* Fixed boats falling and a TP glitch #266 * Replaced every C-style cast with C++ ones * Replaced every C-style cast with C++ ones * Fixed boats falling and a TP glitch #266 * Updated NULL to nullptr and fixing some type issues * Modernized and fixed a few bugs - Replaced most instances of `NULL` with `nullptr`. - Replaced most `shared_ptr(new ...)` with `make_shared`. - Removed the `nullptr` macro as it was interfering with the actual nullptr keyword in some instances. * Fixing more conflicts * Replace int loops with size_t and start work on overrides
354 lines
11 KiB
C++
354 lines
11 KiB
C++
#include "stdafx.h"
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#include "UI.h"
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#include "UIScene_AbstractContainerMenu.h"
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#include "..\..\..\Minecraft.World\net.minecraft.world.inventory.h"
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#include "..\..\..\Minecraft.World\net.minecraft.world.item.h"
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#include "..\..\MultiplayerLocalPlayer.h"
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#ifdef _WINDOWS64
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#include "..\..\Windows64\KeyboardMouseInput.h"
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#endif
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UIScene_AbstractContainerMenu::UIScene_AbstractContainerMenu(int iPad, UILayer *parentLayer) : UIScene(iPad, parentLayer)
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{
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m_focusSection = eSectionNone;
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// in this scene, we override the press sound with our own for crafting success or fail
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ui.OverrideSFX(m_iPad,ACTION_MENU_A,true);
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ui.OverrideSFX(m_iPad,ACTION_MENU_OK,true);
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#ifdef __ORBIS__
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ui.OverrideSFX(m_iPad,ACTION_MENU_TOUCHPAD_PRESS,true);
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#endif
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ui.OverrideSFX(m_iPad,ACTION_MENU_X,true);
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ui.OverrideSFX(m_iPad,ACTION_MENU_Y,true);
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ui.OverrideSFX(m_iPad,ACTION_MENU_LEFT_SCROLL,true);
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ui.OverrideSFX(m_iPad,ACTION_MENU_RIGHT_SCROLL,true);
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ui.OverrideSFX(m_iPad,ACTION_MENU_LEFT,true);
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ui.OverrideSFX(m_iPad,ACTION_MENU_RIGHT,true);
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ui.OverrideSFX(m_iPad,ACTION_MENU_UP,true);
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ui.OverrideSFX(m_iPad,ACTION_MENU_DOWN,true);
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m_bIgnoreInput=false;
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}
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UIScene_AbstractContainerMenu::~UIScene_AbstractContainerMenu()
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{
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app.DebugPrintf("UIScene_AbstractContainerMenu::~UIScene_AbstractContainerMenu\n");
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}
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void UIScene_AbstractContainerMenu::handleDestroy()
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{
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app.DebugPrintf("UIScene_AbstractContainerMenu::handleDestroy\n");
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#ifdef _WINDOWS64
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g_savedInventoryCursorPos.x = m_pointerPos.x;
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g_savedInventoryCursorPos.y = m_pointerPos.y;
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g_savedInventoryCursorPos.hasSavedPos = true;
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g_KBMInput.SetScreenCursorHidden(false);
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g_KBMInput.SetCursorHiddenForUI(false);
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#endif
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Minecraft *pMinecraft = Minecraft::GetInstance();
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if( pMinecraft->localgameModes[m_iPad] != nullptr )
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{
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TutorialMode *gameMode = static_cast<TutorialMode *>(pMinecraft->localgameModes[m_iPad]);
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if(gameMode != nullptr) gameMode->getTutorial()->changeTutorialState(m_previousTutorialState);
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}
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// 4J Stu - Fix for #11302 - TCR 001: Network Connectivity: Host crashed after being killed by the client while accessing a chest during burst packet loss.
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// We need to make sure that we call closeContainer() anytime this menu is closed, even if it is forced to close by some other reason (like the player dying)
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if(pMinecraft->localplayers[m_iPad] != nullptr && pMinecraft->localplayers[m_iPad]->containerMenu->containerId == m_menu->containerId)
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{
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pMinecraft->localplayers[m_iPad]->closeContainer();
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}
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ui.OverrideSFX(m_iPad,ACTION_MENU_A,false);
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ui.OverrideSFX(m_iPad,ACTION_MENU_OK,false);
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#ifdef __ORBIS__
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ui.OverrideSFX(m_iPad,ACTION_MENU_TOUCHPAD_PRESS,false);
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#endif
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ui.OverrideSFX(m_iPad,ACTION_MENU_X,false);
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ui.OverrideSFX(m_iPad,ACTION_MENU_Y,false);
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ui.OverrideSFX(m_iPad,ACTION_MENU_LEFT_SCROLL,false);
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ui.OverrideSFX(m_iPad,ACTION_MENU_RIGHT_SCROLL,false);
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ui.OverrideSFX(m_iPad,ACTION_MENU_LEFT,false);
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ui.OverrideSFX(m_iPad,ACTION_MENU_RIGHT,false);
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ui.OverrideSFX(m_iPad,ACTION_MENU_UP,false);
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ui.OverrideSFX(m_iPad,ACTION_MENU_DOWN,false);
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}
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void UIScene_AbstractContainerMenu::InitDataAssociations(int iPad, AbstractContainerMenu *menu, int startIndex)
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{
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}
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void UIScene_AbstractContainerMenu::PlatformInitialize(int iPad, int startIndex)
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{
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#ifdef _WINDOWS64
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g_KBMInput.SetScreenCursorHidden(true);
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g_KBMInput.SetCursorHiddenForUI(true);
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#endif
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m_labelInventory.init( app.GetString(IDS_INVENTORY) );
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if(startIndex >= 0)
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{
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m_slotListInventory.addSlots(startIndex, 27);
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m_slotListHotbar.addSlots(startIndex + 27, 9);
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}
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// Determine min and max extents for pointer, it needs to be able to move off the container to drop items.
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float fPanelWidth, fPanelHeight;
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float fPanelX, fPanelY;
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float fPointerWidth, fPointerHeight;
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// We may have varying depths of controls here, so base off the pointers parent
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#if TO_BE_IMPLEMENTED
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HXUIOBJ parent;
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XuiElementGetBounds( m_pointerControl->m_hObj, &fPointerWidth, &fPointerHeight );
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#else
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fPointerWidth = 50;
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fPointerHeight = 50;
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#endif
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fPanelWidth = m_controlBackgroundPanel.getWidth();
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fPanelHeight = m_controlBackgroundPanel.getHeight();
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fPanelX = m_controlBackgroundPanel.getXPos();
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fPanelY = m_controlBackgroundPanel.getYPos();
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// Get size of pointer
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m_fPointerImageOffsetX = 0; //floor(fPointerWidth/2.0f);
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m_fPointerImageOffsetY = 0; //floor(fPointerHeight/2.0f);
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m_fPanelMinX = fPanelX;
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m_fPanelMaxX = fPanelX + fPanelWidth;
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m_fPanelMinY = fPanelY;
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m_fPanelMaxY = fPanelY + fPanelHeight;
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#ifdef __ORBIS__
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// we need to map the touchpad rectangle to the UI rectangle. While it works great for the creative menu, it is much too sensitive for the smaller menus.
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//X coordinate of the touch point (0 to 1919)
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//Y coordinate of the touch point (0 to 941: DUALSHOCK<43>4 wireless controllers and the CUH-ZCT1J/CAP-ZCT1J/CAP-ZCT1U controllers for the PlayStation<6F>4 development tool,
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//0 to 753: JDX-1000x series controllers for the PlayStation<6F>4 development tool,)
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m_fTouchPadMulX=fPanelWidth/1919.0f;
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m_fTouchPadMulY=fPanelHeight/941.0f;
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m_fTouchPadDeadZoneX=15.0f*m_fTouchPadMulX;
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m_fTouchPadDeadZoneY=15.0f*m_fTouchPadMulY;
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#endif
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// 4J-PB - need to limit this in splitscreen
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if(app.GetLocalPlayerCount()>1)
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{
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// don't let the pointer go into someone's screen
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m_fPointerMinY = floor(fPointerHeight/2.0f);
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}
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else
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{
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m_fPointerMinY = fPanelY -fPointerHeight;
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}
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m_fPointerMinX = fPanelX - fPointerWidth;
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m_fPointerMaxX = m_fPanelMaxX + fPointerWidth;
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m_fPointerMaxY = m_fPanelMaxY + (fPointerHeight/2);
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// m_hPointerText=nullptr;
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// m_hPointerTextBkg=nullptr;
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// Put the pointer over first item in use row to start with.
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UIVec2D itemPos;
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UIVec2D itemSize;
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GetItemScreenData( m_eCurrSection, 0, &( itemPos ), &( itemSize ) );
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UIVec2D sectionPos;
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GetPositionOfSection( m_eCurrSection, &( sectionPos ) );
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UIVec2D vPointerPos = sectionPos;
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vPointerPos += itemPos;
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vPointerPos.x += ( itemSize.x / 2.0f );
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vPointerPos.y += ( itemSize.y / 2.0f );
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vPointerPos.x -= m_fPointerImageOffsetX;
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vPointerPos.y -= m_fPointerImageOffsetY;
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//m_pointerControl->SetPosition( &vPointerPos );
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m_pointerPos = vPointerPos;
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#ifdef _WINDOWS64
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if (g_savedInventoryCursorPos.hasSavedPos)
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{
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m_pointerPos.x = g_savedInventoryCursorPos.x;
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m_pointerPos.y = g_savedInventoryCursorPos.y;
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if (m_pointerPos.x < m_fPointerMinX) m_pointerPos.x = m_fPointerMinX;
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if (m_pointerPos.x > m_fPointerMaxX) m_pointerPos.x = m_fPointerMaxX;
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if (m_pointerPos.y < m_fPointerMinY) m_pointerPos.y = m_fPointerMinY;
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if (m_pointerPos.y > m_fPointerMaxY) m_pointerPos.y = m_fPointerMaxY;
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}
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#endif
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IggyEvent mouseEvent;
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S32 width, height;
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m_parentLayer->getRenderDimensions(width, height);
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S32 x = m_pointerPos.x*(static_cast<float>(width)/m_movieWidth);
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S32 y = m_pointerPos.y*(static_cast<float>(height)/m_movieHeight);
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IggyMakeEventMouseMove( &mouseEvent, x, y);
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IggyEventResult result;
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IggyPlayerDispatchEventRS ( getMovie() , &mouseEvent , &result );
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#ifdef USE_POINTER_ACCEL
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m_fPointerVelX = 0.0f;
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m_fPointerVelY = 0.0f;
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m_fPointerAccelX = 0.0f;
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m_fPointerAccelY = 0.0f;
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#endif
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}
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void UIScene_AbstractContainerMenu::tick()
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{
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UIScene::tick();
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onMouseTick();
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IggyEvent mouseEvent;
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S32 width, height;
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m_parentLayer->getRenderDimensions(width, height);
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S32 x = static_cast<S32>(m_pointerPos.x * ((float)width / m_movieWidth));
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S32 y = static_cast<S32>(m_pointerPos.y * ((float)height / m_movieHeight));
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IggyMakeEventMouseMove( &mouseEvent, x, y);
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// 4J Stu - This seems to be broken on Durango, so do it ourself
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#ifdef _DURANGO
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//mouseEvent.x = x;
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//mouseEvent.y = y;
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#endif
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IggyEventResult result;
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IggyPlayerDispatchEventRS ( getMovie() , &mouseEvent , &result );
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}
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void UIScene_AbstractContainerMenu::render(S32 width, S32 height, C4JRender::eViewportType viewpBort)
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{
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m_cacheSlotRenders = true;
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m_needsCacheRendered = m_needsCacheRendered || m_menu->needsRendered();
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if(m_needsCacheRendered)
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{
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m_expectedCachedSlotCount = GetBaseSlotCount();
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unsigned int count = m_menu->getSize();
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for(unsigned int i = 0; i < count; ++i)
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{
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if(m_menu->getSlot(i)->hasItem())
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{
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++m_expectedCachedSlotCount;
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}
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}
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}
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UIScene::render(width, height, viewpBort);
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m_needsCacheRendered = false;
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}
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void UIScene_AbstractContainerMenu::customDraw(IggyCustomDrawCallbackRegion *region)
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{
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Minecraft *pMinecraft = Minecraft::GetInstance();
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if(pMinecraft->localplayers[m_iPad] == nullptr || pMinecraft->localgameModes[m_iPad] == nullptr) return;
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shared_ptr<ItemInstance> item = nullptr;
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int slotId = -1;
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if(wcscmp((wchar_t *)region->name,L"pointerIcon")==0)
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{
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m_cacheSlotRenders = false;
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item = pMinecraft->localplayers[m_iPad]->inventory->getCarried();
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}
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else
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{
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swscanf(static_cast<wchar_t *>(region->name),L"slot_%d",&slotId);
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if (slotId == -1)
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{
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app.DebugPrintf("This is not the control we are looking for\n");
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}
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else
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{
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m_cacheSlotRenders = true;
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Slot *slot = m_menu->getSlot(slotId);
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item = slot->getItem();
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}
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}
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if(item != nullptr) customDrawSlotControl(region,m_iPad,item,m_menu->isValidIngredient(item, slotId)?1.0f:0.5f,item->isFoil(),true);
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}
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void UIScene_AbstractContainerMenu::handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled)
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{
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if(m_bIgnoreInput) return;
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//app.DebugPrintf("UIScene_InventoryMenu handling input for pad %d, key %d, down- %s, pressed- %s, released- %s\n", iPad, key, down?"TRUE":"FALSE", pressed?"TRUE":"FALSE", released?"TRUE":"FALSE");
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ui.AnimateKeyPress(m_iPad, key, repeat, pressed, released);
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if(pressed)
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{
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m_bPointerDrivenByMouse = false;
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handled = handleKeyDown(m_iPad, key, repeat);
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}
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}
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void UIScene_AbstractContainerMenu::SetPointerText(vector<HtmlString> *description, bool newSlot)
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{
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m_cursorPath.setLabel(HtmlString::Compose(description), false, newSlot);
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}
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void UIScene_AbstractContainerMenu::setSectionFocus(ESceneSection eSection, int iPad)
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{
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UIControl *newFocus = getSection(eSection);
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if(newFocus) newFocus->setFocus(true);
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if(m_focusSection != eSectionNone)
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{
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UIControl *currentFocus = getSection(m_focusSection);
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// 4J-TomK only set current focus to false if it differs from last (previously this continuously fired iggy functions when they were identical!
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if(currentFocus != newFocus)
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if(currentFocus) currentFocus->setFocus(false);
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}
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m_focusSection = eSection;
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}
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void UIScene_AbstractContainerMenu::setFocusToPointer(int iPad)
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{
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if(m_focusSection != eSectionNone)
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{
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UIControl *currentFocus = getSection(m_focusSection);
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if(currentFocus) currentFocus->setFocus(false);
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}
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m_focusSection = eSectionNone;
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}
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shared_ptr<ItemInstance> UIScene_AbstractContainerMenu::getSlotItem(ESceneSection eSection, int iSlot)
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{
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Slot *slot = m_menu->getSlot( getSectionStartOffset(eSection) + iSlot );
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if(slot) return slot->getItem();
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else return nullptr;
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}
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Slot *UIScene_AbstractContainerMenu::getSlot(ESceneSection eSection, int iSlot)
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{
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Slot *slot = m_menu->getSlot( getSectionStartOffset(eSection) + iSlot );
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if(slot) return slot;
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else return nullptr;
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}
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bool UIScene_AbstractContainerMenu::isSlotEmpty(ESceneSection eSection, int iSlot)
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{
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Slot *slot = m_menu->getSlot( getSectionStartOffset(eSection) + iSlot );
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if(slot) return !slot->hasItem();
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else return false;
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}
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void UIScene_AbstractContainerMenu::adjustPointerForSafeZone()
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{
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// Handled by AS
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}
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