPad );
|
|
return C4JStorage::EMessage_ResultAccept;
|
|
#else
|
|
UINT uiIDA[1];
|
|
uiIDA[0]=IDS_CONFIRM_OK;
|
|
return ui.RequestAlertMessage( title, message, uiIDA, 1, iPad, Func, lpParam);
|
|
#endif
|
|
}
|
|
|
|
void UIController::setFontCachingCalculationBuffer(int length)
|
|
{
|
|
/* 4J-JEV: As described in an email from Sean.
|
|
If your `optional_temp_buffer` is NULL, Iggy will allocate the temp
|
|
buffer on the stack during Iggy draw calls. The size of the buffer it
|
|
will allocate is 16 bytes times `max_chars` in 32-bit, and 24 bytes
|
|
times `max_chars` in 64-bit. If the stack of the thread making the
|
|
draw call is not large enough, Iggy will crash or otherwise behave
|
|
incorrectly.
|
|
*/
|
|
#if defined __ORBIS__ || defined _DURANGO || defined _WIN64
|
|
static const int CHAR_SIZE = 24;
|
|
#else
|
|
static const int CHAR_SIZE = 16;
|
|
#endif
|
|
|
|
if (m_tempBuffer != NULL) delete [] m_tempBuffer;
|
|
if (length<0)
|
|
{
|
|
if (m_defaultBuffer == NULL) m_defaultBuffer = new char[CHAR_SIZE*5000];
|
|
IggySetFontCachingCalculationBuffer(5000, m_defaultBuffer, CHAR_SIZE*5000);
|
|
}
|
|
else
|
|
{
|
|
m_tempBuffer = new char[CHAR_SIZE*length];
|
|
IggySetFontCachingCalculationBuffer(length, m_tempBuffer, CHAR_SIZE*length);
|
|
}
|
|
}
|
|
|
|
// Returns the first scene of given type if it exists, NULL otherwise
|
|
UIScene *UIController::FindScene(EUIScene sceneType)
|
|
{
|
|
UIScene *pScene = NULL;
|
|
|
|
for (int i = 0; i < eUIGroup_COUNT; i++)
|
|
{
|
|
pScene = m_groups[i]->FindScene(sceneType);
|
|
#ifdef __PS3__
|
|
if (pScene != NULL) return pScene;
|
|
#else
|
|
if (pScene != nullptr) return pScene;
|
|
#endif
|
|
}
|
|
|
|
return pScene;
|
|
}
|
|
|
|
#ifdef __PSVITA__
|
|
|
|
void UIController::TouchBoxAdd(UIControl *pControl,UIScene *pUIScene)
|
|
{
|
|
EUIGroup eUIGroup=pUIScene->GetParentLayerGroup();
|
|
EUILayer eUILayer=pUIScene->GetParentLayer()->m_iLayer;
|
|
EUIScene eUIscene=pUIScene->getSceneType();
|
|
|
|
TouchBoxAdd(pControl,eUIGroup,eUILayer,eUIscene, pUIScene->GetMainPanel());
|
|
}
|
|
|
|
void UIController::TouchBoxAdd(UIControl *pControl,EUIGroup eUIGroup,EUILayer eUILayer,EUIScene eUIscene, UIControl *pMainPanelControl)
|
|
{
|
|
UIELEMENT *puiElement = new UIELEMENT;
|
|
puiElement->pControl = pControl;
|
|
|
|
S32 iControlWidth = pControl->getWidth();
|
|
S32 iControlHeight = pControl->getHeight();
|
|
S32 iMainPanelOffsetX = 0;
|
|
S32 iMainPanelOffsetY= 0;
|
|
|
|
// 4J-TomK add main panel offset if controls do not live in the root scene
|
|
if(pMainPanelControl)
|
|
{
|
|
iMainPanelOffsetX = pMainPanelControl->getXPos();
|
|
iMainPanelOffsetY = pMainPanelControl->getYPos();
|
|
}
|
|
|
|
// 4J-TomK override control width / height where needed
|
|
if(puiElement->pControl->getControlType() == UIControl::eSlider)
|
|
{
|
|
// Sliders are never scaled but masked, so we have to get the real width from AS
|
|
UIControl_Slider *pSlider = (UIControl_Slider *)puiElement->pControl;
|
|
iControlWidth = pSlider->GetRealWidth();
|
|
}
|
|
else if(puiElement->pControl->getControlType() == UIControl::eTexturePackList)
|
|
{
|
|
// The origin of the TexturePackList is NOT in the top left corner but where the slot area starts. therefore we need the height of the slot area itself.
|
|
UIControl_TexturePackList *pTexturePackList = (UIControl_TexturePackList *)puiElement->pControl;
|
|
iControlHeight = pTexturePackList->GetRealHeight();
|
|
}
|
|
else if(puiElement->pControl->getControlType() == UIControl::eDynamicLabel)
|
|
{
|
|
// The height and width of this control changes per how to play page
|
|
UIControl_DynamicLabel *pDynamicLabel = (UIControl_DynamicLabel *)puiElement->pControl;
|
|
iControlWidth = pDynamicLabel->GetRealWidth();
|
|
iControlHeight = pDynamicLabel->GetRealHeight();
|
|
}
|
|
else if(puiElement->pControl->getControlType() == UIControl::eHTMLLabel)
|
|
{
|
|
// The height and width of this control changes per how to play page
|
|
UIControl_HTMLLabel *pHtmlLabel = (UIControl_HTMLLabel *)puiElement->pControl;
|
|
iControlWidth = pHtmlLabel->GetRealWidth();
|
|
iControlHeight = pHtmlLabel->GetRealHeight();
|
|
}
|
|
|
|
puiElement->x1=(S32)((float)pControl->getXPos() + (float)iMainPanelOffsetX);
|
|
puiElement->y1=(S32)((float)pControl->getYPos() + (float)iMainPanelOffsetY);
|
|
puiElement->x2=(S32)(((float)pControl->getXPos() + (float)iControlWidth + (float)iMainPanelOffsetX));
|
|
puiElement->y2=(S32)(((float)pControl->getYPos() + (float)iControlHeight + (float)iMainPanelOffsetY));
|
|
|
|
if(puiElement->pControl->getControlType() == UIControl::eNoControl)
|
|
{
|
|
app.DebugPrintf("NO CONTROL!");
|
|
}
|
|
|
|
if(puiElement->x1 == puiElement->x2 || puiElement->y1 == puiElement->y2)
|
|
{
|
|
app.DebugPrintf("NOT adding touchbox %d,%d,%d,%d\n",puiElement->x1,puiElement->y1,puiElement->x2,puiElement->y2);
|
|
}
|
|
else
|
|
{
|
|
app.DebugPrintf("Adding touchbox %d,%d,%d,%d\n",puiElement->x1,puiElement->y1,puiElement->x2,puiElement->y2);
|
|
m_TouchBoxes[eUIGroup][eUILayer][eUIscene].push_back(puiElement);
|
|
}
|
|
}
|
|
|
|
void UIController::TouchBoxRebuild(UIScene *pUIScene)
|
|
{
|
|
EUIGroup eUIGroup=pUIScene->GetParentLayerGroup();
|
|
EUILayer eUILayer=pUIScene->GetParentLayer()->m_iLayer;
|
|
EUIScene eUIscene=pUIScene->getSceneType();
|
|
|
|
// if we delete an element, it's possible that the scene has re-arranged all the elements, so we need to rebuild the boxes
|
|
ui.TouchBoxesClear(pUIScene);
|
|
|
|
// rebuild boxes
|
|
for ( UIControl *control : *pUIScene->GetControls() )
|
|
{
|
|
if(control->getControlType() == UIControl::eButton ||
|
|
control->getControlType() == UIControl::eSlider ||
|
|
control->getControlType() == UIControl::eCheckBox ||
|
|
control->getControlType() == UIControl::eTexturePackList ||
|
|
control->getControlType() == UIControl::eButtonList ||
|
|
control->getControlType() == UIControl::eTextInput ||
|
|
control->getControlType() == UIControl::eDynamicLabel ||
|
|
control->getControlType() == UIControl::eHTMLLabel ||
|
|
control->getControlType() == UIControl::eLeaderboardList ||
|
|
control->getControlType() == UIControl::eTouchControl)
|
|
{
|
|
if(control->getVisible())
|
|
{
|
|
// 4J-TomK update the control (it might have been moved by flash / AS)
|
|
control->UpdateControl();
|
|
|
|
ui.TouchBoxAdd(control,eUIGroup,eUILayer,eUIscene, pUIScene->GetMainPanel());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void UIController::TouchBoxesClear(UIScene *pUIScene)
|
|
{
|
|
EUIGroup eUIGroup=pUIScene->GetParentLayerGroup();
|
|
EUILayer eUILayer=pUIScene->GetParentLayer()->m_iLayer;
|
|
EUIScene eUIscene=pUIScene->getSceneType();
|
|
|
|
for ( UIELEMENT *element : m_TouchBoxes[eUIGroup][eUILayer][eUIscene] )
|
|
{
|
|
delete element;
|
|
}
|
|
m_TouchBoxes[eUIGroup][eUILayer][eUIscene].clear();
|
|
}
|
|
|
|
bool UIController::TouchBoxHit(UIScene *pUIScene,S32 x, S32 y)
|
|
{
|
|
EUIGroup eUIGroup=pUIScene->GetParentLayerGroup();
|
|
EUILayer eUILayer=pUIScene->GetParentLayer()->m_iLayer;
|
|
EUIScene eUIscene=pUIScene->getSceneType();
|
|
|
|
// 4J-TomK let's do the transformation from touch resolution to screen resolution here, so our touchbox values always are in screen resolution!
|
|
x *= (m_fScreenWidth/1920.0f);
|
|
y *= (m_fScreenHeight/1080.0f);
|
|
|
|
if(m_TouchBoxes[eUIGroup][eUILayer][eUIscene].size()>0)
|
|
{
|
|
for ( UIELEMENT *element : m_TouchBoxes[eUIGroup][eUILayer][eUIscene] )
|
|
{
|
|
if(element->pControl->getHidden() == false && element->pControl->getVisible()) // ignore removed controls
|
|
{
|
|
if((x>=element->x1) &&(x<=element->x2) && (y>=element->y1) && (y<=element->y2))
|
|
{
|
|
if(!m_bTouchscreenPressed)
|
|
{
|
|
app.DebugPrintf("SET m_ActiveUIElement (Layer: %i) at x = %i y = %i\n", (int)eUILayer, (int)x, (int)y);
|
|
m_ActiveUIElement = element;
|
|
}
|
|
// remember the currently highlighted element
|
|
m_HighlightedUIElement = element;
|
|
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//app.DebugPrintf("MISS at x = %i y = %i\n", (int)x, (int)y);
|
|
m_HighlightedUIElement = NULL;
|
|
return false;
|
|
}
|
|
|
|
//
|
|
// Handle Touch Input
|
|
//
|
|
void UIController::HandleTouchInput(unsigned int iPad, unsigned int key, bool bPressed, bool bRepeat, bool bReleased)
|
|
{
|
|
// no input? no handling!
|
|
if(!bPressed && !bRepeat && !bReleased)
|
|
{
|
|
// override for instand repeat without delay!
|
|
if(m_bTouchscreenPressed && m_ActiveUIElement && (
|
|
m_ActiveUIElement->pControl->getControlType() == UIControl::eSlider ||
|
|
m_ActiveUIElement->pControl->getControlType() == UIControl::eButtonList ||
|
|
m_ActiveUIElement->pControl->getControlType() == UIControl::eTexturePackList ||
|
|
m_ActiveUIElement->pControl->getControlType() == UIControl::eDynamicLabel ||
|
|
m_ActiveUIElement->pControl->getControlType() == UIControl::eHTMLLabel ||
|
|
m_ActiveUIElement->pControl->getControlType() == UIControl::eLeaderboardList ||
|
|
m_ActiveUIElement->pControl->getControlType() == UIControl::eTouchControl))
|
|
bRepeat = true; // the above controls need to be controllable without having the finger over them
|
|
else
|
|
return;
|
|
}
|
|
|
|
SceTouchData* pTouchData = InputManager.GetTouchPadData(iPad,false);
|
|
S32 x = pTouchData->report[0].x * (m_fScreenWidth/1920.0f);
|
|
S32 y = pTouchData->report[0].y * (m_fScreenHeight/1080.0f);
|
|
|
|
if(bPressed && !bRepeat && !bReleased) // PRESSED HANDLING
|
|
{
|
|
app.DebugPrintf("touch input pressed\n");
|
|
switch(m_ActiveUIElement->pControl->getControlType())
|
|
{
|
|
case UIControl::eButton:
|
|
// set focus
|
|
UIControl_Button *pButton=(UIControl_Button *)m_ActiveUIElement->pControl;
|
|
pButton->getParentScene()->SetFocusToElement(m_ActiveUIElement->pControl->getId());
|
|
// override bPressed to false. we only want the button to trigger on touch release!
|
|
bPressed = false;
|
|
break;
|
|
case UIControl::eSlider:
|
|
// set focus
|
|
UIControl_Slider *pSlider=(UIControl_Slider *)m_ActiveUIElement->pControl;
|
|
pSlider->getParentScene()->SetFocusToElement(m_ActiveUIElement->pControl->getId());
|
|
break;
|
|
case UIControl::eCheckBox:
|
|
// set focus
|
|
UIControl_CheckBox *pCheckbox=(UIControl_CheckBox *)m_ActiveUIElement->pControl;
|
|
pCheckbox->getParentScene()->SetFocusToElement(m_ActiveUIElement->pControl->getId());
|
|
// override bPressed. we only want the checkbox to trigger on touch release!
|
|
bPressed = false;
|
|
break;
|
|
case UIControl::eButtonList:
|
|
// set focus to list
|
|
UIControl_ButtonList *pButtonList=(UIControl_ButtonList *)m_ActiveUIElement->pControl;
|
|
//pButtonList->getParentScene()->SetFocusToElement(m_ActiveUIElement->pControl->getId());
|
|
// tell list where we tapped it so it can set focus to the correct button
|
|
pButtonList->SetTouchFocus((float)x, (float)y, false);
|
|
// override bPressed. we only want the ButtonList to trigger on touch release!
|
|
bPressed = false;
|
|
break;
|
|
case UIControl::eTexturePackList:
|
|
// set focus to list
|
|
UIControl_TexturePackList *pTexturePackList=(UIControl_TexturePackList *)m_ActiveUIElement->pControl;
|
|
pTexturePackList->getParentScene()->SetFocusToElement(m_ActiveUIElement->pControl->getId());
|
|
// tell list where we tapped it so it can set focus to the correct texture pack
|
|
pTexturePackList->SetTouchFocus((float)x - (float)m_ActiveUIElement->x1, (float)y - (float)m_ActiveUIElement->y1, false);
|
|
// override bPressed. we only want the TexturePack List to trigger on touch release!
|
|
bPressed = false;
|
|
break;
|
|
case UIControl::eTextInput:
|
|
// set focus
|
|
UIControl_TextInput *pTextInput=(UIControl_TextInput *)m_ActiveUIElement->pControl;
|
|
pTextInput->getParentScene()->SetFocusToElement(m_ActiveUIElement->pControl->getId());
|
|
// override bPressed to false. we only want the textinput to trigger on touch release!
|
|
bPressed = false;
|
|
break;
|
|
case UIControl::eDynamicLabel:
|
|
// handle dynamic label scrolling
|
|
UIControl_DynamicLabel *pDynamicLabel=(UIControl_DynamicLabel *)m_ActiveUIElement->pControl;
|
|
pDynamicLabel->TouchScroll(y, true);
|
|
// override bPressed to false
|
|
bPressed = false;
|
|
break;
|
|
case UIControl::eHTMLLabel:
|
|
// handle dynamic label scrolling
|
|
UIControl_HTMLLabel *pHtmlLabel=(UIControl_HTMLLabel *)m_ActiveUIElement->pControl;
|
|
pHtmlLabel->TouchScroll(y, true);
|
|
// override bPressed to false
|
|
bPressed = false;
|
|
break;
|
|
case UIControl::eLeaderboardList:
|
|
// set focus to list
|
|
UIControl_LeaderboardList *pLeaderboardList=(UIControl_LeaderboardList *)m_ActiveUIElement->pControl;
|
|
// tell list where we tapped it so it can set focus to the correct button
|
|
pLeaderboardList->SetTouchFocus((float)x, (float)y, false);
|
|
// override bPressed. we only want the ButtonList to trigger on touch release!
|
|
bPressed = false;
|
|
break;
|
|
case UIControl::eTouchControl:
|
|
// pass on touch input to relevant parent scene so we can handle it there!
|
|
m_ActiveUIElement->pControl->getParentScene()->handleTouchInput(iPad, x, y, m_ActiveUIElement->pControl->getId(), bPressed, bRepeat, bReleased);
|
|
// override bPressed to false
|
|
bPressed = false;
|
|
break;
|
|
default:
|
|
app.DebugPrintf("PRESSED - UNHANDLED UI ELEMENT\n");
|
|
break;
|
|
}
|
|
}
|
|
else if(bRepeat) // REPEAT HANDLING
|
|
{
|
|
switch(m_ActiveUIElement->pControl->getControlType())
|
|
{
|
|
case UIControl::eButton:
|
|
/* no action */
|
|
break;
|
|
case UIControl::eSlider:
|
|
// handle slider movement
|
|
UIControl_Slider *pSlider=(UIControl_Slider *)m_ActiveUIElement->pControl;
|
|
float fNewSliderPos = ((float)x - (float)m_ActiveUIElement->x1) / (float)pSlider->GetRealWidth();
|
|
pSlider->SetSliderTouchPos(fNewSliderPos);
|
|
break;
|
|
case UIControl::eCheckBox:
|
|
/* no action */
|
|
bRepeat = false;
|
|
bPressed = false;
|
|
break;
|
|
case UIControl::eButtonList:
|
|
// handle button list scrolling
|
|
UIControl_ButtonList *pButtonList=(UIControl_ButtonList *)m_ActiveUIElement->pControl;
|
|
pButtonList->SetTouchFocus((float)x, (float)y, true);
|
|
break;
|
|
case UIControl::eTexturePackList:
|
|
// handle texturepack list scrolling
|
|
UIControl_TexturePackList *pTexturePackList=(UIControl_TexturePackList *)m_ActiveUIElement->pControl;
|
|
pTexturePackList->SetTouchFocus((float)x - (float)m_ActiveUIElement->x1, (float)y - (float)m_ActiveUIElement->y1, true);
|
|
break;
|
|
case UIControl::eTextInput:
|
|
/* no action */
|
|
bRepeat = false;
|
|
bPressed = false;
|
|
break;
|
|
case UIControl::eDynamicLabel:
|
|
// handle dynamic label scrolling
|
|
UIControl_DynamicLabel *pDynamicLabel=(UIControl_DynamicLabel *)m_ActiveUIElement->pControl;
|
|
pDynamicLabel->TouchScroll(y, true);
|
|
// override bPressed & bRepeat to false
|
|
bPressed = false;
|
|
bRepeat = false;
|
|
break;
|
|
case UIControl::eHTMLLabel:
|
|
// handle dynamic label scrolling
|
|
UIControl_HTMLLabel *pHtmlLabel=(UIControl_HTMLLabel *)m_ActiveUIElement->pControl;
|
|
pHtmlLabel->TouchScroll(y, true);
|
|
// override bPressed & bRepeat to false
|
|
bPressed = false;
|
|
bRepeat = false;
|
|
break;
|
|
case UIControl::eLeaderboardList:
|
|
// handle button list scrolling
|
|
UIControl_LeaderboardList *pLeaderboardList=(UIControl_LeaderboardList *)m_ActiveUIElement->pControl;
|
|
pLeaderboardList->SetTouchFocus((float)x, (float)y, true);
|
|
break;
|
|
case UIControl::eTouchControl:
|
|
// override bPressed to false
|
|
bPressed = false;
|
|
// pass on touch input to relevant parent scene so we can handle it there!
|
|
m_ActiveUIElement->pControl->getParentScene()->handleTouchInput(iPad, x, y, m_ActiveUIElement->pControl->getId(), bPressed, bRepeat, bReleased);
|
|
// override bRepeat to false
|
|
bRepeat = false;
|
|
break;
|
|
default:
|
|
app.DebugPrintf("REPEAT - UNHANDLED UI ELEMENT\n");
|
|
break;
|
|
}
|
|
}
|
|
if(bReleased) // RELEASED HANDLING
|
|
{
|
|
app.DebugPrintf("touch input released\n");
|
|
switch(m_ActiveUIElement->pControl->getControlType())
|
|
{
|
|
case UIControl::eButton:
|
|
// trigger button on release (ONLY if the finger is still on it!)
|
|
if(m_HighlightedUIElement && m_ActiveUIElement->pControl == m_HighlightedUIElement->pControl)
|
|
bPressed = true;
|
|
break;
|
|
case UIControl::eSlider:
|
|
/* no action */
|
|
break;
|
|
case UIControl::eCheckBox:
|
|
// trigger checkbox on release (ONLY if the finger is still on it!)
|
|
if(m_HighlightedUIElement && m_ActiveUIElement->pControl == m_HighlightedUIElement->pControl)
|
|
{
|
|
UIControl_CheckBox *pCheckbox=(UIControl_CheckBox *)m_ActiveUIElement->pControl;
|
|
if(pCheckbox->IsEnabled()) // only proceed if checkbox is enabled!
|
|
pCheckbox->TouchSetCheckbox(!pCheckbox->IsChecked());
|
|
}
|
|
bReleased = false;
|
|
break;
|
|
case UIControl::eButtonList:
|
|
// trigger buttonlist on release (ONLY if the finger is still on it!)
|
|
if(m_HighlightedUIElement && m_ActiveUIElement->pControl == m_HighlightedUIElement->pControl)
|
|
{
|
|
UIControl_ButtonList *pButtonList=(UIControl_ButtonList *)m_ActiveUIElement->pControl;
|
|
if(pButtonList->CanTouchTrigger(x,y))
|
|
bPressed = true;
|
|
}
|
|
break;
|
|
case UIControl::eTexturePackList:
|
|
// trigger texturepack list on release (ONLY if the finger is still on it!)
|
|
if(m_HighlightedUIElement && m_ActiveUIElement->pControl == m_HighlightedUIElement->pControl)
|
|
{
|
|
UIControl_TexturePackList *pTexturePackList=(UIControl_TexturePackList *)m_ActiveUIElement->pControl;
|
|
if(pTexturePackList->CanTouchTrigger((float)x - (float)m_ActiveUIElement->x1, (float)y - (float)m_ActiveUIElement->y1))
|
|
bPressed = true;
|
|
}
|
|
break;
|
|
case UIControl::eTextInput:
|
|
// trigger TextInput on release (ONLY if the finger is still on it!)
|
|
if(m_HighlightedUIElement && m_ActiveUIElement->pControl == m_HighlightedUIElement->pControl)
|
|
bPressed = true;
|
|
break;
|
|
case UIControl::eDynamicLabel:
|
|
// handle dynamic label scrolling
|
|
UIControl_DynamicLabel *pDynamicLabel=(UIControl_DynamicLabel *)m_ActiveUIElement->pControl;
|
|
pDynamicLabel->TouchScroll(y, false);
|
|
break;
|
|
case UIControl::eHTMLLabel:
|
|
// handle dynamic label scrolling
|
|
UIControl_HTMLLabel *pHtmlLabel=(UIControl_HTMLLabel *)m_ActiveUIElement->pControl;
|
|
pHtmlLabel->TouchScroll(y, false);
|
|
break;
|
|
case UIControl::eLeaderboardList:
|
|
/* no action */
|
|
break;
|
|
case UIControl::eTouchControl:
|
|
// trigger only if touch is released over the same component!
|
|
if(m_HighlightedUIElement && m_ActiveUIElement->pControl == m_HighlightedUIElement->pControl)
|
|
{
|
|
// pass on touch input to relevant parent scene so we can handle it there!
|
|
m_ActiveUIElement->pControl->getParentScene()->handleTouchInput(iPad, x, y, m_ActiveUIElement->pControl->getId(), bPressed, bRepeat, bReleased);
|
|
}
|
|
// override bReleased to false
|
|
bReleased = false;
|
|
break;
|
|
default:
|
|
app.DebugPrintf("RELEASED - UNHANDLED UI ELEMENT\n");
|
|
break;
|
|
}
|
|
}
|
|
|
|
// only proceed if there's input to be handled
|
|
if(bPressed || bRepeat || bReleased)
|
|
{
|
|
SendTouchInput(iPad, key, bPressed, bRepeat, bReleased);
|
|
}
|
|
}
|
|
|
|
void UIController::SendTouchInput(unsigned int iPad, unsigned int key, bool bPressed, bool bRepeat, bool bReleased)
|
|
{
|
|
bool handled = false;
|
|
|
|
// Send the key to the fullscreen group first
|
|
m_groups[(int)eUIGroup_Fullscreen]->handleInput(iPad, key, bRepeat, bPressed, bReleased, handled);
|
|
if(!handled)
|
|
{
|
|
// If it's not been handled yet, then pass the event onto the players specific group
|
|
m_groups[(iPad+1)]->handleInput(iPad, key, bRepeat, bPressed, bReleased, handled);
|
|
}
|
|
}
|
|
|
|
|
|
#endif
|