Files
MinecraftConsoles/Minecraft.Client/Common/XUI/XUI_MainMenu.cpp
2026-03-01 12:16:08 +08:00

1288 lines
38 KiB
C++

// Minecraft.cpp : Defines the entry point for the application.
//
#include "stdafx.h"
#include <assert.h>
#include "..\XUI\XUI_MainMenu.h"
#include "..\..\..\Minecraft.Client\SurvivalMode.h"
#include "..\..\..\Minecraft.World\ConsoleSaveFileIO.h"
#include "..\..\LocalPlayer.h"
#include "..\..\..\Minecraft.World\AABB.h"
#include "..\..\..\Minecraft.World\Vec3.h"
#include "..\..\User.h"
//#include "XUI_CreateLoad.h"
#include "..\..\..\Minecraft.World\StringHelpers.h"
#include "..\..\..\Minecraft.World\Random.h"
#include "..\..\MinecraftServer.h"
#include "..\..\Minecraft.h"
#include "..\..\Options.h"
#include "..\..\Font.h"
#include "..\..\Common\GameRules\ConsoleGameRules.h"
#define DLC_INSTALLED_TIMER_ID 1
#define DLC_INSTALLED_TIMER_TIME 100
#define TMS_TIMER_ID 2
#define TMS_TIMER_TIME 100
Random *CScene_Main::random = new Random();
//----------------------------------------------------------------------------------
// Performs initialization tasks - retrieves controls.
//----------------------------------------------------------------------------------
HRESULT CScene_Main::OnInit( XUIMessageInit* pInitData, BOOL& bHandled )
{
MapChildControls();
XuiControlSetText(m_Buttons[BUTTON_PLAYGAME],app.GetString(IDS_PLAY_GAME));
XuiControlSetText(m_Buttons[BUTTON_LEADERBOARDS],app.GetString(IDS_LEADERBOARDS));
XuiControlSetText(m_Buttons[BUTTON_ACHIEVEMENTS],app.GetString(IDS_ACHIEVEMENTS));
XuiControlSetText(m_Buttons[BUTTON_HELPANDOPTIONS],app.GetString(IDS_HELP_AND_OPTIONS));
XuiControlSetText(m_Buttons[BUTTON_UNLOCKFULLGAME],app.GetString(IDS_UNLOCK_FULL_GAME));
XuiControlSetText(m_Buttons[BUTTON_EXITGAME],app.GetString(IDS_EXIT_GAME));
m_Timer.SetShow(FALSE);
m_eAction=eAction_None;
// Display the tooltips
HRESULT hr = S_OK;
ui.SetTooltips(DEFAULT_XUI_MENU_USER, IDS_TOOLTIPS_SELECT);
// can't set presence until someone is signed in and playing
// Need to check which menu items to display
// Are we the trial version?
// store the exitgame position
m_Buttons[BUTTON_EXITGAME].GetPosition(&m_vPosExitGame);
if(ProfileManager.IsFullVersion())
{
// Replace the Unlock Full Game with Downloadable Content
m_Buttons[BUTTON_UNLOCKFULLGAME].SetText(app.GetString(IDS_DOWNLOADABLECONTENT));
XuiElementSetShow(m_Buttons[BUTTON_UNLOCKFULLGAME],TRUE);
}
// Do we have downloadable content? - We need to have this in for a Pre-Cert test, whether or not we have DLC at the time.
CXuiSceneBase::ShowBackground( DEFAULT_XUI_MENU_USER, TRUE );
CXuiSceneBase::ShowLogo( DEFAULT_XUI_MENU_USER, TRUE );
const DWORD LOCATOR_SIZE = 256; // Use this to allocate space to hold a ResourceLocator string
WCHAR szResourceLocator[ LOCATOR_SIZE ];
// load from the .xzp file
const ULONG_PTR c_ModuleHandle = (ULONG_PTR)GetModuleHandle(NULL);
swprintf(szResourceLocator, LOCATOR_SIZE ,L"section://%X,%ls#%ls",c_ModuleHandle,L"media", L"media/splashes.txt");
BYTE *splashesData;
UINT splashesSize;
hr = XuiResourceLoadAllNoLoc(szResourceLocator, &splashesData, &splashesSize);
if( HRESULT_SUCCEEDED( hr ) )
{
//BufferedReader *br = new BufferedReader(new InputStreamReader(InputStream::getResourceAsStream(L"res\\title\\splashes.txt"))); //, Charset.forName("UTF-8")
byteArray splashesArray(splashesSize);
memcpy(splashesArray.data, splashesData, splashesSize);
ByteArrayInputStream *bais= new ByteArrayInputStream(splashesArray);
InputStreamReader *isr = new InputStreamReader( bais );
BufferedReader *br = new BufferedReader( isr );
wstring line = L"";
while ( !(line = br->readLine()).empty() )
{
line = trimString( line );
if (line.length() > 0)
{
m_splashes.push_back(line);
}
}
XuiFree(splashesData); // Frees copy returned from XuiResourceLoadAllNoLoc
br->close();
delete br;
delete isr;
delete bais; // Frees copy made in splashesArray
}
XuiElementGetBounds(m_Subtitle,&m_fSubtitleWidth, &m_fSubtitleHeight);
#if 1
XuiElementSetShow(m_Subtitle, FALSE);
XuiElementSetShow(m_SubtitleMCFont, TRUE);
#else
XuiElementSetShow(m_Subtitle, TRUE);
XuiElementSetShow(m_SubtitleMCFont, FALSE);
#endif
m_bIgnorePress=false;
// 4J Stu - Clear out any loaded game rules
app.setLevelGenerationOptions(NULL);
// Fix for #45154 - Frontend: DLC: Content can only be downloaded from the frontend if you have not joined/exited multiplayer
XBackgroundDownloadSetMode(XBACKGROUND_DOWNLOAD_MODE_ALWAYS_ALLOW);
return S_OK;
}
HRESULT CScene_Main::OnNotifySetFocus(HXUIOBJ hObjSource, XUINotifyFocus *pNotifyFocusData, BOOL& bHandled)
{
// If we sign out when in the saves list, we get a notifysetfocus in the saves list after the init of the main menu
ui.SetTooltips(DEFAULT_XUI_MENU_USER, IDS_TOOLTIPS_SELECT);
return S_OK;
}
//----------------------------------------------------------------------------------
// Handler for the button press message.
//----------------------------------------------------------------------------------
HRESULT CScene_Main::OnNotifyPressEx(HXUIOBJ hObjPressed, XUINotifyPress* pNotifyPressData, BOOL& rfHandled)
{
// should we ignore the button press? This will be set if we're waiting for a callback from a function launched from a button press
if(m_bIgnorePress) return S_OK;
// This assumes all buttons can only be pressed with the A button
ui.AnimateKeyPress(pNotifyPressData->UserIndex, VK_PAD_A);
unsigned int uiButtonCounter=0;
//Minecraft *pMinecraft=Minecraft::GetInstance();
while((uiButtonCounter<BUTTONS_MAX) && (m_Buttons[uiButtonCounter]!=hObjPressed)) uiButtonCounter++;
ProfileManager.SetPrimaryPad(pNotifyPressData->UserIndex);
ProfileManager.SetLockedProfile(-1);
// Determine which button was pressed,
// and call the appropriate function.
switch(uiButtonCounter)
{
case BUTTON_PLAYGAME:
// Move to the new/load game screen
// need a signed in user here
ProfileManager.SetCurrentGameActivity(pNotifyPressData->UserIndex,CONTEXT_PRESENCE_MENUS,true);
m_eAction=eAction_RunGame;
if(ProfileManager.IsSignedIn(pNotifyPressData->UserIndex))
{
RunPlayGame(pNotifyPressData->UserIndex);
}
else
{
// get them to sign in
UINT uiIDA[2];
uiIDA[0]=IDS_CONFIRM_OK;
uiIDA[1]=IDS_CONFIRM_CANCEL;
StorageManager.RequestMessageBox(IDS_MUST_SIGN_IN_TITLE, IDS_MUST_SIGN_IN_TEXT, uiIDA, 2, pNotifyPressData->UserIndex,&CScene_Main::MustSignInReturned,this, app.GetStringTable());
}
break;
case BUTTON_LEADERBOARDS:
m_eAction=eAction_RunLeaderboards;
if(ProfileManager.IsSignedIn(pNotifyPressData->UserIndex))
{
RunLeaderboards(pNotifyPressData->UserIndex);
}
else
{
// get them to sign in
//ProfileManager.RequestSignInUI(false, false, true,false,true, &CScene_Main::Leaderboards_SignInReturned, this);
// get them to sign in
UINT uiIDA[2];
uiIDA[0]=IDS_CONFIRM_OK;
uiIDA[1]=IDS_CONFIRM_CANCEL;
StorageManager.RequestMessageBox(IDS_MUST_SIGN_IN_TITLE, IDS_MUST_SIGN_IN_TEXT, uiIDA, 2, pNotifyPressData->UserIndex,&CScene_Main::MustSignInReturned,this, app.GetStringTable());
}
break;
case BUTTON_ACHIEVEMENTS:
m_eAction=eAction_RunAchievements;
if(ProfileManager.IsSignedIn(pNotifyPressData->UserIndex))
{
RunAchievements(pNotifyPressData->UserIndex);
}
else
{
// get them to sign in
//ProfileManager.RequestSignInUI(false, false, true,false,true,&CScene_Main::Achievements_SignInReturned,this );
// get them to sign in
UINT uiIDA[2];
uiIDA[0]=IDS_CONFIRM_OK;
uiIDA[1]=IDS_CONFIRM_CANCEL;
StorageManager.RequestMessageBox(IDS_MUST_SIGN_IN_TITLE, IDS_MUST_SIGN_IN_TEXT, uiIDA, 2, pNotifyPressData->UserIndex,&CScene_Main::MustSignInReturned,this, app.GetStringTable());
}
break;
case BUTTON_HELPANDOPTIONS:
// need a signed in user here, so we have a profile to write to
ProfileManager.SetLockedProfile(pNotifyPressData->UserIndex);
m_eAction=eAction_RunHelpAndOptions;
if(ProfileManager.IsSignedIn(pNotifyPressData->UserIndex))
{
RunHelpAndOptions(pNotifyPressData->UserIndex);
}
else
{
// get them to sign in
//ProfileManager.RequestSignInUI(false, false, true,false,true,&CScene_Main::HelpAndOptions_SignInReturned,this );
// get them to sign in
UINT uiIDA[2];
uiIDA[0]=IDS_CONFIRM_OK;
uiIDA[1]=IDS_CONFIRM_CANCEL;
StorageManager.RequestMessageBox(IDS_MUST_SIGN_IN_TITLE, IDS_MUST_SIGN_IN_TEXT, uiIDA, 2, pNotifyPressData->UserIndex,&CScene_Main::MustSignInReturned,this, app.GetStringTable());
}
break;
// case BUTTON_RETURNTOARCADE:
// break;
case BUTTON_UNLOCKFULLGAME:
{
// need a signed in user here
ProfileManager.SetLockedProfile(pNotifyPressData->UserIndex);
m_eAction=eAction_RunUnlockOrDLC;
if(ProfileManager.IsSignedIn(pNotifyPressData->UserIndex))
{
RunUnlockOrDLC(pNotifyPressData->UserIndex);
}
else
{
// get them to sign in
UINT uiIDA[2];
uiIDA[0]=IDS_CONFIRM_OK;
uiIDA[1]=IDS_CONFIRM_CANCEL;
StorageManager.RequestMessageBox(IDS_MUST_SIGN_IN_TITLE, IDS_MUST_SIGN_IN_TEXT, uiIDA, 2, pNotifyPressData->UserIndex,&CScene_Main::MustSignInReturned,this, app.GetStringTable());
}
}
break;
case BUTTON_EXITGAME:
if( ProfileManager.IsFullVersion() )
{
UINT uiIDA[2];
uiIDA[0]=IDS_CANCEL;
uiIDA[1]=IDS_OK;
StorageManager.RequestMessageBox(IDS_WARNING_ARCADE_TITLE, IDS_WARNING_ARCADE_TEXT, uiIDA, 2, XUSER_INDEX_ANY,&CScene_Main::ExitGameReturned,this);
}
else
{
app.NavigateToScene(pNotifyPressData->UserIndex,eUIScene_TrialExitUpsell);
}
break;
default:
break;
}
return S_OK;
}
HRESULT CScene_Main::OnNavReturn(HXUIOBJ hObj,BOOL& rfHandled)
{
ui.SetTooltips( DEFAULT_XUI_MENU_USER, IDS_TOOLTIPS_SELECT);
CXuiSceneBase::ShowLogo(DEFAULT_XUI_MENU_USER,TRUE);
CXuiSceneBase::ShowBackground( DEFAULT_XUI_MENU_USER, TRUE );
// unlock the locked profile - anyone can navigate the main menu
ProfileManager.SetLockedProfile(-1);
// incase the debug trial version has been set
// Are we the trial version?
m_Buttons[BUTTON_EXITGAME].GetPosition(&m_vPosExitGame);
for(int i=0;i<BUTTONS_MAX;i++)
{
m_Buttons[i].SetShow(TRUE);
}
if(ProfileManager.IsFullVersion())
{
// Replace the Unlock Full Game with Downloadable Content
m_Buttons[BUTTON_UNLOCKFULLGAME].SetText(app.GetString(IDS_DOWNLOADABLECONTENT));
XuiElementSetShow(m_Buttons[BUTTON_UNLOCKFULLGAME],TRUE);
}
// Fix for #45154 - Frontend: DLC: Content can only be downloaded from the frontend if you have not joined/exited multiplayer
XBackgroundDownloadSetMode(XBACKGROUND_DOWNLOAD_MODE_ALWAYS_ALLOW);
m_bIgnorePress=false;
m_Timer.SetShow(FALSE);
return S_OK;
}
HRESULT CScene_Main::OnTransitionStart( XUIMessageTransition *pTransition, BOOL& bHandled )
{
if(pTransition->dwTransAction==XUI_TRANSITION_ACTION_DESTROY ) return S_OK;
if(pTransition->dwTransType == XUI_TRANSITION_TO || pTransition->dwTransType == XUI_TRANSITION_BACKTO)
{
// 4J-PB - remove the "hobo humping" message legal (Sony) say we can't have - pretty sure Microsoft would say the same if they noticed it.
int splashIndex = eSplashRandomStart + 1 + random->nextInt( (int)m_splashes.size() - (eSplashRandomStart + 1) );
// Override splash text on certain dates
SYSTEMTIME LocalSysTime;
GetLocalTime( &LocalSysTime );
if (LocalSysTime.wMonth == 11 && LocalSysTime.wDay == 9)
{
splashIndex = eSplashHappyBirthdayEx;
}
else if (LocalSysTime.wMonth == 6 && LocalSysTime.wDay == 1)
{
splashIndex = eSplashHappyBirthdayNotch;
}
else if (LocalSysTime.wMonth == 12 && LocalSysTime.wDay == 24) // the Java game shows this on Christmas Eve, so we will too
{
splashIndex = eSplashMerryXmas;
}
else if (LocalSysTime.wMonth == 1 && LocalSysTime.wDay == 1)
{
splashIndex = eSplashHappyNewYear;
}
//splashIndex = 47; // Very short string
//splashIndex = 197; // Very long string
//splashIndex = 296; // Coloured
//splashIndex = 297; // Noise
wstring splash = m_splashes.at( splashIndex );
m_Subtitle.SetText(splash.c_str());
m_SubtitleMCFont.SetText(splash.c_str());
#ifndef OVERRIDE_XUI_FONT_RENDERER
XUIRect xuiRect;
HRESULT hr=S_OK;
float fWidth,fHeight;
HXUIOBJ visual=NULL;
HXUIOBJ pulser, subtitle, text;
hr=XuiControlGetVisual(m_Subtitle.m_hObj,&visual);
hr=XuiElementGetChildById(visual,L"Pulser",&pulser);
hr=XuiElementGetChildById(pulser,L"SubTitle",&subtitle);
hr=XuiElementGetChildById(subtitle,L"Text_String",&text);
memset(&xuiRect, 0, sizeof(xuiRect));
// Start with a base size
XuiElementSetBounds(m_Subtitle,m_fSubtitleWidth, m_fSubtitleHeight);
hr=XuiTextPresenterMeasureText(text, splash.c_str(), &xuiRect);
XuiElementGetBounds(text,&fWidth, &fHeight);
float diff = fWidth / (xuiRect.right+5);
diff = min(diff,MAIN_MENU_MAX_TEXT_SCALE);
// Resize
XuiElementGetBounds(m_Subtitle,&fWidth, &fHeight);
XuiElementSetBounds(m_Subtitle,fWidth/diff, fHeight);
// Scale
D3DXVECTOR3 vScale(diff,diff,0);
XuiElementSetScale(m_Subtitle,&vScale);
//Adjust pivot for animation
D3DXVECTOR3 vPivot;
XuiElementGetPivot(subtitle,&vPivot);
vPivot.x = vPivot.x + ( ( (fWidth/diff) - fWidth) / 2 );
XuiElementSetPivot(subtitle,&vPivot);
// 4J-PB - Going to resize buttons if the text is too big to fit on any of them (Br-pt problem with the length of Unlock Full Game)
float fMaxTextLen=0.0f;
float fTextVisualLen;
float fMaxButton;
hr=XuiControlGetVisual(m_Buttons[0].m_hObj,&visual);
hr=XuiElementGetChildById(visual,L"text_Label",&text);
hr=XuiElementGetBounds(text,&fTextVisualLen,&fHeight);
m_Buttons[0].GetBounds(&fMaxButton,&fHeight);
for(int i=0;i<BUTTONS_MAX;i++)
{
hr=XuiTextPresenterMeasureText(text, m_Buttons[i].GetText(), &xuiRect);
if(xuiRect.right>fMaxTextLen) fMaxTextLen=xuiRect.right;
}
if(fTextVisualLen<fMaxTextLen)
{
D3DXVECTOR3 vec;
// centre is vec.x+(fWidth/2)
for(int i=0;i<BUTTONS_MAX;i++)
{
// need to resize and reposition the buttons
m_Buttons[i].GetPosition(&vec);
m_Buttons[i].GetBounds(&fWidth,&fHeight);
vec.x= vec.x+(fWidth/2.0f)-(fMaxTextLen/2.0f);
m_Buttons[i].SetPosition(&vec);
m_Buttons[i].SetBounds(fMaxButton+fMaxTextLen-fTextVisualLen,fHeight);
}
}
#endif
}
return S_OK;
}
HRESULT CScene_Main::OnControlNavigate(XUIMessageControlNavigate *pControlNavigateData, BOOL& bHandled)
{
#ifdef _MINECON
// added so we can skip greyed out items for Minecon
pControlNavigateData->hObjDest=XuiControlGetNavigation(pControlNavigateData->hObjSource,pControlNavigateData->nControlNavigate,TRUE,TRUE);
if(pControlNavigateData->hObjDest!=NULL)
{
bHandled=TRUE;
}
#endif
return S_OK;
}
HRESULT CScene_Main::OnKeyDown(XUIMessageInput *pInputData, BOOL& bHandled)
{
ui.AnimateKeyPress(pInputData->UserIndex, pInputData->dwKeyCode);
// Don't set handled to true.
return S_OK;
}
/////////////////////////////////////////////////////////////
int CScene_Main::SignInReturned(void *pParam,bool bContinue)
{
CScene_Main* pClass = (CScene_Main*)pParam;
if(bContinue==true)
{
StorageManager.SetSaveDevice(&CScene_Main::DeviceSelectReturned,pClass);
}
return 0;
}
int CScene_Main::DeviceSelectReturned(void *pParam,bool bContinue)
{
CScene_Main* pClass = (CScene_Main*)pParam;
//HRESULT hr;
if(bContinue==true)
{
// change the minecraft player name
Minecraft::GetInstance()->user->name = convStringToWstring( ProfileManager.GetGamertag(ProfileManager.GetPrimaryPad()));
// ensure we've applied this player's settings
app.ApplyGameSettingsChanged(ProfileManager.GetPrimaryPad());
// check for DLC
// start timer to track DLC check finished
pClass->m_Timer.SetShow(TRUE);
XuiSetTimer(pClass->m_hObj,DLC_INSTALLED_TIMER_ID,DLC_INSTALLED_TIMER_TIME);
//app.NavigateToScene(ProfileManager.GetPrimaryPad(),eUIScene_MultiGameJoinLoad);
}
else
{
// unlock the profile
ProfileManager.SetLockedProfile(-1);
ProfileManager.SetPrimaryPad(-1);
for(int i=0;i<XUSER_MAX_COUNT;i++)
{
// if the user is valid, we should set the presence
if(ProfileManager.IsSignedIn(i))
{
ProfileManager.SetCurrentGameActivity(i,CONTEXT_PRESENCE_MENUS,false);
}
}
}
return 0;
}
int CScene_Main::CreateLoad_OfflineProfileReturned(void *pParam,bool bContinue, int iPad)
{
CScene_Main* pClass = (CScene_Main*)pParam;
if(bContinue==true)
{
// accepted offline profiles, so go on to select a device
ProfileManager.SetLockedProfile(ProfileManager.GetPrimaryPad());
// change the minecraft player name
Minecraft::GetInstance()->user->name = convStringToWstring( ProfileManager.GetGamertag(ProfileManager.GetPrimaryPad()));
if(ProfileManager.IsFullVersion())
{
if(StorageManager.SetSaveDevice(&CScene_Main::DeviceSelectReturned,pClass))
{
// save device already selected
// ensure we've applied this player's settings
app.ApplyGameSettingsChanged(ProfileManager.GetPrimaryPad());
// check for DLC
// start timer to track DLC check finished
pClass->m_Timer.SetShow(TRUE);
XuiSetTimer(pClass->m_hObj,DLC_INSTALLED_TIMER_ID,DLC_INSTALLED_TIMER_TIME);
//app.NavigateToScene(ProfileManager.GetPrimaryPad(),eUIScene_MultiGameJoinLoad);
}
}
else
{
// 4J-PB - if this is the trial game, we can't have any networking
// Can't apply the player's settings here - they haven't come back from the QuerySignInStatud call above yet.
// Need to let them action in the main loop when they come in
// ensure we've applied this player's settings
//app.ApplyGameSettingsChanged(iPad);
// go straight in to the trial level
LoadTrial();
}
}
else
{
// force a sign-in - they were offline, and they want to be online, so don't let it display offline players
// set the bAddUser to false to allow offline to go online by selecting the already signed in player again
ProfileManager.RequestSignInUI(false, false, true,false,false,&CScene_Main::CreateLoad_SignInReturned,pClass, ProfileManager.GetPrimaryPad() );
}
return 0;
}
int CScene_Main::CreateLoad_SignInReturned(void *pParam,bool bContinue, int iPad)
{
CScene_Main* pClass = (CScene_Main*)pParam;
if(bContinue==true)
{
UINT uiIDA[1];
uiIDA[0]=IDS_OK;
if(ProfileManager.IsGuest(ProfileManager.GetPrimaryPad()))
{
StorageManager.RequestMessageBox(IDS_PRO_GUESTPROFILE_TITLE, IDS_PRO_GUESTPROFILE_TEXT, uiIDA, 1);
}
else
{
ProfileManager.SetLockedProfile(ProfileManager.GetPrimaryPad());
// change the minecraft player name
Minecraft::GetInstance()->user->name = convStringToWstring( ProfileManager.GetGamertag(ProfileManager.GetPrimaryPad()));
if(ProfileManager.IsFullVersion())
{
// Check if we're signed in to LIVE
if(ProfileManager.IsSignedInLive(iPad))
{
// 4J-PB - Need to check for installed DLC
if(!app.DLCInstallProcessCompleted()) app.StartInstallDLCProcess(iPad);
if(ProfileManager.IsGuest(iPad))
{
StorageManager.RequestMessageBox(IDS_PRO_GUESTPROFILE_TITLE, IDS_PRO_GUESTPROFILE_TEXT, uiIDA, 1);
}
else
{
// check if all the TMS files are loaded
if(app.GetTMSDLCInfoRead() && app.GetTMSXUIDsFileRead() && app.GetBanListRead(iPad))
{
if(StorageManager.SetSaveDevice(&CScene_Main::DeviceSelectReturned,pClass)==true)
{
// save device already selected
// ensure we've applied this player's settings
app.ApplyGameSettingsChanged(ProfileManager.GetPrimaryPad());
// check for DLC
// start timer to track DLC check finished
pClass->m_Timer.SetShow(TRUE);
XuiSetTimer(pClass->m_hObj,DLC_INSTALLED_TIMER_ID,DLC_INSTALLED_TIMER_TIME);
//app.NavigateToScene(ProfileManager.GetPrimaryPad(),eUIScene_MultiGameJoinLoad);
}
}
else
{
// Changing to async TMS calls
app.SetTMSAction(iPad,eTMSAction_TMSPP_RetrieveFiles_RunPlayGame);
// block all input
pClass->m_bIgnorePress=true;
// We want to hide everything in this scene and display a timer until we get a completion for the TMS files
for(int i=0;i<BUTTONS_MAX;i++)
{
pClass->m_Buttons[i].SetShow(FALSE);
}
// turn off tooltips
ui.SetTooltips(DEFAULT_XUI_MENU_USER, -1);
pClass->m_Timer.SetShow(TRUE);
}
}
}
else
{
// offline
ProfileManager.DisplayOfflineProfile(&CScene_Main::CreateLoad_OfflineProfileReturned,pClass, ProfileManager.GetPrimaryPad() );
}
}
else
{
// 4J-PB - if this is the trial game, we can't have any networking
// Can't apply the player's settings here - they haven't come back from the QuerySignInStatud call above yet.
// Need to let them action in the main loop when they come in
// ensure we've applied this player's settings
//app.ApplyGameSettingsChanged(iPad);
// go straight in to the trial level
LoadTrial();
}
}
}
else
{
// unlock the profile
ProfileManager.SetLockedProfile(-1);
for(int i=0;i<XUSER_MAX_COUNT;i++)
{
// if the user is valid, we should set the presence
if(ProfileManager.IsSignedIn(i))
{
ProfileManager.SetCurrentGameActivity(i,CONTEXT_PRESENCE_MENUS,false);
}
}
}
return 0;
}
int CScene_Main::MustSignInReturned(void *pParam,int iPad,C4JStorage::EMessageResult result)
{
CScene_Main* pClass = (CScene_Main*)pParam;
if(result==C4JStorage::EMessage_ResultAccept)
{
// we need to specify local game here to display local and LIVE profiles in the list
switch(pClass->m_eAction)
{
case eAction_RunGame:
ProfileManager.RequestSignInUI(false, true, false,false,true,&CScene_Main::CreateLoad_SignInReturned,pClass ,iPad);
break;
case eAction_RunLeaderboards:
ProfileManager.RequestSignInUI(false, false, true,false,true, &CScene_Main::Leaderboards_SignInReturned, pClass,iPad);
break;
case eAction_RunAchievements:
ProfileManager.RequestSignInUI(false, false, true,false,true,&CScene_Main::Achievements_SignInReturned,pClass,iPad );
break;
case eAction_RunHelpAndOptions:
ProfileManager.RequestSignInUI(false, false, true,false,true,&CScene_Main::HelpAndOptions_SignInReturned,pClass,iPad );
break;
case eAction_RunUnlockOrDLC:
ProfileManager.RequestSignInUI(false, false, true,false,true,&CScene_Main::UnlockFullGame_SignInReturned,pClass,iPad );
break;
}
}
else
{
// unlock the profile
ProfileManager.SetLockedProfile(-1);
for(int i=0;i<XUSER_MAX_COUNT;i++)
{
// if the user is valid, we should set the presence
if(ProfileManager.IsSignedIn(i))
{
ProfileManager.SetCurrentGameActivity(i,CONTEXT_PRESENCE_MENUS,false);
}
}
}
return 0;
}
int CScene_Main::AchievementsDeviceSelectReturned(void *pParam,bool bContinue)
{
//CScene_Main* pClass = (CScene_Main*)pParam;
//HRESULT hr;
if(bContinue==true)
{
XShowAchievementsUI( ProfileManager.GetLockedProfile() );
}
return 0;
}
int CScene_Main::Leaderboards_SignInReturned(void *pParam,bool bContinue,int iPad)
{
//CScene_Main* pClass = (CScene_Main*)pParam;
if(bContinue==true)
{
UINT uiIDA[1];
uiIDA[0]=IDS_OK;
// guests can't look at leaderboards
if(ProfileManager.IsGuest(ProfileManager.GetPrimaryPad()))
{
StorageManager.RequestMessageBox(IDS_PRO_GUESTPROFILE_TITLE, IDS_PRO_GUESTPROFILE_TEXT, uiIDA, 1);
}
else if(!ProfileManager.IsSignedInLive(ProfileManager.GetPrimaryPad()))
{
StorageManager.RequestMessageBox(IDS_PRO_NOTONLINE_TITLE, IDS_PRO_XBOXLIVE_NOTIFICATION, uiIDA, 1);
}
else
{
ProfileManager.SetLockedProfile(ProfileManager.GetPrimaryPad());
app.NavigateToScene(ProfileManager.GetPrimaryPad(),eUIScene_LeaderboardsMenu);
}
}
else
{
// unlock the profile
ProfileManager.SetLockedProfile(-1);
for(int i=0;i<XUSER_MAX_COUNT;i++)
{
// if the user is valid, we should set the presence
if(ProfileManager.IsSignedIn(i))
{
ProfileManager.SetCurrentGameActivity(i,CONTEXT_PRESENCE_MENUS,false);
}
}
}
return 0;
}
int CScene_Main::Achievements_SignInReturned(void *pParam,bool bContinue,int iPad)
{
//CScene_Main* pClass = (CScene_Main*)pParam;
if(bContinue==true)
{
XShowAchievementsUI( ProfileManager.GetPrimaryPad() );
}
else
{
// unlock the profile
ProfileManager.SetLockedProfile(-1);
for(int i=0;i<XUSER_MAX_COUNT;i++)
{
// if the user is valid, we should set the presence
if(ProfileManager.IsSignedIn(i))
{
ProfileManager.SetCurrentGameActivity(i,CONTEXT_PRESENCE_MENUS,false);
}
}
}
return 0;
}
int CScene_Main::HelpAndOptions_SignInReturned(void *pParam,bool bContinue,int iPad)
{
CScene_Main* pClass = (CScene_Main*)pParam;
if(bContinue==true)
{
// 4J-PB - You can be offline and still can go into help and options
if(app.GetTMSDLCInfoRead() || !ProfileManager.IsSignedInLive(iPad))
{
app.NavigateToScene(iPad,eUIScene_HelpAndOptionsMenu);
}
else
{
// Changing to async TMS calls
app.SetTMSAction(iPad,eTMSAction_TMSPP_RetrieveFiles_HelpAndOptions);
// block all input
pClass->m_bIgnorePress=true;
// We want to hide everything in this scene and display a timer until we get a completion for the TMS files
for(int i=0;i<BUTTONS_MAX;i++)
{
pClass->m_Buttons[i].SetShow(FALSE);
}
// turn off tooltips
ui.SetTooltips(DEFAULT_XUI_MENU_USER, -1);
pClass->m_Timer.SetShow(TRUE);
}
}
else
{
// unlock the profile
ProfileManager.SetLockedProfile(-1);
for(int i=0;i<XUSER_MAX_COUNT;i++)
{
// if the user is valid, we should set the presence
if(ProfileManager.IsSignedIn(i))
{
ProfileManager.SetCurrentGameActivity(i,CONTEXT_PRESENCE_MENUS,false);
}
}
}
return 0;
}
int CScene_Main::UnlockFullGame_SignInReturned(void *pParam,bool bContinue,int iPad)
{
CScene_Main* pClass = (CScene_Main*)pParam;
if(bContinue==true)
{
pClass->RunUnlockOrDLC(iPad);
}
else
{
// unlock the profile
ProfileManager.SetLockedProfile(-1);
for(int i=0;i<XUSER_MAX_COUNT;i++)
{
// if the user is valid, we should set the presence
if(ProfileManager.IsSignedIn(i))
{
ProfileManager.SetCurrentGameActivity(i,CONTEXT_PRESENCE_MENUS,false);
}
}
}
return 0;
}
int CScene_Main::SaveGameReturned(void *pParam,bool bContinue)
{
//CScene_Main* pClass = (CScene_Main*)pParam;
// display a saving complete message
ProfileManager.SetLockedProfile(-1);
return 0;
}
int CScene_Main::ExitGameReturned(void *pParam,int iPad,C4JStorage::EMessageResult result)
{
//CScene_Main* pClass = (CScene_Main*)pParam;
// buttons reversed on this
if(result==C4JStorage::EMessage_ResultDecline)
{
//XLaunchNewImage(XLAUNCH_KEYWORD_DASH_ARCADE, 0);
app.ExitGame();
}
return 0;
}
void CScene_Main::LoadTrial(void)
{
app.SetTutorialMode( true );
// clear out the app's terrain features list
app.ClearTerrainFeaturePosition();
StorageManager.ResetSaveData();
// Need to set the mode as trial
ProfileManager.StartTrialGame();
// No saving in the trial
StorageManager.SetSaveDisabled(true);
StorageManager.SetSaveTitle(L"Tutorial");
// Reset the autosave time
app.SetAutosaveTimerTime();
// not online for the trial game
g_NetworkManager.HostGame(0,false,true,MINECRAFT_NET_MAX_PLAYERS,0);
NetworkGameInitData *param = new NetworkGameInitData();
param->seed = 0;
param->saveData = NULL;
param->settings = app.GetGameHostOption( eGameHostOption_Tutorial );
vector<LevelGenerationOptions *> *generators = app.getLevelGenerators();
param->levelGen = generators->at(0);
LoadingInputParams *loadingParams = new LoadingInputParams();
loadingParams->func = &CGameNetworkManager::RunNetworkGameThreadProc;
loadingParams->lpParam = (LPVOID)param;
UIFullscreenProgressCompletionData *completionData = new UIFullscreenProgressCompletionData();
completionData->bShowBackground=TRUE;
completionData->bShowLogo=TRUE;
completionData->type = e_ProgressCompletion_CloseAllPlayersUIScenes;
completionData->iPad = ProfileManager.GetPrimaryPad();
loadingParams->completionData = completionData;
CXuiSceneBase::ShowTrialTimer(TRUE);
app.NavigateToScene(ProfileManager.GetPrimaryPad(),eUIScene_FullscreenProgress, loadingParams);
}
void CScene_Main::RunPlayGame(int iPad)
{
Minecraft *pMinecraft=Minecraft::GetInstance();
app.ReleaseSaveThumbnail();
if(ProfileManager.IsGuest(iPad))
{
UINT uiIDA[1];
uiIDA[0]=IDS_OK;
StorageManager.RequestMessageBox(IDS_PRO_GUESTPROFILE_TITLE, IDS_PRO_GUESTPROFILE_TEXT, uiIDA, 1);
}
else
{
ProfileManager.SetLockedProfile(iPad);
// If the player was signed in before selecting play, we'll not have read the profile yet, so query the sign-in status to get this to happen
ProfileManager.QuerySigninStatus();
// 4J-PB - Need to check for installed DLC
if(!app.DLCInstallProcessCompleted()) app.StartInstallDLCProcess(iPad);
if(ProfileManager.IsFullVersion())
{
// are we offline?
if(!ProfileManager.IsSignedInLive(iPad))
{
ProfileManager.DisplayOfflineProfile(&CScene_Main::CreateLoad_OfflineProfileReturned,this,iPad );
}
else
{
// Check if there is any new DLC
app.ClearNewDLCAvailable();
StorageManager.GetAvailableDLCCount(iPad);
// check if all the TMS files are loaded
if(app.GetTMSDLCInfoRead() && app.GetTMSXUIDsFileRead() && app.GetBanListRead(iPad))
{
if(StorageManager.SetSaveDevice(&CScene_Main::DeviceSelectReturned,this)==true)
{
// change the minecraft player name
pMinecraft->user->name = convStringToWstring( ProfileManager.GetGamertag(ProfileManager.GetPrimaryPad()));
// save device already selected
// ensure we've applied this player's settings
app.ApplyGameSettingsChanged(iPad);
// check for DLC
// start timer to track DLC check finished
m_Timer.SetShow(TRUE);
XuiSetTimer(m_hObj,DLC_INSTALLED_TIMER_ID,DLC_INSTALLED_TIMER_TIME);
//app.NavigateToScene(iPad,eUIScene_MultiGameJoinLoad);
}
}
else
{
// Changing to async TMS calls
// flag the timer to start the TMS calls when there is nothing happening with TMS.
// fix for X360 - 162325 - TCR 001: BAS Game Stability: TU17: The game goes into an infinite loading upon entering the Play Game menu shortly after visiting the Minecraft Store
if(app.GetTMSAction(iPad)!=eTMSAction_Idle)
{
XuiSetTimer(m_hObj,TMS_TIMER_ID,TMS_TIMER_TIME);
}
else
{
app.SetTMSAction(iPad,eTMSAction_TMSPP_RetrieveFiles_RunPlayGame);
}
// block all input
m_bIgnorePress=true;
// We want to hide everything in this scene and display a timer until we get a completion for the TMS files
for(int i=0;i<BUTTONS_MAX;i++)
{
m_Buttons[i].SetShow(FALSE);
}
// turn off tooltips
ui.SetTooltips(DEFAULT_XUI_MENU_USER, -1);
m_Timer.SetShow(TRUE);
}
}
}
else
{
// 4J-PB - if this is the trial game, we can't have any networking
// go straight in to the trial level
// change the minecraft player name
Minecraft::GetInstance()->user->name = convStringToWstring( ProfileManager.GetGamertag(ProfileManager.GetPrimaryPad()));
// Can't apply the player's settings here - they haven't come back from the QuerySignInStatud call above yet.
// Need to let them action in the main loop when they come in
// ensure we've applied this player's settings
//app.ApplyGameSettingsChanged(iPad);
LoadTrial();
}
}
}
HRESULT CScene_Main::OnTMSBanFileRetrieved()
{
Minecraft *pMinecraft=Minecraft::GetInstance();
int iPad=ProfileManager.GetLockedProfile();
if(StorageManager.SetSaveDevice(&CScene_Main::DeviceSelectReturned,this)==true)
{
// change the minecraft player name
pMinecraft->user->name = convStringToWstring( ProfileManager.GetGamertag(ProfileManager.GetPrimaryPad()));
// save device already selected
// ensure we've applied this player's settings
app.ApplyGameSettingsChanged(iPad);
// check for DLC
// start timer to track DLC check finished
m_Timer.SetShow(TRUE);
XuiSetTimer(m_hObj,DLC_INSTALLED_TIMER_ID,DLC_INSTALLED_TIMER_TIME);
//app.NavigateToScene(iPad,eUIScene_MultiGameJoinLoad);
}
return S_OK;
}
void CScene_Main::RunLeaderboards(int iPad)
{
UINT uiIDA[1];
uiIDA[0]=IDS_OK;
// guests can't look at leaderboards
if(ProfileManager.IsGuest(iPad))
{
StorageManager.RequestMessageBox(IDS_PRO_GUESTPROFILE_TITLE, IDS_PRO_GUESTPROFILE_TEXT, uiIDA, 1);
}
else if(!ProfileManager.IsSignedInLive(iPad))
{
StorageManager.RequestMessageBox(IDS_PRO_NOTONLINE_TITLE, IDS_PRO_XBOXLIVE_NOTIFICATION, uiIDA, 1);
}
else
{
ProfileManager.SetLockedProfile(iPad);
// If the player was signed in before selecting play, we'll not have read the profile yet, so query the sign-in status to get this to happen
ProfileManager.QuerySigninStatus();
app.NavigateToScene(iPad, eUIScene_LeaderboardsMenu);
}
}
void CScene_Main::RunAchievements(int iPad)
{
UINT uiIDA[1];
uiIDA[0]=IDS_OK;
// guests can't look at achievements
if(ProfileManager.IsGuest(iPad))
{
StorageManager.RequestMessageBox(IDS_PRO_GUESTPROFILE_TITLE, IDS_PRO_GUESTPROFILE_TEXT, uiIDA, 1);
}
else
{
XShowAchievementsUI( iPad );
}
}
void CScene_Main::RunHelpAndOptions(int iPad)
{
if(ProfileManager.IsGuest(iPad))
{
UINT uiIDA[1];
uiIDA[0]=IDS_OK;
StorageManager.RequestMessageBox(IDS_PRO_GUESTPROFILE_TITLE, IDS_PRO_GUESTPROFILE_TEXT, uiIDA, 1);
}
else
{
// If the player was signed in before selecting play, we'll not have read the profile yet, so query the sign-in status to get this to happen
ProfileManager.QuerySigninStatus();
// 4J-PB - You can be offline and still can go into help and options
if(app.GetTMSDLCInfoRead() || !ProfileManager.IsSignedInLive(iPad))
{
app.NavigateToScene(iPad,eUIScene_HelpAndOptionsMenu);
}
else
{
// Changing to async TMS calls
app.SetTMSAction(iPad,eTMSAction_TMSPP_RetrieveFiles_HelpAndOptions);
// block all input
m_bIgnorePress=true;
// We want to hide everything in this scene and display a timer until we get a completion for the TMS files
for(int i=0;i<BUTTONS_MAX;i++)
{
m_Buttons[i].SetShow(FALSE);
}
// turn off tooltips
ui.SetTooltips(DEFAULT_XUI_MENU_USER, -1);
m_Timer.SetShow(TRUE);
}
}
}
HRESULT CScene_Main::OnTMSDLCFileRetrieved( )
{
m_Timer.SetShow(FALSE);
switch(m_eAction)
{
case eAction_RunHelpAndOptions:
app.NavigateToScene(ProfileManager.GetPrimaryPad(),eUIScene_HelpAndOptionsMenu);
break;
case eAction_RunUnlockOrDLC:
app.NavigateToScene(ProfileManager.GetPrimaryPad(),eUIScene_DLCMainMenu);
break;
}
//app.NavigateToScene(ProfileManager.GetPrimaryPad(),eUIScene_DLCMainMenu);
return S_OK;
}
void CScene_Main::RunUnlockOrDLC(int iPad)
{
UINT uiIDA[1];
uiIDA[0]=IDS_OK;
// Check if this means downloadable content
if(ProfileManager.IsFullVersion())
{
// downloadable content
if(ProfileManager.IsSignedInLive(iPad))
{
if(ProfileManager.IsGuest(iPad))
{
StorageManager.RequestMessageBox(IDS_PRO_GUESTPROFILE_TITLE, IDS_PRO_GUESTPROFILE_TEXT, uiIDA, 1);
}
else
{
// If the player was signed in before selecting play, we'll not have read the profile yet, so query the sign-in status to get this to happen
ProfileManager.QuerySigninStatus();
if(app.GetTMSDLCInfoRead())
{
app.NavigateToScene(ProfileManager.GetPrimaryPad(),eUIScene_DLCMainMenu);
}
else
{
// Changing to async TMS calls
app.SetTMSAction(iPad,eTMSAction_TMSPP_RetrieveFiles_DLCMain);
// block all input
m_bIgnorePress=true;
// We want to hide everything in this scene and display a timer until we get a completion for the TMS files
for(int i=0;i<BUTTONS_MAX;i++)
{
m_Buttons[i].SetShow(FALSE);
}
// turn off tooltips
ui.SetTooltips(DEFAULT_XUI_MENU_USER, -1);
m_Timer.SetShow(TRUE);
}
// read the DLC info from TMS
/*app.ReadDLCFileFromTMS(iPad);*/
// We want to navigate to the DLC scene, but block input until we get the DLC file in from TMS
// Don't navigate - we might have an uplink disconnect
//app.NavigateToScene(ProfileManager.GetPrimaryPad(),eUIScene_DLCMainMenu);
}
}
else
{
StorageManager.RequestMessageBox(IDS_PRO_NOTONLINE_TITLE, IDS_PRO_XBOXLIVE_NOTIFICATION, uiIDA, 1);
}
}
else
{
// guests can't buy the game
if(ProfileManager.IsGuest(iPad))
{
StorageManager.RequestMessageBox(IDS_UNLOCK_TITLE, IDS_UNLOCK_GUEST_TEXT, uiIDA, 1,iPad);
}
else if(!ProfileManager.IsSignedInLive(iPad))
{
StorageManager.RequestMessageBox(IDS_PRO_NOTONLINE_TITLE, IDS_PRO_XBOXLIVE_NOTIFICATION, uiIDA, 1);
}
else
{
// If the player was signed in before selecting play, we'll not have read the profile yet, so query the sign-in status to get this to happen
ProfileManager.QuerySigninStatus();
TelemetryManager->RecordUpsellPresented(iPad, eSen_UpsellID_Full_Version_Of_Game, app.m_dwOfferID);
ProfileManager.DisplayFullVersionPurchase(false,iPad,eSen_UpsellID_Full_Version_Of_Game);
}
}
}
int CScene_Main::TMSReadFileListReturned(void *pParam,int iPad,C4JStorage::PTMSPP_FILE_LIST pTmsFileList)
{
CScene_Main* pClass = (CScene_Main*)pParam;
// push the file details in to a unordered map if they are not already in there
// for(int i=0;i<pTmsFileList->iCount;i++)
// {
// app.PutTMSPP_FileSize(filenametowstring(pTmsFileList->FileDetailsA[i].szFilename),pTmsFileList->FileDetailsA[i].iFileSize);
// }
return 0;
}
int CScene_Main::TMSFileWriteReturned(void *pParam,int iPad,int iResult)
{
CScene_Main* pClass = (CScene_Main*)pParam;
// push the file details in to a unordered map if they are not already in there
// for(int i=0;i<pTmsFileList->iCount;i++)
// {
// app.PutTMSPP_FileSize(filenametowstring(pTmsFileList->FileDetailsA[i].szFilename),pTmsFileList->FileDetailsA[i].iFileSize);
// }
return 0;
}
int CScene_Main::TMSFileReadReturned(void *pParam,int iPad,C4JStorage::PTMSPP_FILEDATA pData)
{
CScene_Main* pClass = (CScene_Main*)pParam;
// push the file details in to a unordered map if they are not already in there
// for(int i=0;i<pTmsFileList->iCount;i++)
// {
// app.PutTMSPP_FileSize(filenametowstring(pTmsFileList->FileDetailsA[i].szFilename),pTmsFileList->FileDetailsA[i].iFileSize);
// }
return 0;
}
HRESULT CScene_Main::OnTimer( XUIMessageTimer *pTimer, BOOL& bHandled )
{
// 4J-PB - TODO - Don't think we can do this - if a 2nd player signs in here with an offline profile, the signed in LIVE player gets re-logged in, and bMultiplayerAllowed is false briefly
if( pTimer->nId == DLC_INSTALLED_TIMER_ID)
{
if(!app.DLCInstallPending())
{
XuiKillTimer(m_hObj,DLC_INSTALLED_TIMER_ID);
m_Timer.SetShow(FALSE);
app.NavigateToScene(ProfileManager.GetPrimaryPad(),eUIScene_LoadOrJoinMenu);
}
}
else if( pTimer->nId == TMS_TIMER_ID)
{
if(app.GetTMSAction(ProfileManager.GetPrimaryPad())==eTMSAction_Idle)
{
app.SetTMSAction(ProfileManager.GetPrimaryPad(),eTMSAction_TMSPP_RetrieveFiles_RunPlayGame);
XuiKillTimer(m_hObj,TMS_TIMER_ID);
}
}
return S_OK;
}