Files
MinecraftConsoles/Minecraft.Client/Common/UI/UIController.h
2026-03-05 01:12:48 +08:00

402 lines
14 KiB
C++

#pragma once
using namespace std;
#include "IUIController.h"
#include "UIEnums.h"
#include "UIGroup.h"
class UIAbstractBitmapFont;
class UIBitmapFont;
class UITTFFont;
class UIComponent_DebugUIConsole;
class UIComponent_DebugUIMarketingGuide;
class UIControl;
// Base class for all shared functions between UIControllers
class UIController : public IUIController
{
public:
static __int64 iggyAllocCount;
// MGH - added to prevent crash loading Iggy movies while the skins were being reloaded
static CRITICAL_SECTION ms_reloadSkinCS;
static bool ms_bReloadSkinCSInitialised;
protected:
UIComponent_DebugUIConsole *m_uiDebugConsole;
UIComponent_DebugUIMarketingGuide *m_uiDebugMarketingGuide;
private:
CRITICAL_SECTION m_navigationLock;
static const int UI_REPEAT_KEY_DELAY_MS = 300; // How long from press until the first repeat
static const int UI_REPEAT_KEY_REPEAT_RATE_MS = 100; // How long in between repeats
DWORD m_actionRepeatTimer[XUSER_MAX_COUNT][ACTION_MAX_MENU+1];
float m_fScreenWidth;
float m_fScreenHeight;
bool m_bScreenWidthSetup;
S32 m_tileOriginX, m_tileOriginY;
enum EFont
{
eFont_NotLoaded = 0,
eFont_Bitmap,
eFont_Japanese,
eFont_SimpChinese,
eFont_TradChinese,
eFont_Korean,
};
// 4J-JEV: It's important that currentFont == targetFont, unless updateCurrentLanguage is going to be called.
EFont m_eCurrentFont, m_eTargetFont;
// 4J-JEV: Behaves like navigateToHome when not ingame. When in-game, it closes all player scenes instead.
bool m_bCleanupOnReload;
EFont getFontForLanguage(int language);
UITTFFont *createFont(EFont fontLanguage);
UIAbstractBitmapFont *m_mcBitmapFont;
UITTFFont *m_mcTTFFont;
UIBitmapFont *m_moj7, *m_moj11;
public:
void setCleanupOnReload();
void updateCurrentFont();
private:
// 4J-PB - ui element type for PSVita touch control
#ifdef __PSVITA__
typedef struct
{
UIControl *pControl;
S32 x1,y1,x2,y2;
}
UIELEMENT;
// E3 - Fine for now, but we need to make this better!
vector<UIELEMENT *> m_TouchBoxes[eUIGroup_COUNT][eUILayer_COUNT][eUIScene_COUNT];
bool m_bTouchscreenPressed;
#endif
// 4J Stu - These should be in the order that they reference each other (i.e. they can only reference one with a lower value in the enum)
enum ELibraries
{
eLibrary_Platform,
eLibrary_GraphicsDefault,
eLibrary_GraphicsHUD,
eLibrary_GraphicsInGame,
eLibrary_GraphicsTooltips,
eLibrary_GraphicsLabels,
eLibrary_Labels,
eLibrary_InGame,
eLibrary_HUD,
eLibrary_Tooltips,
eLibrary_Default,
#if ( defined(_WINDOWS64) )
// 4J Stu - Load the 720/480 skins so that we have something to fallback on during development
#ifndef _FINAL_BUILD
eLibraryFallback_Platform,
eLibraryFallback_GraphicsDefault,
eLibraryFallback_GraphicsHUD,
eLibraryFallback_GraphicsInGame,
eLibraryFallback_GraphicsTooltips,
eLibraryFallback_GraphicsLabels,
eLibraryFallback_Labels,
eLibraryFallback_InGame,
eLibraryFallback_HUD,
eLibraryFallback_Tooltips,
eLibraryFallback_Default,
#endif
#endif
eLibrary_Count,
};
IggyLibrary m_iggyLibraries[eLibrary_Count];
protected:
GDrawFunctions *gdraw_funcs;
private:
HIGGYEXP iggy_explorer;
HIGGYPERFMON iggy_perfmon;
bool m_iggyPerfmonEnabled;
bool m_bMenuDisplayed[XUSER_MAX_COUNT]; // track each players menu displayed
bool m_bMenuToBeClosed[XUSER_MAX_COUNT]; // actioned at the end of the game loop
int m_iCountDown[XUSER_MAX_COUNT]; // ticks to block input
bool m_bCloseAllScenes[eUIGroup_COUNT];
int m_iPressStartQuadrantsMask;
C4JRender::eViewportType m_currentRenderViewport;
bool m_bCustomRenderPosition;
static DWORD m_dwTrialTimerLimitSecs;
unordered_map<wstring, byteArray> m_substitutionTextures;
typedef struct _CachedMovieData
{
byteArray m_ba;
__int64 m_expiry;
} CachedMovieData;
unordered_map<wstring, CachedMovieData> m_cachedMovieData;
typedef struct _QueuedMessageBoxData
{
MessageBoxInfo info;
int iPad;
EUILayer layer;
} QueuedMessageBoxData;
vector<QueuedMessageBoxData *> m_queuedMessageBoxData;
unsigned int m_winUserIndex;
EUIScene m_mouseDraggingSliderScene;
int m_mouseDraggingSliderId;
int m_lastHoverMouseX;
int m_lastHoverMouseY;
//bool m_bSysUIShowing;
bool m_bSystemUIShowing;
C4JThread *m_reloadSkinThread;
bool m_navigateToHomeOnReload;
int m_accumulatedTicks;
__uint64 m_lastUiSfx; // Tracks time (ms) of last UI sound effect
D3D11_RECT m_customRenderingClearRect;
unordered_map<size_t, UIScene *> m_registeredCallbackScenes; // A collection of scenes and unique id's that are used in async callbacks so we can safely handle when they get destroyed
CRITICAL_SECTION m_registeredCallbackScenesCS;;
public:
UIController();
#ifdef __PSVITA__
void TouchBoxAdd(UIControl *pControl,UIScene *pUIScene);
bool TouchBoxHit(UIScene *pUIScene,S32 x, S32 y);
void TouchBoxesClear(UIScene *pUIScene);
void TouchBoxRebuild(UIScene *pUIScene);
void HandleTouchInput(unsigned int iPad, unsigned int key, bool bPressed, bool bRepeat, bool bReleased);
void SendTouchInput(unsigned int iPad, unsigned int key, bool bPressed, bool bRepeat, bool bReleased);
private:
void TouchBoxAdd(UIControl *pControl,EUIGroup eUIGroup,EUILayer eUILayer,EUIScene eUIscene, UIControl *pMainPanelControl);
UIELEMENT *m_ActiveUIElement;
UIELEMENT *m_HighlightedUIElement;
#endif
protected:
UIGroup *m_groups[eUIGroup_COUNT];
public:
void showComponent(int iPad, EUIScene scene, EUILayer layer, EUIGroup group, bool show)
{
m_groups[group]->showComponent(iPad, scene, layer, show);
}
void removeComponent(EUIScene scene, EUILayer layer, EUIGroup group)
{
m_groups[group]->removeComponent(scene, layer);
}
protected:
// Should be called from the platforms init function
void preInit(S32 width, S32 height);
void postInit();
public:
CRITICAL_SECTION m_Allocatorlock;
void SetupFont();
bool PendingFontChange();
bool UsingBitmapFont();
public:
// TICKING
virtual void tick();
private:
void loadSkins();
IggyLibrary loadSkin(const wstring &skinPath, const wstring &skinName);
public:
void ReloadSkin();
virtual void StartReloadSkinThread();
virtual bool IsReloadingSkin();
virtual bool IsExpectingOrReloadingSkin();
virtual void CleanUpSkinReload();
private:
static int reloadSkinThreadProc(void* lpParam);
public:
byteArray getMovieData(const wstring &filename);
// INPUT
private:
void tickInput();
void handleInput();
void handleKeyPress(unsigned int iPad, unsigned int key);
protected:
static rrbool RADLINK ExternalFunctionCallback( void * user_callback_data , Iggy * player , IggyExternalFunctionCallUTF16 * call );
public:
// RENDERING
float getScreenWidth() { return m_fScreenWidth; }
float getScreenHeight() { return m_fScreenHeight; }
virtual void render() = 0;
void getRenderDimensions(C4JRender::eViewportType viewport, S32 &width, S32 &height);
void setupRenderPosition(C4JRender::eViewportType viewport);
void setupRenderPosition(S32 xOrigin, S32 yOrigin);
void SetSysUIShowing(bool bVal);
static void SetSystemUIShowing(LPVOID lpParam,bool bVal);
protected:
virtual void setTileOrigin(S32 xPos, S32 yPos) = 0;
public:
virtual CustomDrawData *setupCustomDraw(UIScene *scene, IggyCustomDrawCallbackRegion *region) = 0;
virtual CustomDrawData *calculateCustomDraw(IggyCustomDrawCallbackRegion *region) = 0;
virtual void endCustomDraw(IggyCustomDrawCallbackRegion *region) = 0;
protected:
// Should be called from the platforms render function
void renderScenes();
public:
virtual void beginIggyCustomDraw4J(IggyCustomDrawCallbackRegion *region, CustomDrawData *customDrawRegion) = 0;
void setupCustomDrawGameState();
void endCustomDrawGameState();
void setupCustomDrawMatrices(UIScene *scene, CustomDrawData *customDrawRegion);
void setupCustomDrawGameStateAndMatrices(UIScene *scene, CustomDrawData *customDrawRegion);
void endCustomDrawMatrices();
void endCustomDrawGameStateAndMatrices();
protected:
static void RADLINK CustomDrawCallback(void *user_callback_data, Iggy *player, IggyCustomDrawCallbackRegion *Region);
static GDrawTexture * RADLINK TextureSubstitutionCreateCallback( void * user_callback_data , IggyUTF16 * texture_name , S32 * width , S32 * height , void **destroy_callback_data );
static void RADLINK TextureSubstitutionDestroyCallback( void * user_callback_data , void * destroy_callback_data , GDrawTexture * handle );
virtual GDrawTexture *getSubstitutionTexture(int textureId) { return NULL; }
virtual void destroySubstitutionTexture(void *destroyCallBackData, GDrawTexture *handle) {}
public:
void registerSubstitutionTexture(const wstring &textureName, PBYTE pbData, DWORD dwLength);
void unregisterSubstitutionTexture(const wstring &textureName, bool deleteData);
public:
// NAVIGATION
bool NavigateToScene(int iPad, EUIScene scene, void *initData = NULL, EUILayer layer = eUILayer_Scene, EUIGroup group = eUIGroup_PAD);
bool NavigateBack(int iPad, bool forceUsePad = false, EUIScene eScene = eUIScene_COUNT, EUILayer eLayer = eUILayer_COUNT);
void NavigateToHomeMenu();
UIScene *GetTopScene(int iPad, EUILayer layer = eUILayer_Scene, EUIGroup group = eUIGroup_PAD);
size_t RegisterForCallbackId(UIScene *scene);
void UnregisterCallbackId(size_t id);
UIScene *GetSceneFromCallbackId(size_t id);
void EnterCallbackIdCriticalSection();
void LeaveCallbackIdCriticalSection();
private:
void setFullscreenMenuDisplayed(bool displayed);
public:
void CloseAllPlayersScenes();
void CloseUIScenes(int iPad, bool forceIPad = false);
virtual bool IsPauseMenuDisplayed(int iPad);
virtual bool IsContainerMenuDisplayed(int iPad);
virtual bool IsIgnorePlayerJoinMenuDisplayed(int iPad);
virtual bool IsIgnoreAutosaveMenuDisplayed(int iPad);
virtual void SetIgnoreAutosaveMenuDisplayed(int iPad, bool displayed);
virtual bool IsSceneInStack(int iPad, EUIScene eScene);
bool GetMenuDisplayed(int iPad);
void SetMenuDisplayed(int iPad,bool bVal);
virtual void CheckMenuDisplayed();
void AnimateKeyPress(int iPad, int iAction, bool bRepeat, bool bPressed, bool bReleased);
void OverrideSFX(int iPad, int iAction,bool bVal);
// TOOLTIPS
virtual void SetTooltipText( unsigned int iPad, unsigned int tooltip, int iTextID );
virtual void SetEnableTooltips( unsigned int iPad, BOOL bVal );
virtual void ShowTooltip( unsigned int iPad, unsigned int tooltip, bool show );
virtual void SetTooltips( unsigned int iPad, int iA, int iB=-1, int iX=-1, int iY=-1 , int iLT=-1, int iRT=-1, int iLB=-1, int iRB=-1, int iLS=-1, int iRS=-1, int iBack=-1, bool forceUpdate = false);
virtual void EnableTooltip( unsigned int iPad, unsigned int tooltip, bool enable );
virtual void RefreshTooltips(unsigned int iPad);
virtual void PlayUISFX(ESoundEffect eSound);
virtual void DisplayGamertag(unsigned int iPad, bool show);
virtual void SetSelectedItem(unsigned int iPad, const wstring &name);
virtual void UpdateSelectedItemPos(unsigned int iPad);
virtual void HandleDLCMountingComplete();
virtual void HandleDLCInstalled(int iPad);
#ifdef _XBOX_ONE
virtual void HandleDLCLicenseChange();
#endif
virtual void HandleTMSDLCFileRetrieved(int iPad);
virtual void HandleTMSBanFileRetrieved(int iPad);
virtual void HandleInventoryUpdated(int iPad);
virtual void HandleGameTick();
virtual void SetTutorial(int iPad, Tutorial *tutorial);
virtual void SetTutorialDescription(int iPad, TutorialPopupInfo *info);
virtual void RemoveInteractSceneReference(int iPad, UIScene *scene);
virtual void SetTutorialVisible(int iPad, bool visible);
virtual bool IsTutorialVisible(int iPad);
virtual void UpdatePlayerBasePositions();
virtual void SetEmptyQuadrantLogo(int iSection);
virtual void HideAllGameUIElements();
virtual void ShowOtherPlayersBaseScene(unsigned int iPad, bool show);
virtual void ShowTrialTimer(bool show);
virtual void SetTrialTimerLimitSecs(unsigned int uiSeconds);
virtual void UpdateTrialTimer(unsigned int iPad);
virtual void ReduceTrialTimerValue();
virtual void ShowAutosaveCountdownTimer(bool show);
virtual void UpdateAutosaveCountdownTimer(unsigned int uiSeconds);
virtual void ShowSavingMessage(unsigned int iPad, C4JStorage::ESavingMessage eVal);
virtual void ShowPlayerDisplayname(bool show);
virtual bool PressStartPlaying(unsigned int iPad);
virtual void ShowPressStart(unsigned int iPad);
virtual void HidePressStart();
void ClearPressStart();
virtual C4JStorage::EMessageResult RequestAlertMessage(UINT uiTitle, UINT uiText, UINT *uiOptionA,UINT uiOptionC, DWORD dwPad=XUSER_INDEX_ANY, int( *Func)(LPVOID,int,const C4JStorage::EMessageResult)=NULL,LPVOID lpParam=NULL, WCHAR *pwchFormatString=NULL);
virtual C4JStorage::EMessageResult RequestErrorMessage(UINT uiTitle, UINT uiText, UINT *uiOptionA,UINT uiOptionC, DWORD dwPad=XUSER_INDEX_ANY, int( *Func)(LPVOID,int,const C4JStorage::EMessageResult)=NULL,LPVOID lpParam=NULL, WCHAR *pwchFormatString=NULL);
private:
virtual C4JStorage::EMessageResult 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);
public:
C4JStorage::EMessageResult RequestUGCMessageBox(UINT title = -1, UINT message = -1, int iPad = -1, int( *Func)(LPVOID,int,const C4JStorage::EMessageResult) = NULL, LPVOID lpParam = NULL);
C4JStorage::EMessageResult RequestContentRestrictedMessageBox(UINT title = -1, UINT message = -1, int iPad = -1, int( *Func)(LPVOID,int,const C4JStorage::EMessageResult) = NULL, LPVOID lpParam = NULL);
virtual void SetWinUserIndex(unsigned int iPad);
unsigned int GetWinUserIndex();
virtual void ShowUIDebugConsole(bool show);
virtual void ShowUIDebugMarketingGuide(bool show);
void logDebugString(const string &text);
UIScene* FindScene(EUIScene sceneType);
public:
char *m_defaultBuffer, *m_tempBuffer;
void setFontCachingCalculationBuffer(int length);
};