* try to resolve merge conflict
* feat: TU19 (Dec 2014) Features & Content (#32)
* December 2014 files
* Working release build
* Fix compilation issues
* Add sound to Windows64Media
* Add DLC content and force Tutorial DLC
* Revert "Add DLC content and force Tutorial DLC"
This reverts commit 97a4399472.
* Disable broken light packing
* Disable breakpoint during DLC texture map load
Allows DLC loading but the DLC textures are still broken
* Fix post build not working
* ...
* fix vs2022 build
* fix cmake build
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Co-authored-by: Loki <lokirautio@gmail.com>
116 lines
3.3 KiB
C++
116 lines
3.3 KiB
C++
#pragma once
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#include "UILayer.h"
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#include "UIEnums.h"
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class UIComponent_Tooltips;
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class UIComponent_TutorialPopup;
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class UIScene_HUD;
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class UIComponent_PressStartToPlay;
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// A group contains a collection of layers for a specific context (e.g. each player has 1 group)
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class UIGroup
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{
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private:
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UILayer *m_layers[eUILayer_COUNT];
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UIComponent_Tooltips *m_tooltips;
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UIComponent_TutorialPopup *m_tutorialPopup;
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UIComponent_PressStartToPlay *m_pressStartToPlay;
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UIScene_HUD *m_hud;
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C4JRender::eViewportType m_viewportType;
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EUIGroup m_group;
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int m_iPad;
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bool m_bMenuDisplayed;
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bool m_bPauseMenuDisplayed;
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bool m_bContainerMenuDisplayed;
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bool m_bIgnoreAutosaveMenuDisplayed;
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bool m_bIgnorePlayerJoinMenuDisplayed;
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// Countdown in ticks to update focus state
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int m_updateFocusStateCountdown;
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int m_commandBufferList;
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public:
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UIGroup(EUIGroup group, int iPad);
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#ifdef __PSVITA__
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EUIGroup GetGroup() {return m_group;}
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#endif
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UIComponent_Tooltips *getTooltips() { return m_tooltips; }
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UIComponent_TutorialPopup *getTutorialPopup() { return m_tutorialPopup; }
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UIScene_HUD *getHUD() { return m_hud; }
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UIComponent_PressStartToPlay *getPressStartToPlay() { return m_pressStartToPlay; }
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void DestroyAll();
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void ReloadAll();
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void tick();
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void render();
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bool hidesLowerScenes();
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void getRenderDimensions(S32 &width, S32 &height);
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// NAVIGATION
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bool NavigateToScene(int iPad, EUIScene scene, void *initData, EUILayer layer);
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bool NavigateBack(int iPad, EUIScene eScene, EUILayer eLayer = eUILayer_COUNT);
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void closeAllScenes();
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UIScene *GetTopScene(EUILayer layer);
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bool IsSceneInStack(EUIScene scene);
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bool HasFocus(int iPad);
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bool RequestFocus(UILayer* layerPtr);
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void UpdateFocusState();
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bool GetMenuDisplayed();
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bool IsPauseMenuDisplayed() { return m_bPauseMenuDisplayed; }
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bool IsContainerMenuDisplayed() { return m_bContainerMenuDisplayed; }
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bool IsIgnoreAutosaveMenuDisplayed() { return m_bIgnoreAutosaveMenuDisplayed; }
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bool IsIgnorePlayerJoinMenuDisplayed() { return m_bIgnorePlayerJoinMenuDisplayed; }
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// INPUT
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void handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled);
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#ifdef __PSVITA__
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// Current active scene
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UIScene *getCurrentScene();
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#endif
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// FOCUS
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bool getFocusState();
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// A component is an element on a layer that displays BELOW other scenes in this layer, but does not engage in any navigation
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// E.g. you can keep a component active while performing navigation with other scenes on this layer
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void showComponent(int iPad, EUIScene scene, EUILayer layer, bool show);
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UIScene *addComponent(int iPad, EUIScene scene, EUILayer layer);
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void removeComponent(EUIScene scene, EUILayer layer);
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void SetViewportType(C4JRender::eViewportType type);
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C4JRender::eViewportType GetViewportType();
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virtual void HandleDLCMountingComplete();
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virtual void HandleDLCInstalled();
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#ifdef _XBOX_ONE
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virtual void HandleDLCLicenseChange();
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#endif
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virtual void HandleMessage(EUIMessage message, void *data);
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bool IsFullscreenGroup();
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void handleUnlockFullVersion();
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void PrintTotalMemoryUsage(__int64 &totalStatic, __int64 &totalDynamic);
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unsigned int GetLayerIndex(UILayer* layerPtr);
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int getCommandBufferList();
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UIScene *FindScene(EUIScene sceneType);
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private:
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void _UpdateFocusState();
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void updateStackStates();
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};
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