Files
MinecraftConsoles/Minecraft.Client/Common/UI/UIController.cpp
Loki Rautio 216943716b Revert "Fix UI button staying focused on mouse-out + controller snap (#773)"
This reverts commit 2f614a52c2.
Causes weird selection regression in certain menus
2026-03-06 19:05:12 -06:00

3502 lines
112 KiB
C++

#include "stdafx.h"
#include "UIController.h"
#include "UI.h"
#include "UIScene.h"
#include "UIControl_Slider.h"
#include "UIControl_TexturePackList.h"
#include "..\..\..\Minecraft.World\StringHelpers.h"
#include "..\..\LocalPlayer.h"
#include "..\..\DLCTexturePack.h"
#include "..\..\TexturePackRepository.h"
#include "..\..\Minecraft.h"
#include "..\..\..\Minecraft.World\net.minecraft.world.entity.boss.enderdragon.h"
#include "..\..\EnderDragonRenderer.h"
#include "..\..\MultiPlayerLocalPlayer.h"
#include "UIFontData.h"
#ifdef _WINDOWS64
#include "..\..\Windows64\KeyboardMouseInput.h"
#endif
#ifdef __PSVITA__
#include <message_dialog.h>
#endif
// 4J Stu - Enable this to override the Iggy Allocator
//#define ENABLE_IGGY_ALLOCATOR
//#define EXCLUDE_IGGY_ALLOCATIONS_FROM_HEAP_INSPECTOR
//#define ENABLE_IGGY_EXPLORER
#ifdef ENABLE_IGGY_EXPLORER
#include "Windows64\Iggy\include\iggyexpruntime.h"
#endif
//#define ENABLE_IGGY_PERFMON
#ifdef ENABLE_IGGY_PERFMON
#define PM_ORIGIN_X 24
#define PM_ORIGIN_Y 34
#ifdef __ORBIS__
#include "Orbis\Iggy\include\iggyperfmon.h"
#include "Orbis\Iggy\include\iggyperfmon_orbis.h"
#elif defined _DURANGO
#include "Durango\Iggy\include\iggyperfmon.h"
#elif defined __PS3__
#include "PS3\Iggy\include\iggyperfmon.h"
#include "PS3\Iggy\include\iggyperfmon_ps3.h"
#elif defined __PSVITA__
#include "PSVita\Iggy\include\iggyperfmon.h"
#include "PSVita\Iggy\include\iggyperfmon_psp2.h"
#elif defined __WINDOWS64
#include "Windows64\Iggy\include\iggyperfmon.h"
#endif
#endif
CRITICAL_SECTION UIController::ms_reloadSkinCS;
bool UIController::ms_bReloadSkinCSInitialised = false;
DWORD UIController::m_dwTrialTimerLimitSecs=DYNAMIC_CONFIG_DEFAULT_TRIAL_TIME;
#ifdef _WINDOWS64
static UIControl_Slider *FindSliderById(UIScene *pScene, int sliderId)
{
vector<UIControl *> *controls = pScene->GetControls();
if (!controls) return NULL;
for (size_t i = 0; i < controls->size(); ++i)
{
UIControl *ctrl = (*controls)[i];
if (ctrl && ctrl->getControlType() == UIControl::eSlider && ctrl->getId() == sliderId)
return (UIControl_Slider *)ctrl;
}
return NULL;
}
#endif
static void RADLINK WarningCallback(void *user_callback_data, Iggy *player, IggyResult code, const char *message)
{
//enum IggyResult{ IGGY_RESULT_SUCCESS = 0, IGGY_RESULT_Warning_None = 0,
// IGGY_RESULT_Warning_Misc = 100, IGGY_RESULT_Warning_GDraw = 101,
// IGGY_RESULT_Warning_ProgramFlow = 102,
// IGGY_RESULT_Warning_Actionscript = 103,
// IGGY_RESULT_Warning_Graphics = 104, IGGY_RESULT_Warning_Font = 105,
// IGGY_RESULT_Warning_Timeline = 106, IGGY_RESULT_Warning_Library = 107,
// IGGY_RESULT_Warning_CannotSustainFrameRate = 201,
// IGGY_RESULT_Warning_ThrewException = 202,
// IGGY_RESULT_Error_Threshhold = 400, IGGY_RESULT_Error_Misc = 400,
// IGGY_RESULT_Error_GDraw = 401, IGGY_RESULT_Error_ProgramFlow = 402,
// IGGY_RESULT_Error_Actionscript = 403, IGGY_RESULT_Error_Graphics = 404,
// IGGY_RESULT_Error_Font = 405, IGGY_RESULT_Error_Create = 406,
// IGGY_RESULT_Error_Library = 407, IGGY_RESULT_Error_ValuePath = 408,
// IGGY_RESULT_Error_Audio = 409, IGGY_RESULT_Error_Internal = 499,
// IGGY_RESULT_Error_InvalidIggy = 501,
// IGGY_RESULT_Error_InvalidArgument = 502,
// IGGY_RESULT_Error_InvalidEntity = 503,
// IGGY_RESULT_Error_UndefinedEntity = 504,
// IGGY_RESULT_Error_OutOfMemory = 1001,};
switch(code)
{
case IGGY_RESULT_Warning_CannotSustainFrameRate:
// Ignore warning
break;
default:
/* Normally, we'd want to issue this warning to some kind of
logging system or error reporting system, but since this is a
tutorial app, we just use Win32's default error stream. Since
ActionScript 3 exceptions are routed through this warning
callback, it's definitely a good idea to make sure these
warnings get printed somewhere that's easy for you to read and
use for debugging, otherwise debugging errors in the
ActionScript 3 code in your Flash content will be very
difficult! */
app.DebugPrintf(app.USER_SR, message);
app.DebugPrintf(app.USER_SR, "\n");
break;
};
}
/* Flash provides a way for ActionScript 3 code to print debug output
using a function called "trace". It's very useful for debugging
Flash programs, so ideally, when using Iggy, we'd like to see any
trace output alongside our own debugging output. To facilitate
this, Iggy allows us to install a callback that will be called
any time ActionScript code calls trace. */
static void RADLINK TraceCallback(void *user_callback_data, Iggy *player, char const *utf8_string, S32 length_in_bytes)
{
app.DebugPrintf(app.USER_UI, (char *)utf8_string);
}
#ifdef ENABLE_IGGY_PERFMON
static void *RADLINK perf_malloc(void *handle, U32 size)
{
return malloc(size);
}
static void RADLINK perf_free(void *handle, void *ptr)
{
return free(ptr);
}
#endif
#ifdef EXCLUDE_IGGY_ALLOCATIONS_FROM_HEAP_INSPECTOR
extern "C" void *__real_malloc(size_t t);
extern "C" void __real_free(void *t);
#endif
int64_t UIController::iggyAllocCount = 0;
static unordered_map<void *,size_t> allocations;
static void * RADLINK AllocateFunction ( void * alloc_callback_user_data , size_t size_requested , size_t * size_returned )
{
UIController *controller = (UIController *)alloc_callback_user_data;
EnterCriticalSection(&controller->m_Allocatorlock);
#ifdef EXCLUDE_IGGY_ALLOCATIONS_FROM_HEAP_INSPECTOR
void *alloc = __real_malloc(size_requested);
#else
void *alloc = malloc(size_requested);
#endif
*size_returned = size_requested;
UIController::iggyAllocCount += size_requested;
allocations[alloc] = size_requested;
app.DebugPrintf(app.USER_SR, "Allocating %d, new total: %d\n", size_requested, UIController::iggyAllocCount);
LeaveCriticalSection(&controller->m_Allocatorlock);
return alloc;
}
static void RADLINK DeallocateFunction ( void * alloc_callback_user_data , void * ptr )
{
UIController *controller = (UIController *)alloc_callback_user_data;
EnterCriticalSection(&controller->m_Allocatorlock);
size_t size = allocations[ptr];
UIController::iggyAllocCount -= size;
allocations.erase(ptr);
app.DebugPrintf(app.USER_SR, "Freeing %d, new total %d\n", size, UIController::iggyAllocCount);
#ifdef EXCLUDE_IGGY_ALLOCATIONS_FROM_HEAP_INSPECTOR
__real_free(ptr);
#else
free(ptr);
#endif
LeaveCriticalSection(&controller->m_Allocatorlock);
}
UIController::UIController()
{
m_uiDebugConsole = NULL;
m_reloadSkinThread = NULL;
m_navigateToHomeOnReload = false;
m_bCleanupOnReload = false;
m_mcTTFFont = NULL;
m_moj7 = NULL;
m_moj11 = NULL;
// 4J-JEV: It's important that these remain the same, unless updateCurrentLanguage is going to be called.
m_eCurrentFont = m_eTargetFont = eFont_NotLoaded;
#ifdef ENABLE_IGGY_ALLOCATOR
InitializeCriticalSection(&m_Allocatorlock);
#endif
// 4J Stu - This is a bit of a hack until we change the Minecraft initialisation to store the proper screen size for other platforms
#if defined _WINDOWS64 || defined _DURANGO || defined __ORBIS__
m_fScreenWidth = 1920.0f;
m_fScreenHeight = 1080.0f;
m_bScreenWidthSetup = false;
#else
m_fScreenWidth = 1280.0f;
m_fScreenHeight = 720.0f;
m_bScreenWidthSetup = false;
#endif
for(unsigned int i = 0; i < eLibrary_Count; ++i)
{
m_iggyLibraries[i] = IGGY_INVALID_LIBRARY;
}
for(unsigned int i = 0; i < XUSER_MAX_COUNT; ++i)
{
m_bMenuDisplayed[i] = false;
m_iCountDown[i]=0;
m_bMenuToBeClosed[i]=false;
for(unsigned int key = 0; key <= ACTION_MAX_MENU; ++key)
{
m_actionRepeatTimer[i][key] = 0;
}
}
for(unsigned int i = 0; i < eUIGroup_COUNT; ++i)
{
m_bCloseAllScenes[i] = false;
}
m_iPressStartQuadrantsMask = 0;
m_currentRenderViewport = C4JRender::VIEWPORT_TYPE_FULLSCREEN;
m_bCustomRenderPosition = false;
m_winUserIndex = 0;
m_mouseDraggingSliderScene = eUIScene_COUNT;
m_mouseDraggingSliderId = -1;
m_mouseClickConsumedByScene = false;
m_bMouseHoverHorizontalList = false;
m_lastHoverMouseX = -1;
m_lastHoverMouseY = -1;
m_accumulatedTicks = 0;
m_lastUiSfx = 0;
InitializeCriticalSection(&m_navigationLock);
InitializeCriticalSection(&m_registeredCallbackScenesCS);
//m_bSysUIShowing=false;
m_bSystemUIShowing=false;
#ifdef __PSVITA__
m_bTouchscreenPressed=false;
#endif
if(!ms_bReloadSkinCSInitialised)
{
// MGH - added to prevent crash loading Iggy movies while the skins were being reloaded
InitializeCriticalSection(&ms_reloadSkinCS);
ms_bReloadSkinCSInitialised = true;
}
}
void UIController::SetSysUIShowing(bool bVal)
{
if(bVal) app.DebugPrintf("System UI showing\n");
else app.DebugPrintf("System UI stopped showing\n");
m_bSystemUIShowing=bVal;
}
void UIController::SetSystemUIShowing(LPVOID lpParam,bool bVal)
{
UIController *pClass=(UIController *)lpParam;
pClass->SetSysUIShowing(bVal);
}
// SETUP
void UIController::preInit(S32 width, S32 height)
{
m_fScreenWidth = width;
m_fScreenHeight = height;
m_bScreenWidthSetup = true;
#ifdef ENABLE_IGGY_ALLOCATOR
IggyAllocator allocator;
allocator.user_callback_data = this;
allocator.mem_alloc = &AllocateFunction;
allocator.mem_free = &DeallocateFunction;
IggyInit(&allocator);
#else
IggyInit(0);
#endif
IggySetWarningCallback(WarningCallback, 0);
IggySetTraceCallbackUTF8(TraceCallback, 0);
setFontCachingCalculationBuffer(-1);
}
void UIController::postInit()
{
// set up a custom rendering callback
IggySetCustomDrawCallback(&UIController::CustomDrawCallback, this);
IggySetAS3ExternalFunctionCallbackUTF16 ( &UIController::ExternalFunctionCallback, this );
IggySetTextureSubstitutionCallbacks ( &UIController::TextureSubstitutionCreateCallback , &UIController::TextureSubstitutionDestroyCallback, this );
SetupFont();
//
loadSkins();
for(unsigned int i = 0; i < eUIGroup_COUNT; ++i)
{
m_groups[i] = new UIGroup((EUIGroup)i,i-1);
}
#ifdef ENABLE_IGGY_EXPLORER
iggy_explorer = IggyExpCreate("127.0.0.1", 9190, malloc(IGGYEXP_MIN_STORAGE), IGGYEXP_MIN_STORAGE);
if ( iggy_explorer == NULL )
{
// not normally an error, just an error for this demo!
app.DebugPrintf( "Couldn't connect to Iggy Explorer, did you run it first?" );
}
else
{
IggyUseExplorer( m_groups[1]->getHUD()->getMovie(), iggy_explorer);
}
#endif
#ifdef ENABLE_IGGY_PERFMON
m_iggyPerfmonEnabled = false;
iggy_perfmon = IggyPerfmonCreate(perf_malloc, perf_free, NULL);
IggyInstallPerfmon(iggy_perfmon);
#endif
NavigateToScene(0, eUIScene_Intro);
}
UIController::EFont UIController::getFontForLanguage(int language)
{
switch(language)
{
case XC_LANGUAGE_JAPANESE: return eFont_Japanese;
#ifdef _DURANGO
case XC_LANGUAGE_SCHINESE: return eFont_SimpChinese;
#endif
case XC_LANGUAGE_TCHINESE: return eFont_TradChinese;
case XC_LANGUAGE_KOREAN: return eFont_Korean;
default: return eFont_Bitmap;
}
}
UITTFFont *UIController::createFont(EFont fontLanguage)
{
switch(fontLanguage)
{
#if defined(__PS3__) || defined(__ORBIS__) || defined(__PSVITA__)
case eFont_Japanese: return new UITTFFont("Mojangles_TTF_jaJP", "Common/Media/font/JPN/DF-DotDotGothic16.ttf", 0x203B); // JPN
// case eFont_SimpChinese: Simplified Chinese is unsupported.
case eFont_TradChinese: return new UITTFFont("Mojangles_TTF_cnTD", "Common/Media/font/CHT/DFTT_R5.TTC", 0x203B); // CHT
case eFont_Korean: return new UITTFFont("Mojangles_TTF_koKR", "Common/Media/font/KOR/candadite2.ttf", 0x203B); // KOR
#else
case eFont_Japanese: return new UITTFFont("Mojangles_TTF_jaJP", "Common/Media/font/JPN/DFGMaruGothic-Md.ttf", 0x2022); // JPN
#ifdef _DURANGO
case eFont_SimpChinese: return new UITTFFont("Mojangled_TTF_cnCN", "Common/Media/font/CHS/MSYH.ttf", 0x2022); // CHS
#endif
case eFont_TradChinese: return new UITTFFont("Mojangles_TTF_cnTD", "Common/Media/font/CHT/DFHeiMedium-B5.ttf", 0x2022); // CHT
case eFont_Korean: return new UITTFFont("Mojangles_TTF_koKR", "Common/Media/font/KOR/BOKMSD.ttf", 0x2022); // KOR
#endif
// 4J-JEV, Cyrillic characters have been added to this font now, (4/July/14)
// XC_LANGUAGE_RUSSIAN and XC_LANGUAGE_GREEK:
default: return NULL;
}
}
void UIController::SetupFont()
{
// 4J-JEV: Language hasn't changed or is already changing.
if ( (m_eCurrentFont != m_eTargetFont) || !UIString::setCurrentLanguage() ) return;
DWORD nextLanguage = UIString::getCurrentLanguage();
m_eTargetFont = getFontForLanguage(nextLanguage);
// flag a language change to reload the string tables in the DLC
app.m_dlcManager.LanguageChanged();
app.loadStringTable(); // Switch to use new string table,
if (m_eTargetFont == m_eCurrentFont)
{
// 4J-JEV: If we're ingame, reload the font to update all the text.
if (app.GetGameStarted()) app.SetAction(ProfileManager.GetPrimaryPad(), eAppAction_ReloadFont);
return;
}
if (m_eCurrentFont != eFont_NotLoaded) app.DebugPrintf("[UIController] Font switch required for language transition to %i.\n", nextLanguage);
else app.DebugPrintf("[UIController] Initialising font for language %i.\n", nextLanguage);
if (m_mcTTFFont != NULL)
{
delete m_mcTTFFont;
m_mcTTFFont = NULL;
}
if(m_eTargetFont == eFont_Bitmap)
{
// these may have been set up by a previous language being chosen
if (m_moj7 == NULL) m_moj7 = new UIBitmapFont(SFontData::Mojangles_7);
if (m_moj11 == NULL) m_moj11 = new UIBitmapFont(SFontData::Mojangles_11);
// 4J-JEV: Ensure we redirect to them correctly, even if the objects were previously initialised.
m_moj7->registerFont();
m_moj11->registerFont();
}
else if (m_eTargetFont != eFont_NotLoaded)
{
m_mcTTFFont = createFont(m_eTargetFont);
app.DebugPrintf("[Iggy] Set font indirect to '%hs'.\n", m_mcTTFFont->getFontName().c_str());
IggyFontSetIndirectUTF8( "Mojangles7", -1, IGGY_FONTFLAG_all, m_mcTTFFont->getFontName().c_str(), -1, IGGY_FONTFLAG_none );
IggyFontSetIndirectUTF8( "Mojangles11", -1, IGGY_FONTFLAG_all, m_mcTTFFont->getFontName().c_str(), -1, IGGY_FONTFLAG_none );
}
else
{
assert(false);
}
// Reload ui to set new font.
if (m_eCurrentFont != eFont_NotLoaded)
{
app.SetAction(ProfileManager.GetPrimaryPad(), eAppAction_ReloadFont);
}
else
{
updateCurrentFont();
}
}
bool UIController::PendingFontChange()
{
return getFontForLanguage( XGetLanguage() ) != m_eCurrentFont;
}
void UIController::setCleanupOnReload()
{
m_bCleanupOnReload = true;
}
void UIController::updateCurrentFont()
{
m_eCurrentFont = m_eTargetFont;
}
bool UIController::UsingBitmapFont()
{
return m_eCurrentFont == eFont_Bitmap;
}
// TICKING
void UIController::tick()
{
SetupFont(); // If necessary, change font.
if ( (m_navigateToHomeOnReload || m_bCleanupOnReload) && !ui.IsReloadingSkin() )
{
ui.CleanUpSkinReload();
if (m_navigateToHomeOnReload || !g_NetworkManager.IsInSession())
{
ui.NavigateToScene(ProfileManager.GetPrimaryPad(),eUIScene_MainMenu);
}
else
{
ui.CloseAllPlayersScenes();
}
updateCurrentFont();
m_navigateToHomeOnReload = false;
m_bCleanupOnReload = false;
}
for(unsigned int i = 0; i < eUIGroup_COUNT; ++i)
{
if(m_bCloseAllScenes[i])
{
m_groups[i]->closeAllScenes();
m_groups[i]->getTooltips()->SetTooltips(-1);
m_bCloseAllScenes[i] = false;
}
}
if(m_accumulatedTicks == 0) tickInput();
m_accumulatedTicks = 0;
for(unsigned int i = 0; i < eUIGroup_COUNT; ++i)
{
m_groups[i]->tick();
// TODO: May wish to skip ticking other groups here
}
// Clear out the cached movie file data
int64_t currentTime = System::currentTimeMillis();
for (auto it = m_cachedMovieData.begin(); it != m_cachedMovieData.end();)
{
if(it->second.m_expiry < currentTime)
{
delete [] it->second.m_ba.data;
it = m_cachedMovieData.erase(it);
}
else
{
++it;
}
}
}
void UIController::loadSkins()
{
wstring platformSkinPath = L"";
#ifdef __PS3__
platformSkinPath = L"skinPS3.swf";
#elif defined __PSVITA__
platformSkinPath = L"skinVita.swf";
#elif defined _WINDOWS64
if(m_fScreenHeight>720.0f)
{
platformSkinPath = L"skinHDWin.swf";
}
else
{
platformSkinPath = L"skinWin.swf";
}
#elif defined _DURANGO
if(m_fScreenHeight>720.0f)
{
platformSkinPath = L"skinHDDurango.swf";
}
else
{
platformSkinPath = L"skinDurango.swf";
}
#elif defined __ORBIS__
if(m_fScreenHeight>720.0f)
{
platformSkinPath = L"skinHDOrbis.swf";
}
else
{
platformSkinPath = L"skinOrbis.swf";
}
#endif
// Every platform has one of these, so nothing shared
if(m_fScreenHeight>720.0f)
{
m_iggyLibraries[eLibrary_Platform] = loadSkin(platformSkinPath, L"platformskinHD.swf");
}
else
{
m_iggyLibraries[eLibrary_Platform] = loadSkin(platformSkinPath, L"platformskin.swf");
}
#if defined(__PS3__) || defined(__PSVITA__)
m_iggyLibraries[eLibrary_GraphicsDefault] = loadSkin(L"skinGraphics.swf", L"skinGraphics.swf");
m_iggyLibraries[eLibrary_GraphicsHUD] = loadSkin(L"skinGraphicsHud.swf", L"skinGraphicsHud.swf");
m_iggyLibraries[eLibrary_GraphicsInGame] = loadSkin(L"skinGraphicsInGame.swf", L"skinGraphicsInGame.swf");
m_iggyLibraries[eLibrary_GraphicsTooltips] = loadSkin(L"skinGraphicsTooltips.swf", L"skinGraphicsTooltips.swf");
m_iggyLibraries[eLibrary_GraphicsLabels] = loadSkin(L"skinGraphicsLabels.swf", L"skinGraphicsLabels.swf");
m_iggyLibraries[eLibrary_Labels] = loadSkin(L"skinLabels.swf", L"skinLabels.swf");
m_iggyLibraries[eLibrary_InGame] = loadSkin(L"skinInGame.swf", L"skinInGame.swf");
m_iggyLibraries[eLibrary_HUD] = loadSkin(L"skinHud.swf", L"skinHud.swf");
m_iggyLibraries[eLibrary_Tooltips] = loadSkin(L"skinTooltips.swf", L"skinTooltips.swf");
m_iggyLibraries[eLibrary_Default] = loadSkin(L"skin.swf", L"skin.swf");
#endif
#if ( defined(_WINDOWS64) || defined(_DURANGO) || defined(__ORBIS__) )
#if defined(_WINDOWS64)
// 4J Stu - Load the 720/480 skins so that we have something to fallback on during development
#ifndef _FINAL_BUILD
m_iggyLibraries[eLibraryFallback_GraphicsDefault] = loadSkin(L"skinGraphics.swf", L"skinGraphics.swf");
m_iggyLibraries[eLibraryFallback_GraphicsHUD] = loadSkin(L"skinGraphicsHud.swf", L"skinGraphicsHud.swf");
m_iggyLibraries[eLibraryFallback_GraphicsInGame] = loadSkin(L"skinGraphicsInGame.swf", L"skinGraphicsInGame.swf");
m_iggyLibraries[eLibraryFallback_GraphicsTooltips] = loadSkin(L"skinGraphicsTooltips.swf", L"skinGraphicsTooltips.swf");
m_iggyLibraries[eLibraryFallback_GraphicsLabels] = loadSkin(L"skinGraphicsLabels.swf", L"skinGraphicsLabels.swf");
m_iggyLibraries[eLibraryFallback_Labels] = loadSkin(L"skinLabels.swf", L"skinLabels.swf");
m_iggyLibraries[eLibraryFallback_InGame] = loadSkin(L"skinInGame.swf", L"skinInGame.swf");
m_iggyLibraries[eLibraryFallback_HUD] = loadSkin(L"skinHud.swf", L"skinHud.swf");
m_iggyLibraries[eLibraryFallback_Tooltips] = loadSkin(L"skinTooltips.swf", L"skinTooltips.swf");
m_iggyLibraries[eLibraryFallback_Default] = loadSkin(L"skin.swf", L"skin.swf");
#endif
#endif
m_iggyLibraries[eLibrary_GraphicsDefault] = loadSkin(L"skinHDGraphics.swf", L"skinHDGraphics.swf");
m_iggyLibraries[eLibrary_GraphicsHUD] = loadSkin(L"skinHDGraphicsHud.swf", L"skinHDGraphicsHud.swf");
m_iggyLibraries[eLibrary_GraphicsInGame] = loadSkin(L"skinHDGraphicsInGame.swf", L"skinHDGraphicsInGame.swf");
m_iggyLibraries[eLibrary_GraphicsTooltips] = loadSkin(L"skinHDGraphicsTooltips.swf", L"skinHDGraphicsTooltips.swf");
m_iggyLibraries[eLibrary_GraphicsLabels] = loadSkin(L"skinHDGraphicsLabels.swf", L"skinHDGraphicsLabels.swf");
m_iggyLibraries[eLibrary_Labels] = loadSkin(L"skinHDLabels.swf", L"skinHDLabels.swf");
m_iggyLibraries[eLibrary_InGame] = loadSkin(L"skinHDInGame.swf", L"skinHDInGame.swf");
m_iggyLibraries[eLibrary_HUD] = loadSkin(L"skinHDHud.swf", L"skinHDHud.swf");
m_iggyLibraries[eLibrary_Tooltips] = loadSkin(L"skinHDTooltips.swf", L"skinHDTooltips.swf");
m_iggyLibraries[eLibrary_Default] = loadSkin(L"skinHD.swf", L"skinHD.swf");
#endif // HD platforms
}
IggyLibrary UIController::loadSkin(const wstring &skinPath, const wstring &skinName)
{
IggyLibrary lib = IGGY_INVALID_LIBRARY;
// 4J Stu - We need to load the platformskin before the normal skin, as the normal skin requires some elements from the platform skin
if(!skinPath.empty() && app.hasArchiveFile(skinPath))
{
byteArray baFile = app.getArchiveFile(skinPath);
lib = IggyLibraryCreateFromMemoryUTF16( (IggyUTF16 *)skinName.c_str() , (void *)baFile.data, baFile.length, NULL );
delete[] baFile.data;
#ifdef _DEBUG
IggyMemoryUseInfo memoryInfo;
rrbool res;
int iteration = 0;
int64_t totalStatic = 0;
while(res = IggyDebugGetMemoryUseInfo ( NULL ,
lib ,
"" ,
0 ,
iteration ,
&memoryInfo ))
{
totalStatic += memoryInfo.static_allocation_bytes;
app.DebugPrintf(app.USER_SR, "%ls - %.*s, static: %dB, dynamic: %dB\n", skinPath.c_str(), memoryInfo.subcategory_stringlen, memoryInfo.subcategory, memoryInfo.static_allocation_bytes, memoryInfo.dynamic_allocation_bytes);
++iteration;
}
app.DebugPrintf(app.USER_SR, "%ls - Total static: %dB (%dKB)\n", skinPath.c_str(), totalStatic, totalStatic/1024);
#endif
}
return lib;
}
void UIController::ReloadSkin()
{
// Destroy all scene swf
for(unsigned int i = 0; i < eUIGroup_COUNT; ++i)
{
//m_bCloseAllScenes[i] = true;
m_groups[i]->DestroyAll();
}
// Unload the current libraries
// Some libraries reference others, so we destroy in reverse order
for(int i = eLibrary_Count - 1; i >= 0; --i)
{
if(m_iggyLibraries[i] != IGGY_INVALID_LIBRARY) IggyLibraryDestroy(m_iggyLibraries[i]);
m_iggyLibraries[i] = IGGY_INVALID_LIBRARY;
}
#ifdef _WINDOWS64
// 4J Stu - Don't load on a thread on windows. I haven't investigated this in detail, so a quick fix
reloadSkinThreadProc(this);
#else
m_reloadSkinThread = new C4JThread(reloadSkinThreadProc, (void*)this, "Reload skin thread");
m_reloadSkinThread->SetProcessor(CPU_CORE_UI_SCENE);
// Navigate to the timer scene so that we can display something while the loading is happening
ui.NavigateToScene(0,eUIScene_Timer,(void *)1,eUILayer_Tooltips,eUIGroup_Fullscreen);
//m_reloadSkinThread->Run();
//// Load new skin
//loadSkins();
//// Reload all scene swf
//for(int i = eUIGroup_Player1; i <= eUIGroup_Player4; ++i)
//{
// m_groups[i]->ReloadAll();
//}
//// Always reload the fullscreen group
//m_groups[eUIGroup_Fullscreen]->ReloadAll();
#endif
}
void UIController::StartReloadSkinThread()
{
if(m_reloadSkinThread) m_reloadSkinThread->Run();
}
int UIController::reloadSkinThreadProc(void* lpParam)
{
EnterCriticalSection(&ms_reloadSkinCS); // MGH - added to prevent crash loading Iggy movies while the skins were being reloaded
UIController *controller = (UIController *)lpParam;
// Load new skin
controller->loadSkins();
// Reload all scene swf
for(int i = eUIGroup_Player1; i < eUIGroup_COUNT; ++i)
{
controller->m_groups[i]->ReloadAll();
}
// Always reload the fullscreen group
controller->m_groups[eUIGroup_Fullscreen]->ReloadAll();
// 4J Stu - Don't do this on windows, as we never navigated forwards to start with
#ifndef _WINDOW64
controller->NavigateBack(0, false, eUIScene_COUNT, eUILayer_Tooltips);
#endif
LeaveCriticalSection(&ms_reloadSkinCS);
return 0;
}
bool UIController::IsReloadingSkin()
{
return m_reloadSkinThread && (!m_reloadSkinThread->hasStarted() || m_reloadSkinThread->isRunning());
}
bool UIController::IsExpectingOrReloadingSkin()
{
return Minecraft::GetInstance()->skins->getSelected()->isLoadingData() || Minecraft::GetInstance()->skins->needsUIUpdate() || IsReloadingSkin() || PendingFontChange();
}
void UIController::CleanUpSkinReload()
{
delete m_reloadSkinThread;
m_reloadSkinThread = NULL;
if(!Minecraft::GetInstance()->skins->isUsingDefaultSkin())
{
if(!Minecraft::GetInstance()->skins->getSelected()->hasAudio())
{
#ifdef _DURANGO
DWORD result = StorageManager.UnmountInstalledDLC(L"TPACK");
#else
DWORD result = StorageManager.UnmountInstalledDLC("TPACK");
#endif
}
}
for(auto queuedData : m_queuedMessageBoxData)
{
ui.NavigateToScene(queuedData->iPad, eUIScene_MessageBox, &queuedData->info, queuedData->layer, eUIGroup_Fullscreen);
delete queuedData->info.uiOptionA;
delete queuedData;
}
m_queuedMessageBoxData.clear();
}
byteArray UIController::getMovieData(const wstring &filename)
{
// Cache everything we load in the current tick
int64_t targetTime = System::currentTimeMillis() + (1000LL * 60);
auto it = m_cachedMovieData.find(filename);
if(it == m_cachedMovieData.end() )
{
byteArray baFile = app.getArchiveFile(filename);
CachedMovieData cmd;
cmd.m_ba = baFile;
cmd.m_expiry = targetTime;
m_cachedMovieData[filename] = cmd;
return baFile;
}
else
{
it->second.m_expiry = targetTime;
return it->second.m_ba;
}
}
// INPUT
void UIController::tickInput()
{
// If system/commerce UI up, don't handle input
//if(!m_bSysUIShowing && !m_bSystemUIShowing)
if(!m_bSystemUIShowing)
{
#ifdef ENABLE_IGGY_PERFMON
if (m_iggyPerfmonEnabled)
{
if(InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(), ACTION_MENU_STICK_PRESS)) m_iggyPerfmonEnabled = !m_iggyPerfmonEnabled;
}
else
#endif
{
#ifdef _WINDOWS64
m_mouseClickConsumedByScene = false;
if (!g_KBMInput.IsMouseGrabbed() && g_KBMInput.IsKBMActive())
{
UIScene *pScene = NULL;
// Search by layer priority across all groups (layer-first).
// Tooltip layer is skipped because it holds non-interactive
// overlays (button hints, timer) that should never capture mouse.
// Old group-first order found those tooltips on eUIGroup_Fullscreen
// before reaching in-game menus on eUIGroup_Player1.
static const EUILayer mouseLayers[] = {
#ifndef _CONTENT_PACKAGE
eUILayer_Debug,
#endif
eUILayer_Error,
eUILayer_Alert,
eUILayer_Popup,
eUILayer_Fullscreen,
eUILayer_Scene,
};
for (int l = 0; l < _countof(mouseLayers) && !pScene; ++l)
{
for (int grp = 0; grp < eUIGroup_COUNT && !pScene; ++grp)
{
pScene = m_groups[grp]->GetTopScene(mouseLayers[l]);
}
}
if (pScene && pScene->getMovie())
{
int rawMouseX = g_KBMInput.GetMouseX();
int rawMouseY = g_KBMInput.GetMouseY();
// Only update hover focus when the mouse has actually moved,
// so that mouse-wheel scrolling can change list selection
// without the hover immediately snapping focus back.
bool mouseMoved = (rawMouseX != m_lastHoverMouseX || rawMouseY != m_lastHoverMouseY);
m_lastHoverMouseX = rawMouseX;
m_lastHoverMouseY = rawMouseY;
// Convert mouse to scene/movie coordinates
F32 sceneMouseX = (F32)rawMouseX;
F32 sceneMouseY = (F32)rawMouseY;
{
extern HWND g_hWnd;
RECT rc;
if (g_hWnd && GetClientRect(g_hWnd, &rc))
{
int winW = rc.right - rc.left;
int winH = rc.bottom - rc.top;
if (winW > 0 && winH > 0)
{
sceneMouseX = sceneMouseX * ((F32)pScene->getRenderWidth() / (F32)winW);
sceneMouseY = sceneMouseY * ((F32)pScene->getRenderHeight() / (F32)winH);
}
}
}
// Get main panel offset (controls are positioned relative to it)
S32 panelOffsetX = 0, panelOffsetY = 0;
UIControl *pMainPanel = pScene->GetMainPanel();
if (pMainPanel)
{
pMainPanel->UpdateControl();
panelOffsetX = pMainPanel->getXPos();
panelOffsetY = pMainPanel->getYPos();
}
// Mouse hover — hit test against C++ control bounds.
// Simple controls use SetFocusToElement; list controls
// use their own SetTouchFocus for Flash-side hit testing.
if (mouseMoved)
{
m_bMouseHoverHorizontalList = false;
vector<UIControl *> *controls = pScene->GetControls();
if (controls)
{
int hitControlId = -1;
S32 hitArea = INT_MAX;
UIControl *hitCtrl = NULL;
for (size_t i = 0; i < controls->size(); ++i)
{
UIControl *ctrl = (*controls)[i];
if (!ctrl || ctrl->getHidden() || !ctrl->getVisible() || ctrl->getId() < 0)
continue;
UIControl::eUIControlType type = ctrl->getControlType();
if (type != UIControl::eButton && type != UIControl::eTextInput &&
type != UIControl::eCheckBox && type != UIControl::eSlider &&
type != UIControl::eButtonList && type != UIControl::eTexturePackList)
continue;
// If the scene has an active panel (e.g. tab menus),
// skip controls that aren't children of that panel.
if (pMainPanel && ctrl->getParentPanel() != pMainPanel)
continue;
ctrl->UpdateControl();
S32 cx = ctrl->getXPos() + panelOffsetX;
S32 cy = ctrl->getYPos() + panelOffsetY;
S32 cw = ctrl->getWidth();
S32 ch = ctrl->getHeight();
// TexturePackList origin is where the slot area starts,
// not the top-left of the whole control — use GetRealHeight.
if (type == UIControl::eTexturePackList)
ch = ((UIControl_TexturePackList *)ctrl)->GetRealHeight();
if (cw <= 0 || ch <= 0)
continue;
if (sceneMouseX >= cx && sceneMouseX <= cx + cw &&
sceneMouseY >= cy && sceneMouseY <= cy + ch)
{
if (type == UIControl::eButtonList)
{
// ButtonList manages focus internally via Flash —
// pass mouse coords so it can highlight the right item.
((UIControl_ButtonList *)ctrl)->SetTouchFocus(
(S32)sceneMouseX, (S32)sceneMouseY, false);
hitControlId = -1;
hitArea = INT_MAX;
hitCtrl = NULL;
break; // ButtonList takes priority
}
if (type == UIControl::eTexturePackList)
{
// TexturePackList expects coords relative to its origin.
UIControl_TexturePackList *pList = (UIControl_TexturePackList *)ctrl;
pScene->SetFocusToElement(ctrl->getId());
pList->SetTouchFocus(
(S32)(sceneMouseX - cx), (S32)(sceneMouseY - cy), false);
m_bMouseHoverHorizontalList = true;
hitControlId = -1;
hitArea = INT_MAX;
hitCtrl = NULL;
break;
}
S32 area = cw * ch;
if (area < hitArea)
{
hitControlId = ctrl->getId();
hitArea = area;
hitCtrl = ctrl;
if (type == UIControl::eSlider)
m_bMouseHoverHorizontalList = true;
}
}
}
if (hitControlId >= 0 && pScene->getControlFocus() != hitControlId)
{
// During direct editing, don't let hover move focus
// away to other TextInputs (e.g. sign lines).
if (hitCtrl && hitCtrl->getControlType() == UIControl::eTextInput
&& pScene->isDirectEditBlocking())
{
// Skip — keep focus on the actively-edited input
}
else
{
pScene->SetFocusToElement(hitControlId);
// TextInput: SetFocusToElement triggers ChangeState which
// shows the caret. Hide it immediately — the render pass
// happens after both tickInput and scene tick, so no flicker.
if (hitCtrl && hitCtrl->getControlType() == UIControl::eTextInput)
{
((UIControl_TextInput *)hitCtrl)->setCaretVisible(false);
}
}
}
}
}
bool leftPressed = g_KBMInput.IsMouseButtonPressed(KeyboardMouseInput::MOUSE_LEFT);
bool leftDown = leftPressed || g_KBMInput.IsMouseButtonDown(KeyboardMouseInput::MOUSE_LEFT);
if (m_mouseDraggingSliderScene != eUIScene_COUNT && m_mouseDraggingSliderScene != pScene->getSceneType())
{
m_mouseDraggingSliderScene = eUIScene_COUNT;
m_mouseDraggingSliderId = -1;
}
if (leftPressed)
{
vector<UIControl *> *controls = pScene->GetControls();
if (controls)
{
// Set Iggy dispatch focus for TextInput on click (not hover)
// so ACTION_MENU_OK targets the correct text field.
for (size_t i = 0; i < controls->size(); ++i)
{
UIControl *ctrl = (*controls)[i];
if (!ctrl || ctrl->getControlType() != UIControl::eTextInput || !ctrl->getVisible())
continue;
if (pMainPanel && ctrl->getParentPanel() != pMainPanel)
continue;
ctrl->UpdateControl();
S32 cx = ctrl->getXPos() + panelOffsetX;
S32 cy = ctrl->getYPos() + panelOffsetY;
S32 cw = ctrl->getWidth();
S32 ch = ctrl->getHeight();
if (cw > 0 && ch > 0 &&
sceneMouseX >= cx && sceneMouseX <= cx + cw &&
sceneMouseY >= cy && sceneMouseY <= cy + ch)
{
Iggy *movie = pScene->getMovie();
IggyFocusHandle currentFocus = IGGY_FOCUS_NULL;
IggyFocusableObject focusables[64];
S32 numFocusables = 0;
IggyPlayerGetFocusableObjects(movie, &currentFocus, focusables, 64, &numFocusables);
for (S32 fi = 0; fi < numFocusables && fi < 64; ++fi)
{
if (sceneMouseX >= focusables[fi].x0 && sceneMouseX <= focusables[fi].x1 &&
sceneMouseY >= focusables[fi].y0 && sceneMouseY <= focusables[fi].y1)
{
IggyPlayerSetFocusRS(movie, focusables[fi].object, 0);
break;
}
}
break;
}
}
for (size_t i = 0; i < controls->size(); ++i)
{
UIControl *ctrl = (*controls)[i];
if (!ctrl || ctrl->getControlType() != UIControl::eSlider || !ctrl->getVisible())
continue;
if (pMainPanel && ctrl->getParentPanel() != pMainPanel)
continue;
UIControl_Slider *pSlider = (UIControl_Slider *)ctrl;
pSlider->UpdateControl();
S32 cx = pSlider->getXPos() + panelOffsetX;
S32 cy = pSlider->getYPos() + panelOffsetY;
S32 cw = pSlider->GetRealWidth();
S32 ch = pSlider->getHeight();
if (cw <= 0 || ch <= 0)
continue;
if (sceneMouseX >= cx && sceneMouseX <= cx + cw && sceneMouseY >= cy && sceneMouseY <= cy + ch)
{
m_mouseDraggingSliderScene = pScene->getSceneType();
m_mouseDraggingSliderId = pSlider->getId();
break;
}
}
}
}
if (leftDown && m_mouseDraggingSliderScene == pScene->getSceneType() && m_mouseDraggingSliderId >= 0)
{
UIControl_Slider *pSlider = FindSliderById(pScene, m_mouseDraggingSliderId);
if (pSlider && pSlider->getVisible())
{
pSlider->UpdateControl();
S32 sliderX = pSlider->getXPos() + panelOffsetX;
S32 sliderWidth = pSlider->GetRealWidth();
if (sliderWidth > 0)
{
float fNewSliderPos = (sceneMouseX - (float)sliderX) / (float)sliderWidth;
if (fNewSliderPos < 0.0f) fNewSliderPos = 0.0f;
if (fNewSliderPos > 1.0f) fNewSliderPos = 1.0f;
pSlider->SetSliderTouchPos(fNewSliderPos);
}
}
else
{
m_mouseDraggingSliderScene = eUIScene_COUNT;
m_mouseDraggingSliderId = -1;
}
}
else if (!leftDown)
{
m_mouseDraggingSliderScene = eUIScene_COUNT;
m_mouseDraggingSliderId = -1;
}
// Let the scene handle mouse clicks for custom navigation (e.g. crafting slots)
if (leftPressed && m_mouseDraggingSliderId < 0)
{
m_mouseClickConsumedByScene = pScene->handleMouseClick(sceneMouseX, sceneMouseY);
}
}
}
#endif
handleInput();
++m_accumulatedTicks;
}
}
}
void UIController::handleInput()
{
// For each user, loop over each key type and send messages based on the state
for(unsigned int iPad = 0; iPad < XUSER_MAX_COUNT; ++iPad)
{
#ifdef _DURANGO
// 4J-JEV: Added exception for primary play who migh've uttered speech commands.
if(iPad != ProfileManager.GetPrimaryPad()
&& (!InputManager.IsPadConnected(iPad) || !InputManager.IsPadLocked(iPad)) ) continue;
#endif
for(unsigned int key = 0; key <= ACTION_MAX_MENU; ++key)
{
handleKeyPress(iPad, key);
}
#ifdef __PSVITA__
//CD - Vita requires key press 40 - select [MINECRAFT_ACTION_GAME_INFO]
handleKeyPress(iPad, MINECRAFT_ACTION_GAME_INFO);
#endif
}
#ifdef _DURANGO
if(!app.GetGameStarted())
{
bool repeat = false;
int firstUnfocussedUnhandledPad = -1;
// For durango, check for unmapped controllers
for(unsigned int iPad = XUSER_MAX_COUNT; iPad < (XUSER_MAX_COUNT + InputManager.MAX_GAMEPADS); ++iPad)
{
if(InputManager.IsPadLocked(iPad) || !InputManager.IsPadConnected(iPad) ) continue;
for(unsigned int key = 0; key <= ACTION_MAX_MENU; ++key)
{
bool pressed = InputManager.ButtonPressed(iPad,key); // Toggle
bool released = InputManager.ButtonReleased(iPad,key); // Toggle
if(pressed || released)
{
bool handled = false;
// Send the key to the fullscreen group first
m_groups[(int)eUIGroup_Fullscreen]->handleInput(iPad, key, repeat, pressed, released, handled);
if(firstUnfocussedUnhandledPad < 0 && !m_groups[(int)eUIGroup_Fullscreen]->HasFocus(iPad))
{
firstUnfocussedUnhandledPad = iPad;
}
}
}
}
if(ProfileManager.GetLockedProfile() >= 0 && !InputManager.IsPadLocked( ProfileManager.GetLockedProfile() ) && firstUnfocussedUnhandledPad >= 0)
{
ProfileManager.RequestSignInUI(false, false, false, false, true, NULL, NULL, firstUnfocussedUnhandledPad );
}
}
#endif
}
void UIController::handleKeyPress(unsigned int iPad, unsigned int key)
{
bool down = false;
bool pressed = false; // Toggle
bool released = false; // Toggle
bool repeat = false;
#ifdef __PSVITA__
if(key==ACTION_MENU_OK)
{
bool bTouchScreenInput=false;
// check the touchscreen
// 4J-PB - use the touchscreen for quickselect
SceTouchData* pTouchData = InputManager.GetTouchPadData(iPad,false);
if((m_bTouchscreenPressed==false) && pTouchData->reportNum==1)
{
// no active touch? clear active and highlighted touch UI elements
m_ActiveUIElement = NULL;
m_HighlightedUIElement = NULL;
// fullscreen first
UIScene *pScene=m_groups[(int)eUIGroup_Fullscreen]->getCurrentScene();
// also check tooltip scene if we're not touching anything in the main scene
UIScene *pToolTips=m_groups[(int)eUIGroup_Fullscreen]->getTooltips();
if(pScene)
{
// scene touch check
if(TouchBoxHit(pScene,pTouchData->report[0].x,pTouchData->report[0].y))
{
down=pressed=m_bTouchscreenPressed=true;
bTouchScreenInput=true;
}
// tooltip touch check
else if(TouchBoxHit(pToolTips,pTouchData->report[0].x,pTouchData->report[0].y))
{
down=pressed=m_bTouchscreenPressed=true;
bTouchScreenInput=true;
}
}
else
{
pScene=m_groups[(EUIGroup)(iPad+1)]->getCurrentScene();
pToolTips=m_groups[(int)iPad+1]->getTooltips();
if(pScene)
{
// scene touch check
if(TouchBoxHit(pScene,pTouchData->report[0].x,pTouchData->report[0].y))
{
down=pressed=m_bTouchscreenPressed=true;
bTouchScreenInput=true;
}
// tooltip touch check (if scene exists but not component has been touched)
else if(TouchBoxHit(pToolTips,pTouchData->report[0].x,pTouchData->report[0].y))
{
down=pressed=m_bTouchscreenPressed=true;
bTouchScreenInput=true;
}
}
else if(pToolTips)
{
// tooltip touch check (if scene does not exist)
if(TouchBoxHit(pToolTips,pTouchData->report[0].x,pTouchData->report[0].y))
{
down=pressed=m_bTouchscreenPressed=true;
bTouchScreenInput=true;
}
}
}
}
else if(m_bTouchscreenPressed && pTouchData->reportNum==1)
{
// fullscreen first
UIScene *pScene=m_groups[(int)eUIGroup_Fullscreen]->getCurrentScene();
// also check tooltip scene if we're not touching anything in the main scene
UIScene *pToolTips=m_groups[(int)eUIGroup_Fullscreen]->getTooltips();
if(pScene)
{
// scene touch check
if(TouchBoxHit(pScene,pTouchData->report[0].x,pTouchData->report[0].y))
{
down=true;
bTouchScreenInput=true;
}
// tooltip touch check (if scene exists but not component has been touched)
else if(TouchBoxHit(pToolTips,pTouchData->report[0].x,pTouchData->report[0].y))
{
down=true;
bTouchScreenInput=true;
}
}
else
{
pScene=m_groups[(EUIGroup)(iPad+1)]->getCurrentScene();
pToolTips=m_groups[(int)iPad+1]->getTooltips();
if(pScene)
{
// scene touch check
if(TouchBoxHit(pScene,pTouchData->report[0].x,pTouchData->report[0].y))
{
down=true;
bTouchScreenInput=true;
}
// tooltip touch check (if scene exists but not component has been touched)
else if(TouchBoxHit(pToolTips,pTouchData->report[0].x,pTouchData->report[0].y))
{
down=true;
bTouchScreenInput=true;
}
}
else if(pToolTips)
{
// tooltip touch check (if scene does not exist)
if(TouchBoxHit(pToolTips,pTouchData->report[0].x,pTouchData->report[0].y))
{
down=true;
bTouchScreenInput=true;
}
}
}
}
else if(m_bTouchscreenPressed && pTouchData->reportNum==0)
{
// released
bTouchScreenInput=true;
m_bTouchscreenPressed=false;
released=true;
}
if(pressed)
{
// Start repeat timer
m_actionRepeatTimer[iPad][key] = GetTickCount() + UI_REPEAT_KEY_DELAY_MS;
}
else if (released)
{
// Stop repeat timer
m_actionRepeatTimer[iPad][key] = 0;
}
else if (down)
{
// Check is enough time has elapsed to be a repeat key
DWORD currentTime = GetTickCount();
if(m_actionRepeatTimer[iPad][key] > 0 && currentTime > m_actionRepeatTimer[iPad][key])
{
repeat = true;
pressed = true;
m_actionRepeatTimer[iPad][key] = currentTime + UI_REPEAT_KEY_REPEAT_RATE_MS;
}
}
// handle touch input
HandleTouchInput(iPad, key, pressed, repeat, released);
// ignore any other presses if the touchscreen has been used
if(bTouchScreenInput) return;
}
#endif
down = InputManager.ButtonDown(iPad,key);
pressed = InputManager.ButtonPressed(iPad,key); // Toggle
released = InputManager.ButtonReleased(iPad,key); // Toggle
#ifdef _WINDOWS64
if (iPad == 0)
{
int vk = 0;
switch (key)
{
case ACTION_MENU_OK: case ACTION_MENU_A: vk = VK_RETURN; break;
case ACTION_MENU_CANCEL: case ACTION_MENU_B: vk = VK_ESCAPE; break;
case ACTION_MENU_UP: vk = VK_UP; break;
case ACTION_MENU_DOWN: vk = VK_DOWN; break;
case ACTION_MENU_LEFT: vk = VK_LEFT; break;
case ACTION_MENU_RIGHT: vk = VK_RIGHT; break;
case ACTION_MENU_X: vk = 'R'; break;
case ACTION_MENU_Y: vk = VK_TAB; break;
case ACTION_MENU_LEFT_SCROLL: vk = 'Q'; break;
case ACTION_MENU_RIGHT_SCROLL: vk = 'E'; break;
case ACTION_MENU_PAGEUP: vk = VK_PRIOR; break;
case ACTION_MENU_PAGEDOWN: vk = VK_NEXT; break;
}
if (vk != 0)
{
if (g_KBMInput.IsKeyPressed(vk)) { pressed = true; down = true; }
if (g_KBMInput.IsKeyReleased(vk)) { released = true; down = false; }
if (!pressed && !released && g_KBMInput.IsKeyDown(vk)) { down = true; }
}
if ((key == ACTION_MENU_OK || key == ACTION_MENU_A) && !g_KBMInput.IsMouseGrabbed())
{
if (m_mouseDraggingSliderId < 0 && !m_mouseClickConsumedByScene)
{
if (g_KBMInput.IsMouseButtonPressed(KeyboardMouseInput::MOUSE_LEFT)) { pressed = true; down = true; }
if (g_KBMInput.IsMouseButtonReleased(KeyboardMouseInput::MOUSE_LEFT)) { released = true; down = false; }
if (!pressed && !released && g_KBMInput.IsMouseButtonDown(KeyboardMouseInput::MOUSE_LEFT)) { down = true; }
}
}
// Right click → ACTION_MENU_X (pick up half stack in inventory)
if (key == ACTION_MENU_X && !g_KBMInput.IsMouseGrabbed())
{
if (g_KBMInput.IsMouseButtonPressed(KeyboardMouseInput::MOUSE_RIGHT)) { pressed = true; down = true; }
if (g_KBMInput.IsMouseButtonReleased(KeyboardMouseInput::MOUSE_RIGHT)) { released = true; down = false; }
if (!pressed && !released && g_KBMInput.IsMouseButtonDown(KeyboardMouseInput::MOUSE_RIGHT)) { down = true; }
}
// Scroll wheel for list scrolling — only consume the wheel value when the
// action key actually matches, so the other direction isn't lost.
if (!g_KBMInput.IsMouseGrabbed() && (key == ACTION_MENU_OTHER_STICK_UP || key == ACTION_MENU_OTHER_STICK_DOWN))
{
int wheel = g_KBMInput.PeekMouseWheel();
if (key == ACTION_MENU_OTHER_STICK_UP && wheel > 0)
{
g_KBMInput.ConsumeMouseWheel();
pressed = true;
down = true;
}
else if (key == ACTION_MENU_OTHER_STICK_DOWN && wheel < 0)
{
g_KBMInput.ConsumeMouseWheel();
pressed = true;
down = true;
}
// Remap scroll wheel to navigation actions. Use LEFT/RIGHT when
// hovering a horizontal list (e.g. TexturePackList), UP/DOWN otherwise.
if (pressed && g_KBMInput.IsKBMActive())
{
if (m_bMouseHoverHorizontalList)
key = (key == ACTION_MENU_OTHER_STICK_UP) ? ACTION_MENU_LEFT : ACTION_MENU_RIGHT;
else
key = (key == ACTION_MENU_OTHER_STICK_UP) ? ACTION_MENU_UP : ACTION_MENU_DOWN;
}
}
}
#endif
if(pressed) app.DebugPrintf("Pressed %d\n",key);
if(released) app.DebugPrintf("Released %d\n",key);
// Repeat handling
if(pressed)
{
// Start repeat timer
m_actionRepeatTimer[iPad][key] = GetTickCount() + UI_REPEAT_KEY_DELAY_MS;
}
else if (released)
{
// Stop repeat timer
m_actionRepeatTimer[iPad][key] = 0;
}
else if (down)
{
// Check is enough time has elapsed to be a repeat key
DWORD currentTime = GetTickCount();
if(m_actionRepeatTimer[iPad][key] > 0 && currentTime > m_actionRepeatTimer[iPad][key])
{
repeat = true;
pressed = true;
m_actionRepeatTimer[iPad][key] = currentTime + UI_REPEAT_KEY_REPEAT_RATE_MS;
}
}
#ifndef _CONTENT_PACKAGE
#ifdef ENABLE_IGGY_PERFMON
if ( pressed && !repeat && key == ACTION_MENU_STICK_PRESS)
{
m_iggyPerfmonEnabled = !m_iggyPerfmonEnabled;
}
#endif
// 4J Stu - Removed this function
#if 0
#ifdef __PS3__
//if ( pressed &&
// !repeat &&
// //app.GetGameSettingsDebugMask(ProfileManager.GetPrimaryPad())&(1L<<eDebugSetting_ToggleFont) &&
// key == ACTION_MENU_STICK_PRESS)
//{
// static bool whichFont = true;
// if (whichFont)
// {
// IggyFontSetIndirectUTF8( "Mojangles_7", -1, IGGY_FONTFLAG_all, "Mojangles_TTF",-1 ,IGGY_FONTFLAG_none );
// IggyFontSetIndirectUTF8( "Mojangles_11", -1, IGGY_FONTFLAG_all, "Mojangles_TTF",-1 ,IGGY_FONTFLAG_none );
// whichFont = false;
// }
// else
// {
// IggyFontSetIndirectUTF8( "Mojangles_7", -1, IGGY_FONTFLAG_all, "Mojangles_7",-1 ,IGGY_FONTFLAG_none );
// IggyFontSetIndirectUTF8( "Mojangles_11", -1, IGGY_FONTFLAG_all, "Mojangles_11",-1 ,IGGY_FONTFLAG_none );
// whichFont = true;
// }
//}
//else
if ( pressed &&
!repeat &&
//!(app.GetGameSettingsDebugMask(ProfileManager.GetPrimaryPad())&(1L<<eDebugSetting_ToggleFont)) &&
key == ACTION_MENU_STICK_PRESS)
{
int64_t totalStatic = 0;
int64_t totalDynamic = 0;
app.DebugPrintf(app.USER_SR, "********************************\n");
app.DebugPrintf(app.USER_SR, "BEGIN TOTAL SWF MEMORY USAGE\n\n");
for(unsigned int i = 0; i < eUIGroup_COUNT; ++i)
{
m_groups[i]->PrintTotalMemoryUsage(totalStatic, totalDynamic);
}
for(unsigned int i = 0; i < eLibrary_Count; ++i)
{
int64_t libraryStatic = 0;
int64_t libraryDynamic = 0;
if(m_iggyLibraries[i] != IGGY_INVALID_LIBRARY)
{
IggyMemoryUseInfo memoryInfo;
rrbool res;
int iteration = 0;
while(res = IggyDebugGetMemoryUseInfo ( NULL ,
m_iggyLibraries[i] ,
"" ,
0 ,
iteration ,
&memoryInfo ))
{
libraryStatic += memoryInfo.static_allocation_bytes;
libraryDynamic += memoryInfo.dynamic_allocation_bytes;
totalStatic += memoryInfo.static_allocation_bytes;
totalDynamic += memoryInfo.dynamic_allocation_bytes;
++iteration;
}
}
app.DebugPrintf(app.USER_SR, "Library static: %dB , Library dynamic: %d, ID: %d\n", libraryStatic, libraryDynamic, i);
}
app.DebugPrintf(app.USER_SR, "Total static: %d , Total dynamic: %d\n", totalStatic, totalDynamic);
app.DebugPrintf(app.USER_SR, "\n\nEND TOTAL SWF MEMORY USAGE\n");
app.DebugPrintf(app.USER_SR, "********************************\n\n");
}
else
#endif
#endif
#endif
//#endif
if(repeat || pressed || released)
{
bool handled = false;
// Send the key to the fullscreen group first
m_groups[(int)eUIGroup_Fullscreen]->handleInput(iPad, key, repeat, pressed, released, handled);
if(!handled)
{
// If it's not been handled yet, then pass the event onto the players specific group
m_groups[(iPad+1)]->handleInput(iPad, key, repeat, pressed, released, handled);
}
}
}
rrbool RADLINK UIController::ExternalFunctionCallback( void * user_callback_data , Iggy * player , IggyExternalFunctionCallUTF16 * call)
{
UIScene *scene = (UIScene *)IggyPlayerGetUserdata(player);
if(scene != NULL)
{
scene->externalCallback(call);
}
return true;
}
// RENDERING
void UIController::renderScenes()
{
PIXBeginNamedEvent(0, "Rendering Iggy scenes");
// Only render player scenes if the game is started
if(app.GetGameStarted() && !m_groups[eUIGroup_Fullscreen]->hidesLowerScenes())
{
for(int i = eUIGroup_Player1; i < eUIGroup_COUNT; ++i)
{
PIXBeginNamedEvent(0, "Rendering layer %d scenes", i);
m_groups[i]->render();
PIXEndNamedEvent();
}
}
// Always render the fullscreen group
PIXBeginNamedEvent(0, "Rendering fullscreen scenes");
m_groups[eUIGroup_Fullscreen]->render();
PIXEndNamedEvent();
PIXEndNamedEvent();
#ifdef ENABLE_IGGY_PERFMON
if (m_iggyPerfmonEnabled)
{
IggyPerfmonPad pm_pad;
pm_pad.bits = 0;
pm_pad.field.dpad_up = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(),ACTION_MENU_UP);
pm_pad.field.dpad_down = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(),ACTION_MENU_DOWN);
pm_pad.field.dpad_left = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(),ACTION_MENU_LEFT);
pm_pad.field.dpad_right = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(),ACTION_MENU_RIGHT);
pm_pad.field.button_up = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(),ACTION_MENU_Y);
pm_pad.field.button_down = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(),ACTION_MENU_A);
pm_pad.field.button_left = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(),ACTION_MENU_X);
pm_pad.field.button_right = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(),ACTION_MENU_B);
pm_pad.field.shoulder_left_hi = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(),ACTION_MENU_LEFT_SCROLL);
pm_pad.field.shoulder_right_hi = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(),ACTION_MENU_RIGHT_SCROLL);
pm_pad.field.trigger_left_low = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(),ACTION_MENU_PAGEUP);
pm_pad.field.trigger_right_low = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(),ACTION_MENU_PAGEDOWN);
//IggyPerfmonPadFromXInputStatePointer(pm_pad, &xi_pad);
//gdraw_D3D_SetTileOrigin( fb,
// zb,
// PM_ORIGIN_X,
// PM_ORIGIN_Y );
IggyPerfmonTickAndDraw(iggy_perfmon, gdraw_funcs, &pm_pad,
PM_ORIGIN_X, PM_ORIGIN_Y, getScreenWidth(), getScreenHeight()); // perfmon draw area in window coords
}
#endif
}
void UIController::getRenderDimensions(C4JRender::eViewportType viewport, S32 &width, S32 &height)
{
switch( viewport )
{
case C4JRender::VIEWPORT_TYPE_FULLSCREEN:
width = (S32)(getScreenWidth());
height = (S32)(getScreenHeight());
break;
case C4JRender::VIEWPORT_TYPE_SPLIT_TOP:
case C4JRender::VIEWPORT_TYPE_SPLIT_BOTTOM:
width = (S32)(getScreenWidth() / 2);
height = (S32)(getScreenHeight() / 2);
break;
case C4JRender::VIEWPORT_TYPE_SPLIT_LEFT:
case C4JRender::VIEWPORT_TYPE_SPLIT_RIGHT:
width = (S32)(getScreenWidth() / 2);
height = (S32)(getScreenHeight() / 2);
break;
case C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_LEFT:
case C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_RIGHT:
case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_LEFT:
case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_RIGHT:
width = (S32)(getScreenWidth() / 2);
height = (S32)(getScreenHeight() / 2);
break;
}
}
void UIController::setupRenderPosition(C4JRender::eViewportType viewport)
{
if(m_bCustomRenderPosition || m_currentRenderViewport != viewport)
{
m_currentRenderViewport = viewport;
m_bCustomRenderPosition = false;
S32 xPos = 0;
S32 yPos = 0;
switch( viewport )
{
case C4JRender::VIEWPORT_TYPE_SPLIT_TOP:
xPos = (S32)(getScreenWidth() / 4);
break;
case C4JRender::VIEWPORT_TYPE_SPLIT_BOTTOM:
xPos = (S32)(getScreenWidth() / 4);
yPos = (S32)(getScreenHeight() / 2);
break;
case C4JRender::VIEWPORT_TYPE_SPLIT_LEFT:
yPos = (S32)(getScreenHeight() / 4);
break;
case C4JRender::VIEWPORT_TYPE_SPLIT_RIGHT:
xPos = (S32)(getScreenWidth() / 2);
yPos = (S32)(getScreenHeight() / 4);
break;
case C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_LEFT:
break;
case C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_RIGHT:
xPos = (S32)(getScreenWidth() / 2);
break;
case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_LEFT:
yPos = (S32)(getScreenHeight() / 2);
break;
case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_RIGHT:
xPos = (S32)(getScreenWidth() / 2);
yPos = (S32)(getScreenHeight() / 2);
break;
}
m_tileOriginX = xPos;
m_tileOriginY = yPos;
setTileOrigin(xPos, yPos);
}
}
void UIController::setupRenderPosition(S32 xOrigin, S32 yOrigin)
{
m_bCustomRenderPosition = true;
m_tileOriginX = xOrigin;
m_tileOriginY = yOrigin;
setTileOrigin(xOrigin, yOrigin);
}
void UIController::setupCustomDrawGameState()
{
// Rest the clear rect
m_customRenderingClearRect.left = LONG_MAX;
m_customRenderingClearRect.right = LONG_MIN;
m_customRenderingClearRect.top = LONG_MAX;
m_customRenderingClearRect.bottom = LONG_MIN;
#if defined _WINDOWS64 || _DURANGO
PIXBeginNamedEvent(0,"StartFrame");
RenderManager.StartFrame();
PIXEndNamedEvent();
gdraw_D3D11_setViewport_4J();
#elif defined __PS3__
RenderManager.StartFrame();
#elif defined __PSVITA__
RenderManager.StartFrame();
#elif defined __ORBIS__
RenderManager.StartFrame(false);
// Set up a viewport for the render that matches Iggy's own viewport, apart form using an opengl-style z-range (Iggy uses a DX-style range on PS4), so
// that the renderer orthographic projection will work
gdraw_orbis_setViewport_4J();
#endif
RenderManager.Set_matrixDirty();
// 4J Stu - We don't need to clear this here as iggy hasn't written anything to the depth buffer.
// We DO however clear after we render which is why we still setup the rectangle here
//RenderManager.Clear(GL_DEPTH_BUFFER_BIT, &m_customRenderingClearRect);
//glClear(GL_DEPTH_BUFFER_BIT);
PIXBeginNamedEvent(0,"Final setup");
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, m_fScreenWidth, m_fScreenHeight, 0, 1000, 3000);
glMatrixMode(GL_MODELVIEW);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.1f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glDepthMask(true);
PIXEndNamedEvent();
}
void UIController::setupCustomDrawMatrices(UIScene *scene, CustomDrawData *customDrawRegion)
{
Minecraft *pMinecraft=Minecraft::GetInstance();
// Clear just the region required for this control.
float sceneWidth = (float)scene->getRenderWidth();
float sceneHeight = (float)scene->getRenderHeight();
LONG left, right, top, bottom;
#ifdef __PS3__
if(!RenderManager.IsHiDef() && !RenderManager.IsWidescreen())
{
// 4J Stu - Our SD target on PS3 is double width
left = m_tileOriginX + (sceneWidth + customDrawRegion->mat[(0*4)+3]*sceneWidth);
right = left + ( (sceneWidth * customDrawRegion->mat[0]) ) * customDrawRegion->x1;
}
else
#endif
{
left = m_tileOriginX + (sceneWidth + customDrawRegion->mat[(0*4)+3]*sceneWidth)/2;
right = left + ( (sceneWidth * customDrawRegion->mat[0])/2 ) * customDrawRegion->x1;
}
top = m_tileOriginY + (sceneHeight - customDrawRegion->mat[(1*4)+3]*sceneHeight)/2;
bottom = top + (sceneHeight * -customDrawRegion->mat[(1*4) + 1])/2 * customDrawRegion->y1;
m_customRenderingClearRect.left = min(m_customRenderingClearRect.left, left);
m_customRenderingClearRect.right = max(m_customRenderingClearRect.right, right);;
m_customRenderingClearRect.top = min(m_customRenderingClearRect.top, top);
m_customRenderingClearRect.bottom = max(m_customRenderingClearRect.bottom, bottom);
if(!m_bScreenWidthSetup)
{
Minecraft *pMinecraft=Minecraft::GetInstance();
if(pMinecraft != NULL)
{
m_fScreenWidth=(float)pMinecraft->width_phys;
m_fScreenHeight=(float)pMinecraft->height_phys;
m_bScreenWidthSetup = true;
}
}
glLoadIdentity();
glTranslatef(0, 0, -2000);
// Iggy translations are based on a double-size target, with the origin in the centre
glTranslatef((m_fScreenWidth + customDrawRegion->mat[(0*4)+3]*m_fScreenWidth)/2,(m_fScreenHeight - customDrawRegion->mat[(1*4)+3]*m_fScreenHeight)/2,0);
// Iggy scales are based on a double-size target
glScalef( (m_fScreenWidth * customDrawRegion->mat[0])/2,(m_fScreenHeight * -customDrawRegion->mat[(1*4) + 1])/2,1.0f);
}
void UIController::setupCustomDrawGameStateAndMatrices(UIScene *scene, CustomDrawData *customDrawRegion)
{
setupCustomDrawGameState();
setupCustomDrawMatrices(scene, customDrawRegion);
}
void UIController::endCustomDrawGameState()
{
#ifdef __ORBIS__
// TO BE IMPLEMENTED
RenderManager.Clear(GL_DEPTH_BUFFER_BIT);
#else
RenderManager.Clear(GL_DEPTH_BUFFER_BIT, &m_customRenderingClearRect);
#endif
//glClear(GL_DEPTH_BUFFER_BIT);
glDepthMask(false);
glDisable(GL_ALPHA_TEST);
}
void UIController::endCustomDrawMatrices()
{
}
void UIController::endCustomDrawGameStateAndMatrices()
{
endCustomDrawMatrices();
endCustomDrawGameState();
}
void RADLINK UIController::CustomDrawCallback(void *user_callback_data, Iggy *player, IggyCustomDrawCallbackRegion *region)
{
UIScene *scene = (UIScene *)IggyPlayerGetUserdata(player);
if(scene != NULL)
{
scene->customDraw(region);
}
}
//Description
//Callback to create a user-defined texture to replace SWF-defined textures.
//Parameters
//width - Input value: optional number of pixels wide specified from AS3, or -1 if not defined. Output value: the number of pixels wide to pretend to Iggy that the bitmap is. SWF and AS3 scales bitmaps based on their pixel dimensions, so you can use this to substitute a texture that is higher or lower resolution that ActionScript thinks it is.
//height - Input value: optional number of pixels high specified from AS3, or -1 if not defined. Output value: the number of pixels high to pretend to Iggy that the bitmap is. SWF and AS3 scales bitmaps based on their pixel dimensions, so you can use this to substitute a texture that is higher or lower resolution that ActionScript thinks it is.
//destroy_callback_data - Optional additional output value you can set; the value will be passed along to the corresponding Iggy_TextureSubstitutionDestroyCallback (e.g. you can store the pointer to your own internal structure here).
//return - A platform-independent wrapped texture handle provided by GDraw, or NULL (NULL with throw an ActionScript 3 ArgumentError that the Flash developer can catch) Use by calling IggySetTextureSubstitutionCallbacks.
//
//Discussion
//
//If your texture includes an alpha channel, you must use a premultiplied alpha (where the R,G, and B channels have been multiplied by the alpha value); all Iggy shaders assume premultiplied alpha (and it looks better anyway).
GDrawTexture * RADLINK UIController::TextureSubstitutionCreateCallback ( void * user_callback_data , IggyUTF16 * texture_name , S32 * width , S32 * height , void * * destroy_callback_data )
{
UIController *uiController = static_cast<UIController *>(user_callback_data);
auto it = uiController->m_substitutionTextures.find(texture_name);
if(it != uiController->m_substitutionTextures.end())
{
app.DebugPrintf("Found substitution texture %ls, with %d bytes\n", texture_name,it->second.length);
BufferedImage image(it->second.data, it->second.length);
if( image.getData() != NULL )
{
image.preMultiplyAlpha();
Textures *t = Minecraft::GetInstance()->textures;
int id = t->getTexture(&image,C4JRender::TEXTURE_FORMAT_RxGyBzAw,false);
// 4J Stu - All our flash controls that allow replacing textures use a special 64x64 symbol
// Force this size here so that our images don't get scaled wildly
#if (defined __ORBIS__ || defined _DURANGO || defined _WINDOWS64 )
*width = 96;
*height = 96;
#else
*width = 64;
*height = 64;
#endif
*destroy_callback_data = (void *)id;
app.DebugPrintf("Found substitution texture %ls (%d) - %dx%d\n", (wchar_t *)texture_name, id, image.getWidth(), image.getHeight());
return ui.getSubstitutionTexture(id);
}
else
{
return NULL;
}
}
else
{
app.DebugPrintf("Could not find substitution texture %ls\n", (wchar_t *)texture_name);
return NULL;
}
}
//Description
//Callback received from Iggy when it stops using a user-defined texture.
void RADLINK UIController::TextureSubstitutionDestroyCallback ( void * user_callback_data , void * destroy_callback_data , GDrawTexture * handle )
{
// Orbis complains about casting a pointer to an int
LONGLONG llVal=(LONGLONG)destroy_callback_data;
int id=(int)llVal;
app.DebugPrintf("Destroying iggy texture %d\n", id);
ui.destroySubstitutionTexture(user_callback_data, handle);
Textures *t = Minecraft::GetInstance()->textures;
t->releaseTexture( id );
}
void UIController::registerSubstitutionTexture(const wstring &textureName, PBYTE pbData, DWORD dwLength)
{
// Remove it if it already exists
unregisterSubstitutionTexture(textureName,false);
m_substitutionTextures[textureName] = byteArray(pbData, dwLength);
}
void UIController::unregisterSubstitutionTexture(const wstring &textureName, bool deleteData)
{
auto it = m_substitutionTextures.find(textureName);
if(it != m_substitutionTextures.end())
{
if(deleteData) delete [] it->second.data;
m_substitutionTextures.erase(it);
}
}
// NAVIGATION
bool UIController::NavigateToScene(int iPad, EUIScene scene, void *initData, EUILayer layer, EUIGroup group)
{
static bool bSeenUpdateTextThisSession = false;
#if 0 // Disable since we don't use this
// If you're navigating to the multigamejoinload, and the player hasn't seen the updates message yet, display it now
// display this message the first 3 times
if((scene==eUIScene_LoadOrJoinMenu) && (bSeenUpdateTextThisSession==false) && ( app.GetGameSettings(ProfileManager.GetPrimaryPad(),eGameSetting_DisplayUpdateMessage)!=0))
{
scene=eUIScene_NewUpdateMessage;
bSeenUpdateTextThisSession=true;
}
#endif
// if you're trying to navigate to the inventory,the crafting, pause or game info or any of the trigger scenes and there's already a menu up (because you were pressing a few buttons at the same time) then ignore the navigate
if(GetMenuDisplayed(iPad))
{
switch(scene)
{
case eUIScene_PauseMenu:
case eUIScene_Crafting2x2Menu:
case eUIScene_Crafting3x3Menu:
case eUIScene_FurnaceMenu:
case eUIScene_ContainerMenu:
case eUIScene_LargeContainerMenu:
case eUIScene_InventoryMenu:
case eUIScene_CreativeMenu:
case eUIScene_DispenserMenu:
case eUIScene_SignEntryMenu:
case eUIScene_InGameInfoMenu:
case eUIScene_EnchantingMenu:
case eUIScene_BrewingStandMenu:
case eUIScene_AnvilMenu:
case eUIScene_TradingMenu:
case eUIScene_BeaconMenu:
case eUIScene_HorseMenu:
app.DebugPrintf("IGNORING NAVIGATE - we're trying to navigate to a user selected scene when there's already a scene up: pad:%d, scene:%d\n", iPad, scene);
return false;
break;
}
}
switch(scene)
{
case eUIScene_FullscreenProgress:
{
// 4J Stu - The fullscreen progress scene should not interfere with any other scene stack, so should be placed in it's own group/layer
layer = eUILayer_Fullscreen;
group = eUIGroup_Fullscreen;
}
break;
case eUIScene_ConnectingProgress:
{
// The connecting progress scene shouldn't interfere with other scenes
layer = eUILayer_Fullscreen;
}
break;
case eUIScene_EndPoem:
{
// The end poem scene shouldn't interfere with other scenes, but will be underneath the autosave progress
group = eUIGroup_Fullscreen;
layer = eUILayer_Scene;
}
break;
};
int menuDisplayedPad = XUSER_INDEX_ANY;
if(group == eUIGroup_PAD)
{
if( app.GetGameStarted() )
{
// If the game isn't running treat as user 0, otherwise map index directly from pad
if( ( iPad != 255 ) && ( iPad >= 0 ) )
{
menuDisplayedPad = iPad;
group = (EUIGroup)(iPad+1);
}
else group = eUIGroup_Fullscreen;
}
else
{
layer = eUILayer_Fullscreen;
group = eUIGroup_Fullscreen;
}
}
PerformanceTimer timer;
EnterCriticalSection(&m_navigationLock);
SetMenuDisplayed(menuDisplayedPad,true);
bool success = m_groups[(int)group]->NavigateToScene(iPad, scene, initData, layer);
if(success && group == eUIGroup_Fullscreen) setFullscreenMenuDisplayed(true);
LeaveCriticalSection(&m_navigationLock);
timer.PrintElapsedTime(L"Navigate to scene");
return success;
//return true;
}
bool UIController::NavigateBack(int iPad, bool forceUsePad, EUIScene eScene, EUILayer eLayer)
{
bool navComplete = false;
if( app.GetGameStarted() )
{
bool navComplete = m_groups[(int)eUIGroup_Fullscreen]->NavigateBack(iPad, eScene, eLayer);
if(!navComplete && ( iPad != 255 ) && ( iPad >= 0 ) )
{
EUIGroup group = (EUIGroup)(iPad+1);
navComplete = m_groups[(int)group]->NavigateBack(iPad, eScene, eLayer);
if(!m_groups[(int)group]->GetMenuDisplayed())SetMenuDisplayed(iPad,false);
}
// 4J-PB - autosave in fullscreen doesn't clear the menuDisplayed flag
else
{
if(!m_groups[(int)eUIGroup_Fullscreen]->GetMenuDisplayed())
{
setFullscreenMenuDisplayed(false);
for(unsigned int i = 0; i < XUSER_MAX_COUNT; ++i)
{
SetMenuDisplayed(i,m_groups[i+1]->GetMenuDisplayed());
}
}
}
}
else
{
navComplete = m_groups[(int)eUIGroup_Fullscreen]->NavigateBack(iPad, eScene, eLayer);
if(!m_groups[(int)eUIGroup_Fullscreen]->GetMenuDisplayed()) SetMenuDisplayed(XUSER_INDEX_ANY,false);
}
return navComplete;
}
void UIController::NavigateToHomeMenu()
{
ui.CloseAllPlayersScenes();
// Alert the app the we no longer want to be informed of ethernet connections
app.SetLiveLinkRequired( false );
Minecraft *pMinecraft = Minecraft::GetInstance();
// 4J-PB - just about to switched to the default texture pack , so clean up anything texture pack related here
// unload any texture pack audio
// if there is audio in use, clear out the audio, and unmount the pack
TexturePack *pTexPack=Minecraft::GetInstance()->skins->getSelected();
DLCTexturePack *pDLCTexPack=NULL;
if(pTexPack->hasAudio())
{
// get the dlc texture pack, and store it
pDLCTexPack=(DLCTexturePack *)pTexPack;
}
// change to the default texture pack
pMinecraft->skins->selectTexturePackById(TexturePackRepository::DEFAULT_TEXTURE_PACK_ID);
if(pTexPack->hasAudio())
{
// need to stop the streaming audio - by playing streaming audio from the default texture pack now
// reset the streaming sounds back to the normal ones
pMinecraft->soundEngine->SetStreamingSounds(eStream_Overworld_Calm1,eStream_Overworld_piano3,
eStream_Nether1,eStream_Nether4,
eStream_end_dragon,eStream_end_end,
eStream_CD_1);
pMinecraft->soundEngine->playStreaming(L"", 0, 0, 0, 1, 1);
// if(pDLCTexPack->m_pStreamedWaveBank!=NULL)
// {
// pDLCTexPack->m_pStreamedWaveBank->Destroy();
// }
// if(pDLCTexPack->m_pSoundBank!=NULL)
// {
// pDLCTexPack->m_pSoundBank->Destroy();
// }
#ifdef _XBOX_ONE
DWORD result = StorageManager.UnmountInstalledDLC(L"TPACK");
#else
DWORD result = StorageManager.UnmountInstalledDLC("TPACK");
#endif
app.DebugPrintf("Unmount result is %d\n",result);
}
g_NetworkManager.ForceFriendsSessionRefresh();
if(pMinecraft->skins->needsUIUpdate())
{
m_navigateToHomeOnReload = true;
}
else
{
ui.NavigateToScene(ProfileManager.GetPrimaryPad(),eUIScene_MainMenu);
}
}
UIScene *UIController::GetTopScene(int iPad, EUILayer layer, EUIGroup group)
{
if(group == eUIGroup_PAD)
{
if( app.GetGameStarted() )
{
// If the game isn't running treat as user 0, otherwise map index directly from pad
if( ( iPad != 255 ) && ( iPad >= 0 ) )
{
group = (EUIGroup)(iPad+1);
}
else group = eUIGroup_Fullscreen;
}
else
{
layer = eUILayer_Fullscreen;
group = eUIGroup_Fullscreen;
}
}
return m_groups[(int)group]->GetTopScene(layer);
}
size_t UIController::RegisterForCallbackId(UIScene *scene)
{
EnterCriticalSection(&m_registeredCallbackScenesCS);
size_t newId = GetTickCount();
newId &= 0xFFFFFF; // Chop off the top byte, we don't need any more accuracy than that
newId |= (scene->getSceneType() << 24); // Add in the scene's type to help keep this unique
m_registeredCallbackScenes[newId] = scene;
LeaveCriticalSection(&m_registeredCallbackScenesCS);
return newId;
}
void UIController::UnregisterCallbackId(size_t id)
{
EnterCriticalSection(&m_registeredCallbackScenesCS);
auto it = m_registeredCallbackScenes.find(id);
if(it != m_registeredCallbackScenes.end() )
{
m_registeredCallbackScenes.erase(it);
}
LeaveCriticalSection(&m_registeredCallbackScenesCS);
}
UIScene *UIController::GetSceneFromCallbackId(size_t id)
{
UIScene *scene = NULL;
auto it = m_registeredCallbackScenes.find(id);
if(it != m_registeredCallbackScenes.end() )
{
scene = it->second;
}
return scene;
}
void UIController::EnterCallbackIdCriticalSection()
{
EnterCriticalSection(&m_registeredCallbackScenesCS);
}
void UIController::LeaveCallbackIdCriticalSection()
{
LeaveCriticalSection(&m_registeredCallbackScenesCS);
}
void UIController::CloseAllPlayersScenes()
{
m_groups[(int)eUIGroup_Fullscreen]->getTooltips()->SetTooltips(-1);
for(unsigned int i = 0; i < eUIGroup_COUNT; ++i)
{
//m_bCloseAllScenes[i] = true;
m_groups[i]->closeAllScenes();
m_groups[i]->getTooltips()->SetTooltips(-1);
}
if (!m_groups[eUIGroup_Fullscreen]->GetMenuDisplayed()) {
for(unsigned int i = 0; i < XUSER_MAX_COUNT; ++i)
{
SetMenuDisplayed(i,false);
}
}
setFullscreenMenuDisplayed(false);
}
void UIController::CloseUIScenes(int iPad, bool forceIPad)
{
EUIGroup group;
if( app.GetGameStarted() || forceIPad )
{
// If the game isn't running treat as user 0, otherwise map index directly from pad
if( ( iPad != 255 ) && ( iPad >= 0 ) ) group = (EUIGroup)(iPad+1);
else group = eUIGroup_Fullscreen;
}
else
{
group = eUIGroup_Fullscreen;
}
m_groups[(int)group]->closeAllScenes();
m_groups[(int)group]->getTooltips()->SetTooltips(-1);
// This should cause the popup to dissappear
TutorialPopupInfo popupInfo;
if(m_groups[(int)group]->getTutorialPopup()) m_groups[(int)group]->getTutorialPopup()->SetTutorialDescription(&popupInfo);
if(group==eUIGroup_Fullscreen) setFullscreenMenuDisplayed(false);
SetMenuDisplayed((group == eUIGroup_Fullscreen ? XUSER_INDEX_ANY : iPad), m_groups[(int)group]->GetMenuDisplayed());
}
void UIController::setFullscreenMenuDisplayed(bool displayed)
{
// Show/hide the tooltips for the fullscreen group
m_groups[(int)eUIGroup_Fullscreen]->showComponent(ProfileManager.GetPrimaryPad(),eUIComponent_Tooltips,eUILayer_Tooltips,displayed);
// Show/hide tooltips for the other layers
for(unsigned int i = (eUIGroup_Fullscreen+1); i < eUIGroup_COUNT; ++i)
{
m_groups[i]->showComponent(i,eUIComponent_Tooltips,eUILayer_Tooltips,!displayed);
}
}
bool UIController::IsPauseMenuDisplayed(int iPad)
{
EUIGroup group;
if( app.GetGameStarted() )
{
// If the game isn't running treat as user 0, otherwise map index directly from pad
if( ( iPad != 255 ) && ( iPad >= 0 ) ) group = (EUIGroup)(iPad+1);
else group = eUIGroup_Fullscreen;
}
else
{
group = eUIGroup_Fullscreen;
}
return m_groups[(int)group]->IsPauseMenuDisplayed();
}
bool UIController::IsContainerMenuDisplayed(int iPad)
{
EUIGroup group;
if( app.GetGameStarted() )
{
// If the game isn't running treat as user 0, otherwise map index directly from pad
if( ( iPad != 255 ) && ( iPad >= 0 ) ) group = (EUIGroup)(iPad+1);
else group = eUIGroup_Fullscreen;
}
else
{
group = eUIGroup_Fullscreen;
}
return m_groups[(int)group]->IsContainerMenuDisplayed();
}
bool UIController::IsIgnorePlayerJoinMenuDisplayed(int iPad)
{
EUIGroup group;
if( app.GetGameStarted() )
{
// If the game isn't running treat as user 0, otherwise map index directly from pad
if( ( iPad != 255 ) && ( iPad >= 0 ) ) group = (EUIGroup)(iPad+1);
else group = eUIGroup_Fullscreen;
}
else
{
group = eUIGroup_Fullscreen;
}
return m_groups[(int)group]->IsIgnorePlayerJoinMenuDisplayed();
}
bool UIController::IsIgnoreAutosaveMenuDisplayed(int iPad)
{
EUIGroup group;
if( app.GetGameStarted() )
{
// If the game isn't running treat as user 0, otherwise map index directly from pad
if( ( iPad != 255 ) && ( iPad >= 0 ) ) group = (EUIGroup)(iPad+1);
else group = eUIGroup_Fullscreen;
}
else
{
group = eUIGroup_Fullscreen;
}
return m_groups[(int)eUIGroup_Fullscreen]->IsIgnoreAutosaveMenuDisplayed() || (group != eUIGroup_Fullscreen && m_groups[(int)group]->IsIgnoreAutosaveMenuDisplayed());
}
void UIController::SetIgnoreAutosaveMenuDisplayed(int iPad, bool displayed)
{
app.DebugPrintf(app.USER_SR, "UIController::SetIgnoreAutosaveMenuDisplayed is not implemented\n");
}
bool UIController::IsSceneInStack(int iPad, EUIScene eScene)
{
EUIGroup group;
if( app.GetGameStarted() )
{
// If the game isn't running treat as user 0, otherwise map index directly from pad
if( ( iPad != 255 ) && ( iPad >= 0 ) ) group = (EUIGroup)(iPad+1);
else group = eUIGroup_Fullscreen;
}
else
{
group = eUIGroup_Fullscreen;
}
return m_groups[(int)group]->IsSceneInStack(eScene);
}
bool UIController::GetMenuDisplayed(int iPad)
{
return m_bMenuDisplayed[iPad];
}
void UIController::SetMenuDisplayed(int iPad,bool bVal)
{
if(bVal)
{
if(iPad==XUSER_INDEX_ANY)
{
for(int i=0;i<XUSER_MAX_COUNT;i++)
{
InputManager.SetMenuDisplayed(i,true);
m_bMenuDisplayed[i]=true;
// 4J Stu - Fix for #11018 - Functional: When the controller is unplugged during active gameplay and plugged back in at the resulting pause menu, it will demonstrate dual-functionality.
m_bMenuToBeClosed[i]=false;
}
}
else
{
InputManager.SetMenuDisplayed(iPad,true);
m_bMenuDisplayed[iPad]=true;
// 4J Stu - Fix for #11018 - Functional: When the controller is unplugged during active gameplay and plugged back in at the resulting pause menu, it will demonstrate dual-functionality.
m_bMenuToBeClosed[iPad]=false;
}
}
else
{
if(iPad==XUSER_INDEX_ANY)
{
for(int i=0;i<XUSER_MAX_COUNT;i++)
{
m_bMenuToBeClosed[i]=true;
m_iCountDown[i]=10;
}
}
else
{
m_bMenuToBeClosed[iPad]=true;
m_iCountDown[iPad]=10;
#ifdef _DURANGO
// 4J-JEV: When in-game, allow player to toggle the 'Pause' and 'IngameInfo' menus via Kinnect.
if (Minecraft::GetInstance()->running)
InputManager.SetEnabledGtcButtons(_360_GTC_MENU | _360_GTC_PAUSE | _360_GTC_VIEW);
#endif
}
}
}
void UIController::CheckMenuDisplayed()
{
for(int iPad=0;iPad<XUSER_MAX_COUNT;iPad++)
{
if(m_bMenuToBeClosed[iPad])
{
if(m_iCountDown[iPad]!=0)
{
m_iCountDown[iPad]--;
}
else
{
m_bMenuToBeClosed[iPad]=false;
m_bMenuDisplayed[iPad]=false;
InputManager.SetMenuDisplayed(iPad,false);
}
}
}
}
void UIController::SetTooltipText( unsigned int iPad, unsigned int tooltip, int iTextID )
{
EUIGroup group;
if( app.GetGameStarted() )
{
// If the game isn't running treat as user 0, otherwise map index directly from pad
if( ( iPad != 255 ) ) group = (EUIGroup)(iPad+1);
else group = eUIGroup_Fullscreen;
}
else
{
group = eUIGroup_Fullscreen;
}
if(m_groups[(int)group]->getTooltips()) m_groups[(int)group]->getTooltips()->SetTooltipText(tooltip, iTextID);
}
void UIController::SetEnableTooltips( unsigned int iPad, BOOL bVal )
{
EUIGroup group;
if( app.GetGameStarted() )
{
// If the game isn't running treat as user 0, otherwise map index directly from pad
if( ( iPad != 255 ) ) group = (EUIGroup)(iPad+1);
else group = eUIGroup_Fullscreen;
}
else
{
group = eUIGroup_Fullscreen;
}
if(m_groups[(int)group]->getTooltips()) m_groups[(int)group]->getTooltips()->SetEnableTooltips(bVal);
}
void UIController::ShowTooltip( unsigned int iPad, unsigned int tooltip, bool show )
{
EUIGroup group;
if( app.GetGameStarted() )
{
// If the game isn't running treat as user 0, otherwise map index directly from pad
if( ( iPad != 255 ) ) group = (EUIGroup)(iPad+1);
else group = eUIGroup_Fullscreen;
}
else
{
group = eUIGroup_Fullscreen;
}
if(m_groups[(int)group]->getTooltips()) m_groups[(int)group]->getTooltips()->ShowTooltip(tooltip,show);
}
void UIController::SetTooltips( unsigned int iPad, int iA, int iB, int iX, int iY, int iLT, int iRT, int iLB, int iRB, int iLS, int iRS, int iBack, bool forceUpdate)
{
EUIGroup group;
// 4J-PB - strip out any that are not applicable on the platform
#ifndef _XBOX
if(iX==IDS_TOOLTIPS_SELECTDEVICE) iX=-1;
if(iX==IDS_TOOLTIPS_CHANGEDEVICE) iX=-1;
#if defined(__PS3__) || defined(__ORBIS__) || defined(__PSVITA__)
if(iY==IDS_TOOLTIPS_VIEW_GAMERCARD) iY=-1;
if(iY==IDS_TOOLTIPS_VIEW_GAMERPROFILE) iY=-1;
#endif
#endif
if( app.GetGameStarted() )
{
// If the game isn't running treat as user 0, otherwise map index directly from pad
if( ( iPad != 255 ) ) group = (EUIGroup)(iPad+1);
else group = eUIGroup_Fullscreen;
}
else
{
group = eUIGroup_Fullscreen;
}
if(m_groups[(int)group]->getTooltips()) m_groups[(int)group]->getTooltips()->SetTooltips(iA, iB, iX, iY, iLT, iRT, iLB, iRB, iLS, iRS, iBack, forceUpdate);
}
void UIController::EnableTooltip( unsigned int iPad, unsigned int tooltip, bool enable )
{
EUIGroup group;
if( app.GetGameStarted() )
{
// If the game isn't running treat as user 0, otherwise map index directly from pad
if( ( iPad != 255 ) ) group = (EUIGroup)(iPad+1);
else group = eUIGroup_Fullscreen;
}
else
{
group = eUIGroup_Fullscreen;
}
if(m_groups[(int)group]->getTooltips()) m_groups[(int)group]->getTooltips()->EnableTooltip(tooltip,enable);
}
void UIController::RefreshTooltips(unsigned int iPad)
{
app.DebugPrintf(app.USER_SR, "UIController::RefreshTooltips is not implemented\n");
}
void UIController::AnimateKeyPress(int iPad, int iAction, bool bRepeat, bool bPressed, bool bReleased)
{
EUIGroup group;
if(bPressed==false)
{
// only animating button press
return;
}
if( app.GetGameStarted() )
{
// If the game isn't running treat as user 0, otherwise map index directly from pad
if( ( iPad != 255 ) && ( iPad >= 0 ) ) group = (EUIGroup)(iPad+1);
else group = eUIGroup_Fullscreen;
}
else
{
group = eUIGroup_Fullscreen;
}
bool handled = false;
if(m_groups[(int)group]->getTooltips()) m_groups[(int)group]->getTooltips()->handleInput(iPad, iAction, bRepeat, bPressed, bReleased, handled);
}
void UIController::OverrideSFX(int iPad, int iAction,bool bVal)
{
EUIGroup group;
if( app.GetGameStarted() )
{
// If the game isn't running treat as user 0, otherwise map index directly from pad
if( ( iPad != 255 ) && ( iPad >= 0 ) ) group = (EUIGroup)(iPad+1);
else group = eUIGroup_Fullscreen;
}
else
{
group = eUIGroup_Fullscreen;
}
bool handled = false;
if(m_groups[(int)group]->getTooltips()) m_groups[(int)group]->getTooltips()->overrideSFX(iPad, iAction,bVal);
}
void UIController::PlayUISFX(ESoundEffect eSound)
{
uint64_t time = System::currentTimeMillis();
// Don't play multiple SFX on the same tick
// (prevents horrible sounds when programmatically setting multiple checkboxes)
if (time - m_lastUiSfx < 10) { return; }
m_lastUiSfx = time;
float pitch = 1.0f;
if (eSound == eSFX_Focus)
{
pitch += (m_randomDistribution(m_randomGenerator) - 0.5f) / 10;
}
Minecraft::GetInstance()->soundEngine->playUI(eSound,1.0f,pitch);
}
void UIController::DisplayGamertag(unsigned int iPad, bool show)
{
// The host decides whether these are on or off
if( app.GetGameSettings(ProfileManager.GetPrimaryPad(),eGameSetting_DisplaySplitscreenGamertags) == 0)
{
show = false;
}
EUIGroup group = (EUIGroup)(iPad+1);
if(m_groups[(int)group]->getHUD()) m_groups[(int)group]->getHUD()->ShowDisplayName(show);
// Update TutorialPopup in Splitscreen if no container is displayed (to make sure the Popup does not overlap with the Gamertag!)
if(app.GetLocalPlayerCount() > 1 && m_groups[(int)group]->getTutorialPopup() && !m_groups[(int)group]->IsContainerMenuDisplayed())
{
m_groups[(int)group]->getTutorialPopup()->UpdateTutorialPopup();
}
}
void UIController::SetSelectedItem(unsigned int iPad, const wstring &name)
{
EUIGroup group;
if( app.GetGameStarted() )
{
// If the game isn't running treat as user 0, otherwise map index directly from pad
if( ( iPad != 255 ) && ( iPad >= 0 ) ) group = (EUIGroup)(iPad+1);
else group = eUIGroup_Fullscreen;
}
else
{
group = eUIGroup_Fullscreen;
}
bool handled = false;
if(m_groups[(int)group]->getHUD()) m_groups[(int)group]->getHUD()->SetSelectedLabel(name);
}
void UIController::UpdateSelectedItemPos(unsigned int iPad)
{
app.DebugPrintf(app.USER_SR, "UIController::UpdateSelectedItemPos not implemented\n");
}
void UIController::HandleDLCMountingComplete()
{
for(unsigned int i = 0; i < eUIGroup_COUNT; ++i)
{
app.DebugPrintf("UIController::HandleDLCMountingComplete - m_groups[%d]\n",i);
m_groups[i]->HandleDLCMountingComplete();
}
}
void UIController::HandleDLCInstalled(int iPad)
{
//app.DebugPrintf(app.USER_SR, "UIController::HandleDLCInstalled not implemented\n");
for(unsigned int i = 0; i < eUIGroup_COUNT; ++i)
{
m_groups[i]->HandleDLCInstalled();
}
}
#ifdef _XBOX_ONE
void UIController::HandleDLCLicenseChange()
{
for(unsigned int i = 0; i < eUIGroup_COUNT; ++i)
{
app.DebugPrintf("UIController::HandleDLCLicenseChange - m_groups[%d]\n",i);
m_groups[i]->HandleDLCLicenseChange();
}
}
#endif
void UIController::HandleTMSDLCFileRetrieved(int iPad)
{
app.DebugPrintf(app.USER_SR, "UIController::HandleTMSDLCFileRetrieved not implemented\n");
}
void UIController::HandleTMSBanFileRetrieved(int iPad)
{
app.DebugPrintf(app.USER_SR, "UIController::HandleTMSBanFileRetrieved not implemented\n");
}
void UIController::HandleInventoryUpdated(int iPad)
{
EUIGroup group = eUIGroup_Fullscreen;
if( app.GetGameStarted() && ( iPad != 255 ) && ( iPad >= 0 ) )
{
group = (EUIGroup)(iPad+1);
}
m_groups[group]->HandleMessage(eUIMessage_InventoryUpdated, NULL);
}
void UIController::HandleGameTick()
{
tickInput();
for(unsigned int i = 0; i < eUIGroup_COUNT; ++i)
{
if(m_groups[i]->getHUD()) m_groups[i]->getHUD()->handleGameTick();
}
}
void UIController::SetTutorial(int iPad, Tutorial *tutorial)
{
EUIGroup group;
if( app.GetGameStarted() )
{
// If the game isn't running treat as user 0, otherwise map index directly from pad
if( ( iPad != 255 ) && ( iPad >= 0 ) ) group = (EUIGroup)(iPad+1);
else group = eUIGroup_Fullscreen;
}
else
{
group = eUIGroup_Fullscreen;
}
if(m_groups[(int)group]->getTutorialPopup()) m_groups[(int)group]->getTutorialPopup()->SetTutorial(tutorial);
}
void UIController::SetTutorialDescription(int iPad, TutorialPopupInfo *info)
{
EUIGroup group;
if( app.GetGameStarted() )
{
// If the game isn't running treat as user 0, otherwise map index directly from pad
if( ( iPad != 255 ) && ( iPad >= 0 ) ) group = (EUIGroup)(iPad+1);
else group = eUIGroup_Fullscreen;
}
else
{
group = eUIGroup_Fullscreen;
}
if(m_groups[(int)group]->getTutorialPopup())
{
// tutorial popup needs to know if a container menu is being displayed
m_groups[(int)group]->getTutorialPopup()->SetContainerMenuVisible(m_groups[(int)group]->IsContainerMenuDisplayed());
m_groups[(int)group]->getTutorialPopup()->SetTutorialDescription(info);
}
}
#ifndef _XBOX
void UIController::RemoveInteractSceneReference(int iPad, UIScene *scene)
{
EUIGroup group;
if( ( iPad != 255 ) && ( iPad >= 0 ) ) group = (EUIGroup)(iPad+1);
else group = eUIGroup_Fullscreen;
if(m_groups[(int)group]->getTutorialPopup()) m_groups[(int)group]->getTutorialPopup()->RemoveInteractSceneReference(scene);
}
#endif
void UIController::SetTutorialVisible(int iPad, bool visible)
{
EUIGroup group;
if( app.GetGameStarted() )
{
// If the game isn't running treat as user 0, otherwise map index directly from pad
if( ( iPad != 255 ) && ( iPad >= 0 ) ) group = (EUIGroup)(iPad+1);
else group = eUIGroup_Fullscreen;
}
else
{
group = eUIGroup_Fullscreen;
}
if(m_groups[(int)group]->getTutorialPopup()) m_groups[(int)group]->getTutorialPopup()->SetVisible(visible);
}
bool UIController::IsTutorialVisible(int iPad)
{
EUIGroup group;
if( app.GetGameStarted() )
{
// If the game isn't running treat as user 0, otherwise map index directly from pad
if( ( iPad != 255 ) && ( iPad >= 0 ) ) group = (EUIGroup)(iPad+1);
else group = eUIGroup_Fullscreen;
}
else
{
group = eUIGroup_Fullscreen;
}
bool visible = false;
if(m_groups[(int)group]->getTutorialPopup()) visible = m_groups[(int)group]->getTutorialPopup()->IsVisible();
return visible;
}
void UIController::UpdatePlayerBasePositions()
{
Minecraft *pMinecraft = Minecraft::GetInstance();
for( BYTE idx = 0; idx < XUSER_MAX_COUNT; ++idx)
{
if(pMinecraft->localplayers[idx] != NULL)
{
if(pMinecraft->localplayers[idx]->m_iScreenSection==C4JRender::VIEWPORT_TYPE_FULLSCREEN)
{
DisplayGamertag(idx,false);
}
else
{
DisplayGamertag(idx,true);
}
m_groups[idx+1]->SetViewportType((C4JRender::eViewportType)pMinecraft->localplayers[idx]->m_iScreenSection);
}
else
{
// 4J Stu - This is a legacy thing from our XUI implementation that we don't need
// Changing the viewport to fullscreen for users that no longer exist is SLOW
// This should probably be on all platforms, but I don't have time to test them all just now!
#ifndef __ORBIS__
m_groups[idx+1]->SetViewportType(C4JRender::VIEWPORT_TYPE_FULLSCREEN);
#endif
DisplayGamertag(idx,false);
}
}
}
void UIController::SetEmptyQuadrantLogo(int iSection)
{
// 4J Stu - We shouldn't need to implement this
}
void UIController::HideAllGameUIElements()
{
// 4J Stu - We might not need to implement this
app.DebugPrintf(app.USER_SR, "UIController::HideAllGameUIElements not implemented\n");
}
void UIController::ShowOtherPlayersBaseScene(unsigned int iPad, bool show)
{
// 4J Stu - We shouldn't need to implement this
}
void UIController::ShowTrialTimer(bool show)
{
if(m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()) m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()->showTrialTimer(show);
}
void UIController::SetTrialTimerLimitSecs(unsigned int uiSeconds)
{
UIController::m_dwTrialTimerLimitSecs = uiSeconds;
}
void UIController::UpdateTrialTimer(unsigned int iPad)
{
WCHAR wcTime[20];
DWORD dwTimeTicks=(DWORD)app.getTrialTimer();
if(dwTimeTicks>m_dwTrialTimerLimitSecs)
{
dwTimeTicks=m_dwTrialTimerLimitSecs;
}
dwTimeTicks=m_dwTrialTimerLimitSecs-dwTimeTicks;
#ifndef _CONTENT_PACKAGE
if(true)
#else
// display the time - only if there's less than 3 minutes
if(dwTimeTicks<180)
#endif
{
int iMins=dwTimeTicks/60;
int iSeconds=dwTimeTicks%60;
swprintf( wcTime, 20, L"%d:%02d",iMins,iSeconds);
if(m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()) m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()->setTrialTimer(wcTime);
}
else
{
if(m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()) m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()->setTrialTimer(L"");
}
// are we out of time?
if((dwTimeTicks==0))
{
// Trial over
// bring up the pause menu to stop the trial over message box being called again?
if(!ui.GetMenuDisplayed( iPad ) )
{
ui.NavigateToScene(iPad, eUIScene_PauseMenu, NULL, eUILayer_Scene);
app.SetAction(iPad,eAppAction_TrialOver);
}
}
}
void UIController::ReduceTrialTimerValue()
{
DWORD dwTimeTicks=(int)app.getTrialTimer();
if(dwTimeTicks>m_dwTrialTimerLimitSecs)
{
dwTimeTicks=m_dwTrialTimerLimitSecs;
}
m_dwTrialTimerLimitSecs-=dwTimeTicks;
}
void UIController::ShowAutosaveCountdownTimer(bool show)
{
if(m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()) m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()->showTrialTimer(show);
}
void UIController::UpdateAutosaveCountdownTimer(unsigned int uiSeconds)
{
#if !(defined(_XBOX_ONE) || defined(__ORBIS__))
WCHAR wcAutosaveCountdown[100];
swprintf( wcAutosaveCountdown, 100, app.GetString(IDS_AUTOSAVE_COUNTDOWN),uiSeconds);
if(m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()) m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()->setTrialTimer(wcAutosaveCountdown);
#endif
}
void UIController::ShowSavingMessage(unsigned int iPad, C4JStorage::ESavingMessage eVal)
{
bool show = false;
switch(eVal)
{
case C4JStorage::ESavingMessage_None:
show = false;
break;
case C4JStorage::ESavingMessage_Short:
case C4JStorage::ESavingMessage_Long:
show = true;
break;
}
if(m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()) m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()->showSaveIcon(show);
}
void UIController::ShowPlayerDisplayname(bool show)
{
if(m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()) m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()->showPlayerDisplayName(show);
}
void UIController::SetWinUserIndex(unsigned int iPad)
{
m_winUserIndex = iPad;
}
unsigned int UIController::GetWinUserIndex()
{
return m_winUserIndex;
}
void UIController::ShowUIDebugConsole(bool show)
{
#ifndef _CONTENT_PACKAGE
if(show)
{
m_uiDebugConsole = (UIComponent_DebugUIConsole *)m_groups[eUIGroup_Fullscreen]->addComponent(0, eUIComponent_DebugUIConsole, eUILayer_Debug);
}
else
{
m_groups[eUIGroup_Fullscreen]->removeComponent(eUIComponent_DebugUIConsole, eUILayer_Debug);
m_uiDebugConsole = NULL;
}
#endif
}
void UIController::ShowUIDebugMarketingGuide(bool show)
{
#ifndef _CONTENT_PACKAGE
if(show)
{
m_uiDebugMarketingGuide = (UIComponent_DebugUIMarketingGuide *)m_groups[eUIGroup_Fullscreen]->addComponent(0, eUIComponent_DebugUIMarketingGuide, eUILayer_Debug);
}
else
{
m_groups[eUIGroup_Fullscreen]->removeComponent(eUIComponent_DebugUIMarketingGuide, eUILayer_Debug);
m_uiDebugMarketingGuide = NULL;
}
#endif
}
void UIController::logDebugString(const string &text)
{
if(m_uiDebugConsole) m_uiDebugConsole->addText(text);
}
bool UIController::PressStartPlaying(unsigned int iPad)
{
return m_iPressStartQuadrantsMask&(1<<iPad)?true:false;
}
void UIController::ShowPressStart(unsigned int iPad)
{
m_iPressStartQuadrantsMask|=1<<iPad;
if(m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()) m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()->showPressStart(iPad, true);
}
void UIController::HidePressStart()
{
ClearPressStart();
if(m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()) m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()->showPressStart(0, false);
}
void UIController::ClearPressStart()
{
m_iPressStartQuadrantsMask = 0;
}
C4JStorage::EMessageResult UIController::RequestAlertMessage(UINT uiTitle, UINT uiText, UINT *uiOptionA,UINT uiOptionC, DWORD dwPad, int( *Func)(LPVOID,int,const C4JStorage::EMessageResult),LPVOID lpParam, WCHAR *pwchFormatString)
{
return RequestMessageBox(uiTitle, uiText, uiOptionA, uiOptionC, dwPad, Func, lpParam, pwchFormatString, 0, false);
}
C4JStorage::EMessageResult UIController::RequestErrorMessage(UINT uiTitle, UINT uiText, UINT *uiOptionA,UINT uiOptionC, DWORD dwPad, int( *Func)(LPVOID,int,const C4JStorage::EMessageResult),LPVOID lpParam, WCHAR *pwchFormatString)
{
return RequestMessageBox(uiTitle, uiText, uiOptionA, uiOptionC, dwPad, Func, lpParam, pwchFormatString, 0, true);
}
C4JStorage::EMessageResult UIController::RequestMessageBox(UINT uiTitle, UINT uiText, UINT *uiOptionA,UINT uiOptionC, DWORD dwPad,
int( *Func)(LPVOID,int,const C4JStorage::EMessageResult),LPVOID lpParam, WCHAR *pwchFormatString,DWORD dwFocusButton, bool bIsError)
{
MessageBoxInfo param;
param.uiTitle = uiTitle;
param.uiText = uiText;
param.uiOptionA = uiOptionA;
param.uiOptionC = uiOptionC;
param.dwPad = dwPad;
param.Func = Func;
param.lpParam = lpParam;
param.pwchFormatString = pwchFormatString;
param.dwFocusButton = dwFocusButton;
EUILayer layer = bIsError?eUILayer_Error:eUILayer_Alert;
bool completed = false;
if(ui.IsReloadingSkin())
{
// Queue this message box
QueuedMessageBoxData *queuedData = new QueuedMessageBoxData();
queuedData->info = param;
queuedData->info.uiOptionA = new UINT[param.uiOptionC];
memcpy(queuedData->info.uiOptionA, param.uiOptionA, param.uiOptionC * sizeof(UINT));
queuedData->iPad = dwPad;
queuedData->layer = eUILayer_Error; // Ensures that these don't get wiped out by a CloseAllScenes call
m_queuedMessageBoxData.push_back(queuedData);
}
else
{
completed = ui.NavigateToScene(dwPad, eUIScene_MessageBox, &param, layer, eUIGroup_Fullscreen);
}
if( completed )
{
// This may happen if we had to queue the message box, or there was already a message box displaying and so the NavigateToScene returned false;
return C4JStorage::EMessage_Pending;
}
else
{
return C4JStorage::EMessage_Busy;
}
}
C4JStorage::EMessageResult UIController::RequestUGCMessageBox(UINT title/* = -1 */, UINT message/* = -1 */, int iPad/* = -1*/, int( *Func)(LPVOID,int,const C4JStorage::EMessageResult)/* = NULL*/, LPVOID lpParam/* = NULL*/)
{
// Default title / messages
if (title == -1)
{
title = IDS_FAILED_TO_CREATE_GAME_TITLE;
}
if (message == -1)
{
message = IDS_NO_USER_CREATED_CONTENT_PRIVILEGE_CREATE;
}
// Default pad to primary player
if (iPad == -1) iPad = ProfileManager.GetPrimaryPad();
#ifdef __ORBIS__
// Show the vague UGC system message in addition to our message
ProfileManager.DisplaySystemMessage( SCE_MSG_DIALOG_SYSMSG_TYPE_TRC_PSN_UGC_RESTRICTION, iPad );
return C4JStorage::EMessage_ResultAccept;
#elif defined(__PSVITA__)
ProfileManager.ShowSystemMessage( SCE_MSG_DIALOG_SYSMSG_TYPE_TRC_PSN_CHAT_RESTRICTION, iPad );
UINT uiIDA[1];
uiIDA[0]=IDS_CONFIRM_OK;
return ui.RequestAlertMessage( title, IDS_CHAT_RESTRICTION_UGC, uiIDA, 1, iPad, Func, lpParam);
#else
UINT uiIDA[1];
uiIDA[0]=IDS_CONFIRM_OK;
return ui.RequestAlertMessage( title, message, uiIDA, 1, iPad, Func, lpParam);
#endif
}
C4JStorage::EMessageResult UIController::RequestContentRestrictedMessageBox(UINT title/* = -1 */, UINT message/* = -1 */, int iPad/* = -1*/, int( *Func)(LPVOID,int,const C4JStorage::EMessageResult)/* = NULL*/, LPVOID lpParam/* = NULL*/)
{
// Default title / messages
if (title == -1)
{
title = IDS_FAILED_TO_CREATE_GAME_TITLE;
}
if (message == -1)
{
#if defined(_XBOX_ONE) || defined(_WINDOWS64)
// IDS_CONTENT_RESTRICTION doesn't exist on XB1
message = IDS_NO_USER_CREATED_CONTENT_PRIVILEGE_CREATE;
#else
message = IDS_CONTENT_RESTRICTION;
#endif
}
// Default pad to primary player
if (iPad == -1) iPad = ProfileManager.GetPrimaryPad();
#ifdef __ORBIS__
// Show the vague UGC system message in addition to our message
ProfileManager.DisplaySystemMessage( SCE_MSG_DIALOG_SYSMSG_TYPE_TRC_PSN_UGC_RESTRICTION, iPad );
return C4JStorage::EMessage_ResultAccept;
#elif defined(__PSVITA__)
ProfileManager.ShowSystemMessage( SCE_MSG_DIALOG_SYSMSG_TYPE_TRC_PSN_AGE_RESTRICTION, iPad );
return C4JStorage::EMessage_ResultAccept;
#else
UINT uiIDA[1];
uiIDA[0]=IDS_CONFIRM_OK;
return ui.RequestAlertMessage( title, message, uiIDA, 1, iPad, Func, lpParam);
#endif
}
void UIController::setFontCachingCalculationBuffer(int length)
{
/* 4J-JEV: As described in an email from Sean.
If your `optional_temp_buffer` is NULL, Iggy will allocate the temp
buffer on the stack during Iggy draw calls. The size of the buffer it
will allocate is 16 bytes times `max_chars` in 32-bit, and 24 bytes
times `max_chars` in 64-bit. If the stack of the thread making the
draw call is not large enough, Iggy will crash or otherwise behave
incorrectly.
*/
#if defined __ORBIS__ || defined _DURANGO || defined _WIN64
static const int CHAR_SIZE = 24;
#else
static const int CHAR_SIZE = 16;
#endif
if (m_tempBuffer != NULL) delete [] m_tempBuffer;
if (length<0)
{
if (m_defaultBuffer == NULL) m_defaultBuffer = new char[CHAR_SIZE*5000];
IggySetFontCachingCalculationBuffer(5000, m_defaultBuffer, CHAR_SIZE*5000);
}
else
{
m_tempBuffer = new char[CHAR_SIZE*length];
IggySetFontCachingCalculationBuffer(length, m_tempBuffer, CHAR_SIZE*length);
}
}
// Returns the first scene of given type if it exists, NULL otherwise
UIScene *UIController::FindScene(EUIScene sceneType)
{
UIScene *pScene = NULL;
for (int i = 0; i < eUIGroup_COUNT; i++)
{
pScene = m_groups[i]->FindScene(sceneType);
#ifdef __PS3__
if (pScene != NULL) return pScene;
#else
if (pScene != nullptr) return pScene;
#endif
}
return pScene;
}
#ifdef __PSVITA__
void UIController::TouchBoxAdd(UIControl *pControl,UIScene *pUIScene)
{
EUIGroup eUIGroup=pUIScene->GetParentLayerGroup();
EUILayer eUILayer=pUIScene->GetParentLayer()->m_iLayer;
EUIScene eUIscene=pUIScene->getSceneType();
TouchBoxAdd(pControl,eUIGroup,eUILayer,eUIscene, pUIScene->GetMainPanel());
}
void UIController::TouchBoxAdd(UIControl *pControl,EUIGroup eUIGroup,EUILayer eUILayer,EUIScene eUIscene, UIControl *pMainPanelControl)
{
UIELEMENT *puiElement = new UIELEMENT;
puiElement->pControl = pControl;
S32 iControlWidth = pControl->getWidth();
S32 iControlHeight = pControl->getHeight();
S32 iMainPanelOffsetX = 0;
S32 iMainPanelOffsetY= 0;
// 4J-TomK add main panel offset if controls do not live in the root scene
if(pMainPanelControl)
{
iMainPanelOffsetX = pMainPanelControl->getXPos();
iMainPanelOffsetY = pMainPanelControl->getYPos();
}
// 4J-TomK override control width / height where needed
if(puiElement->pControl->getControlType() == UIControl::eSlider)
{
// Sliders are never scaled but masked, so we have to get the real width from AS
UIControl_Slider *pSlider = (UIControl_Slider *)puiElement->pControl;
iControlWidth = pSlider->GetRealWidth();
}
else if(puiElement->pControl->getControlType() == UIControl::eTexturePackList)
{
// The origin of the TexturePackList is NOT in the top left corner but where the slot area starts. therefore we need the height of the slot area itself.
UIControl_TexturePackList *pTexturePackList = (UIControl_TexturePackList *)puiElement->pControl;
iControlHeight = pTexturePackList->GetRealHeight();
}
else if(puiElement->pControl->getControlType() == UIControl::eDynamicLabel)
{
// The height and width of this control changes per how to play page
UIControl_DynamicLabel *pDynamicLabel = (UIControl_DynamicLabel *)puiElement->pControl;
iControlWidth = pDynamicLabel->GetRealWidth();
iControlHeight = pDynamicLabel->GetRealHeight();
}
else if(puiElement->pControl->getControlType() == UIControl::eHTMLLabel)
{
// The height and width of this control changes per how to play page
UIControl_HTMLLabel *pHtmlLabel = (UIControl_HTMLLabel *)puiElement->pControl;
iControlWidth = pHtmlLabel->GetRealWidth();
iControlHeight = pHtmlLabel->GetRealHeight();
}
puiElement->x1=(S32)((float)pControl->getXPos() + (float)iMainPanelOffsetX);
puiElement->y1=(S32)((float)pControl->getYPos() + (float)iMainPanelOffsetY);
puiElement->x2=(S32)(((float)pControl->getXPos() + (float)iControlWidth + (float)iMainPanelOffsetX));
puiElement->y2=(S32)(((float)pControl->getYPos() + (float)iControlHeight + (float)iMainPanelOffsetY));
if(puiElement->pControl->getControlType() == UIControl::eNoControl)
{
app.DebugPrintf("NO CONTROL!");
}
if(puiElement->x1 == puiElement->x2 || puiElement->y1 == puiElement->y2)
{
app.DebugPrintf("NOT adding touchbox %d,%d,%d,%d\n",puiElement->x1,puiElement->y1,puiElement->x2,puiElement->y2);
}
else
{
app.DebugPrintf("Adding touchbox %d,%d,%d,%d\n",puiElement->x1,puiElement->y1,puiElement->x2,puiElement->y2);
m_TouchBoxes[eUIGroup][eUILayer][eUIscene].push_back(puiElement);
}
}
void UIController::TouchBoxRebuild(UIScene *pUIScene)
{
EUIGroup eUIGroup=pUIScene->GetParentLayerGroup();
EUILayer eUILayer=pUIScene->GetParentLayer()->m_iLayer;
EUIScene eUIscene=pUIScene->getSceneType();
// if we delete an element, it's possible that the scene has re-arranged all the elements, so we need to rebuild the boxes
ui.TouchBoxesClear(pUIScene);
// rebuild boxes
for ( UIControl *control : *pUIScene->GetControls() )
{
if(control->getControlType() == UIControl::eButton ||
control->getControlType() == UIControl::eSlider ||
control->getControlType() == UIControl::eCheckBox ||
control->getControlType() == UIControl::eTexturePackList ||
control->getControlType() == UIControl::eButtonList ||
control->getControlType() == UIControl::eTextInput ||
control->getControlType() == UIControl::eDynamicLabel ||
control->getControlType() == UIControl::eHTMLLabel ||
control->getControlType() == UIControl::eLeaderboardList ||
control->getControlType() == UIControl::eTouchControl)
{
if(control->getVisible())
{
// 4J-TomK update the control (it might have been moved by flash / AS)
control->UpdateControl();
ui.TouchBoxAdd(control,eUIGroup,eUILayer,eUIscene, pUIScene->GetMainPanel());
}
}
}
}
void UIController::TouchBoxesClear(UIScene *pUIScene)
{
EUIGroup eUIGroup=pUIScene->GetParentLayerGroup();
EUILayer eUILayer=pUIScene->GetParentLayer()->m_iLayer;
EUIScene eUIscene=pUIScene->getSceneType();
for ( UIELEMENT *element : m_TouchBoxes[eUIGroup][eUILayer][eUIscene] )
{
delete element;
}
m_TouchBoxes[eUIGroup][eUILayer][eUIscene].clear();
}
bool UIController::TouchBoxHit(UIScene *pUIScene,S32 x, S32 y)
{
EUIGroup eUIGroup=pUIScene->GetParentLayerGroup();
EUILayer eUILayer=pUIScene->GetParentLayer()->m_iLayer;
EUIScene eUIscene=pUIScene->getSceneType();
// 4J-TomK let's do the transformation from touch resolution to screen resolution here, so our touchbox values always are in screen resolution!
x *= (m_fScreenWidth/1920.0f);
y *= (m_fScreenHeight/1080.0f);
if(m_TouchBoxes[eUIGroup][eUILayer][eUIscene].size()>0)
{
for ( UIELEMENT *element : m_TouchBoxes[eUIGroup][eUILayer][eUIscene] )
{
if(element->pControl->getHidden() == false && element->pControl->getVisible()) // ignore removed controls
{
if((x>=element->x1) &&(x<=element->x2) && (y>=element->y1) && (y<=element->y2))
{
if(!m_bTouchscreenPressed)
{
app.DebugPrintf("SET m_ActiveUIElement (Layer: %i) at x = %i y = %i\n", (int)eUILayer, (int)x, (int)y);
m_ActiveUIElement = element;
}
// remember the currently highlighted element
m_HighlightedUIElement = element;
return true;
}
}
}
}
//app.DebugPrintf("MISS at x = %i y = %i\n", (int)x, (int)y);
m_HighlightedUIElement = NULL;
return false;
}
//
// Handle Touch Input
//
void UIController::HandleTouchInput(unsigned int iPad, unsigned int key, bool bPressed, bool bRepeat, bool bReleased)
{
// no input? no handling!
if(!bPressed && !bRepeat && !bReleased)
{
// override for instand repeat without delay!
if(m_bTouchscreenPressed && m_ActiveUIElement && (
m_ActiveUIElement->pControl->getControlType() == UIControl::eSlider ||
m_ActiveUIElement->pControl->getControlType() == UIControl::eButtonList ||
m_ActiveUIElement->pControl->getControlType() == UIControl::eTexturePackList ||
m_ActiveUIElement->pControl->getControlType() == UIControl::eDynamicLabel ||
m_ActiveUIElement->pControl->getControlType() == UIControl::eHTMLLabel ||
m_ActiveUIElement->pControl->getControlType() == UIControl::eLeaderboardList ||
m_ActiveUIElement->pControl->getControlType() == UIControl::eTouchControl))
bRepeat = true; // the above controls need to be controllable without having the finger over them
else
return;
}
SceTouchData* pTouchData = InputManager.GetTouchPadData(iPad,false);
S32 x = pTouchData->report[0].x * (m_fScreenWidth/1920.0f);
S32 y = pTouchData->report[0].y * (m_fScreenHeight/1080.0f);
if(bPressed && !bRepeat && !bReleased) // PRESSED HANDLING
{
app.DebugPrintf("touch input pressed\n");
switch(m_ActiveUIElement->pControl->getControlType())
{
case UIControl::eButton:
// set focus
UIControl_Button *pButton=(UIControl_Button *)m_ActiveUIElement->pControl;
pButton->getParentScene()->SetFocusToElement(m_ActiveUIElement->pControl->getId());
// override bPressed to false. we only want the button to trigger on touch release!
bPressed = false;
break;
case UIControl::eSlider:
// set focus
UIControl_Slider *pSlider=(UIControl_Slider *)m_ActiveUIElement->pControl;
pSlider->getParentScene()->SetFocusToElement(m_ActiveUIElement->pControl->getId());
break;
case UIControl::eCheckBox:
// set focus
UIControl_CheckBox *pCheckbox=(UIControl_CheckBox *)m_ActiveUIElement->pControl;
pCheckbox->getParentScene()->SetFocusToElement(m_ActiveUIElement->pControl->getId());
// override bPressed. we only want the checkbox to trigger on touch release!
bPressed = false;
break;
case UIControl::eButtonList:
// set focus to list
UIControl_ButtonList *pButtonList=(UIControl_ButtonList *)m_ActiveUIElement->pControl;
//pButtonList->getParentScene()->SetFocusToElement(m_ActiveUIElement->pControl->getId());
// tell list where we tapped it so it can set focus to the correct button
pButtonList->SetTouchFocus((float)x, (float)y, false);
// override bPressed. we only want the ButtonList to trigger on touch release!
bPressed = false;
break;
case UIControl::eTexturePackList:
// set focus to list
UIControl_TexturePackList *pTexturePackList=(UIControl_TexturePackList *)m_ActiveUIElement->pControl;
pTexturePackList->getParentScene()->SetFocusToElement(m_ActiveUIElement->pControl->getId());
// tell list where we tapped it so it can set focus to the correct texture pack
pTexturePackList->SetTouchFocus((float)x - (float)m_ActiveUIElement->x1, (float)y - (float)m_ActiveUIElement->y1, false);
// override bPressed. we only want the TexturePack List to trigger on touch release!
bPressed = false;
break;
case UIControl::eTextInput:
// set focus
UIControl_TextInput *pTextInput=(UIControl_TextInput *)m_ActiveUIElement->pControl;
pTextInput->getParentScene()->SetFocusToElement(m_ActiveUIElement->pControl->getId());
// override bPressed to false. we only want the textinput to trigger on touch release!
bPressed = false;
break;
case UIControl::eDynamicLabel:
// handle dynamic label scrolling
UIControl_DynamicLabel *pDynamicLabel=(UIControl_DynamicLabel *)m_ActiveUIElement->pControl;
pDynamicLabel->TouchScroll(y, true);
// override bPressed to false
bPressed = false;
break;
case UIControl::eHTMLLabel:
// handle dynamic label scrolling
UIControl_HTMLLabel *pHtmlLabel=(UIControl_HTMLLabel *)m_ActiveUIElement->pControl;
pHtmlLabel->TouchScroll(y, true);
// override bPressed to false
bPressed = false;
break;
case UIControl::eLeaderboardList:
// set focus to list
UIControl_LeaderboardList *pLeaderboardList=(UIControl_LeaderboardList *)m_ActiveUIElement->pControl;
// tell list where we tapped it so it can set focus to the correct button
pLeaderboardList->SetTouchFocus((float)x, (float)y, false);
// override bPressed. we only want the ButtonList to trigger on touch release!
bPressed = false;
break;
case UIControl::eTouchControl:
// pass on touch input to relevant parent scene so we can handle it there!
m_ActiveUIElement->pControl->getParentScene()->handleTouchInput(iPad, x, y, m_ActiveUIElement->pControl->getId(), bPressed, bRepeat, bReleased);
// override bPressed to false
bPressed = false;
break;
default:
app.DebugPrintf("PRESSED - UNHANDLED UI ELEMENT\n");
break;
}
}
else if(bRepeat) // REPEAT HANDLING
{
switch(m_ActiveUIElement->pControl->getControlType())
{
case UIControl::eButton:
/* no action */
break;
case UIControl::eSlider:
// handle slider movement
UIControl_Slider *pSlider=(UIControl_Slider *)m_ActiveUIElement->pControl;
float fNewSliderPos = ((float)x - (float)m_ActiveUIElement->x1) / (float)pSlider->GetRealWidth();
pSlider->SetSliderTouchPos(fNewSliderPos);
break;
case UIControl::eCheckBox:
/* no action */
bRepeat = false;
bPressed = false;
break;
case UIControl::eButtonList:
// handle button list scrolling
UIControl_ButtonList *pButtonList=(UIControl_ButtonList *)m_ActiveUIElement->pControl;
pButtonList->SetTouchFocus((float)x, (float)y, true);
break;
case UIControl::eTexturePackList:
// handle texturepack list scrolling
UIControl_TexturePackList *pTexturePackList=(UIControl_TexturePackList *)m_ActiveUIElement->pControl;
pTexturePackList->SetTouchFocus((float)x - (float)m_ActiveUIElement->x1, (float)y - (float)m_ActiveUIElement->y1, true);
break;
case UIControl::eTextInput:
/* no action */
bRepeat = false;
bPressed = false;
break;
case UIControl::eDynamicLabel:
// handle dynamic label scrolling
UIControl_DynamicLabel *pDynamicLabel=(UIControl_DynamicLabel *)m_ActiveUIElement->pControl;
pDynamicLabel->TouchScroll(y, true);
// override bPressed & bRepeat to false
bPressed = false;
bRepeat = false;
break;
case UIControl::eHTMLLabel:
// handle dynamic label scrolling
UIControl_HTMLLabel *pHtmlLabel=(UIControl_HTMLLabel *)m_ActiveUIElement->pControl;
pHtmlLabel->TouchScroll(y, true);
// override bPressed & bRepeat to false
bPressed = false;
bRepeat = false;
break;
case UIControl::eLeaderboardList:
// handle button list scrolling
UIControl_LeaderboardList *pLeaderboardList=(UIControl_LeaderboardList *)m_ActiveUIElement->pControl;
pLeaderboardList->SetTouchFocus((float)x, (float)y, true);
break;
case UIControl::eTouchControl:
// override bPressed to false
bPressed = false;
// pass on touch input to relevant parent scene so we can handle it there!
m_ActiveUIElement->pControl->getParentScene()->handleTouchInput(iPad, x, y, m_ActiveUIElement->pControl->getId(), bPressed, bRepeat, bReleased);
// override bRepeat to false
bRepeat = false;
break;
default:
app.DebugPrintf("REPEAT - UNHANDLED UI ELEMENT\n");
break;
}
}
if(bReleased) // RELEASED HANDLING
{
app.DebugPrintf("touch input released\n");
switch(m_ActiveUIElement->pControl->getControlType())
{
case UIControl::eButton:
// trigger button on release (ONLY if the finger is still on it!)
if(m_HighlightedUIElement && m_ActiveUIElement->pControl == m_HighlightedUIElement->pControl)
bPressed = true;
break;
case UIControl::eSlider:
/* no action */
break;
case UIControl::eCheckBox:
// trigger checkbox on release (ONLY if the finger is still on it!)
if(m_HighlightedUIElement && m_ActiveUIElement->pControl == m_HighlightedUIElement->pControl)
{
UIControl_CheckBox *pCheckbox=(UIControl_CheckBox *)m_ActiveUIElement->pControl;
if(pCheckbox->IsEnabled()) // only proceed if checkbox is enabled!
pCheckbox->TouchSetCheckbox(!pCheckbox->IsChecked());
}
bReleased = false;
break;
case UIControl::eButtonList:
// trigger buttonlist on release (ONLY if the finger is still on it!)
if(m_HighlightedUIElement && m_ActiveUIElement->pControl == m_HighlightedUIElement->pControl)
{
UIControl_ButtonList *pButtonList=(UIControl_ButtonList *)m_ActiveUIElement->pControl;
if(pButtonList->CanTouchTrigger(x,y))
bPressed = true;
}
break;
case UIControl::eTexturePackList:
// trigger texturepack list on release (ONLY if the finger is still on it!)
if(m_HighlightedUIElement && m_ActiveUIElement->pControl == m_HighlightedUIElement->pControl)
{
UIControl_TexturePackList *pTexturePackList=(UIControl_TexturePackList *)m_ActiveUIElement->pControl;
if(pTexturePackList->CanTouchTrigger((float)x - (float)m_ActiveUIElement->x1, (float)y - (float)m_ActiveUIElement->y1))
bPressed = true;
}
break;
case UIControl::eTextInput:
// trigger TextInput on release (ONLY if the finger is still on it!)
if(m_HighlightedUIElement && m_ActiveUIElement->pControl == m_HighlightedUIElement->pControl)
bPressed = true;
break;
case UIControl::eDynamicLabel:
// handle dynamic label scrolling
UIControl_DynamicLabel *pDynamicLabel=(UIControl_DynamicLabel *)m_ActiveUIElement->pControl;
pDynamicLabel->TouchScroll(y, false);
break;
case UIControl::eHTMLLabel:
// handle dynamic label scrolling
UIControl_HTMLLabel *pHtmlLabel=(UIControl_HTMLLabel *)m_ActiveUIElement->pControl;
pHtmlLabel->TouchScroll(y, false);
break;
case UIControl::eLeaderboardList:
/* no action */
break;
case UIControl::eTouchControl:
// trigger only if touch is released over the same component!
if(m_HighlightedUIElement && m_ActiveUIElement->pControl == m_HighlightedUIElement->pControl)
{
// pass on touch input to relevant parent scene so we can handle it there!
m_ActiveUIElement->pControl->getParentScene()->handleTouchInput(iPad, x, y, m_ActiveUIElement->pControl->getId(), bPressed, bRepeat, bReleased);
}
// override bReleased to false
bReleased = false;
break;
default:
app.DebugPrintf("RELEASED - UNHANDLED UI ELEMENT\n");
break;
}
}
// only proceed if there's input to be handled
if(bPressed || bRepeat || bReleased)
{
SendTouchInput(iPad, key, bPressed, bRepeat, bReleased);
}
}
void UIController::SendTouchInput(unsigned int iPad, unsigned int key, bool bPressed, bool bRepeat, bool bReleased)
{
bool handled = false;
// Send the key to the fullscreen group first
m_groups[(int)eUIGroup_Fullscreen]->handleInput(iPad, key, bRepeat, bPressed, bReleased, handled);
if(!handled)
{
// If it's not been handled yet, then pass the event onto the players specific group
m_groups[(iPad+1)]->handleInput(iPad, key, bRepeat, bPressed, bReleased, handled);
}
}
#endif