This is one of the first commits in a plan to remove all `using namespace std;` lines in the entire codebase as it is considered anti-pattern today.
113 lines
3.4 KiB
C++
113 lines
3.4 KiB
C++
#include "stdafx.h"
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#include "..\..\..\MultiplayerLevel.h"
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#include "..\..\..\Minecraft.World\SignTileEntity.h"
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#include "..\..\..\Minecraft.World\Entity.h"
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#include "..\..\..\Minecraft.World\Level.h"
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#include "..\..\..\Minecraft.Client\LocalPlayer.h"
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#include "..\..\..\Minecraft.Client\ClientConnection.h"
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#include "..\..\..\Minecraft.Client\MultiPlayerLocalPlayer.h"
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#include "XUI_SignEntry.h"
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HRESULT CScene_SignEntry::OnInit( XUIMessageInit* pInitData, BOOL& bHandled )
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{
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MapChildControls();
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XuiControlSetText(m_ButtonDone,app.GetString(IDS_DONE));
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XuiControlSetText(m_labelEditSign,app.GetString(IDS_EDIT_SIGN_MESSAGE));
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SignEntryScreenInput* initData = (SignEntryScreenInput*)pInitData->pvInitData;
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m_sign = initData->sign;
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CXuiSceneBase::ShowDarkOverlay( initData->iPad, TRUE );
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CXuiSceneBase::ShowLogo( initData->iPad, FALSE);
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ui.SetTooltips( initData->iPad, IDS_TOOLTIPS_SELECT,IDS_TOOLTIPS_BACK);
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if(app.GetLocalPlayerCount()>1)
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{
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app.AdjustSplitscreenScene(m_hObj,&m_OriginalPosition,initData->iPad);
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}
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for(unsigned int i = 0; i<SIGN_ENTRY_ROWS_MAX; ++i)
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{
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// Have to have the Latin alphabet here, since that's what we have on the sign in-game
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// but because the JAP/KOR/CHN fonts don't have extended European characters, let's restrict those languages to not having the extended character set, since they can't see what they are typing
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switch(XGetLanguage())
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{
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case XC_LANGUAGE_JAPANESE:
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case XC_LANGUAGE_TCHINESE:
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case XC_LANGUAGE_KOREAN:
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m_signRows[i].SetKeyboardType(C_4JInput::EKeyboardMode_Alphabet);
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break;
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default:
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m_signRows[i].SetKeyboardType(C_4JInput::EKeyboardMode_Full);
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break;
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}
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m_signRows[i].SetText( m_sign->GetMessage(i).c_str() );
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m_signRows[i].SetTextLimit(15);
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// Set the title and desc for the edit keyboard popup
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m_signRows[i].SetTitleAndText(IDS_SIGN_TITLE,IDS_SIGN_TITLE_TEXT);
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}
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return S_OK;
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}
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HRESULT CScene_SignEntry::OnNotifyPressEx(HXUIOBJ hObjPressed, XUINotifyPress* pNotifyPressData, BOOL& rfHandled)
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{
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// This assumes all buttons can only be pressed with the A button
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ui.AnimateKeyPress(pNotifyPressData->UserIndex, VK_PAD_A);
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if(hObjPressed==m_ButtonDone)
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{
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// Set the sign text here so we on;y call the verify once it has been set, not while we're typing in to it
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for(int i=0;i<4;i++)
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{
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wstring temp=m_signRows[i].GetText();
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m_sign->SetMessage(i,temp);
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}
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m_sign->setChanged();
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Minecraft *pMinecraft=Minecraft::GetInstance();
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// need to send the new data
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if (pMinecraft->level->isClientSide)
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{
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std::shared_ptr<MultiplayerLocalPlayer> player = pMinecraft->localplayers[pNotifyPressData->UserIndex];
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if(player != NULL && player->connection && player->connection->isStarted())
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{
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player->connection->send( std::shared_ptr<SignUpdatePacket>( new SignUpdatePacket(m_sign->x, m_sign->y, m_sign->z, m_sign->IsVerified(), m_sign->IsCensored(), m_sign->GetMessages()) ) );
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}
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}
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app.CloseXuiScenes(pNotifyPressData->UserIndex);
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}
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return S_OK;
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}
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HRESULT CScene_SignEntry::OnKeyDown(XUIMessageInput* pInputData, BOOL& rfHandled)
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{
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ui.AnimateKeyPress(pInputData->UserIndex, pInputData->dwKeyCode);
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switch(pInputData->dwKeyCode)
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{
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case VK_PAD_B:
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case VK_ESCAPE:
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// user backed out, so wipe the sign
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wstring temp=L"";
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for(int i=0;i<4;i++)
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{
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m_sign->SetMessage(i,temp);
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}
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app.CloseXuiScenes(pInputData->UserIndex);
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rfHandled = TRUE;
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CXuiSceneBase::PlayUISFX(eSFX_Back);
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break;
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}
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return S_OK;
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} |