1636 lines
45 KiB
C++
1636 lines
45 KiB
C++
#include "stdafx.h"
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#include "IUIScene_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 "..\..\..\Minecraft.World\net.minecraft.world.item.crafting.h"
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#include "..\..\..\Minecraft.World\net.minecraft.world.level.tile.entity.h"
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#include "..\..\MultiplayerLocalPlayer.h"
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#include "..\..\Minecraft.h"
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#ifdef __ORBIS__
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#include <pad.h>
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#endif
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IUIScene_AbstractContainerMenu::IUIScene_AbstractContainerMenu()
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{
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m_menu = NULL;
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m_autoDeleteMenu = false;
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m_lastPointerLabelSlot = NULL;
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m_pointerPos.x = 0.0f;
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m_pointerPos.y = 0.0f;
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}
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IUIScene_AbstractContainerMenu::~IUIScene_AbstractContainerMenu()
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{
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// Delete associated menu if we were requested to on initialisation. Most menus are
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// created just before calling CXuiSceneAbstractContainer::Initialize, but the player's inventorymenu
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// is also passed directly and we don't want to go deleting that
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if( m_autoDeleteMenu ) delete m_menu;
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}
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void IUIScene_AbstractContainerMenu::Initialize(int iPad, AbstractContainerMenu* menu, bool autoDeleteMenu, int startIndex,ESceneSection firstSection,ESceneSection maxSection, bool bNavigateBack)
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{
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assert( menu != NULL );
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m_menu = menu;
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m_autoDeleteMenu = autoDeleteMenu;
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Minecraft::GetInstance()->localplayers[iPad]->containerMenu = menu;
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// 4J WESTY - New tool tips to support pointer prototype.
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//UpdateTooltips();
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// Default tooltips.
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for ( int i = 0; i < eToolTipNumButtons; ++i )
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{
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m_aeToolTipSettings[ i ] = eToolTipNone;
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}
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// 4J-PB - don't set the eToolTipPickupPlace_OLD here - let the timer do it.
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/*SetToolTip( eToolTipButtonA, eToolTipPickupPlace_OLD );*/
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SetToolTip( eToolTipButtonB, eToolTipExit );
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SetToolTip( eToolTipButtonA, eToolTipNone );
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SetToolTip( eToolTipButtonX, eToolTipNone );
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SetToolTip( eToolTipButtonY, eToolTipNone );
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// 4J WESTY : To indicate if pointer has left menu window area.
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m_bPointerOutsideMenu = false;
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// 4J Stu - Store the enum range for the current scene
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m_eFirstSection = firstSection;
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m_eMaxSection = maxSection;
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m_iConsectiveInputTicks = 0;
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m_bNavigateBack = bNavigateBack;
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// Put the pointer over first item in use row to start with.
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#ifdef TAP_DETECTION
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m_eCurrSection = firstSection;
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m_eCurrTapState = eTapStateNoInput;
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m_iCurrSlotX = 0;
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m_iCurrSlotY = 0;
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#endif // TAP_DETECTION
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//
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// for(int i=0;i<XUSER_MAX_COUNT;i++)
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// {
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// m_bFirstTouchStored[i]=false;
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// }
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#ifdef __ORBIS__
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for(int i=0;i<XUSER_MAX_COUNT;i++)
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{
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m_bFirstTouchStored[i]=false;
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}
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#endif
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PlatformInitialize(iPad,startIndex);
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}
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int IUIScene_AbstractContainerMenu::GetSectionDimensions( ESceneSection eSection, int* piNumColumns, int* piNumRows )
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{
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if(IsSectionSlotList(eSection))
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{
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*piNumRows = getSectionRows( eSection );
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*piNumColumns = getSectionColumns( eSection );
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}
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else
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{
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*piNumRows = 0;
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*piNumColumns = 0;
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}
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return( ( *piNumRows ) * ( *piNumColumns ) );
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}
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void IUIScene_AbstractContainerMenu::updateSlotPosition( ESceneSection eSection, ESceneSection newSection, ETapState eTapDirection, int *piTargetX, int *piTargetY, int xOffset )
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{
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// Update the target slot based on the size of the current section
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int columns, rows;
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// The return value of this function is unused, but the output params are required.
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//int iItemsNum = GetSectionDimensions( newSection, &columns, &rows );
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GetSectionDimensions( newSection, &columns, &rows );
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if( newSection != eSection )
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{
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// Update Y
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if(eTapDirection == eTapStateUp)
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{
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(*piTargetY) = rows - 1;
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}
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else if(eTapDirection == eTapStateDown)
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{
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(*piTargetY) = 0;
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}
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if( (*piTargetY) < 0 )
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{
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(*piTargetY) = 0;
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}
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// Update X
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int offsetX = (*piTargetX) - xOffset;
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if( offsetX < 0 )
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{
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*piTargetX = 0;
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}
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else if (offsetX >= columns)
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{
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*piTargetX = columns - 1;
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}
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else
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{
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*piTargetX = offsetX;
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}
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}
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else
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{
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// Update X
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int offsetX = (*piTargetX) - xOffset;
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if( offsetX < 0 )
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{
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*piTargetX = columns - 1;
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}
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else if (offsetX >= columns)
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{
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*piTargetX = 0;
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}
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else
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{
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*piTargetX = offsetX;
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}
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}
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}
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#ifdef TAP_DETECTION
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IUIScene_AbstractContainerMenu::ETapState IUIScene_AbstractContainerMenu::GetTapInputType( float fInputX, float fInputY )
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{
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if ( ( fabs( fInputX ) < 0.3f ) && ( fabs( fInputY ) < 0.3f ) )
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{
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return eTapStateNoInput;
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}
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else if ( ( fInputX < -0.3f ) && ( fabs( fInputY ) < 0.3f ) )
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{
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return eTapStateLeft;
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}
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else if ( ( fInputX > 0.3f ) && ( fabs( fInputY ) < 0.3f ) )
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{
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return eTapStateRight;
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}
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else if ( ( fInputY < -0.3f ) && ( fabs( fInputX ) < 0.3f ) )
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{
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return eTapStateDown;
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}
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else if ( ( fInputY > 0.3f ) && ( fabs( fInputX ) < 0.3f ) )
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{
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return eTapStateUp;
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}
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else
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{
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return eTapNone;
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}
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}
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#endif // TAP_DETECTION
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void IUIScene_AbstractContainerMenu::SetToolTip( EToolTipButton eButton, EToolTipItem eItem )
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{
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if ( m_aeToolTipSettings[ eButton ] != eItem )
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{
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m_aeToolTipSettings[ eButton ] = eItem;
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UpdateTooltips();
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}
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}
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void IUIScene_AbstractContainerMenu::UpdateTooltips()
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{
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// Table gives us text id for tooltip.
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static const DWORD kaToolTipextIds[ eNumToolTips ] =
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{
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IDS_TOOLTIPS_PICKUPPLACE, //eToolTipPickupPlace_OLD
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IDS_TOOLTIPS_EXIT, // eToolTipExit
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IDS_TOOLTIPS_PICKUP_GENERIC, // eToolTipPickUpGeneric
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IDS_TOOLTIPS_PICKUP_ALL, // eToolTipPickUpAll
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IDS_TOOLTIPS_PICKUP_HALF, // eToolTipPickUpHalf
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IDS_TOOLTIPS_PLACE_GENERIC, // eToolTipPlaceGeneric
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IDS_TOOLTIPS_PLACE_ONE, // eToolTipPlaceOne
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IDS_TOOLTIPS_PLACE_ALL, // eToolTipPlaceAll
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IDS_TOOLTIPS_DROP_GENERIC, // eToolTipDropGeneric
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IDS_TOOLTIPS_DROP_ONE, // eToolTipDropOne
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IDS_TOOLTIPS_DROP_ALL, // eToolTipDropAll
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IDS_TOOLTIPS_SWAP, // eToolTipSwap
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IDS_TOOLTIPS_QUICK_MOVE, // eToolTipQuickMove
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IDS_TOOLTIPS_QUICK_MOVE_INGREDIENT, // eToolTipQuickMoveIngredient
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IDS_TOOLTIPS_QUICK_MOVE_FUEL, // eToolTipQuickMoveTool
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IDS_TOOLTIPS_WHAT_IS_THIS, // eToolTipWhatIsThis
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IDS_TOOLTIPS_EQUIP, // eToolTipEquip
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IDS_TOOLTIPS_CLEAR_QUICK_SELECT, // eToolTipClearQuickSelect
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IDS_TOOLTIPS_QUICK_MOVE_TOOL, // eToolTipQuickMoveTool
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IDS_TOOLTIPS_QUICK_MOVE_ARMOR, // eToolTipQuickMoveTool
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IDS_TOOLTIPS_QUICK_MOVE_WEAPON, // eToolTipQuickMoveTool
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IDS_TOOLTIPS_DYE, // eToolTipDye
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IDS_TOOLTIPS_REPAIR, // eToolTipRepair
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};
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BYTE focusUser = getPad();
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for ( int i = 0; i < eToolTipNumButtons; ++i )
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{
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if ( m_aeToolTipSettings[ i ] == eToolTipNone )
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{
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ui.ShowTooltip( focusUser, i, FALSE );
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}
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else
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{
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ui.SetTooltipText( focusUser, i, kaToolTipextIds[ m_aeToolTipSettings[ i ] ] );
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ui.ShowTooltip( focusUser, i, TRUE );
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}
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}
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}
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void IUIScene_AbstractContainerMenu::onMouseTick()
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{
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Minecraft *pMinecraft = Minecraft::GetInstance();
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if( pMinecraft->localgameModes[getPad()] != NULL)
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{
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Tutorial *tutorial = pMinecraft->localgameModes[getPad()]->getTutorial();
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if(tutorial != NULL)
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{
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if(ui.IsTutorialVisible(getPad()) && !tutorial->isInputAllowed(ACTION_MENU_UP))
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{
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return;
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}
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}
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}
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// Offset to display carried item attached to pointer.
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// static const float kfCarriedItemOffsetX = -5.0f;
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// static const float kfCarriedItemOffsetY = -5.0f;
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float fInputDirX=0.0f;
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float fInputDirY=0.0f;
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// Get current pointer position.
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UIVec2D vPointerPos = m_pointerPos;
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// Offset to image centre.
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vPointerPos.x += m_fPointerImageOffsetX;
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vPointerPos.y += m_fPointerImageOffsetY;
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// Get stick input.
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int iPad = getPad();
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bool bStickInput = false;
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float fInputX = InputManager.GetJoypadStick_LX( iPad, false )*((float)app.GetGameSettings(iPad,eGameSetting_Sensitivity_InMenu)/100.0f); // apply the sensitivity
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float fInputY = InputManager.GetJoypadStick_LY( iPad, false )*((float)app.GetGameSettings(iPad,eGameSetting_Sensitivity_InMenu)/100.0f); // apply the sensitivity
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#ifdef __ORBIS__
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// should have sensitivity for the touchpad
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//(float)app.GetGameSettings(iPad,eGameSetting_Sensitivity_TouchPadInMenu)/100.0f
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// get the touchpad input and treat it as a map to the window
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ScePadTouchData *pTouchPadData=InputManager.GetTouchPadData(iPad);
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// make sure the touchpad button isn't down (it's the pausemenu)
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if((!InputManager.ButtonDown(iPad, ACTION_MENU_TOUCHPAD_PRESS)) && (pTouchPadData->touchNum>0))
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{
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if(m_bFirstTouchStored[iPad]==false)
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{
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m_oldvTouchPos.x=(float)pTouchPadData->touch[0].x;
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m_oldvTouchPos.y=(float)pTouchPadData->touch[0].y;
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m_oldvPointerPos.x=vPointerPos.x;
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m_oldvPointerPos.y=vPointerPos.y;
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m_bFirstTouchStored[iPad]=true;
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}
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// should take the average of multiple touch points
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float fNewX=(((float)pTouchPadData->touch[0].x)-m_oldvTouchPos.x) * m_fTouchPadMulX;
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float fNewY=(((float)pTouchPadData->touch[0].y)-m_oldvTouchPos.y) * m_fTouchPadMulY;
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// relative positions - needs a deadzone
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if(fNewX>m_fTouchPadDeadZoneX)
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{
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vPointerPos.x=m_oldvPointerPos.x+((fNewX-m_fTouchPadDeadZoneX)*((float)app.GetGameSettings(iPad,eGameSetting_Sensitivity_InMenu)/100.0f));
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}
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else if(fNewX<-m_fTouchPadDeadZoneX)
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{
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vPointerPos.x=m_oldvPointerPos.x+((fNewX+m_fTouchPadDeadZoneX)*((float)app.GetGameSettings(iPad,eGameSetting_Sensitivity_InMenu)/100.0f));
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}
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if(fNewY>m_fTouchPadDeadZoneY)
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{
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vPointerPos.y=m_oldvPointerPos.y+((fNewY-m_fTouchPadDeadZoneY)*((float)app.GetGameSettings(iPad,eGameSetting_Sensitivity_InMenu)/100.0f));
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}
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else if(fNewY<-m_fTouchPadDeadZoneY)
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{
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vPointerPos.y=m_oldvPointerPos.y+((fNewY+m_fTouchPadDeadZoneY)*((float)app.GetGameSettings(iPad,eGameSetting_Sensitivity_InMenu)/100.0f));
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}
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// Clamp to pointer extents.
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if ( vPointerPos.x < m_fPointerMinX ) vPointerPos.x = m_fPointerMinX;
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else if ( vPointerPos.x > m_fPointerMaxX ) vPointerPos.x = m_fPointerMaxX;
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if ( vPointerPos.y < m_fPointerMinY ) vPointerPos.y = m_fPointerMinY;
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else if ( vPointerPos.y > m_fPointerMaxY ) vPointerPos.y = m_fPointerMaxY;
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bStickInput = true;
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m_eCurrTapState=eTapStateNoInput;
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}
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else
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{
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// reset the touch flag
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m_bFirstTouchStored[iPad]=false;
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#endif
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// If there is any input on sticks, move the pointer.
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if ( ( fabs( fInputX ) >= 0.01f ) || ( fabs( fInputY ) >= 0.01f ) )
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{
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fInputDirX = ( fInputX > 0.0f ) ? 1.0f : ( fInputX < 0.0f )?-1.0f : 0.0f;
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fInputDirY = ( fInputY > 0.0f ) ? 1.0f : ( fInputY < 0.0f )?-1.0f : 0.0f;
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#ifdef TAP_DETECTION
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// Check for potential tap input to jump slot.
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ETapState eNewTapInput = GetTapInputType( fInputX, fInputY );
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switch( m_eCurrTapState )
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{
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case eTapStateNoInput:
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m_eCurrTapState = eNewTapInput;
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break;
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case eTapStateUp:
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case eTapStateDown:
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case eTapStateLeft:
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case eTapStateRight:
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if ( ( eNewTapInput != m_eCurrTapState ) && ( eNewTapInput != eTapStateNoInput ) )
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{
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// Input is no longer suitable for tap.
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m_eCurrTapState = eTapNone;
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}
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break;
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case eTapNone:
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/// Nothing to do, input is not a tap.
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break;
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}
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#endif // TAP_DETECTION
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// Square it so we get more precision for small inputs.
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fInputX = fInputX * fInputX * fInputDirX * POINTER_SPEED_FACTOR;
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fInputY = fInputY * fInputY * fInputDirY * POINTER_SPEED_FACTOR;
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//fInputX = fInputX * POINTER_SPEED_FACTOR;
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//fInputY = fInputY * POINTER_SPEED_FACTOR;
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float fInputScale = 1.0f;
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// Ramp up input from zero when new input is recieved over INPUT_TICKS_FOR_SCALING ticks. This is to try to improve tapping stick to move 1 box.
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if ( m_iConsectiveInputTicks < MAX_INPUT_TICKS_FOR_SCALING )
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{
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++m_iConsectiveInputTicks;
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fInputScale = ( (float)( m_iConsectiveInputTicks) / (float)(MAX_INPUT_TICKS_FOR_SCALING) );
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}
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#ifdef TAP_DETECTION
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else if ( m_iConsectiveInputTicks < MAX_INPUT_TICKS_FOR_TAPPING )
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{
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++m_iConsectiveInputTicks;
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}
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else
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{
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m_eCurrTapState = eTapNone;
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}
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#endif
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// 4J Stu - The cursor moves too fast in SD mode
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// The SD/splitscreen scenes are approximately 0.6 times the size of the fullscreen on
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if(!RenderManager.IsHiDef() || app.GetLocalPlayerCount() > 1) fInputScale *= 0.6f;
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fInputX *= fInputScale;
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fInputY *= fInputScale;
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#ifdef USE_POINTER_ACCEL
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m_fPointerAccelX += fInputX / 50.0f;
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m_fPointerAccelY += fInputY / 50.0f;
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if ( fabsf( fInputX ) > fabsf( m_fPointerVelX + m_fPointerAccelX ) )
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{
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m_fPointerVelX += m_fPointerAccelX;
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}
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else
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{
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m_fPointerAccelX = fInputX - m_fPointerVelX;
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m_fPointerVelX = fInputX;
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}
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if ( fabsf( fInputY ) > fabsf( m_fPointerVelY + m_fPointerAccelY ) )
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{
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m_fPointerVelY += m_fPointerAccelY;
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}
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else
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{
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m_fPointerAccelY = fInputY - m_fPointerVelY;
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m_fPointerVelY = fInputY;
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}
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//printf( "IN %.2f VEL %.2f ACC %.2f\n", fInputY, m_fPointerVelY, m_fPointerAccelY );
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vPointerPos.x += m_fPointerVelX;
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vPointerPos.y -= m_fPointerVelY;
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#else
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// Add input to pointer position.
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vPointerPos.x += fInputX;
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vPointerPos.y -= fInputY;
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#endif
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// Clamp to pointer extents.
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if ( vPointerPos.x < m_fPointerMinX ) vPointerPos.x = m_fPointerMinX;
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else if ( vPointerPos.x > m_fPointerMaxX ) vPointerPos.x = m_fPointerMaxX;
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if ( vPointerPos.y < m_fPointerMinY ) vPointerPos.y = m_fPointerMinY;
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else if ( vPointerPos.y > m_fPointerMaxY ) vPointerPos.y = m_fPointerMaxY;
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bStickInput = true;
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}
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else
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{
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m_iConsectiveInputTicks = 0;
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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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#ifdef __ORBIS__
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}
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#endif
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// Determine which slot the pointer is currently over.
|
|
ESceneSection eSectionUnderPointer = eSectionNone;
|
|
int iNewSlotX = -1;
|
|
int iNewSlotY = -1;
|
|
int iNewSlotIndex = -1;
|
|
bool bPointerIsOverSlot = false;
|
|
|
|
// Centre position of item under pointer, use this to snap pointer to item.
|
|
D3DXVECTOR3 vSnapPos;
|
|
|
|
for ( int iSection = m_eFirstSection; iSection < m_eMaxSection; ++iSection )
|
|
{
|
|
// Do not check any further if we have already found the item under the pointer.
|
|
if(m_eCurrTapState == eTapStateJump)
|
|
{
|
|
eSectionUnderPointer = m_eCurrSection;
|
|
}
|
|
else if ( eSectionUnderPointer == eSectionNone )
|
|
{
|
|
ESceneSection eSection = ( ESceneSection )( iSection );
|
|
|
|
// Get position of this section.
|
|
UIVec2D sectionPos;
|
|
GetPositionOfSection( eSection, &( sectionPos ) );
|
|
|
|
if(!IsSectionSlotList(eSection))
|
|
{
|
|
UIVec2D itemPos;
|
|
UIVec2D itemSize;
|
|
GetItemScreenData( eSection, 0, &( itemPos ), &( itemSize ) );
|
|
|
|
UIVec2D itemMax = itemSize;
|
|
itemMax += itemPos;
|
|
|
|
if ( ( vPointerPos.x >= sectionPos.x ) && ( vPointerPos.x <= itemMax.x ) &&
|
|
( vPointerPos.y >= sectionPos.y ) && ( vPointerPos.y <= itemMax.y ) )
|
|
{
|
|
// Pointer is over this control!
|
|
eSectionUnderPointer = eSection;
|
|
|
|
vSnapPos.x = itemPos.x + ( itemSize.x / 2.0f );
|
|
vSnapPos.y = itemPos.y + ( itemSize.y / 2.0f );
|
|
|
|
// Does this section already have focus.
|
|
if ( !doesSectionTreeHaveFocus( eSection ) )
|
|
{
|
|
// Give focus to this section.
|
|
setSectionFocus(eSection, getPad());
|
|
}
|
|
|
|
bPointerIsOverSlot = false;
|
|
|
|
// Have we actually changed slot? If so, input cannot be a tap.
|
|
if ( ( eSectionUnderPointer != m_eCurrSection ) || ( iNewSlotX != m_iCurrSlotX ) || ( iNewSlotY != m_iCurrSlotY ) )
|
|
{
|
|
m_eCurrTapState = eTapNone;
|
|
}
|
|
|
|
// Store what is currently under the pointer.
|
|
m_eCurrSection = eSectionUnderPointer;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
|
|
// Get dimensions of this section.
|
|
int iNumRows;
|
|
int iNumColumns;
|
|
int iNumItems = GetSectionDimensions( eSection, &( iNumColumns ), &( iNumRows ) );
|
|
|
|
// Check each item to see if pointer is over it.
|
|
for ( int iItem = 0; iItem < iNumItems; ++iItem )
|
|
{
|
|
UIVec2D itemPos;
|
|
UIVec2D itemSize;
|
|
GetItemScreenData( eSection, iItem, &( itemPos ), &( itemSize ) );
|
|
|
|
itemPos += sectionPos;
|
|
|
|
UIVec2D itemMax = itemSize;
|
|
itemMax += itemPos;
|
|
|
|
if ( ( vPointerPos.x >= itemPos.x ) && ( vPointerPos.x <= itemMax.x ) &&
|
|
( vPointerPos.y >= itemPos.y ) && ( vPointerPos.y <= itemMax.y ) )
|
|
{
|
|
// Pointer is over this slot!
|
|
eSectionUnderPointer = eSection;
|
|
iNewSlotIndex = iItem;
|
|
iNewSlotX = iNewSlotIndex % iNumColumns;
|
|
iNewSlotY = iNewSlotIndex / iNumColumns;
|
|
|
|
vSnapPos.x = itemPos.x + ( itemSize.x / 2.0f );
|
|
vSnapPos.y = itemPos.y + ( itemSize.y / 2.0f );
|
|
|
|
// Does this section already have focus.
|
|
if ( !doesSectionTreeHaveFocus( eSection ) )
|
|
{
|
|
// Give focus to this section.
|
|
setSectionFocus(eSection, getPad());
|
|
}
|
|
|
|
// Set the highlight marker.
|
|
setSectionSelectedSlot(eSection, iNewSlotX, iNewSlotY );
|
|
|
|
bPointerIsOverSlot = true;
|
|
|
|
#ifdef TAP_DETECTION
|
|
// Have we actually changed slot? If so, input cannot be a tap.
|
|
if ( ( eSectionUnderPointer != m_eCurrSection ) || ( iNewSlotX != m_iCurrSlotX ) || ( iNewSlotY != m_iCurrSlotY ) )
|
|
{
|
|
m_eCurrTapState = eTapNone;
|
|
}
|
|
|
|
// Store what is currently under the pointer.
|
|
m_eCurrSection = eSectionUnderPointer;
|
|
m_iCurrSlotX = iNewSlotX;
|
|
m_iCurrSlotY = iNewSlotY;
|
|
#endif // TAP_DETECTION
|
|
// No need to check any further slots, the pointer can only ever be over one.
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// If we are not over any slot, set focus elsewhere.
|
|
if ( eSectionUnderPointer == eSectionNone )
|
|
{
|
|
setFocusToPointer( getPad() );
|
|
#ifdef TAP_DETECTION
|
|
// Input cannot be a tap.
|
|
m_eCurrTapState = eTapNone;
|
|
|
|
// Store what is currently under the pointer.
|
|
m_eCurrSection = eSectionNone;
|
|
m_iCurrSlotX = -1;
|
|
m_iCurrSlotY = -1;
|
|
#endif // TAP_DETECTION
|
|
}
|
|
else
|
|
{
|
|
if ( !bStickInput )
|
|
{
|
|
// Did we get a tap input?
|
|
int iDesiredSlotX = -1;
|
|
int iDesiredSlotY = -1;
|
|
|
|
switch( m_eCurrTapState )
|
|
{
|
|
case eTapStateUp:
|
|
iDesiredSlotX = m_iCurrSlotX;
|
|
iDesiredSlotY = m_iCurrSlotY - 1;
|
|
break;
|
|
case eTapStateDown:
|
|
iDesiredSlotX = m_iCurrSlotX;
|
|
iDesiredSlotY = m_iCurrSlotY + 1;
|
|
break;
|
|
case eTapStateLeft:
|
|
iDesiredSlotX = m_iCurrSlotX - 1;
|
|
iDesiredSlotY = m_iCurrSlotY;
|
|
break;
|
|
case eTapStateRight:
|
|
iDesiredSlotX = m_iCurrSlotX + 1;
|
|
iDesiredSlotY = m_iCurrSlotY;
|
|
break;
|
|
case eTapStateJump:
|
|
iDesiredSlotX = m_iCurrSlotX;
|
|
iDesiredSlotY = m_iCurrSlotY;
|
|
break;
|
|
}
|
|
|
|
int iNumRows;
|
|
int iNumColumns;
|
|
int iNumItems = GetSectionDimensions( eSectionUnderPointer, &( iNumColumns ), &( iNumRows ) );
|
|
|
|
|
|
if ( (m_eCurrTapState != eTapNone && m_eCurrTapState != eTapStateNoInput) &&
|
|
( !IsSectionSlotList(eSectionUnderPointer) ||
|
|
( ( iDesiredSlotX < 0 ) || ( iDesiredSlotX >= iNumColumns ) || ( iDesiredSlotY < 0 ) || ( iDesiredSlotY >= iNumRows ) )
|
|
))
|
|
{
|
|
|
|
eSectionUnderPointer = GetSectionAndSlotInDirection( eSectionUnderPointer, m_eCurrTapState, &iDesiredSlotX, &iDesiredSlotY );
|
|
|
|
if(!IsSectionSlotList(eSectionUnderPointer)) bPointerIsOverSlot = false;
|
|
|
|
// Get the details for the new section
|
|
iNumItems = GetSectionDimensions( eSectionUnderPointer, &( iNumColumns ), &( iNumRows ) );
|
|
}
|
|
|
|
if ( !IsSectionSlotList(eSectionUnderPointer) || ( ( iDesiredSlotX >= 0 ) && ( iDesiredSlotX < iNumColumns ) && ( iDesiredSlotY >= 0 ) && ( iDesiredSlotY < iNumRows ) ) )
|
|
{
|
|
// Desired slot after tap input is valid, so make the jump to this slot.
|
|
UIVec2D sectionPos;
|
|
GetPositionOfSection( eSectionUnderPointer, &( sectionPos ) );
|
|
|
|
iNewSlotIndex = ( iDesiredSlotY * iNumColumns ) + iDesiredSlotX;
|
|
|
|
UIVec2D itemPos;
|
|
UIVec2D itemSize;
|
|
GetItemScreenData( eSectionUnderPointer, iNewSlotIndex, &( itemPos ), &( itemSize ) );
|
|
|
|
if(IsSectionSlotList(eSectionUnderPointer)) itemPos += sectionPos;
|
|
|
|
vSnapPos.x = itemPos.x + ( itemSize.x / 2.0f);
|
|
vSnapPos.y = itemPos.y + ( itemSize.y / 2.0f);
|
|
|
|
m_eCurrSection = eSectionUnderPointer;
|
|
m_iCurrSlotX = iDesiredSlotX;
|
|
m_iCurrSlotY = iDesiredSlotY;
|
|
}
|
|
|
|
m_eCurrTapState = eTapStateNoInput;
|
|
|
|
// If there is no stick input, and we are over a slot, then snap pointer to slot centre.
|
|
// 4J - TomK - only if this particular component allows so!
|
|
if(CanHaveFocus(eSectionUnderPointer))
|
|
{
|
|
vPointerPos.x = vSnapPos.x;
|
|
vPointerPos.y = vSnapPos.y;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Clamp to pointer extents.
|
|
if ( vPointerPos.x < m_fPointerMinX ) vPointerPos.x = m_fPointerMinX;
|
|
else if ( vPointerPos.x > m_fPointerMaxX ) vPointerPos.x = m_fPointerMaxX;
|
|
if ( vPointerPos.y < m_fPointerMinY ) vPointerPos.y = m_fPointerMinY;
|
|
else if ( vPointerPos.y > m_fPointerMaxY ) vPointerPos.y = m_fPointerMaxY;
|
|
|
|
// Check if the pointer is outside of the panel.
|
|
bool bPointerIsOutsidePanel = false;
|
|
if ( ( vPointerPos.x < m_fPanelMinX ) || ( vPointerPos.x > m_fPanelMaxX ) || ( vPointerPos.y < m_fPanelMinY ) || ( vPointerPos.y > m_fPanelMaxY ) )
|
|
{
|
|
bPointerIsOutsidePanel = true;
|
|
}
|
|
|
|
// Determine appropriate context sensitive tool tips, based on what is carried on the pointer and what is under the pointer.
|
|
|
|
// What are we carrying on pointer.
|
|
shared_ptr<LocalPlayer> player = Minecraft::GetInstance()->localplayers[getPad()];
|
|
shared_ptr<ItemInstance> carriedItem = nullptr;
|
|
if(player != NULL) carriedItem = player->inventory->getCarried();
|
|
|
|
shared_ptr<ItemInstance> slotItem = nullptr;
|
|
Slot *slot = NULL;
|
|
int slotIndex = 0;
|
|
if(bPointerIsOverSlot)
|
|
{
|
|
slotIndex = iNewSlotIndex + getSectionStartOffset( eSectionUnderPointer );
|
|
slot = m_menu->getSlot(slotIndex);
|
|
}
|
|
bool bIsItemCarried = carriedItem != NULL;
|
|
int iCarriedCount = 0;
|
|
bool bCarriedIsSameAsSlot = false; // Indicates if same item is carried on pointer as is in slot under pointer.
|
|
if ( bIsItemCarried )
|
|
{
|
|
iCarriedCount = carriedItem->count;
|
|
}
|
|
|
|
// What is in the slot that we are over.
|
|
bool bSlotHasItem = false;
|
|
bool bMayPlace = false;
|
|
bool bCanPlaceOne = false;
|
|
bool bCanPlaceAll = false;
|
|
bool bCanCombine = false;
|
|
bool bCanDye = false;
|
|
int iSlotCount = 0;
|
|
int iSlotStackSizeRemaining = 0; // How many more items can be stacked on this slot.
|
|
if ( bPointerIsOverSlot )
|
|
{
|
|
slotItem = slot->getItem();
|
|
bSlotHasItem = slotItem != NULL;
|
|
if ( bSlotHasItem )
|
|
{
|
|
iSlotCount = slotItem->GetCount();
|
|
|
|
if ( bIsItemCarried )
|
|
{
|
|
bCarriedIsSameAsSlot = IsSameItemAs(carriedItem, slotItem);
|
|
bCanCombine = m_menu->mayCombine(slot,carriedItem);
|
|
bCanDye = bCanCombine && dynamic_cast<ArmorItem *>(slot->getItem()->getItem());
|
|
|
|
if ( bCarriedIsSameAsSlot )
|
|
{
|
|
iSlotStackSizeRemaining = GetEmptyStackSpace( m_menu->getSlot(slotIndex) );
|
|
}
|
|
}
|
|
}
|
|
|
|
if( bIsItemCarried)
|
|
{
|
|
bMayPlace = slot->mayPlace(carriedItem);
|
|
|
|
if ( bSlotHasItem ) iSlotStackSizeRemaining = GetEmptyStackSpace( slot );
|
|
else iSlotStackSizeRemaining = slot->getMaxStackSize();
|
|
|
|
if(bMayPlace && iSlotStackSizeRemaining > 0) bCanPlaceOne = true;
|
|
if(bMayPlace && iSlotStackSizeRemaining > 1 && carriedItem->count > 1) bCanPlaceAll = true;
|
|
}
|
|
}
|
|
|
|
if( bPointerIsOverSlot && bSlotHasItem )
|
|
{
|
|
vector<wstring> unformattedStrings;
|
|
wstring desc = GetItemDescription( slot, unformattedStrings );
|
|
SetPointerText(desc, unformattedStrings, slot != m_lastPointerLabelSlot);
|
|
m_lastPointerLabelSlot = slot;
|
|
}
|
|
else
|
|
{
|
|
vector<wstring> unformattedStrings;
|
|
SetPointerText(L"", unformattedStrings, false);
|
|
m_lastPointerLabelSlot = NULL;
|
|
}
|
|
|
|
EToolTipItem buttonA, buttonX, buttonY, buttonRT;
|
|
buttonA = buttonX = buttonY = buttonRT = eToolTipNone;
|
|
if ( bPointerIsOverSlot )
|
|
{
|
|
SetPointerOutsideMenu( false );
|
|
if ( bIsItemCarried )
|
|
{
|
|
if ( bSlotHasItem )
|
|
{
|
|
// Item in hand and item in slot ... is item in slot the same as in out hand? If so, can we stack on to it?
|
|
if ( bCarriedIsSameAsSlot )
|
|
{
|
|
// Can we stack more into this slot?
|
|
if ( iSlotStackSizeRemaining == 0 )
|
|
{
|
|
// Cannot stack any more.
|
|
buttonRT = eToolTipWhatIsThis;
|
|
}
|
|
else if ( iSlotStackSizeRemaining == 1 )
|
|
{
|
|
// Can only put 1 more on the stack.
|
|
buttonA = eToolTipPlaceGeneric;
|
|
buttonRT = eToolTipWhatIsThis;
|
|
}
|
|
else // can put 1 or all.
|
|
{
|
|
if(bCanPlaceAll)
|
|
{
|
|
// Multiple items in hand.
|
|
buttonA = eToolTipPlaceAll;
|
|
buttonX = eToolTipPlaceOne;
|
|
}
|
|
else if(bCanPlaceOne)
|
|
{
|
|
if(iCarriedCount > 1) buttonA = eToolTipPlaceOne;
|
|
else buttonA = eToolTipPlaceGeneric;
|
|
}
|
|
buttonRT = eToolTipWhatIsThis;
|
|
}
|
|
}
|
|
else // items are different, click here will swap them.
|
|
{
|
|
|
|
if(bMayPlace) buttonA = eToolTipSwap;
|
|
buttonRT = eToolTipWhatIsThis;
|
|
}
|
|
if(bCanDye)
|
|
{
|
|
buttonX = eToolTipDye;
|
|
}
|
|
else if(bCanCombine)
|
|
{
|
|
buttonX = eToolTipRepair;
|
|
}
|
|
}
|
|
else // slot empty.
|
|
{
|
|
// Item in hand, slot is empty.
|
|
if ( iCarriedCount == 1 )
|
|
{
|
|
// Only one item in hand.
|
|
buttonA = eToolTipPlaceGeneric;
|
|
}
|
|
else
|
|
{
|
|
if(bCanPlaceAll)
|
|
{
|
|
// Multiple items in hand.
|
|
buttonA = eToolTipPlaceAll;
|
|
buttonX = eToolTipPlaceOne;
|
|
}
|
|
else if(bCanPlaceOne)
|
|
{
|
|
buttonA = eToolTipPlaceOne;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else // no object in hand
|
|
{
|
|
if ( bSlotHasItem )
|
|
{
|
|
if ( iSlotCount == 1 )
|
|
{
|
|
buttonA = eToolTipPickUpGeneric;
|
|
buttonRT = eToolTipWhatIsThis;
|
|
}
|
|
else
|
|
{
|
|
// Multiple items in slot.
|
|
buttonA = eToolTipPickUpAll;
|
|
buttonX = eToolTipPickUpHalf;
|
|
buttonRT = eToolTipWhatIsThis;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Nothing in slot and nothing in hand.
|
|
}
|
|
}
|
|
|
|
if ( bSlotHasItem )
|
|
{
|
|
// Item in slot
|
|
|
|
// 4J-PB - show tooltips for quick use of armour
|
|
|
|
if((eSectionUnderPointer==eSectionInventoryUsing)||(eSectionUnderPointer==eSectionInventoryInventory))
|
|
{
|
|
shared_ptr<ItemInstance> item = getSlotItem(eSectionUnderPointer, iNewSlotIndex);
|
|
ArmorRecipes::_eArmorType eArmourType=ArmorRecipes::GetArmorType(item->id);
|
|
|
|
if(eArmourType==ArmorRecipes::eArmorType_None)
|
|
{
|
|
buttonY = eToolTipQuickMove;
|
|
}
|
|
else
|
|
{
|
|
// check that the slot required is empty
|
|
switch(eArmourType)
|
|
{
|
|
case ArmorRecipes::eArmorType_Helmet:
|
|
if(isSlotEmpty(eSectionInventoryArmor,0))
|
|
{
|
|
buttonY = eToolTipEquip;
|
|
}
|
|
else
|
|
{
|
|
buttonY = eToolTipQuickMove;
|
|
}
|
|
break;
|
|
case ArmorRecipes::eArmorType_Chestplate:
|
|
if(isSlotEmpty(eSectionInventoryArmor,1))
|
|
{
|
|
buttonY = eToolTipEquip;
|
|
}
|
|
else
|
|
{
|
|
buttonY = eToolTipQuickMove;
|
|
}
|
|
break;
|
|
case ArmorRecipes::eArmorType_Leggings:
|
|
if(isSlotEmpty(eSectionInventoryArmor,2))
|
|
{
|
|
buttonY = eToolTipEquip;
|
|
}
|
|
else
|
|
{
|
|
buttonY = eToolTipQuickMove;
|
|
}
|
|
break;
|
|
case ArmorRecipes::eArmorType_Boots:
|
|
if(isSlotEmpty(eSectionInventoryArmor,3))
|
|
{
|
|
buttonY = eToolTipEquip;
|
|
}
|
|
else
|
|
{
|
|
buttonY = eToolTipQuickMove;
|
|
}
|
|
break;
|
|
default:
|
|
buttonY = eToolTipQuickMove;
|
|
break;
|
|
}
|
|
|
|
}
|
|
}
|
|
// 4J-PB - show tooltips for quick use of fuel or ingredient
|
|
else if((eSectionUnderPointer==eSectionFurnaceUsing)||(eSectionUnderPointer==eSectionFurnaceInventory))
|
|
{
|
|
// Get the info on this item.
|
|
shared_ptr<ItemInstance> item = getSlotItem(eSectionUnderPointer, iNewSlotIndex);
|
|
bool bValidFuel = FurnaceTileEntity::isFuel(item);
|
|
bool bValidIngredient = FurnaceRecipes::getInstance()->getResult(item->getItem()->id) != NULL;
|
|
|
|
if(bValidIngredient)
|
|
{
|
|
// is there already something in the ingredient slot?
|
|
if(!isSlotEmpty(eSectionFurnaceIngredient,0))
|
|
{
|
|
// is it the same as this item
|
|
shared_ptr<ItemInstance> IngredientItem = getSlotItem(eSectionFurnaceIngredient,0);
|
|
if(IngredientItem->id == item->id)
|
|
{
|
|
buttonY = eToolTipQuickMoveIngredient;
|
|
}
|
|
else
|
|
{
|
|
if(FurnaceRecipes::getInstance()->getResult(item->id)==NULL)
|
|
{
|
|
buttonY = eToolTipQuickMove;
|
|
}
|
|
else
|
|
{
|
|
buttonY = eToolTipQuickMoveIngredient;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// ingredient slot empty
|
|
buttonY = eToolTipQuickMoveIngredient;
|
|
}
|
|
}
|
|
else if(bValidFuel)
|
|
{
|
|
// Is there already something in the fuel slot?
|
|
if(!isSlotEmpty(eSectionFurnaceFuel,0))
|
|
{
|
|
// is it the same as this item
|
|
shared_ptr<ItemInstance> fuelItem = getSlotItem(eSectionFurnaceFuel,0);
|
|
if(fuelItem->id == item->id)
|
|
{
|
|
buttonY = eToolTipQuickMoveFuel;
|
|
}
|
|
else if(bValidIngredient)
|
|
{
|
|
// check if the ingredient slot is empty, or the same as this
|
|
if(!isSlotEmpty(eSectionFurnaceIngredient,0))
|
|
{
|
|
// is it the same as this item
|
|
shared_ptr<ItemInstance> IngredientItem = getSlotItem(eSectionFurnaceIngredient,0);
|
|
if(IngredientItem->id == item->id)
|
|
{
|
|
buttonY = eToolTipQuickMoveIngredient;
|
|
}
|
|
else
|
|
{
|
|
if(FurnaceRecipes::getInstance()->getResult(item->id)==NULL)
|
|
{
|
|
buttonY = eToolTipQuickMove;
|
|
}
|
|
else
|
|
{
|
|
buttonY = eToolTipQuickMoveIngredient;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// ingredient slot empty
|
|
buttonY = eToolTipQuickMoveIngredient;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
buttonY = eToolTipQuickMove;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
buttonY = eToolTipQuickMoveFuel;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
buttonY = eToolTipQuickMove;
|
|
}
|
|
}
|
|
// 4J-PB - show tooltips for quick use of ingredients in brewing
|
|
else if((eSectionUnderPointer==eSectionBrewingUsing)||(eSectionUnderPointer==eSectionBrewingInventory))
|
|
{
|
|
// Get the info on this item.
|
|
shared_ptr<ItemInstance> item = getSlotItem(eSectionUnderPointer, iNewSlotIndex);
|
|
int iId=item->id;
|
|
|
|
// valid ingredient?
|
|
bool bValidIngredient=false;
|
|
//bool bValidIngredientBottom=false;
|
|
|
|
if(Item::items[iId]->hasPotionBrewingFormula() || (iId == Item::netherStalkSeeds_Id))
|
|
{
|
|
bValidIngredient=true;
|
|
}
|
|
|
|
if(bValidIngredient)
|
|
{
|
|
// is there already something in the ingredient slot?
|
|
if(!isSlotEmpty(eSectionBrewingIngredient,0))
|
|
{
|
|
// is it the same as this item
|
|
shared_ptr<ItemInstance> IngredientItem = getSlotItem(eSectionBrewingIngredient,0);
|
|
if(IngredientItem->id == item->id)
|
|
{
|
|
buttonY = eToolTipQuickMoveIngredient;
|
|
}
|
|
else
|
|
{
|
|
buttonY=eToolTipQuickMove;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// ingredient slot empty
|
|
buttonY = eToolTipQuickMoveIngredient;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// valid potion? Glass bottle with water in it is a 'potion' too.
|
|
if(iId==Item::potion_Id)
|
|
{
|
|
// space available?
|
|
if(isSlotEmpty(eSectionBrewingBottle1,0) ||
|
|
isSlotEmpty(eSectionBrewingBottle2,0) ||
|
|
isSlotEmpty(eSectionBrewingBottle3,0))
|
|
{
|
|
buttonY = eToolTipQuickMoveIngredient;
|
|
}
|
|
else
|
|
{
|
|
buttonY=eToolTipNone;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
buttonY=eToolTipQuickMove;
|
|
}
|
|
}
|
|
}
|
|
else if((eSectionUnderPointer==eSectionEnchantUsing)||(eSectionUnderPointer==eSectionEnchantInventory))
|
|
{
|
|
// Get the info on this item.
|
|
shared_ptr<ItemInstance> item = getSlotItem(eSectionUnderPointer, iNewSlotIndex);
|
|
int iId=item->id;
|
|
|
|
// valid enchantable tool?
|
|
if(Item::items[iId]->isEnchantable(item))
|
|
{
|
|
// is there already something in the ingredient slot?
|
|
if(isSlotEmpty(eSectionEnchantSlot,0))
|
|
{
|
|
// tool slot empty
|
|
switch(iId)
|
|
{
|
|
case Item::bow_Id:
|
|
case Item::sword_wood_Id:
|
|
case Item::sword_stone_Id:
|
|
case Item::sword_iron_Id:
|
|
case Item::sword_diamond_Id:
|
|
buttonY=eToolTipQuickMoveWeapon;
|
|
break;
|
|
|
|
case Item::helmet_cloth_Id:
|
|
case Item::chestplate_cloth_Id:
|
|
case Item::leggings_cloth_Id:
|
|
case Item::boots_cloth_Id:
|
|
|
|
case Item::helmet_chain_Id:
|
|
case Item::chestplate_chain_Id:
|
|
case Item::leggings_chain_Id:
|
|
case Item::boots_chain_Id:
|
|
|
|
case Item::helmet_iron_Id:
|
|
case Item::chestplate_iron_Id:
|
|
case Item::leggings_iron_Id:
|
|
case Item::boots_iron_Id:
|
|
|
|
case Item::helmet_diamond_Id:
|
|
case Item::chestplate_diamond_Id:
|
|
case Item::leggings_diamond_Id:
|
|
case Item::boots_diamond_Id:
|
|
|
|
case Item::helmet_gold_Id:
|
|
case Item::chestplate_gold_Id:
|
|
case Item::leggings_gold_Id:
|
|
case Item::boots_gold_Id:
|
|
buttonY=eToolTipQuickMoveArmor;
|
|
|
|
break;
|
|
case Item::book_Id:
|
|
buttonY = eToolTipQuickMove;
|
|
break;
|
|
default:
|
|
buttonY=eToolTipQuickMoveTool;
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
buttonY = eToolTipQuickMove;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
buttonY=eToolTipQuickMove;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
buttonY = eToolTipQuickMove;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( bPointerIsOutsidePanel )
|
|
{
|
|
SetPointerOutsideMenu( true );
|
|
// Outside window, we dropping items.
|
|
if ( bIsItemCarried )
|
|
{
|
|
//int iCount = m_pointerControl->GetObjectCount( m_pointerControl->m_hObj );
|
|
if ( iCarriedCount > 1 )
|
|
{
|
|
buttonA = eToolTipDropAll;
|
|
buttonX = eToolTipDropOne;
|
|
}
|
|
else
|
|
{
|
|
buttonA = eToolTipDropGeneric;
|
|
}
|
|
}
|
|
}
|
|
else // pointer is just over dead space ... can't really do anything.
|
|
{
|
|
SetPointerOutsideMenu( false );
|
|
}
|
|
|
|
shared_ptr<ItemInstance> item = nullptr;
|
|
if(bPointerIsOverSlot && bSlotHasItem) item = getSlotItem(eSectionUnderPointer, iNewSlotIndex);
|
|
overrideTooltips(eSectionUnderPointer, item, bIsItemCarried, bSlotHasItem, bCarriedIsSameAsSlot, iSlotStackSizeRemaining, buttonA, buttonX, buttonY, buttonRT);
|
|
|
|
SetToolTip( eToolTipButtonA, buttonA );
|
|
SetToolTip( eToolTipButtonX, buttonX );
|
|
SetToolTip( eToolTipButtonY, buttonY );
|
|
SetToolTip( eToolTipButtonRT, buttonRT );
|
|
|
|
|
|
// Offset back to image top left.
|
|
vPointerPos.x -= m_fPointerImageOffsetX;
|
|
vPointerPos.y -= m_fPointerImageOffsetY;
|
|
|
|
// Update pointer position.
|
|
// 4J-PB - do not allow sub pixel positions or we get broken lines in box edges
|
|
|
|
// problem here when sensitivity is low - we'll be moving a sub pixel size, so it'll clamp, and we'll never move. In that case, move 1 pixel
|
|
if(fInputDirX!=0.0f)
|
|
{
|
|
if(fInputDirX==1.0f)
|
|
{
|
|
vPointerPos.x+=0.999999f;
|
|
}
|
|
else
|
|
{
|
|
vPointerPos.x-=0.999999f;
|
|
}
|
|
}
|
|
|
|
if(fInputDirY!=0.0f)
|
|
{
|
|
if(fInputDirY==1.0f)
|
|
{
|
|
vPointerPos.y+=0.999999f;
|
|
}
|
|
else
|
|
{
|
|
vPointerPos.y-=0.999999f;
|
|
}
|
|
}
|
|
|
|
vPointerPos.x = floor(vPointerPos.x);
|
|
vPointerPos.x += ( (int)vPointerPos.x%2);
|
|
vPointerPos.y = floor(vPointerPos.y);
|
|
vPointerPos.y += ( (int)vPointerPos.y%2);
|
|
m_pointerPos = vPointerPos;
|
|
|
|
adjustPointerForSafeZone();
|
|
}
|
|
|
|
bool IUIScene_AbstractContainerMenu::handleKeyDown(int iPad, int iAction, bool bRepeat)
|
|
{
|
|
bool bHandled = false;
|
|
|
|
Minecraft *pMinecraft = Minecraft::GetInstance();
|
|
if( pMinecraft->localgameModes[getPad()] != NULL )
|
|
{
|
|
Tutorial *tutorial = pMinecraft->localgameModes[getPad()]->getTutorial();
|
|
if(tutorial != NULL)
|
|
{
|
|
tutorial->handleUIInput(iAction);
|
|
if(ui.IsTutorialVisible(getPad()) && !tutorial->isInputAllowed(iAction))
|
|
{
|
|
return S_OK;
|
|
}
|
|
}
|
|
}
|
|
|
|
#ifdef _XBOX
|
|
ui.AnimateKeyPress(iPad, iAction);
|
|
#else
|
|
ui.AnimateKeyPress(iPad, iAction, bRepeat, true, false);
|
|
#endif
|
|
|
|
int buttonNum=0; // 0 = LeftMouse, 1 = RightMouse
|
|
BOOL quickKeyHeld=FALSE; // Represents shift key on PC
|
|
|
|
BOOL validKeyPress = FALSE;
|
|
//BOOL itemEditorKeyPress = FALSE;
|
|
|
|
// Ignore input from other players
|
|
//if(pMinecraft->player->GetXboxPad()!=pInputData->UserIndex) return S_OK;
|
|
|
|
switch(iAction)
|
|
{
|
|
#ifdef _DEBUG_MENUS_ENABLED
|
|
#if TO_BE_IMPLEMENTED
|
|
case VK_PAD_RTHUMB_PRESS:
|
|
itemEditorKeyPress = TRUE;
|
|
break;
|
|
#endif
|
|
#endif
|
|
case ACTION_MENU_A:
|
|
#ifdef __ORBIS__
|
|
case ACTION_MENU_TOUCHPAD_PRESS:
|
|
#endif
|
|
if(!bRepeat)
|
|
{
|
|
validKeyPress = TRUE;
|
|
|
|
// Standard left click
|
|
buttonNum = 0;
|
|
quickKeyHeld = FALSE;
|
|
ui.PlayUISFX(eSFX_Press);
|
|
}
|
|
break;
|
|
case ACTION_MENU_X:
|
|
if(!bRepeat)
|
|
{
|
|
validKeyPress = TRUE;
|
|
|
|
// Standard right click
|
|
buttonNum = 1;
|
|
quickKeyHeld = FALSE;
|
|
ui.PlayUISFX(eSFX_Press);
|
|
}
|
|
break;
|
|
case ACTION_MENU_Y:
|
|
if(!bRepeat)
|
|
{
|
|
//bool bIsItemCarried = !m_pointerControl->isEmpty( m_pointerControl->m_hObj );
|
|
|
|
// 4J Stu - TU8: Remove this fix, and fix the tooltip display instead as customers liked the feature
|
|
|
|
// Fix for #58583 - TU6: Content: UI: The Quick Move button prompt disappears even though it still works
|
|
// No quick move tooltip is shown if something is carried, so disable the action as well
|
|
//if(!bIsItemCarried)
|
|
{
|
|
validKeyPress = TRUE;
|
|
|
|
// Shift and left click
|
|
buttonNum = 0;
|
|
quickKeyHeld = TRUE;
|
|
ui.PlayUISFX(eSFX_Press);
|
|
}
|
|
}
|
|
break;
|
|
// 4J Stu - Also enable start to exit the scene. This key is also not constrained by the tutorials.
|
|
case ACTION_MENU_PAUSEMENU:
|
|
case ACTION_MENU_B:
|
|
{
|
|
|
|
ui.SetTooltips(iPad, -1);
|
|
|
|
// 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.
|
|
// 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)
|
|
// Therefore I have moved this call to the OnDestroy() method to make sure that it always happens.
|
|
//Minecraft::GetInstance()->localplayers[pInputData->UserIndex]->closeContainer();
|
|
|
|
// Return to the game. We should really callback to the app here as well
|
|
// to let it know that we have closed the ui incase we need to do things when that happens
|
|
|
|
if(m_bNavigateBack)
|
|
{
|
|
ui.NavigateBack(iPad);
|
|
}
|
|
else
|
|
{
|
|
ui.CloseUIScenes(iPad);
|
|
}
|
|
|
|
bHandled = true;
|
|
return S_OK;
|
|
}
|
|
break;
|
|
case ACTION_MENU_LEFT:
|
|
{
|
|
//ui.PlayUISFX(eSFX_Focus);
|
|
m_eCurrTapState = eTapStateLeft;
|
|
}
|
|
break;
|
|
case ACTION_MENU_RIGHT:
|
|
{
|
|
//ui.PlayUISFX(eSFX_Focus);
|
|
m_eCurrTapState = eTapStateRight;
|
|
}
|
|
break;
|
|
case ACTION_MENU_UP:
|
|
{
|
|
//ui.PlayUISFX(eSFX_Focus);
|
|
m_eCurrTapState = eTapStateUp;
|
|
}
|
|
break;
|
|
case ACTION_MENU_DOWN:
|
|
{
|
|
//ui.PlayUISFX(eSFX_Focus);
|
|
m_eCurrTapState = eTapStateDown;
|
|
}
|
|
break;
|
|
case ACTION_MENU_PAGEUP:
|
|
{
|
|
// 4J Stu - Do nothing except stop this being passed anywhere else
|
|
bHandled = true;
|
|
}
|
|
break;
|
|
#ifdef __PSVITA__
|
|
//CD - Vita uses select for What's this - key 40
|
|
case MINECRAFT_ACTION_GAME_INFO:
|
|
#else
|
|
case ACTION_MENU_PAGEDOWN:
|
|
#endif
|
|
|
|
{
|
|
if( IsSectionSlotList( m_eCurrSection ) )
|
|
{
|
|
int currentIndex = getCurrentIndex( m_eCurrSection ) - getSectionStartOffset(m_eCurrSection);
|
|
|
|
bool bSlotHasItem = !isSlotEmpty(m_eCurrSection, currentIndex);
|
|
if ( bSlotHasItem )
|
|
{
|
|
shared_ptr<ItemInstance> item = getSlotItem(m_eCurrSection, currentIndex);
|
|
if( Minecraft::GetInstance()->localgameModes[iPad] != NULL )
|
|
{
|
|
Tutorial::PopupMessageDetails *message = new Tutorial::PopupMessageDetails;
|
|
message->m_messageId = item->getUseDescriptionId();
|
|
|
|
if(Item::items[item->id] != NULL) message->m_titleString = Item::items[item->id]->getHoverName(item);
|
|
message->m_titleId = item->getDescriptionId();
|
|
|
|
message->m_icon = item->id;
|
|
message->m_iAuxVal = item->getAuxValue();
|
|
message->m_forceDisplay = true;
|
|
|
|
TutorialMode *gameMode = (TutorialMode *)Minecraft::GetInstance()->localgameModes[iPad];
|
|
gameMode->getTutorial()->setMessage(NULL, message);
|
|
ui.PlayUISFX(eSFX_Press);
|
|
}
|
|
}
|
|
}
|
|
bHandled = TRUE;
|
|
}
|
|
break;
|
|
};
|
|
|
|
if( validKeyPress == TRUE )
|
|
{
|
|
if(handleValidKeyPress(iPad,buttonNum,quickKeyHeld))
|
|
{
|
|
// Used to allow overriding certain keypresses, so do nothing here
|
|
}
|
|
else
|
|
{
|
|
if( IsSectionSlotList( m_eCurrSection ) )
|
|
{
|
|
handleSlotListClicked(m_eCurrSection,buttonNum,quickKeyHeld);
|
|
}
|
|
else
|
|
{
|
|
// TODO Clicked something else, like for example the craft result. Do something here
|
|
|
|
// 4J WESTY : For pointer system we can legally drop items outside of the window panel here, or may press button while
|
|
// pointer is over empty panel space.
|
|
if ( m_bPointerOutsideMenu )
|
|
{
|
|
handleOutsideClicked(iPad, buttonNum, quickKeyHeld);
|
|
}
|
|
else //
|
|
{
|
|
// over empty space or something else???
|
|
handleOtherClicked(iPad,m_eCurrSection,buttonNum,quickKeyHeld?true:false);
|
|
//assert( FALSE );
|
|
}
|
|
}
|
|
}
|
|
bHandled = true;
|
|
}
|
|
#ifdef _DEBUG_MENUS_ENABLED
|
|
#if TO_BE_IMPLEMENTED
|
|
else if(itemEditorKeyPress == TRUE)
|
|
{
|
|
HXUIOBJ hFocusObject = GetFocus(pInputData->UserIndex);
|
|
HXUIOBJ hFocusObjectParent;
|
|
XuiElementGetParent( hFocusObject, &hFocusObjectParent );
|
|
|
|
HXUICLASS hClassCXuiCtrlSlotList;
|
|
|
|
// TODO Define values for these
|
|
hClassCXuiCtrlSlotList = XuiFindClass( L"CXuiCtrlSlotList" );
|
|
|
|
// If the press comes from a SlotList, cast it up then send a clicked call to it's menu
|
|
if( XuiIsInstanceOf( hFocusObjectParent, hClassCXuiCtrlSlotList ) )
|
|
{
|
|
CXuiCtrlSlotList* slotList;
|
|
VOID *pObj;
|
|
XuiObjectFromHandle( hFocusObjectParent, &pObj );
|
|
slotList = (CXuiCtrlSlotList *)pObj;
|
|
|
|
int currentIndex = slotList->GetCurSel();
|
|
|
|
CXuiCtrlSlotItemListItem* pCXuiCtrlSlotItem;
|
|
slotList->GetCXuiCtrlSlotItem( currentIndex, &( pCXuiCtrlSlotItem ) );
|
|
|
|
//Minecraft *pMinecraft = Minecraft::GetInstance();
|
|
|
|
CScene_DebugItemEditor::ItemEditorInput *initData = new CScene_DebugItemEditor::ItemEditorInput();
|
|
initData->iPad = m_iPad;
|
|
initData->slot = pCXuiCtrlSlotItem->getSlot( pCXuiCtrlSlotItem->m_hObj );
|
|
initData->menu = m_menu;
|
|
|
|
// Add timer to poll controller stick input at 60Hz
|
|
HRESULT timerResult = KillTimer( POINTER_INPUT_TIMER_ID );
|
|
assert( timerResult == S_OK );
|
|
|
|
app.NavigateToScene(m_iPad,eUIScene_DebugItemEditor,(void *)initData,false,TRUE);
|
|
}
|
|
}
|
|
#endif
|
|
#endif
|
|
else
|
|
{
|
|
handleAdditionalKeyPress(iAction);
|
|
}
|
|
|
|
UpdateTooltips();
|
|
|
|
return bHandled;
|
|
}
|
|
|
|
bool IUIScene_AbstractContainerMenu::handleValidKeyPress(int iUserIndex, int buttonNum, BOOL quickKeyHeld)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
void IUIScene_AbstractContainerMenu::handleOutsideClicked(int iPad, int buttonNum, BOOL quickKeyHeld)
|
|
{
|
|
// Drop items.
|
|
|
|
//pMinecraft->localgameModes[m_iPad]->handleInventoryMouseClick(menu->containerId, AbstractContainerMenu::CLICKED_OUTSIDE, buttonNum, quickKeyHeld?true:false, pMinecraft->localplayers[m_iPad] );
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slotClicked(AbstractContainerMenu::CLICKED_OUTSIDE, buttonNum, quickKeyHeld?true:false);
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}
|
|
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void IUIScene_AbstractContainerMenu::handleOtherClicked(int iPad, ESceneSection eSection, int buttonNum, bool quickKey)
|
|
{
|
|
// Do nothing
|
|
}
|
|
|
|
void IUIScene_AbstractContainerMenu::handleAdditionalKeyPress(int iAction)
|
|
{
|
|
// Do nothing
|
|
}
|
|
|
|
void IUIScene_AbstractContainerMenu::handleSlotListClicked(ESceneSection eSection, int buttonNum, BOOL quickKeyHeld)
|
|
{
|
|
int currentIndex = getCurrentIndex(eSection);
|
|
|
|
//pMinecraft->localgameModes[m_iPad]->handleInventoryMouseClick(menu->containerId, currentIndex, buttonNum, quickKeyHeld?true:false, pMinecraft->localplayers[m_iPad] );
|
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slotClicked(currentIndex, buttonNum, quickKeyHeld?true:false);
|
|
|
|
handleSectionClick(eSection);
|
|
}
|
|
|
|
void IUIScene_AbstractContainerMenu::slotClicked(int slotId, int buttonNum, bool quickKey)
|
|
{
|
|
// 4J Stu - Removed this line as unused
|
|
//if (slot != NULL) slotId = slot->index;
|
|
|
|
Minecraft *pMinecraft = Minecraft::GetInstance();
|
|
pMinecraft->localgameModes[getPad()]->handleInventoryMouseClick(m_menu->containerId, slotId, buttonNum, quickKey, pMinecraft->localplayers[getPad()] );
|
|
}
|
|
|
|
int IUIScene_AbstractContainerMenu::getCurrentIndex(ESceneSection eSection)
|
|
{
|
|
int rows, columns;
|
|
GetSectionDimensions( eSection, &columns, &rows );
|
|
int currentIndex = (m_iCurrSlotY * columns) + m_iCurrSlotX;
|
|
|
|
return currentIndex + getSectionStartOffset(eSection);
|
|
}
|
|
|
|
bool IUIScene_AbstractContainerMenu::IsSameItemAs(shared_ptr<ItemInstance> itemA, shared_ptr<ItemInstance> itemB)
|
|
{
|
|
if(itemA == NULL || itemB == NULL) return false;
|
|
|
|
bool bStackedByData = itemA->isStackedByData();
|
|
return ( ( itemA->id == itemB->id ) && ( (bStackedByData && itemA->getAuxValue() == itemB->getAuxValue()) || !bStackedByData ) );
|
|
}
|
|
|
|
int IUIScene_AbstractContainerMenu::GetEmptyStackSpace(Slot *slot)
|
|
{
|
|
int iResult = 0;
|
|
|
|
if(slot != NULL && slot->hasItem())
|
|
{
|
|
shared_ptr<ItemInstance> item = slot->getItem();
|
|
if ( item->isStackable() )
|
|
{
|
|
int iCount = item->GetCount();
|
|
int iMaxStackSize = min(item->getMaxStackSize(), slot->getMaxStackSize() );
|
|
|
|
iResult = iMaxStackSize - iCount;
|
|
|
|
if(iResult < 0 ) iResult = 0;
|
|
}
|
|
}
|
|
|
|
return iResult;
|
|
}
|
|
|
|
wstring IUIScene_AbstractContainerMenu::GetItemDescription(Slot *slot, vector<wstring> &unformattedStrings)
|
|
{
|
|
if(slot == NULL) return L"";
|
|
|
|
wstring desc = L"";
|
|
vector<wstring> *strings = slot->getItem()->getHoverText(nullptr, false, unformattedStrings);
|
|
bool firstLine = true;
|
|
for(AUTO_VAR(it, strings->begin()); it != strings->end(); ++it)
|
|
{
|
|
wstring thisString = *it;
|
|
if(!firstLine)
|
|
{
|
|
desc.append( L"<br />" );
|
|
}
|
|
else
|
|
{
|
|
firstLine = false;
|
|
wchar_t formatted[256];
|
|
eMinecraftColour rarityColour = slot->getItem()->getRarity()->color;
|
|
int colour = app.GetHTMLColour(rarityColour);
|
|
|
|
if(slot->getItem()->hasCustomHoverName())
|
|
{
|
|
colour = app.GetHTMLColour(eTextColor_RenamedItemTitle);
|
|
}
|
|
|
|
swprintf(formatted, 256, L"<font color=\"#%08x\">%ls</font>",colour,thisString.c_str());
|
|
thisString = formatted;
|
|
}
|
|
desc.append( thisString );
|
|
}
|
|
strings->clear();
|
|
delete strings;
|
|
return desc;
|
|
}
|