* 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
375 lines
13 KiB
C++
375 lines
13 KiB
C++
// Minecraft.cpp : Defines the entry point for the application.
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//
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#include "stdafx.h"
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#include <assert.h>
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#include "..\..\Minecraft.h"
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#include "..\..\ProgressRenderer.h"
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#include "..\..\..\Minecraft.World\StringHelpers.h"
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#include "..\..\Common\Tutorial\TutorialMode.h"
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//----------------------------------------------------------------------------------
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// Performs initialization tasks - retrieves controls.
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//----------------------------------------------------------------------------------
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HRESULT CScene_FullscreenProgress::OnInit( XUIMessageInit* pInitData, BOOL& bHandled )
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{
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MapChildControls();
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m_buttonConfirm.SetText( app.GetString( IDS_CONFIRM_OK ) );
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LoadingInputParams *params = static_cast<LoadingInputParams *>(pInitData->pvInitData);
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m_CompletionData = params->completionData;
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m_iPad=params->completionData->iPad;
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m_cancelFunc = params->cancelFunc;
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m_cancelFuncParam = params->m_cancelFuncParam;
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m_completeFunc = params->completeFunc;
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m_completeFuncParam = params->m_completeFuncParam;
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m_bWasCancelled=false;
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thread = new C4JThread(params->func, params->lpParam, "FullscreenProgress");
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thread->SetProcessor(3); // TODO 4J Stu - Make sure this is a good thread/core to use
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m_threadCompleted = false;
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threadStarted = false;
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//ResumeThread( thread );
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if( CXuiSceneBase::GetPlayerBasePosition(m_iPad) != CXuiSceneBase::e_BaseScene_Fullscreen && CXuiSceneBase::GetPlayerBasePosition(m_iPad) != CXuiSceneBase::e_BaseScene_NotSet)
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{
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app.AdjustSplitscreenScene(m_hObj,&m_OriginalPosition,m_iPad,false);
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CXuiSceneBase::ShowLogo( m_iPad, FALSE );
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}
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else
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{
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CXuiSceneBase::ShowLogo( m_iPad, params->completionData->bShowLogo );
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}
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CXuiSceneBase::ShowBackground( m_iPad, params->completionData->bShowBackground );
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ui.SetTooltips( m_iPad, -1, params->cancelText, -1, -1 );
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// Clear the progress text
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Minecraft *pMinecraft=Minecraft::GetInstance();
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pMinecraft->progressRenderer->progressStart(-1);
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pMinecraft->progressRenderer->progressStage(-1);
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// set the tip
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wstring wsText=app.FormatHTMLString(m_iPad,app.GetString(app.GetNextTip()));
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wchar_t startTags[64];
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swprintf(startTags,64,L"<font color=\"#%08x\" size=14><DIV ALIGN=CENTER>",app.GetHTMLColour(eHTMLColor_White));
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wsText= startTags + wsText + L"</DIV>";
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XuiControlSetText(m_tip, wsText.c_str());
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m_tip.SetShow( m_CompletionData->bShowTips );
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return S_OK;
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}
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// The framework calls this handler when the object is to be destroyed.
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HRESULT CScene_FullscreenProgress::OnDestroy()
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{
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if( thread != nullptr && thread != INVALID_HANDLE_VALUE )
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delete thread;
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if( m_CompletionData != nullptr )
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delete m_CompletionData;
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return S_OK;
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}
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HRESULT CScene_FullscreenProgress::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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// 4J-JEV: Fix for Xbox360 #162749 - TU17: Save Upload: Content: UI: Player is presented with non-functional Tooltips after the Upload Save For Xbox One is completed.
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if( m_cancelFunc != nullptr && !m_threadCompleted )
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{
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m_cancelFunc( m_cancelFuncParam );
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m_bWasCancelled=true;
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}
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break;
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}
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return S_OK;
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}
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//----------------------------------------------------------------------------------
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// Updates the UI when the list selection changes.
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//----------------------------------------------------------------------------------
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HRESULT CScene_FullscreenProgress::OnNotifySelChanged( HXUIOBJ hObjSource, XUINotifySelChanged* pNotifySelChangedData, BOOL& bHandled )
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{
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return S_OK;
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}
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//----------------------------------------------------------------------------------
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// Handler for the button press message.
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//----------------------------------------------------------------------------------
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HRESULT CScene_FullscreenProgress::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(m_threadCompleted == true && hObjPressed == m_buttonConfirm)
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{
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// if there's a complete function, call it
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if(m_completeFunc)
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{
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m_completeFunc(m_completeFuncParam);
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}
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switch(m_CompletionData->type)
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{
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case e_ProgressCompletion_NavigateBack:
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CXuiSceneBase::ShowBackground( m_CompletionData->iPad, FALSE );
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CXuiSceneBase::ShowBackground( m_CompletionData->iPad, TRUE );
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app.NavigateBack(m_CompletionData->iPad);
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// Show the other players scenes
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CXuiSceneBase::ShowOtherPlayersBaseScene(m_CompletionData->iPad, true);
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ui.UpdatePlayerBasePositions();
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break;
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case e_ProgressCompletion_NavigateBackToScene:
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CXuiSceneBase::ShowBackground( m_CompletionData->iPad, FALSE );
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CXuiSceneBase::ShowBackground( m_CompletionData->iPad, TRUE );
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CXuiSceneBase::ShowOtherPlayersBaseScene(m_CompletionData->iPad, true);
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// If the pause menu is still active, then navigate back
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// Otherwise close everything then navigate forwads to the pause menu
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if(app.IsSceneInStack(m_CompletionData->iPad, m_CompletionData->scene))
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{
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app.NavigateBack(m_CompletionData->iPad,false, m_CompletionData->scene);
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}
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else
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{
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app.CloseXuiScenesAndNavigateToScene(m_CompletionData->iPad,m_CompletionData->scene);
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}
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ui.UpdatePlayerBasePositions();
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break;
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case e_ProgressCompletion_CloseUIScenes:
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app.CloseXuiScenes(m_CompletionData->iPad);
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ui.UpdatePlayerBasePositions();
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break;
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case e_ProgressCompletion_CloseAllPlayersUIScenes:
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app.CloseAllPlayersXuiScenes();
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ui.UpdatePlayerBasePositions();
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break;
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case e_ProgressCompletion_NavigateToHomeMenu:
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app.NavigateToHomeMenu();
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ui.UpdatePlayerBasePositions();
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break;
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}
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}
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return S_OK;
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}
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HRESULT CScene_FullscreenProgress::OnGetSourceDataText(XUIMessageGetSourceText *pGetSourceTextData, BOOL& bHandled)
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{
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// This gets called every frame, so use it to update our two text boxes
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Minecraft *pMinecraft=Minecraft::GetInstance();
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int title = pMinecraft->progressRenderer->getCurrentTitle();
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if(title >= 0)
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m_title.SetText( app.GetString( title ) );
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else
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m_title.SetText( L"" );
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int status = pMinecraft->progressRenderer->getCurrentStatus();
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if(status >= 0)
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m_status.SetText( app.GetString( status ) );
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else
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m_status.SetText( L"" );
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return S_OK;
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}
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HRESULT CScene_FullscreenProgress::OnTransitionStart( XUIMessageTransition *pTransition, BOOL& bHandled )
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{
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if(!threadStarted)
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{
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thread->Run();
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threadStarted = true;
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XuiSetTimer(m_hObj,TIMER_FULLSCREEN_PROGRESS,TIMER_FULLSCREEN_PROGRESS_TIME);
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XuiSetTimer(m_hObj,TIMER_FULLSCREEN_TIPS,TIMER_FULLSCREEN_TIPS_TIME);
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}
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return S_OK;
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}
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HRESULT CScene_FullscreenProgress::OnTimer( XUIMessageTimer *pTimer, BOOL& bHandled )
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{
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int code = thread->GetExitCode();
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DWORD exitcode = *static_cast<DWORD *>(&code);
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//app.DebugPrintf("CScene_FullscreenProgress Timer %d\n",pTimer->nId);
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if( exitcode != STILL_ACTIVE )
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{
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// 4J-PB - need to kill the timers whatever happens
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XuiKillTimer(m_hObj,TIMER_FULLSCREEN_PROGRESS);
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XuiKillTimer(m_hObj,TIMER_FULLSCREEN_TIPS);
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XuiControlSetText(m_tip,L"");
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// hide the tips bar in cause we're waiting for the user to press ok
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m_tip.SetShow( FALSE );
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// If we failed (currently used by network connection thread), navigate back
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if( exitcode != S_OK )
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{
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if( exitcode == ERROR_CANCELLED )
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{
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// Current thread cancelled for whatever reason
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// Currently used only for the CConsoleMinecraftApp::RemoteSaveThreadProc thread
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// Assume to just ignore this thread as something else is now running that will
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// cause another action
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}
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else
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{
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/*m_threadCompleted = true;
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m_buttonConfirm.SetShow( TRUE );
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m_buttonConfirm.SetFocus( m_CompletionData->iPad );
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m_CompletionData->type = e_ProgressCompletion_NavigateToHomeMenu;
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int exitReasonStringId;
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switch( app.GetDisconnectReason() )
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{
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default:
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exitReasonStringId = IDS_CONNECTION_FAILED;
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}
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Minecraft *pMinecraft=Minecraft::GetInstance();
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pMinecraft->progressRenderer->progressStartNoAbort( exitReasonStringId );*/
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//app.NavigateBack(m_CompletionData->iPad);
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UINT uiIDA[1];
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uiIDA[0]=IDS_CONFIRM_OK;
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StorageManager.RequestMessageBox( IDS_CONNECTION_FAILED, IDS_CONNECTION_LOST_SERVER, uiIDA,1,ProfileManager.GetPrimaryPad(),nullptr,nullptr, app.GetStringTable());
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app.NavigateToHomeMenu();
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ui.UpdatePlayerBasePositions();
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}
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}
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else
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{
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if(( m_CompletionData->bRequiresUserAction == TRUE ) && (!m_bWasCancelled))
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{
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m_threadCompleted = true;
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m_buttonConfirm.SetShow( TRUE );
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m_buttonConfirm.SetFocus( ProfileManager.GetPrimaryPad() );
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ui.SetTooltips( m_iPad, IDS_TOOLTIPS_SELECT, -1, -1, -1 );
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}
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else
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{
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if(m_bWasCancelled)
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{
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m_threadCompleted = true;
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}
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app.DebugPrintf("FullScreenProgress complete with action: ");
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switch(m_CompletionData->type)
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{
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case e_ProgressCompletion_AutosaveNavigateBack:
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app.DebugPrintf("e_ProgressCompletion_AutosaveNavigateBack\n");
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{
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// store these - they get wiped by the destroy caused by navigateback
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int iPad=m_CompletionData->iPad;
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//bool bAutosaveWasMenuDisplayed=m_CompletionData->bAutosaveWasMenuDisplayed;
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CXuiSceneBase::ShowBackground( iPad, FALSE );
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CXuiSceneBase::ShowLogo(iPad, FALSE );
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app.NavigateBack(iPad);
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// 4J Stu - Fix for #65437 - Customer Encountered: Code: Settings: Autosave option doesn't work when the Host goes into idle state during gameplay.
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// Autosave obviously cannot occur if an ignore autosave menu is displayed, so even if we navigate back to a scene and not empty
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// then we still want to reset this flag which was set true by the navigate to the fullscreen progress
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app.SetIgnoreAutosaveMenuDisplayed(iPad, false);
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// the navigate back leaves SetMenuDisplayed as true, but there may not have been a menu up when autosave was kicked off
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// if(bAutosaveWasMenuDisplayed==false)
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// {
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// app.SetMenuDisplayed(iPad,false);
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// }
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// Show the other players scenes
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CXuiSceneBase::ShowOtherPlayersBaseScene(iPad, true);
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// This just allows it to be shown
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Minecraft *pMinecraft = Minecraft::GetInstance();
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if(pMinecraft->localgameModes[ProfileManager.GetPrimaryPad()] != nullptr) pMinecraft->localgameModes[ProfileManager.GetPrimaryPad()]->getTutorial()->showTutorialPopup(true);
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ui.UpdatePlayerBasePositions();
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}
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break;
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case e_ProgressCompletion_NavigateBack:
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app.DebugPrintf("e_ProgressCompletion_NavigateBack\n");
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{
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// store these - they get wiped by the destroy caused by navigateback
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int iPad=m_CompletionData->iPad;
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CXuiSceneBase::ShowBackground( iPad, FALSE );
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CXuiSceneBase::ShowBackground( iPad, TRUE );
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app.NavigateBack(iPad);
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// Show the other players scenes
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CXuiSceneBase::ShowOtherPlayersBaseScene(iPad, true);
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ui.UpdatePlayerBasePositions();
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}
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break;
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case e_ProgressCompletion_NavigateBackToScene:
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app.DebugPrintf("e_ProgressCompletion_NavigateBackToScene\n");
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CXuiSceneBase::ShowBackground( m_CompletionData->iPad, FALSE );
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CXuiSceneBase::ShowBackground( m_CompletionData->iPad, TRUE );
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CXuiSceneBase::ShowOtherPlayersBaseScene(m_CompletionData->iPad, true);
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// If the pause menu is still active, then navigate back
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// Otherwise close everything then navigate forwads to the pause menu
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if(app.IsSceneInStack(m_CompletionData->iPad, m_CompletionData->scene))
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{
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app.NavigateBack(m_CompletionData->iPad,false, m_CompletionData->scene);
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}
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else
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{
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app.CloseXuiScenesAndNavigateToScene(m_CompletionData->iPad,m_CompletionData->scene);
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}
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ui.UpdatePlayerBasePositions();
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break;
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case e_ProgressCompletion_CloseUIScenes:
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app.DebugPrintf("e_ProgressCompletion_CloseUIScenes\n");
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app.CloseXuiScenes(m_CompletionData->iPad);
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ui.UpdatePlayerBasePositions();
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break;
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case e_ProgressCompletion_CloseAllPlayersUIScenes:
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app.DebugPrintf("e_ProgressCompletion_CloseAllPlayersUIScenes\n");
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app.CloseAllPlayersXuiScenes();
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ui.UpdatePlayerBasePositions();
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break;
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case e_ProgressCompletion_NavigateToHomeMenu:
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app.DebugPrintf("e_ProgressCompletion_NavigateToHomeMenu\n");
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app.NavigateToHomeMenu();
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//ui.UpdatePlayerBasePositions();
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break;
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default:
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app.DebugPrintf("Default\n");
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break;
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}
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}
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}
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}
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else
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{
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switch(pTimer->nId)
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{
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case TIMER_FULLSCREEN_PROGRESS:
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break;
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case TIMER_FULLSCREEN_TIPS:
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{
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// display the next tip
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wstring wsText=app.FormatHTMLString(m_iPad,app.GetString(app.GetNextTip()));
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wchar_t startTags[64];
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swprintf(startTags,64,L"<font color=\"#%08x\" size=14><DIV ALIGN=CENTER>",app.GetHTMLColour(eHTMLColor_White));
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wsText= startTags + wsText + L"</DIV>";
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XuiControlSetText(m_tip,wsText.c_str());
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}
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break;
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}
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}
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bHandled = TRUE;
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return( S_OK );
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} |