diff --git a/Minecraft.Client/Platform/Common/UI/UIController.cpp b/Minecraft.Client/Platform/Common/UI/UIController.cpp index 531606952..3b195651e 100644 --- a/Minecraft.Client/Platform/Common/UI/UIController.cpp +++ b/Minecraft.Client/Platform/Common/UI/UIController.cpp @@ -17,15 +17,15 @@ #endif // 4J Stu - Enable this to override the Iggy Allocator -//#define ENABLE_IGGY_ALLOCATOR -//#define EXCLUDE_IGGY_ALLOCATIONS_FROM_HEAP_INSPECTOR +// #define ENABLE_IGGY_ALLOCATOR +// #define EXCLUDE_IGGY_ALLOCATIONS_FROM_HEAP_INSPECTOR -//#define ENABLE_IGGY_EXPLORER +// #define ENABLE_IGGY_EXPLORER #ifdef ENABLE_IGGY_EXPLORER #include "../../Minecraft.Client/Platform/Windows64/Iggy/include/iggyexpruntime.h" #endif -//#define ENABLE_IGGY_PERFMON +// #define ENABLE_IGGY_PERFMON #ifdef ENABLE_IGGY_PERFMON #define PM_ORIGIN_X 24 @@ -51,913 +51,904 @@ CRITICAL_SECTION UIController::ms_reloadSkinCS; bool UIController::ms_bReloadSkinCSInitialised = false; -std::uint32_t UIController::m_dwTrialTimerLimitSecs = DYNAMIC_CONFIG_DEFAULT_TRIAL_TIME; +std::uint32_t UIController::m_dwTrialTimerLimitSecs = + DYNAMIC_CONFIG_DEFAULT_TRIAL_TIME; -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,}; +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, "[Iggy] "); - app.DebugPrintf(app.USER_SR, message); - app.DebugPrintf(app.USER_SR, "\n"); - break; - }; + 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, "[Iggy] "); + 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); +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_malloc(void* handle, U32 size) { + return malloc(size); } -static void RADLINK perf_free(void *handle, void *ptr) -{ - return free(ptr); -} +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); +extern "C" void* __real_malloc(size_t t); +extern "C" void __real_free(void* t); #endif __int64 UIController::iggyAllocCount = 0; -static std::unordered_map 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); +static std::unordered_map 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); + void* alloc = __real_malloc(size_requested); #else - void *alloc = malloc(size_requested); + 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; + *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); +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); + __real_free(ptr); #else - free(ptr); + free(ptr); #endif - LeaveCriticalSection(&controller->m_Allocatorlock); + LeaveCriticalSection(&controller->m_Allocatorlock); } -UIController::UIController() -{ - m_uiDebugConsole = NULL; - m_reloadSkinThread = NULL; - m_navigateToHomeOnReload = false; - m_mcTTFFont= NULL; - m_moj7 = NULL; - m_moj11 = NULL; +UIController::UIController() { + m_uiDebugConsole = NULL; + m_reloadSkinThread = NULL; + m_navigateToHomeOnReload = false; + m_mcTTFFont = NULL; + m_moj7 = NULL; + m_moj11 = NULL; #ifdef ENABLE_IGGY_ALLOCATOR - InitializeCriticalSection(&m_Allocatorlock); + 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__ || defined(__linux__) - m_fScreenWidth = 1920.0f; - m_fScreenHeight = 1080.0f; - m_bScreenWidthSetup = true; + // 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__ || \ + defined(__linux__) + m_fScreenWidth = 1920.0f; + m_fScreenHeight = 1080.0f; + m_bScreenWidthSetup = true; #else - m_fScreenWidth = 1280.0f; - m_fScreenHeight = 720.0f; - m_bScreenWidthSetup = false; + 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 < 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 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 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; - } + for (unsigned int i = 0; i < eUIGroup_COUNT; ++i) { + m_bCloseAllScenes[i] = false; + } - m_iPressStartQuadrantsMask = 0; + m_iPressStartQuadrantsMask = 0; - m_currentRenderViewport = C4JRender::VIEWPORT_TYPE_FULLSCREEN; - m_bCustomRenderPosition = false; - m_winUserIndex = 0; - m_accumulatedTicks = 0; + m_currentRenderViewport = C4JRender::VIEWPORT_TYPE_FULLSCREEN; + m_bCustomRenderPosition = false; + m_winUserIndex = 0; + m_accumulatedTicks = 0; - InitializeCriticalSection(&m_navigationLock); - InitializeCriticalSection(&m_registeredCallbackScenesCS); - //m_bSysUIShowing=false; - m_bSystemUIShowing=false; + InitializeCriticalSection(&m_navigationLock); + InitializeCriticalSection(&m_registeredCallbackScenesCS); + // m_bSysUIShowing=false; + m_bSystemUIShowing = false; #ifdef __PSVITA__ - m_bTouchscreenPressed=false; + 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; - } + 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::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(void *lpParam,bool bVal) -{ - UIController *pClass=(UIController *)lpParam; - pClass->SetSysUIShowing(bVal); +void UIController::SetSystemUIShowing(void* 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; +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); + IggyAllocator allocator; + allocator.user_callback_data = this; + allocator.mem_alloc = &AllocateFunction; + allocator.mem_free = &DeallocateFunction; + IggyInit(&allocator); #else - IggyInit(0); + IggyInit(0); #endif - IggySetWarningCallback(WarningCallback, 0); - IggySetTraceCallbackUTF8(TraceCallback, 0); + IggySetWarningCallback(WarningCallback, 0); + IggySetTraceCallbackUTF8(TraceCallback, 0); - setFontCachingCalculationBuffer(-1); + 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 ); +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); - } + 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); - } + 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); + m_iggyPerfmonEnabled = false; + iggy_perfmon = IggyPerfmonCreate(perf_malloc, perf_free, NULL); + IggyInstallPerfmon(iggy_perfmon); #endif - NavigateToScene(0, eUIScene_Intro); + NavigateToScene(0, eUIScene_Intro); } -void UIController::SetupFont() -{ - bool bBitmapFont=false; +void UIController::SetupFont() { + bool bBitmapFont = false; - if(m_mcTTFFont!=NULL) - { - delete m_mcTTFFont; - } + if (m_mcTTFFont != NULL) { + delete m_mcTTFFont; + } - switch(XGetLanguage()) - { + switch (XGetLanguage()) { #if defined(__PS3__) || defined(__ORBIS__) || defined(__PSVITA__) - case XC_LANGUAGE_JAPANESE: - m_mcTTFFont = new UITTFFont("Common/Media/font/JPN/DF-DotDotGothic16.ttf", 0x203B); // JPN - break; - case XC_LANGUAGE_SCHINESE: //TODO - case XC_LANGUAGE_TCHINESE: - m_mcTTFFont = new UITTFFont("Common/Media/font/CHT/DFTT_R5.TTC", 0x203B); // CHT - break; - case XC_LANGUAGE_KOREAN: - m_mcTTFFont = new UITTFFont("Common/Media/font/KOR/candadite2.ttf", 0x203B); // KOR - break; - // 4J-JEV, Cyrillic characters have been added to this font now, (4/July/14) - //case XC_LANGUAGE_RUSSIAN: - //case XC_LANGUAGE_GREEK: + case XC_LANGUAGE_JAPANESE: + m_mcTTFFont = new UITTFFont( + "Common/Media/font/JPN/DF-DotDotGothic16.ttf", 0x203B); // JPN + break; + case XC_LANGUAGE_SCHINESE: // TODO + case XC_LANGUAGE_TCHINESE: + m_mcTTFFont = new UITTFFont("Common/Media/font/CHT/DFTT_R5.TTC", + 0x203B); // CHT + break; + case XC_LANGUAGE_KOREAN: + m_mcTTFFont = new UITTFFont("Common/Media/font/KOR/candadite2.ttf", + 0x203B); // KOR + break; + // 4J-JEV, Cyrillic characters have been added to this font now, + // (4/July/14) + // case XC_LANGUAGE_RUSSIAN: + // case XC_LANGUAGE_GREEK: #else - case XC_LANGUAGE_JAPANESE: - m_mcTTFFont = new UITTFFont("Common/Media/font/JPN/DFGMaruGothic-Md.ttf", 0x2022); // JPN - break; - case XC_LANGUAGE_SCHINESE: //TODO - case XC_LANGUAGE_TCHINESE: - m_mcTTFFont = new UITTFFont("Common/Media/font/CHT/DFHeiMedium-B5.ttf", 0x2022); // CHT - break; - case XC_LANGUAGE_KOREAN: - m_mcTTFFont = new UITTFFont("Common/Media/font/KOR/BOKMSD.ttf", 0x2022); // KOR - break; + case XC_LANGUAGE_JAPANESE: + m_mcTTFFont = new UITTFFont( + "Common/Media/font/JPN/DFGMaruGothic-Md.ttf", 0x2022); // JPN + break; + case XC_LANGUAGE_SCHINESE: // TODO + case XC_LANGUAGE_TCHINESE: + m_mcTTFFont = new UITTFFont( + "Common/Media/font/CHT/DFHeiMedium-B5.ttf", 0x2022); // CHT + break; + case XC_LANGUAGE_KOREAN: + m_mcTTFFont = new UITTFFont("Common/Media/font/KOR/BOKMSD.ttf", + 0x2022); // KOR + break; #endif - default: - bBitmapFont=true; - // m_mcTTFFont = new UITTFFont("Common/Media/font/Mojangles.ttf", 0x2022); // 4J-JEV: Shouldn't be using this. - break; - } + default: + bBitmapFont = true; + // m_mcTTFFont = new UITTFFont("Common/Media/font/Mojangles.ttf", + // 0x2022); // 4J-JEV: Shouldn't be using this. + break; + } - if(bBitmapFont) - { - // these may have been set up by a previous language being chosen - if(m_moj7==NULL) - { - m_moj7 = new UIBitmapFont(SFontData::Mojangles_7); - m_moj7->registerFont(); - } - if(m_moj11==NULL) - { - m_moj11 = new UIBitmapFont(SFontData::Mojangles_11); - m_moj11->registerFont(); - } - } - else - { - app.DebugPrintf("IggyFontSetIndirectUTF8\n"); - IggyFontSetIndirectUTF8( "Mojangles7", -1, IGGY_FONTFLAG_all, "Mojangles_TTF",-1 ,IGGY_FONTFLAG_none ); - IggyFontSetIndirectUTF8( "Mojangles11", -1, IGGY_FONTFLAG_all, "Mojangles_TTF",-1 ,IGGY_FONTFLAG_none ); - } + if (bBitmapFont) { + // these may have been set up by a previous language being chosen + if (m_moj7 == NULL) { + m_moj7 = new UIBitmapFont(SFontData::Mojangles_7); + m_moj7->registerFont(); + } + if (m_moj11 == NULL) { + m_moj11 = new UIBitmapFont(SFontData::Mojangles_11); + m_moj11->registerFont(); + } + } else { + app.DebugPrintf("IggyFontSetIndirectUTF8\n"); + IggyFontSetIndirectUTF8("Mojangles7", -1, IGGY_FONTFLAG_all, + "Mojangles_TTF", -1, IGGY_FONTFLAG_none); + IggyFontSetIndirectUTF8("Mojangles11", -1, IGGY_FONTFLAG_all, + "Mojangles_TTF", -1, IGGY_FONTFLAG_none); + } } // TICKING -void UIController::tick() -{ - if(m_navigateToHomeOnReload && !ui.IsReloadingSkin()) - { - ui.CleanUpSkinReload(); - m_navigateToHomeOnReload = false; - ui.NavigateToScene(ProfileManager.GetPrimaryPad(),eUIScene_MainMenu); - } +void UIController::tick() { + if (m_navigateToHomeOnReload && !ui.IsReloadingSkin()) { + ui.CleanUpSkinReload(); + m_navigateToHomeOnReload = false; + ui.NavigateToScene(ProfileManager.GetPrimaryPad(), eUIScene_MainMenu); + } - 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; - } - } + 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; + if (m_accumulatedTicks == 0) tickInput(); + m_accumulatedTicks = 0; - for(unsigned int i = 0; i < eUIGroup_COUNT; ++i) - { - m_groups[i]->tick(); + for (unsigned int i = 0; i < eUIGroup_COUNT; ++i) { + m_groups[i]->tick(); - // TODO: May wish to skip ticking other groups here - } + // TODO: May wish to skip ticking other groups here + } - // Fix for HUD ticks so that they all tick before this reference is cleared - EnderDragonRenderer::bossInstance = nullptr; + // Fix for HUD ticks so that they all tick before this reference is cleared + EnderDragonRenderer::bossInstance = nullptr; - // Clear out the cached movie file data - __int64 currentTime = System::currentTimeMillis(); - for(AUTO_VAR(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; - } - } + // Clear out the cached movie file data + __int64 currentTime = System::currentTimeMillis(); + for (AUTO_VAR(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() -{ - std::wstring platformSkinPath = L""; +void UIController::loadSkins() { + std::wstring platformSkinPath = L""; #ifdef __PS3__ - platformSkinPath = L"skinPS3.swf"; + platformSkinPath = L"skinPS3.swf"; #elif defined __PSVITA__ - platformSkinPath = L"skinVita.swf"; + platformSkinPath = L"skinVita.swf"; #elif defined(_WINDOWS64) || defined(__linux__) - if(m_fScreenHeight==1080.0f) - { - platformSkinPath = L"skinHDWin.swf"; - } - else - { - platformSkinPath = L"skinWin.swf"; - } + if (m_fScreenHeight == 1080.0f) { + platformSkinPath = L"skinHDWin.swf"; + } else { + platformSkinPath = L"skinWin.swf"; + } #elif defined _DURANGO - if(m_fScreenHeight==1080.0f) - { - platformSkinPath = L"skinHDDurango.swf"; - } - else - { - platformSkinPath = L"skinDurango.swf"; - } + if (m_fScreenHeight == 1080.0f) { + platformSkinPath = L"skinHDDurango.swf"; + } else { + platformSkinPath = L"skinDurango.swf"; + } #elif defined __ORBIS__ - if(m_fScreenHeight==1080.0f) - { - platformSkinPath = L"skinHDOrbis.swf"; - } - else - { - platformSkinPath = L"skinOrbis.swf"; - } + if (m_fScreenHeight == 1080.0f) { + platformSkinPath = L"skinHDOrbis.swf"; + } else { + platformSkinPath = L"skinOrbis.swf"; + } #endif - // Every platform has one of these, so nothing shared - if(m_fScreenHeight==1080.0f) - { - m_iggyLibraries[eLibrary_Platform] = loadSkin(platformSkinPath, L"platformskinHD.swf"); - } - else - { - m_iggyLibraries[eLibrary_Platform] = loadSkin(platformSkinPath, L"platformskin.swf"); - } + // Every platform has one of these, so nothing shared + if (m_fScreenHeight == 1080.0f) { + 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"); + 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__) || defined(__linux__)) +#if (defined(_WINDOWS64) || defined(_DURANGO) || defined(__ORBIS__) || \ + defined(__linux__)) #if defined(_WINDOWS64) - // 4J Stu - Load the 720/480 skins so that we have something to fallback on during development + // 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"); + 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 + 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 std::wstring &skinPath, const std::wstring &skinName) -{ - IggyLibrary lib = IGGY_INVALID_LIBRARY; - if(!skinPath.empty() && app.hasArchiveFile(skinPath)) - { - byteArray baFile = app.getArchiveFile(skinPath); +IggyLibrary UIController::loadSkin(const std::wstring& skinPath, + const std::wstring& skinName) { + IggyLibrary lib = IGGY_INVALID_LIBRARY; + if (!skinPath.empty() && app.hasArchiveFile(skinPath)) { + byteArray baFile = app.getArchiveFile(skinPath); - const std::u16string convSkinName = convWstringToU16string(skinName); + const std::u16string convSkinName = convWstringToU16string(skinName); - lib = IggyLibraryCreateFromMemoryUTF16( convSkinName.data() , (void *)baFile.data, baFile.length, NULL ); + lib = IggyLibraryCreateFromMemoryUTF16( + convSkinName.data(), (void*)baFile.data, baFile.length, NULL); - delete[] baFile.data; - #ifdef _DEBUG - IggyMemoryUseInfo memoryInfo; - rrbool res; - int iteration = 0; - __int64 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; - } + delete[] baFile.data; +#ifdef _DEBUG + IggyMemoryUseInfo memoryInfo; + rrbool res; + int iteration = 0; + __int64 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); + app.DebugPrintf(app.USER_SR, "%ls - Total static: %dB (%dKB)\n", + skinPath.c_str(), totalStatic, totalStatic / 1024); #endif - } - return lib; + } + 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(); - } +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; - } + // 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; + } #if defined _WINDOWS64 || defined __linux__ - // 4J Stu - Don't load on a thread on windows. I haven't investigated this in detail, so a quick fix - reloadSkinThreadProc(this); + // 4J Stu - Don't load on a thread on windows. I haven't investigated this + // in detail, so a quick fix + reloadSkinThreadProc(this); #else - // 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); + // 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 = new C4JThread(reloadSkinThreadProc, (void*)this, "Reload skin thread"); - m_reloadSkinThread->SetProcessor(CPU_CORE_UI_SCENE); - //m_reloadSkinThread->Run(); + m_reloadSkinThread = + new C4JThread(reloadSkinThreadProc, (void*)this, "Reload skin thread"); + m_reloadSkinThread->SetProcessor(CPU_CORE_UI_SCENE); + // m_reloadSkinThread->Run(); - //// Load new skin - //loadSkins(); + //// Load new skin + // loadSkins(); - //// Reload all scene swf - //for(int i = eUIGroup_Player1; i <= eUIGroup_Player4; ++i) - //{ - // m_groups[i]->ReloadAll(); - //} + //// 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(); + //// Always reload the fullscreen group + // m_groups[eUIGroup_Fullscreen]->ReloadAll(); #endif } -void UIController::StartReloadSkinThread() -{ - if(m_reloadSkinThread) m_reloadSkinThread->Run(); +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(); +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(); - } + // 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(); + // 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 -#if ! (defined _WINDOWS64 || defined __linux__) - controller->NavigateBack(0, false, eUIScene_COUNT, eUILayer_Tooltips); + // 4J Stu - Don't do this on windows, as we never navigated forwards to + // start with +#if !(defined _WINDOWS64 || defined __linux__) + controller->NavigateBack(0, false, eUIScene_COUNT, eUILayer_Tooltips); #endif - LeaveCriticalSection(&ms_reloadSkinCS); + LeaveCriticalSection(&ms_reloadSkinCS); - return 0; + return 0; } -bool UIController::IsReloadingSkin() -{ - return m_reloadSkinThread && (!m_reloadSkinThread->hasStarted() || m_reloadSkinThread->isRunning()); +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(); +bool UIController::IsExpectingOrReloadingSkin() { + return Minecraft::GetInstance()->skins->getSelected()->isLoadingData() || + Minecraft::GetInstance()->skins->needsUIUpdate() || + IsReloadingSkin(); } -void UIController::CleanUpSkinReload() -{ - delete m_reloadSkinThread; - m_reloadSkinThread = NULL; +void UIController::CleanUpSkinReload() { + delete m_reloadSkinThread; + m_reloadSkinThread = NULL; - if(!Minecraft::GetInstance()->skins->isUsingDefaultSkin()) - { - if(!Minecraft::GetInstance()->skins->getSelected()->hasAudio()) - { -#ifdef _DURANGO - const unsigned int result = StorageManager.UnmountInstalledDLC(L"TPACK"); + if (!Minecraft::GetInstance()->skins->isUsingDefaultSkin()) { + if (!Minecraft::GetInstance()->skins->getSelected()->hasAudio()) { +#ifdef _DURANGO + const unsigned int result = + StorageManager.UnmountInstalledDLC(L"TPACK"); #else - const unsigned int result = StorageManager.UnmountInstalledDLC("TPACK"); + const unsigned int result = + StorageManager.UnmountInstalledDLC("TPACK"); #endif - } - } + } + } - for(AUTO_VAR(it,m_queuedMessageBoxData.begin()); it != m_queuedMessageBoxData.end(); ++it) - { - QueuedMessageBoxData *queuedData = *it; - ui.NavigateToScene(queuedData->iPad, eUIScene_MessageBox, &queuedData->info, queuedData->layer, eUIGroup_Fullscreen); - delete queuedData->info.uiOptionA; - delete queuedData; - } - m_queuedMessageBoxData.clear(); + for (AUTO_VAR(it, m_queuedMessageBoxData.begin()); + it != m_queuedMessageBoxData.end(); ++it) { + QueuedMessageBoxData* queuedData = *it; + 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 std::wstring &filename) -{ - // Cache everything we load in the current tick - __int64 targetTime = System::currentTimeMillis() + (1000LL * 60); - AUTO_VAR(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; - } +byteArray UIController::getMovieData(const std::wstring& filename) { + // Cache everything we load in the current tick + __int64 targetTime = System::currentTimeMillis() + (1000LL * 60); + AUTO_VAR(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) - { +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 + if (m_iggyPerfmonEnabled) { + if (InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(), + ACTION_MENU_STICK_PRESS)) + m_iggyPerfmonEnabled = !m_iggyPerfmonEnabled; + } else #endif - { - handleInput(); - ++m_accumulatedTicks; - } - } + { + 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) - { +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; + // 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); - } + 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); + // 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; + 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 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) - { + for (unsigned int key = 0; key <= ACTION_MAX_MENU; ++key) { + bool pressed = InputManager.ButtonPressed(iPad, key); // Toggle + bool released = + InputManager.ButtonReleased(iPad, key); // Toggle - bool pressed = InputManager.ButtonPressed(iPad,key); // Toggle - bool released = InputManager.ButtonReleased(iPad,key); // Toggle + if (pressed || released) { + bool handled = false; - 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); - // 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(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 ); - } - } + 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; +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; + if (key == ACTION_MENU_OK) { + bool bTouchScreenInput = false; - // check the touchscreen + // check the touchscreen - // 4J-PB - use the touchscreen for quickselect - SceTouchData* pTouchData = InputManager.GetTouchPadData(iPad,false); + // 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; + 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; - } + // 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 - std::uint32_t 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; - } - } + 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 + std::uint32_t 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); + // handle touch input + HandleTouchInput(iPad, key, pressed, repeat, released); - // ignore any other presses if the touchscreen has been used - if(bTouchScreenInput) return; - } + // 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 + down = InputManager.ButtonDown(iPad, key); + pressed = InputManager.ButtonPressed(iPad, key); // Toggle + released = InputManager.ButtonReleased(iPad, key); // Toggle - 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 - std::uint32_t 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; - } - } + 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 + std::uint32_t 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; - } + if (pressed && !repeat && key == ACTION_MENU_STICK_PRESS) { + m_iggyPerfmonEnabled = !m_iggyPerfmonEnabled; + } #endif - // 4J Stu - Removed this function + // 4J Stu - Removed this function #if 0 #ifdef __PS3__ //if ( pressed && @@ -1025,2004 +1016,2095 @@ void UIController::handleKeyPress(unsigned int iPad, unsigned int key) app.DebugPrintf(app.USER_SR, "\n\nEND TOTAL SWF MEMORY USAGE\n"); app.DebugPrintf(app.USER_SR, "********************************\n\n"); } - else + else #endif #endif #endif - //#endif - if(repeat || pressed || released) - { - bool handled = false; + // #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); - } - } + // 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); +rrbool RADLINK +UIController::ExternalFunctionCallback(void* user_callback_data, Iggy* player, + IggyExternalFunctionCallUTF16* call) { + UIScene* scene = (UIScene*)IggyPlayerGetUserdata(player); - if(scene != NULL) - { - scene->externalCallback(call); - } + if (scene != NULL) { + scene->externalCallback(call); + } - return true; + 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(); - } - } +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(); + // Always render the fullscreen group + PIXBeginNamedEvent(0, "Rendering fullscreen scenes"); + m_groups[eUIGroup_Fullscreen]->render(); + PIXEndNamedEvent(); - PIXEndNamedEvent(); + PIXEndNamedEvent(); #ifdef ENABLE_IGGY_PERFMON - if (m_iggyPerfmonEnabled) - { - IggyPerfmonPad pm_pad; + 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); + 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 - } + // 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::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; - default: - break; - } - m_tileOriginX = xPos; - m_tileOriginY = yPos; - setTileOrigin(xPos, yPos); - } +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; + default: + 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::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; +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(); + PIXBeginNamedEvent(0, "StartFrame"); + RenderManager.StartFrame(); + PIXEndNamedEvent(); + gdraw_D3D11_setViewport_4J(); #elif defined __PS3__ - RenderManager.StartFrame(); + RenderManager.StartFrame(); #elif defined __PSVITA__ - RenderManager.StartFrame(); + RenderManager.StartFrame(); #elif defined __linux__ - RenderManager.StartFrame(); + 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(); + 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(); + 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); + // 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(); + 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(); +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(); + // Clear just the region required for this control. + float sceneWidth = (float)scene->getRenderWidth(); + float sceneHeight = (float)scene->getRenderHeight(); - LONG left, right, top, bottom; + 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 + 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; - } + { + 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; + 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 = std::min(m_customRenderingClearRect.left, left); - m_customRenderingClearRect.right = std::max(m_customRenderingClearRect.right, right);; - m_customRenderingClearRect.top = std::min(m_customRenderingClearRect.top, top); - m_customRenderingClearRect.bottom = std::max(m_customRenderingClearRect.bottom, bottom); + m_customRenderingClearRect.left = + std::min(m_customRenderingClearRect.left, left); + m_customRenderingClearRect.right = + std::max(m_customRenderingClearRect.right, right); + ; + m_customRenderingClearRect.top = + std::min(m_customRenderingClearRect.top, top); + m_customRenderingClearRect.bottom = + std::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; - } - } + 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); + 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::setupCustomDrawGameStateAndMatrices( + UIScene* scene, CustomDrawData* customDrawRegion) { + setupCustomDrawGameState(); + setupCustomDrawMatrices(scene, customDrawRegion); } -void UIController::endCustomDrawGameState() -{ +void UIController::endCustomDrawGameState() { #if defined(__ORBIS__) || defined(__linux__) - RenderManager.Clear(GL_DEPTH_BUFFER_BIT); + RenderManager.Clear(GL_DEPTH_BUFFER_BIT); #else - RenderManager.Clear(GL_DEPTH_BUFFER_BIT, &m_customRenderingClearRect); + RenderManager.Clear(GL_DEPTH_BUFFER_BIT, &m_customRenderingClearRect); #endif - //glClear(GL_DEPTH_BUFFER_BIT); - glDepthMask(false); - glDisable(GL_ALPHA_TEST); + // glClear(GL_DEPTH_BUFFER_BIT); + glDepthMask(false); + glDisable(GL_ALPHA_TEST); } -void UIController::endCustomDrawMatrices() -{ +void UIController::endCustomDrawMatrices() {} + +void UIController::endCustomDrawGameStateAndMatrices() { + endCustomDrawMatrices(); + endCustomDrawGameState(); } -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); + } } -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. +// 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 +// 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 = (UIController *)user_callback_data; - AUTO_VAR(it,uiController->m_substitutionTextures.find((wchar_t *)texture_name)); +// 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 = (UIController*)user_callback_data; + AUTO_VAR(it, + uiController->m_substitutionTextures.find((wchar_t*)texture_name)); - if(it != uiController->m_substitutionTextures.end()) - { - app.DebugPrintf("Found substitution texture %ls, with %d bytes\n", (wchar_t *)texture_name,it->second.length); + if (it != uiController->m_substitutionTextures.end()) { + app.DebugPrintf("Found substitution texture %ls, with %d bytes\n", + (wchar_t*)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); + 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 ) - *width = 96; - *height = 96; - #else - *width = 64; - *height = 64; + // 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) + *width = 96; + *height = 96; +#else + *width = 64; + *height = 64; - #endif - *destroy_callback_data = (void *)(intptr_t)id; +#endif + *destroy_callback_data = (void*)(intptr_t)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; - } + 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); +// 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); + ui.destroySubstitutionTexture(user_callback_data, handle); - Textures *t = Minecraft::GetInstance()->textures; - t->releaseTexture( id ); + Textures* t = Minecraft::GetInstance()->textures; + t->releaseTexture(id); } -void UIController::registerSubstitutionTexture(const std::wstring &textureName, std::uint8_t *pbData, unsigned int dwLength) -{ - // Remove it if it already exists - unregisterSubstitutionTexture(textureName,false); +void UIController::registerSubstitutionTexture(const std::wstring& textureName, + std::uint8_t* pbData, + unsigned int dwLength) { + // Remove it if it already exists + unregisterSubstitutionTexture(textureName, false); - m_substitutionTextures[textureName] = byteArray(pbData, dwLength); + m_substitutionTextures[textureName] = byteArray(pbData, dwLength); } -void UIController::unregisterSubstitutionTexture(const std::wstring &textureName, bool deleteData) -{ - AUTO_VAR(it,m_substitutionTextures.find(textureName)); +void UIController::unregisterSubstitutionTexture( + const std::wstring& textureName, bool deleteData) { + AUTO_VAR(it, m_substitutionTextures.find(textureName)); - if(it != m_substitutionTextures.end()) - { - if(deleteData) delete [] it->second.data; - m_substitutionTextures.erase(it); - } + 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) -{ - // 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: - 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; - default: - break; - } - } +bool UIController::NavigateToScene(int iPad, EUIScene scene, void* initData, + EUILayer layer, EUIGroup group) { + // 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: + 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; + default: + 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; - default: - 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; - } - } + 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; + default: + 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; + 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); + 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"); + timer.PrintElapsedTime(L"Navigate to scene"); - return success; - //return true; + 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); +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; + 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 ); +void UIController::NavigateToHomeMenu() { + ui.CloseAllPlayersScenes(); - Minecraft *pMinecraft = Minecraft::GetInstance(); + // Alert the app the we no longer want to be informed of ethernet + // connections + app.SetLiveLinkRequired(false); - // 4J-PB - just about to switched to the default texture pack , so clean up anything texture pack related here + Minecraft* pMinecraft = Minecraft::GetInstance(); - // 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(); + // 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; - } + 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); + // 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(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(); - // } + // if(pDLCTexPack->m_pStreamedWaveBank!=NULL) + // { + // pDLCTexPack->m_pStreamedWaveBank->Destroy(); + // } + // if(pDLCTexPack->m_pSoundBank!=NULL) + // { + // pDLCTexPack->m_pSoundBank->Destroy(); + // } #ifdef _XBOX_ONE - const unsigned int result = StorageManager.UnmountInstalledDLC(L"TPACK"); + const unsigned int result = + StorageManager.UnmountInstalledDLC(L"TPACK"); #else - const unsigned int result = StorageManager.UnmountInstalledDLC("TPACK"); + const unsigned int result = StorageManager.UnmountInstalledDLC("TPACK"); #endif - app.DebugPrintf("Unmount result is %d\n",result); - } + app.DebugPrintf("Unmount result is %d\n", result); + } - g_NetworkManager.ForceFriendsSessionRefresh(); + g_NetworkManager.ForceFriendsSessionRefresh(); - if(pMinecraft->skins->needsUIUpdate()) - { - m_navigateToHomeOnReload = true; - } - else - { - ui.NavigateToScene(ProfileManager.GetPrimaryPad(),eUIScene_MainMenu); + if (pMinecraft->skins->needsUIUpdate()) { + m_navigateToHomeOnReload = true; + } else { + ui.NavigateToScene(ProfileManager.GetPrimaryPad(), eUIScene_MainMenu); #ifdef ENABLE_JAVA_GUIS - pMinecraft->setScreen(new TitleScreen()); + pMinecraft->setScreen(new TitleScreen()); #endif - } + } } -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); +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; +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_VAR(it, m_registeredCallbackScenes.find(id) ); - if(it != m_registeredCallbackScenes.end() ) - { - m_registeredCallbackScenes.erase(it); - } - LeaveCriticalSection(&m_registeredCallbackScenesCS); +void UIController::UnregisterCallbackId(size_t id) { + EnterCriticalSection(&m_registeredCallbackScenesCS); + AUTO_VAR(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_VAR(it, m_registeredCallbackScenes.find(id) ); - if(it != m_registeredCallbackScenes.end() ) - { - scene = it->second; - } - return scene; +UIScene* UIController::GetSceneFromCallbackId(size_t id) { + UIScene* scene = NULL; + AUTO_VAR(it, m_registeredCallbackScenes.find(id)); + if (it != m_registeredCallbackScenes.end()) { + scene = it->second; + } + return scene; } -void UIController::EnterCallbackIdCriticalSection() -{ - EnterCriticalSection(&m_registeredCallbackScenesCS); +void UIController::EnterCallbackIdCriticalSection() { + EnterCriticalSection(&m_registeredCallbackScenesCS); } -void UIController::LeaveCallbackIdCriticalSection() -{ - LeaveCriticalSection(&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); - } +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); + 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; - } +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); + m_groups[(int)group]->closeAllScenes(); + m_groups[(int)group]->getTooltips()->SetTooltips(-1); - if(group==eUIGroup_Fullscreen) setFullscreenMenuDisplayed(false); + // This should cause the popup to dissappear + TutorialPopupInfo popupInfo; + if (m_groups[(int)group]->getTutorialPopup()) + m_groups[(int)group]->getTutorialPopup()->SetTutorialDescription( + &popupInfo); - SetMenuDisplayed((group == eUIGroup_Fullscreen ? XUSER_INDEX_ANY : iPad), m_groups[(int)group]->GetMenuDisplayed()); + 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); +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); - } + // 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::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::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::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()); +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"); +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::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]; -} +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;irunning) - InputManager.SetEnabledGtcButtons(_360_GTC_MENU | _360_GTC_PAUSE | _360_GTC_VIEW); + // 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;iPadgetTooltips()) m_groups[(int)group]->getTooltips()->SetTooltipText(tooltip, iTextID); +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::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::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, bool forceUpdate) -{ - EUIGroup group; +void UIController::SetTooltips(unsigned int iPad, int iA, int iB, int iX, + int iY, int iLT, int iRT, int iLB, int iRB, + int iLS, bool forceUpdate) { + EUIGroup group; - // 4J-PB - strip out any that are not applicable on the platform + // 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 (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; + 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, forceUpdate); + 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, 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::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::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::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; +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); + 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) -{ - Minecraft::GetInstance()->soundEngine->playUI(eSound,1.0f,1.0f); +void UIController::PlayUISFX(ESoundEffect eSound) { + Minecraft::GetInstance()->soundEngine->playUI(eSound, 1.0f, 1.0f); } -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); +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(); - } + // 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 std::wstring &name) -{ - EUIGroup group; +void UIController::SetSelectedItem(unsigned int iPad, + const std::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); + 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::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::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(); - } +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(); - } +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::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::HandleTMSBanFileRetrieved(int iPad) { + app.DebugPrintf( + app.USER_SR, + "UIController::HandleTMSBanFileRetrieved not implemented\n"); } -void UIController::HandleInventoryUpdated(int iPad) -{ - app.DebugPrintf(app.USER_SR, "UIController::HandleInventoryUpdated not implemented\n"); +void UIController::HandleInventoryUpdated(int iPad) { + app.DebugPrintf(app.USER_SR, + "UIController::HandleInventoryUpdated not implemented\n"); } -void UIController::HandleGameTick() -{ - tickInput(); +void UIController::HandleGameTick() { + tickInput(); - for(unsigned int i = 0; i < eUIGroup_COUNT; ++i) - { - if(m_groups[i]->getHUD()) m_groups[i]->getHUD()->handleGameTick(); - } + 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::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; - } +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); - } + 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( 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()->RemoveInteractSceneReference(scene); +void UIController::RemoveInteractSceneReference(int iPad, UIScene* scene) { + 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()->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); +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; +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(); +void UIController::UpdatePlayerBasePositions() { + Minecraft* pMinecraft = Minecraft::GetInstance(); - for(int 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! + for (int 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); + m_groups[idx + 1]->SetViewportType( + C4JRender::VIEWPORT_TYPE_FULLSCREEN); #endif - DisplayGamertag(idx,false); - } - } + DisplayGamertag(idx, false); + } + } } -void UIController::SetEmptyQuadrantLogo(int iSection) -{ - // 4J Stu - We shouldn't need to implement this +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::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::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::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::SetTrialTimerLimitSecs(unsigned int uiSeconds) { + UIController::m_dwTrialTimerLimitSecs = uiSeconds; } -void UIController::UpdateTrialTimer(unsigned int iPad) -{ - wchar_t wcTime[20]; +void UIController::UpdateTrialTimer(unsigned int iPad) { + wchar_t wcTime[20]; - std::uint32_t timeTicks = (std::uint32_t)app.getTrialTimer(); + std::uint32_t timeTicks = (std::uint32_t)app.getTrialTimer(); - if(timeTicks > m_dwTrialTimerLimitSecs) - { - timeTicks = m_dwTrialTimerLimitSecs; - } + if (timeTicks > m_dwTrialTimerLimitSecs) { + timeTicks = m_dwTrialTimerLimitSecs; + } - timeTicks = m_dwTrialTimerLimitSecs - timeTicks; + timeTicks = m_dwTrialTimerLimitSecs - timeTicks; #ifndef _CONTENT_PACKAGE - if(true) + if (true) #else - // display the time - only if there's less than 3 minutes - if(timeTicks < 180) + // display the time - only if there's less than 3 minutes + if (timeTicks < 180) #endif - { - int iMins = timeTicks / 60; - int iSeconds = timeTicks % 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""); - } + { + int iMins = timeTicks / 60; + int iSeconds = timeTicks % 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(timeTicks == 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); + // are we out of time? + if (timeTicks == 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); - } - } + app.SetAction(iPad, eAppAction_TrialOver); + } + } } -void UIController::ReduceTrialTimerValue() -{ - std::uint32_t timeTicks = (std::uint32_t)app.getTrialTimer(); +void UIController::ReduceTrialTimerValue() { + std::uint32_t timeTicks = (std::uint32_t)app.getTrialTimer(); - if(timeTicks > m_dwTrialTimerLimitSecs) - { - timeTicks = m_dwTrialTimerLimitSecs; - } + if (timeTicks > m_dwTrialTimerLimitSecs) { + timeTicks = m_dwTrialTimerLimitSecs; + } - m_dwTrialTimerLimitSecs -= timeTicks; + m_dwTrialTimerLimitSecs -= timeTicks; } -void UIController::ShowAutosaveCountdownTimer(bool show) -{ - if(m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()) m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()->showTrialTimer(show); +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) -{ +void UIController::UpdateAutosaveCountdownTimer(unsigned int uiSeconds) { #if !(defined(_XBOX_ONE) || defined(__ORBIS__)) - wchar_t 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); + wchar_t 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::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::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; -} +void UIController::SetWinUserIndex(unsigned int iPad) { m_winUserIndex = iPad; } -unsigned int UIController::GetWinUserIndex() -{ - return m_winUserIndex; -} +unsigned int UIController::GetWinUserIndex() { return m_winUserIndex; } -void UIController::ShowUIDebugConsole(bool show) -{ +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; - } + 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) -{ +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; - } + 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 std::string &text) -{ - if(m_uiDebugConsole) m_uiDebugConsole->addText(text); +void UIController::logDebugString(const std::string& text) { + if (m_uiDebugConsole) m_uiDebugConsole->addText(text); } -bool UIController::PressStartPlaying(unsigned int iPad) -{ - return m_iPressStartQuadrantsMask&(1<getPressStartToPlay()) m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()->showPressStart(iPad, true); +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::HidePressStart() { + ClearPressStart(); + if (m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()) + m_groups[(int)eUIGroup_Fullscreen] + ->getPressStartToPlay() + ->showPressStart(0, false); } -void UIController::ClearPressStart() -{ - m_iPressStartQuadrantsMask = 0; -} +void UIController::ClearPressStart() { m_iPressStartQuadrantsMask = 0; } -// 4J Stu - For the different StringTable classes. Should really fix the libraries. +// 4J Stu - For the different StringTable classes. Should really fix the +// libraries. #ifndef __PS3__ -C4JStorage::EMessageResult UIController::RequestMessageBox(unsigned int uiTitle, unsigned int uiText, unsigned int *uiOptionA, unsigned int uiOptionC, unsigned int dwPad, - int( *Func)(void *,int,const C4JStorage::EMessageResult), void *lpParam, C4JStringTable *pStringTable, wchar_t *pwchFormatString, unsigned int dwFocusButton, bool bIsError) +C4JStorage::EMessageResult UIController::RequestMessageBox( + unsigned int uiTitle, unsigned int uiText, unsigned int* uiOptionA, + unsigned int uiOptionC, unsigned int dwPad, + int (*Func)(void*, int, const C4JStorage::EMessageResult), void* lpParam, + C4JStringTable* pStringTable, wchar_t* pwchFormatString, + unsigned int dwFocusButton, bool bIsError) #else -C4JStorage::EMessageResult UIController::RequestMessageBox(unsigned int uiTitle, unsigned int uiText, unsigned int *uiOptionA, unsigned int uiOptionC, unsigned int dwPad, - int( *Func)(void *,int,const C4JStorage::EMessageResult), void *lpParam, StringTable *pStringTable, wchar_t *pwchFormatString, unsigned int dwFocusButton, bool bIsError) +C4JStorage::EMessageResult UIController::RequestMessageBox( + unsigned int uiTitle, unsigned int uiText, unsigned int* uiOptionA, + unsigned int uiOptionC, unsigned int dwPad, + int (*Func)(void*, int, const C4JStorage::EMessageResult), void* lpParam, + StringTable* pStringTable, wchar_t* pwchFormatString, + unsigned int dwFocusButton, bool bIsError) #endif { - 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; + 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; + 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 unsigned int[param.uiOptionC]; - memcpy(queuedData->info.uiOptionA, param.uiOptionA, param.uiOptionC * sizeof(unsigned int)); - 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, ¶m, layer, eUIGroup_Fullscreen); - } + bool completed = false; + if (ui.IsReloadingSkin()) { + // Queue this message box + QueuedMessageBoxData* queuedData = new QueuedMessageBoxData(); + queuedData->info = param; + queuedData->info.uiOptionA = new unsigned int[param.uiOptionC]; + memcpy(queuedData->info.uiOptionA, param.uiOptionA, + param.uiOptionC * sizeof(unsigned int)); + 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, ¶m, + 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; - } + 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(int title/* = -1 */, int message/* = -1 */, int iPad/* = -1*/, int( *Func)(void *,int,const C4JStorage::EMessageResult)/* = NULL*/, void *lpParam/* = NULL*/) -{ - // Default title / messages - if (title == -1) - { - title = IDS_FAILED_TO_CREATE_GAME_TITLE; - } +C4JStorage::EMessageResult UIController::RequestUGCMessageBox( + int title /* = -1 */, int message /* = -1 */, int iPad /* = -1*/, + int (*Func)(void*, int, const C4JStorage::EMessageResult) /* = NULL*/, + void* 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; - } + if (message == -1) { + message = IDS_NO_USER_CREATED_CONTENT_PRIVILEGE_CREATE; + } - // Default pad to primary player - if (iPad == -1) iPad = ProfileManager.GetPrimaryPad(); + // 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; + // 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 ); - unsigned int uiIDA[1]; - uiIDA[0]=IDS_CONFIRM_OK; - return ui.RequestMessageBox( title, IDS_CHAT_RESTRICTION_UGC, uiIDA, 1, iPad, Func, lpParam, app.GetStringTable(), NULL, 0, false); + ProfileManager.ShowSystemMessage( + SCE_MSG_DIALOG_SYSMSG_TYPE_TRC_PSN_CHAT_RESTRICTION, iPad); + unsigned int uiIDA[1]; + uiIDA[0] = IDS_CONFIRM_OK; + return ui.RequestMessageBox(title, IDS_CHAT_RESTRICTION_UGC, uiIDA, 1, iPad, + Func, lpParam, app.GetStringTable(), NULL, 0, + false); #else - unsigned int uiIDA[1]; - uiIDA[0]=IDS_CONFIRM_OK; - return ui.RequestMessageBox( title, message, uiIDA, 1, iPad, Func, lpParam, app.GetStringTable(), NULL, 0, false); + unsigned int uiIDA[1]; + uiIDA[0] = IDS_CONFIRM_OK; + return ui.RequestMessageBox(title, message, uiIDA, 1, iPad, Func, lpParam, + app.GetStringTable(), NULL, 0, false); #endif } -C4JStorage::EMessageResult UIController::RequestContentRestrictedMessageBox(int title/* = -1 */, int message/* = -1 */, int iPad/* = -1*/, int( *Func)(void *,int,const C4JStorage::EMessageResult)/* = NULL*/, void *lpParam/* = NULL*/) -{ - // Default title / messages - if (title == -1) - { - title = IDS_FAILED_TO_CREATE_GAME_TITLE; - } +C4JStorage::EMessageResult UIController::RequestContentRestrictedMessageBox( + int title /* = -1 */, int message /* = -1 */, int iPad /* = -1*/, + int (*Func)(void*, int, const C4JStorage::EMessageResult) /* = NULL*/, + void* lpParam /* = NULL*/) { + // Default title / messages + if (title == -1) { + title = IDS_FAILED_TO_CREATE_GAME_TITLE; + } - if (message == -1) - { + if (message == -1) { #if defined(_XBOX_ONE) || defined(_WINDOWS64) || defined(__linux__) - message = IDS_NO_USER_CREATED_CONTENT_PRIVILEGE_CREATE; + message = IDS_NO_USER_CREATED_CONTENT_PRIVILEGE_CREATE; #else - message = IDS_CONTENT_RESTRICTION; + message = IDS_CONTENT_RESTRICTION; #endif - } + } - // Default pad to primary player - if (iPad == -1) iPad = ProfileManager.GetPrimaryPad(); + // 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; + // 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; + ProfileManager.ShowSystemMessage( + SCE_MSG_DIALOG_SYSMSG_TYPE_TRC_PSN_AGE_RESTRICTION, iPad); + return C4JStorage::EMessage_ResultAccept; #else - unsigned int uiIDA[1]; - uiIDA[0]=IDS_CONFIRM_OK; - return ui.RequestMessageBox( title, message, uiIDA, 1, iPad, Func, lpParam, app.GetStringTable(), NULL, 0, false); + unsigned int uiIDA[1]; + uiIDA[0] = IDS_CONFIRM_OK; + return ui.RequestMessageBox(title, message, uiIDA, 1, iPad, Func, lpParam, + app.GetStringTable(), NULL, 0, false); #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. - */ +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 || defined __linux__ - static const int CHAR_SIZE = 24; + static const int CHAR_SIZE = 24; #else - static const int CHAR_SIZE = 16; + 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); - } + 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; +// 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); + for (int i = 0; i < eUIGroup_COUNT; i++) { + pScene = m_groups[i]->FindScene(sceneType); #ifdef __PS3__ - if (pScene != NULL) return pScene; + if (pScene != NULL) return pScene; #else - if (pScene != nullptr) return pScene; + if (pScene != nullptr) return pScene; #endif - } + } - return pScene; + 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(); +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()); + 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; +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; + 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 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(); - } + // 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)); + 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->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); - } + 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(); +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); + // 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 - AUTO_VAR(itEnd, pUIScene->GetControls()->end()); - for (AUTO_VAR(it, pUIScene->GetControls()->begin()); it != itEnd; it++) - { - UIControl *control=(UIControl *)*it; + // rebuild boxes + AUTO_VAR(itEnd, pUIScene->GetControls()->end()); + for (AUTO_VAR(it, pUIScene->GetControls()->begin()); it != itEnd; it++) { + UIControl* control = (UIControl*)*it; - 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) - { - // 4J-TomK update the control (it might have been moved by flash / AS) - control->UpdateControl(); + 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) { + // 4J-TomK update the control (it might have been moved by flash / + // AS) + control->UpdateControl(); - ui.TouchBoxAdd(control,eUIGroup,eUILayer,eUIscene, pUIScene->GetMainPanel()); - } - } + 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(); +void UIController::TouchBoxesClear(UIScene* pUIScene) { + EUIGroup eUIGroup = pUIScene->GetParentLayerGroup(); + EUILayer eUILayer = pUIScene->GetParentLayer()->m_iLayer; + EUIScene eUIscene = pUIScene->getSceneType(); - AUTO_VAR(itEnd, m_TouchBoxes[eUIGroup][eUILayer][eUIscene].end()); - for (AUTO_VAR(it, m_TouchBoxes[eUIGroup][eUILayer][eUIscene].begin()); it != itEnd; it++) - { - UIELEMENT *element=(UIELEMENT *)*it; - delete element; - } - m_TouchBoxes[eUIGroup][eUILayer][eUIscene].clear(); + AUTO_VAR(itEnd, m_TouchBoxes[eUIGroup][eUILayer][eUIscene].end()); + for (AUTO_VAR(it, m_TouchBoxes[eUIGroup][eUILayer][eUIscene].begin()); + it != itEnd; it++) { + UIELEMENT* element = (UIELEMENT*)*it; + 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(); +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); + // 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) - { - AUTO_VAR(itEnd, m_TouchBoxes[eUIGroup][eUILayer][eUIscene].end()); - for (AUTO_VAR(it, m_TouchBoxes[eUIGroup][eUILayer][eUIscene].begin()); it != itEnd; it++) - { - UIELEMENT *element=(UIELEMENT *)*it; - 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; + if (m_TouchBoxes[eUIGroup][eUILayer][eUIscene].size() > 0) { + AUTO_VAR(itEnd, m_TouchBoxes[eUIGroup][eUILayer][eUIscene].end()); + for (AUTO_VAR(it, m_TouchBoxes[eUIGroup][eUILayer][eUIscene].begin()); + it != itEnd; it++) { + UIELEMENT* element = (UIELEMENT*)*it; + 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; - } - } - } - } + return true; + } + } + } + } - //app.DebugPrintf("MISS at x = %i y = %i\n", (int)x, (int)y); - m_HighlightedUIElement = NULL; - return false; + // 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; - } +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); + 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; - 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; - } - } + 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; + 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); - } + // 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; +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); - } + // 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 diff --git a/Minecraft.Client/Platform/Common/UI/UIController.h b/Minecraft.Client/Platform/Common/UI/UIController.h index 936e8c077..eca0bf6b2 100644 --- a/Minecraft.Client/Platform/Common/UI/UIController.h +++ b/Minecraft.Client/Platform/Common/UI/UIController.h @@ -1,5 +1,5 @@ #pragma once -//using namespace std; +// using namespace std; #include #include "IUIController.h" @@ -14,359 +14,417 @@ class UIComponent_DebugUIMarketingGuide; class UIControl; // Base class for all shared functions between UIControllers -class UIController : public IUIController -{ +class UIController : public IUIController { public: - static __int64 iggyAllocCount; + static __int64 iggyAllocCount; - // MGH - added to prevent crash loading Iggy movies while the skins were being reloaded - static CRITICAL_SECTION ms_reloadSkinCS; - static bool ms_bReloadSkinCSInitialised; + // MGH - added to prevent crash loading Iggy movies while the skins were + // being reloaded + static CRITICAL_SECTION ms_reloadSkinCS; + static bool ms_bReloadSkinCSInitialised; protected: - UIComponent_DebugUIConsole *m_uiDebugConsole; - UIComponent_DebugUIMarketingGuide *m_uiDebugMarketingGuide; + UIComponent_DebugUIConsole* m_uiDebugConsole; + UIComponent_DebugUIMarketingGuide* m_uiDebugMarketingGuide; private: - CRITICAL_SECTION m_navigationLock; + CRITICAL_SECTION m_navigationLock; - static const int UI_REPEAT_KEY_DELAY_MS = 300; // How long from press until the first repeat - static const int UI_REPEAT_KEY_REPEAT_RATE_MS = 100; // How long in between repeats - std::uint32_t m_actionRepeatTimer[XUSER_MAX_COUNT][ACTION_MAX_MENU+1]; + static const int UI_REPEAT_KEY_DELAY_MS = + 300; // How long from press until the first repeat + static const int UI_REPEAT_KEY_REPEAT_RATE_MS = + 100; // How long in between repeats + std::uint32_t m_actionRepeatTimer[XUSER_MAX_COUNT][ACTION_MAX_MENU + 1]; - float m_fScreenWidth; - float m_fScreenHeight; - bool m_bScreenWidthSetup; + float m_fScreenWidth; + float m_fScreenHeight; + bool m_bScreenWidthSetup; - S32 m_tileOriginX, m_tileOriginY; + S32 m_tileOriginX, m_tileOriginY; - UIAbstractBitmapFont *m_mcBitmapFont; - UITTFFont *m_mcTTFFont; - UIBitmapFont *m_moj7, *m_moj11; + UIAbstractBitmapFont* m_mcBitmapFont; + UITTFFont* m_mcTTFFont; + UIBitmapFont *m_moj7, *m_moj11; - // 4J-PB - ui element type for PSVita touch control + // 4J-PB - ui element type for PSVita touch control #ifdef __PSVITA__ - typedef struct - { - UIControl *pControl; - S32 x1,y1,x2,y2; - } - UIELEMENT; - // E3 - Fine for now, but we need to make this better! - std::vector m_TouchBoxes[eUIGroup_COUNT][eUILayer_COUNT][eUIScene_COUNT]; - bool m_bTouchscreenPressed; + typedef struct { + UIControl* pControl; + S32 x1, y1, x2, y2; + } UIELEMENT; + // E3 - Fine for now, but we need to make this better! + std::vector m_TouchBoxes[eUIGroup_COUNT][eUILayer_COUNT] + [eUIScene_COUNT]; + bool m_bTouchscreenPressed; #endif - // 4J Stu - These should be in the order that they reference each other (i.e. they can only reference one with a lower value in the enum) - enum ELibraries - { - eLibrary_Platform, - eLibrary_GraphicsDefault, - eLibrary_GraphicsHUD, - eLibrary_GraphicsInGame, - eLibrary_GraphicsTooltips, - eLibrary_GraphicsLabels, - eLibrary_Labels, - eLibrary_InGame, - eLibrary_HUD, - eLibrary_Tooltips, - eLibrary_Default, + // 4J Stu - These should be in the order that they reference each other + // (i.e. they can only reference one with a lower value in the enum) + enum ELibraries { + eLibrary_Platform, + eLibrary_GraphicsDefault, + eLibrary_GraphicsHUD, + eLibrary_GraphicsInGame, + eLibrary_GraphicsTooltips, + eLibrary_GraphicsLabels, + eLibrary_Labels, + eLibrary_InGame, + eLibrary_HUD, + eLibrary_Tooltips, + eLibrary_Default, -#if ( defined(_WINDOWS64) ) - // 4J Stu - Load the 720/480 skins so that we have something to fallback on during development +#if (defined(_WINDOWS64)) + // 4J Stu - Load the 720/480 skins so that we have something to fallback on + // during development #ifndef _FINAL_BUILD - eLibraryFallback_Platform, - eLibraryFallback_GraphicsDefault, - eLibraryFallback_GraphicsHUD, - eLibraryFallback_GraphicsInGame, - eLibraryFallback_GraphicsTooltips, - eLibraryFallback_GraphicsLabels, - eLibraryFallback_Labels, - eLibraryFallback_InGame, - eLibraryFallback_HUD, - eLibraryFallback_Tooltips, - eLibraryFallback_Default, + eLibraryFallback_Platform, + eLibraryFallback_GraphicsDefault, + eLibraryFallback_GraphicsHUD, + eLibraryFallback_GraphicsInGame, + eLibraryFallback_GraphicsTooltips, + eLibraryFallback_GraphicsLabels, + eLibraryFallback_Labels, + eLibraryFallback_InGame, + eLibraryFallback_HUD, + eLibraryFallback_Tooltips, + eLibraryFallback_Default, #endif #endif - eLibrary_Count, - }; + eLibrary_Count, + }; - IggyLibrary m_iggyLibraries[eLibrary_Count]; + IggyLibrary m_iggyLibraries[eLibrary_Count]; protected: - GDrawFunctions *gdraw_funcs; + GDrawFunctions* gdraw_funcs; private: - HIGGYEXP iggy_explorer; - HIGGYPERFMON iggy_perfmon; - bool m_iggyPerfmonEnabled; + HIGGYEXP iggy_explorer; + HIGGYPERFMON iggy_perfmon; + bool m_iggyPerfmonEnabled; - bool m_bMenuDisplayed[XUSER_MAX_COUNT]; // track each players menu displayed - bool m_bMenuToBeClosed[XUSER_MAX_COUNT]; // actioned at the end of the game loop - int m_iCountDown[XUSER_MAX_COUNT]; // ticks to block input + bool + m_bMenuDisplayed[XUSER_MAX_COUNT]; // track each players menu displayed + bool m_bMenuToBeClosed[XUSER_MAX_COUNT]; // actioned at the end of the game + // loop + int m_iCountDown[XUSER_MAX_COUNT]; // ticks to block input - bool m_bCloseAllScenes[eUIGroup_COUNT]; + bool m_bCloseAllScenes[eUIGroup_COUNT]; - int m_iPressStartQuadrantsMask; + int m_iPressStartQuadrantsMask; - C4JRender::eViewportType m_currentRenderViewport; - bool m_bCustomRenderPosition; - - static std::uint32_t m_dwTrialTimerLimitSecs; + C4JRender::eViewportType m_currentRenderViewport; + bool m_bCustomRenderPosition; - std::unordered_map m_substitutionTextures; + static std::uint32_t m_dwTrialTimerLimitSecs; - typedef struct _CachedMovieData - { - byteArray m_ba; - __int64 m_expiry; - } CachedMovieData; - std::unordered_map m_cachedMovieData; + std::unordered_map m_substitutionTextures; - typedef struct _QueuedMessageBoxData - { - MessageBoxInfo info; - int iPad; - EUILayer layer; - } QueuedMessageBoxData; - std::vector m_queuedMessageBoxData; + typedef struct _CachedMovieData { + byteArray m_ba; + __int64 m_expiry; + } CachedMovieData; + std::unordered_map m_cachedMovieData; - unsigned int m_winUserIndex; - //bool m_bSysUIShowing; - bool m_bSystemUIShowing; - C4JThread *m_reloadSkinThread; - bool m_navigateToHomeOnReload; - int m_accumulatedTicks; + typedef struct _QueuedMessageBoxData { + MessageBoxInfo info; + int iPad; + EUILayer layer; + } QueuedMessageBoxData; + std::vector m_queuedMessageBoxData; - D3D11_RECT m_customRenderingClearRect; + unsigned int m_winUserIndex; + // bool m_bSysUIShowing; + bool m_bSystemUIShowing; + C4JThread* m_reloadSkinThread; + bool m_navigateToHomeOnReload; + int m_accumulatedTicks; - std::unordered_map m_registeredCallbackScenes; // A collection of scenes and unique id's that are used in async callbacks so we can safely handle when they get destroyed - CRITICAL_SECTION m_registeredCallbackScenesCS;; + D3D11_RECT m_customRenderingClearRect; + + std::unordered_map + m_registeredCallbackScenes; // A collection of scenes and unique id's + // that are used in async callbacks so we + // can safely handle when they get + // destroyed + CRITICAL_SECTION m_registeredCallbackScenesCS; + ; public: - UIController(); + UIController(); #ifdef __PSVITA__ - void TouchBoxAdd(UIControl *pControl,UIScene *pUIScene); - bool TouchBoxHit(UIScene *pUIScene,S32 x, S32 y); - void TouchBoxesClear(UIScene *pUIScene); - void TouchBoxRebuild(UIScene *pUIScene); + void TouchBoxAdd(UIControl* pControl, UIScene* pUIScene); + bool TouchBoxHit(UIScene* pUIScene, S32 x, S32 y); + void TouchBoxesClear(UIScene* pUIScene); + void TouchBoxRebuild(UIScene* pUIScene); - void HandleTouchInput(unsigned int iPad, unsigned int key, bool bPressed, bool bRepeat, bool bReleased); - void SendTouchInput(unsigned int iPad, unsigned int key, bool bPressed, bool bRepeat, bool bReleased); + void HandleTouchInput(unsigned int iPad, unsigned int key, bool bPressed, + bool bRepeat, bool bReleased); + void SendTouchInput(unsigned int iPad, unsigned int key, bool bPressed, + bool bRepeat, bool bReleased); - private: - void TouchBoxAdd(UIControl *pControl,EUIGroup eUIGroup,EUILayer eUILayer,EUIScene eUIscene, UIControl *pMainPanelControl); - UIELEMENT *m_ActiveUIElement; - UIELEMENT *m_HighlightedUIElement; +private: + void TouchBoxAdd(UIControl* pControl, EUIGroup eUIGroup, EUILayer eUILayer, + EUIScene eUIscene, UIControl* pMainPanelControl); + UIELEMENT* m_ActiveUIElement; + UIELEMENT* m_HighlightedUIElement; #endif protected: - UIGroup *m_groups[eUIGroup_COUNT]; + UIGroup* m_groups[eUIGroup_COUNT]; public: - void showComponent(int iPad, EUIScene scene, EUILayer layer, EUIGroup group, bool show) - { - m_groups[group]->showComponent(iPad, scene, layer, show); - } + void showComponent(int iPad, EUIScene scene, EUILayer layer, EUIGroup group, + bool show) { + m_groups[group]->showComponent(iPad, scene, layer, show); + } - void removeComponent(EUIScene scene, EUILayer layer, EUIGroup group) - { - m_groups[group]->removeComponent(scene, layer); - } + void removeComponent(EUIScene scene, EUILayer layer, EUIGroup group) { + m_groups[group]->removeComponent(scene, layer); + } protected: - // Should be called from the platforms init function - void preInit(S32 width, S32 height); - void postInit(); + // Should be called from the platforms init function + void preInit(S32 width, S32 height); + void postInit(); - -public: - CRITICAL_SECTION m_Allocatorlock; - void SetupFont(); public: - // TICKING - virtual void tick(); + CRITICAL_SECTION m_Allocatorlock; + void SetupFont(); + +public: + // TICKING + virtual void tick(); private: - void loadSkins(); - IggyLibrary loadSkin(const std::wstring &skinPath, const std::wstring &skinName); + void loadSkins(); + IggyLibrary loadSkin(const std::wstring& skinPath, + const std::wstring& skinName); public: - void ReloadSkin(); - virtual void StartReloadSkinThread(); - virtual bool IsReloadingSkin(); - virtual bool IsExpectingOrReloadingSkin(); - virtual void CleanUpSkinReload(); + void ReloadSkin(); + virtual void StartReloadSkinThread(); + virtual bool IsReloadingSkin(); + virtual bool IsExpectingOrReloadingSkin(); + virtual void CleanUpSkinReload(); private: - static int reloadSkinThreadProc(void* lpParam); + static int reloadSkinThreadProc(void* lpParam); public: - byteArray getMovieData(const std::wstring &filename); + byteArray getMovieData(const std::wstring& filename); - // INPUT + // INPUT private: - void tickInput(); - void handleInput(); - void handleKeyPress(unsigned int iPad, unsigned int key); - -protected: - static rrbool RADLINK ExternalFunctionCallback( void * user_callback_data , Iggy * player , IggyExternalFunctionCallUTF16 * call ); - -public: - // RENDERING - float getScreenWidth() { return m_fScreenWidth; } - float getScreenHeight() { return m_fScreenHeight; } - void setScreenSize(S32 w, S32 h) { m_fScreenWidth = (float)w; m_fScreenHeight = (float)h; } - - virtual void render() = 0; - void getRenderDimensions(C4JRender::eViewportType viewport, S32 &width, S32 &height); - void setupRenderPosition(C4JRender::eViewportType viewport); - void setupRenderPosition(S32 xOrigin, S32 yOrigin); - - void SetSysUIShowing(bool bVal); - static void SetSystemUIShowing(void *lpParam,bool bVal); + void tickInput(); + void handleInput(); + void handleKeyPress(unsigned int iPad, unsigned int key); protected: - virtual void setTileOrigin(S32 xPos, S32 yPos) = 0; + static rrbool RADLINK + ExternalFunctionCallback(void* user_callback_data, Iggy* player, + IggyExternalFunctionCallUTF16* call); public: + // RENDERING + float getScreenWidth() { return m_fScreenWidth; } + float getScreenHeight() { return m_fScreenHeight; } + void setScreenSize(S32 w, S32 h) { + m_fScreenWidth = (float)w; + m_fScreenHeight = (float)h; + } - virtual CustomDrawData *setupCustomDraw(UIScene *scene, IggyCustomDrawCallbackRegion *region) = 0; - virtual CustomDrawData *calculateCustomDraw(IggyCustomDrawCallbackRegion *region) = 0; - virtual void endCustomDraw(IggyCustomDrawCallbackRegion *region) = 0; -protected: - // Should be called from the platforms render function - void renderScenes(); + virtual void render() = 0; + void getRenderDimensions(C4JRender::eViewportType viewport, S32& width, + S32& height); + void setupRenderPosition(C4JRender::eViewportType viewport); + void setupRenderPosition(S32 xOrigin, S32 yOrigin); -public: - virtual void beginIggyCustomDraw4J(IggyCustomDrawCallbackRegion *region, CustomDrawData *customDrawRegion) = 0; - void setupCustomDrawGameState(); - void endCustomDrawGameState(); - void setupCustomDrawMatrices(UIScene *scene, CustomDrawData *customDrawRegion); - void setupCustomDrawGameStateAndMatrices(UIScene *scene, CustomDrawData *customDrawRegion); - void endCustomDrawMatrices(); - void endCustomDrawGameStateAndMatrices(); + void SetSysUIShowing(bool bVal); + static void SetSystemUIShowing(void* lpParam, bool bVal); protected: - - static void RADLINK CustomDrawCallback(void *user_callback_data, Iggy *player, IggyCustomDrawCallbackRegion *Region); - static GDrawTexture * RADLINK TextureSubstitutionCreateCallback( void * user_callback_data , IggyUTF16 * texture_name , S32 * width , S32 * height , void **destroy_callback_data ); - static void RADLINK TextureSubstitutionDestroyCallback( void * user_callback_data , void * destroy_callback_data , GDrawTexture * handle ); - - virtual GDrawTexture *getSubstitutionTexture(int textureId) { return NULL; } - virtual void destroySubstitutionTexture(void *destroyCallBackData, GDrawTexture *handle) {} + virtual void setTileOrigin(S32 xPos, S32 yPos) = 0; public: - void registerSubstitutionTexture(const std::wstring &textureName, std::uint8_t *pbData, unsigned int dwLength); - void unregisterSubstitutionTexture(const std::wstring &textureName, bool deleteData); + virtual CustomDrawData* setupCustomDraw( + UIScene* scene, IggyCustomDrawCallbackRegion* region) = 0; + virtual CustomDrawData* calculateCustomDraw( + IggyCustomDrawCallbackRegion* region) = 0; + virtual void endCustomDraw(IggyCustomDrawCallbackRegion* region) = 0; + +protected: + // Should be called from the platforms render function + void renderScenes(); public: - // NAVIGATION - bool NavigateToScene(int iPad, EUIScene scene, void *initData = NULL, EUILayer layer = eUILayer_Scene, EUIGroup group = eUIGroup_PAD); - bool NavigateBack(int iPad, bool forceUsePad = false, EUIScene eScene = eUIScene_COUNT, EUILayer eLayer = eUILayer_COUNT); - void NavigateToHomeMenu(); - UIScene *GetTopScene(int iPad, EUILayer layer = eUILayer_Scene, EUIGroup group = eUIGroup_PAD); + virtual void beginIggyCustomDraw4J(IggyCustomDrawCallbackRegion* region, + CustomDrawData* customDrawRegion) = 0; + void setupCustomDrawGameState(); + void endCustomDrawGameState(); + void setupCustomDrawMatrices(UIScene* scene, + CustomDrawData* customDrawRegion); + void setupCustomDrawGameStateAndMatrices(UIScene* scene, + CustomDrawData* customDrawRegion); + void endCustomDrawMatrices(); + void endCustomDrawGameStateAndMatrices(); - size_t RegisterForCallbackId(UIScene *scene); - void UnregisterCallbackId(size_t id); - UIScene *GetSceneFromCallbackId(size_t id); - void EnterCallbackIdCriticalSection(); - void LeaveCallbackIdCriticalSection(); +protected: + static void RADLINK + CustomDrawCallback(void* user_callback_data, Iggy* player, + IggyCustomDrawCallbackRegion* Region); + static GDrawTexture* RADLINK TextureSubstitutionCreateCallback( + void* user_callback_data, IggyUTF16* texture_name, S32* width, + S32* height, void** destroy_callback_data); + static void RADLINK TextureSubstitutionDestroyCallback( + void* user_callback_data, void* destroy_callback_data, + GDrawTexture* handle); + + virtual GDrawTexture* getSubstitutionTexture(int textureId) { return NULL; } + virtual void destroySubstitutionTexture(void* destroyCallBackData, + GDrawTexture* handle) {} + +public: + void registerSubstitutionTexture(const std::wstring& textureName, + std::uint8_t* pbData, + unsigned int dwLength); + void unregisterSubstitutionTexture(const std::wstring& textureName, + bool deleteData); + +public: + // NAVIGATION + bool NavigateToScene(int iPad, EUIScene scene, void* initData = NULL, + EUILayer layer = eUILayer_Scene, + EUIGroup group = eUIGroup_PAD); + bool NavigateBack(int iPad, bool forceUsePad = false, + EUIScene eScene = eUIScene_COUNT, + EUILayer eLayer = eUILayer_COUNT); + void NavigateToHomeMenu(); + UIScene* GetTopScene(int iPad, EUILayer layer = eUILayer_Scene, + EUIGroup group = eUIGroup_PAD); + + size_t RegisterForCallbackId(UIScene* scene); + void UnregisterCallbackId(size_t id); + UIScene* GetSceneFromCallbackId(size_t id); + void EnterCallbackIdCriticalSection(); + void LeaveCallbackIdCriticalSection(); private: - void setFullscreenMenuDisplayed(bool displayed); + void setFullscreenMenuDisplayed(bool displayed); public: - void CloseAllPlayersScenes(); - void CloseUIScenes(int iPad, bool forceIPad = false); - - virtual bool IsPauseMenuDisplayed(int iPad); - virtual bool IsContainerMenuDisplayed(int iPad); - virtual bool IsIgnorePlayerJoinMenuDisplayed(int iPad); - virtual bool IsIgnoreAutosaveMenuDisplayed(int iPad); - virtual void SetIgnoreAutosaveMenuDisplayed(int iPad, bool displayed); - virtual bool IsSceneInStack(int iPad, EUIScene eScene); - bool GetMenuDisplayed(int iPad); - void SetMenuDisplayed(int iPad,bool bVal); - virtual void CheckMenuDisplayed(); - void AnimateKeyPress(int iPad, int iAction, bool bRepeat, bool bPressed, bool bReleased); - void OverrideSFX(int iPad, int iAction,bool bVal); + void CloseAllPlayersScenes(); + void CloseUIScenes(int iPad, bool forceIPad = false); - // TOOLTIPS - virtual void SetTooltipText( unsigned int iPad, unsigned int tooltip, int iTextID ); - virtual void SetEnableTooltips( unsigned int iPad, bool bVal ); - virtual void ShowTooltip( unsigned int iPad, unsigned int tooltip, bool show ); - virtual void SetTooltips( unsigned int iPad, int iA, int iB=-1, int iX=-1, int iY=-1 , int iLT=-1, int iRT=-1, int iLB=-1, int iRB=-1, int iLS=-1, bool forceUpdate = false); - virtual void EnableTooltip( unsigned int iPad, unsigned int tooltip, bool enable ); - virtual void RefreshTooltips(unsigned int iPad); + virtual bool IsPauseMenuDisplayed(int iPad); + virtual bool IsContainerMenuDisplayed(int iPad); + virtual bool IsIgnorePlayerJoinMenuDisplayed(int iPad); + virtual bool IsIgnoreAutosaveMenuDisplayed(int iPad); + virtual void SetIgnoreAutosaveMenuDisplayed(int iPad, bool displayed); + virtual bool IsSceneInStack(int iPad, EUIScene eScene); + bool GetMenuDisplayed(int iPad); + void SetMenuDisplayed(int iPad, bool bVal); + virtual void CheckMenuDisplayed(); + void AnimateKeyPress(int iPad, int iAction, bool bRepeat, bool bPressed, + bool bReleased); + void OverrideSFX(int iPad, int iAction, bool bVal); - virtual void PlayUISFX(ESoundEffect eSound); + // TOOLTIPS + virtual void SetTooltipText(unsigned int iPad, unsigned int tooltip, + int iTextID); + virtual void SetEnableTooltips(unsigned int iPad, bool bVal); + virtual void ShowTooltip(unsigned int iPad, unsigned int tooltip, + bool show); + virtual void SetTooltips(unsigned int iPad, int iA, int iB = -1, + int iX = -1, int iY = -1, int iLT = -1, + int iRT = -1, int iLB = -1, int iRB = -1, + int iLS = -1, bool forceUpdate = false); + virtual void EnableTooltip(unsigned int iPad, unsigned int tooltip, + bool enable); + virtual void RefreshTooltips(unsigned int iPad); - virtual void DisplayGamertag(unsigned int iPad, bool show); - virtual void SetSelectedItem(unsigned int iPad, const std::wstring &name); - virtual void UpdateSelectedItemPos(unsigned int iPad); + virtual void PlayUISFX(ESoundEffect eSound); - virtual void HandleDLCMountingComplete(); - virtual void HandleDLCInstalled(int iPad); + virtual void DisplayGamertag(unsigned int iPad, bool show); + virtual void SetSelectedItem(unsigned int iPad, const std::wstring& name); + virtual void UpdateSelectedItemPos(unsigned int iPad); + + virtual void HandleDLCMountingComplete(); + virtual void HandleDLCInstalled(int iPad); #ifdef _XBOX_ONE - virtual void HandleDLCLicenseChange(); + virtual void HandleDLCLicenseChange(); #endif - virtual void HandleTMSDLCFileRetrieved(int iPad); - virtual void HandleTMSBanFileRetrieved(int iPad); - virtual void HandleInventoryUpdated(int iPad); - virtual void HandleGameTick(); + virtual void HandleTMSDLCFileRetrieved(int iPad); + virtual void HandleTMSBanFileRetrieved(int iPad); + virtual void HandleInventoryUpdated(int iPad); + virtual void HandleGameTick(); - virtual void SetTutorial(int iPad, Tutorial *tutorial); - virtual void SetTutorialDescription(int iPad, TutorialPopupInfo *info); - virtual void RemoveInteractSceneReference(int iPad, UIScene *scene); - virtual void SetTutorialVisible(int iPad, bool visible); - virtual bool IsTutorialVisible(int iPad); + virtual void SetTutorial(int iPad, Tutorial* tutorial); + virtual void SetTutorialDescription(int iPad, TutorialPopupInfo* info); + virtual void RemoveInteractSceneReference(int iPad, UIScene* scene); + virtual void SetTutorialVisible(int iPad, bool visible); + virtual bool IsTutorialVisible(int iPad); - virtual void UpdatePlayerBasePositions(); - virtual void SetEmptyQuadrantLogo(int iSection); - virtual void HideAllGameUIElements(); - virtual void ShowOtherPlayersBaseScene(unsigned int iPad, bool show); + virtual void UpdatePlayerBasePositions(); + virtual void SetEmptyQuadrantLogo(int iSection); + virtual void HideAllGameUIElements(); + virtual void ShowOtherPlayersBaseScene(unsigned int iPad, bool show); - virtual void ShowTrialTimer(bool show); - virtual void SetTrialTimerLimitSecs(unsigned int uiSeconds); - virtual void UpdateTrialTimer(unsigned int iPad); - virtual void ReduceTrialTimerValue(); + virtual void ShowTrialTimer(bool show); + virtual void SetTrialTimerLimitSecs(unsigned int uiSeconds); + virtual void UpdateTrialTimer(unsigned int iPad); + virtual void ReduceTrialTimerValue(); - virtual void ShowAutosaveCountdownTimer(bool show); - virtual void UpdateAutosaveCountdownTimer(unsigned int uiSeconds); - virtual void ShowSavingMessage(unsigned int iPad, C4JStorage::ESavingMessage eVal); + virtual void ShowAutosaveCountdownTimer(bool show); + virtual void UpdateAutosaveCountdownTimer(unsigned int uiSeconds); + virtual void ShowSavingMessage(unsigned int iPad, + C4JStorage::ESavingMessage eVal); - virtual void ShowPlayerDisplayname(bool show); - virtual bool PressStartPlaying(unsigned int iPad); - virtual void ShowPressStart(unsigned int iPad); - virtual void HidePressStart(); - void ClearPressStart(); + virtual void ShowPlayerDisplayname(bool show); + virtual bool PressStartPlaying(unsigned int iPad); + virtual void ShowPressStart(unsigned int iPad); + virtual void HidePressStart(); + void ClearPressStart(); - // 4J Stu - Only because of the different StringTable type, should really fix the libraries + // 4J Stu - Only because of the different StringTable type, should really + // fix the libraries #ifndef __PS3__ - virtual C4JStorage::EMessageResult RequestMessageBox(unsigned int uiTitle, unsigned int uiText, unsigned int *uiOptionA, unsigned int uiOptionC, unsigned int dwPad = XUSER_INDEX_ANY, - int( *Func)(void *,int,const C4JStorage::EMessageResult)=NULL, void *lpParam=NULL, C4JStringTable *pStringTable=NULL, wchar_t *pwchFormatString=NULL, unsigned int dwFocusButton=0, bool bIsError = true); + virtual C4JStorage::EMessageResult RequestMessageBox( + unsigned int uiTitle, unsigned int uiText, unsigned int* uiOptionA, + unsigned int uiOptionC, unsigned int dwPad = XUSER_INDEX_ANY, + int (*Func)(void*, int, const C4JStorage::EMessageResult) = NULL, + void* lpParam = NULL, C4JStringTable* pStringTable = NULL, + wchar_t* pwchFormatString = NULL, unsigned int dwFocusButton = 0, + bool bIsError = true); #else - virtual C4JStorage::EMessageResult RequestMessageBox(unsigned int uiTitle, unsigned int uiText, unsigned int *uiOptionA, unsigned int uiOptionC, unsigned int dwPad = XUSER_INDEX_ANY, - int( *Func)(void *,int,const C4JStorage::EMessageResult)=NULL, void *lpParam=NULL, StringTable *pStringTable=NULL, wchar_t *pwchFormatString=NULL, unsigned int dwFocusButton=0, bool bIsError = true); + virtual C4JStorage::EMessageResult RequestMessageBox( + unsigned int uiTitle, unsigned int uiText, unsigned int* uiOptionA, + unsigned int uiOptionC, unsigned int dwPad = XUSER_INDEX_ANY, + int (*Func)(void*, int, const C4JStorage::EMessageResult) = NULL, + void* lpParam = NULL, StringTable* pStringTable = NULL, + wchar_t* pwchFormatString = NULL, unsigned int dwFocusButton = 0, + bool bIsError = true); #endif - C4JStorage::EMessageResult RequestUGCMessageBox(int title = -1, int message = -1, int iPad = -1, int( *Func)(void *,int,const C4JStorage::EMessageResult) = NULL, void *lpParam = NULL); - C4JStorage::EMessageResult RequestContentRestrictedMessageBox(int title = -1, int message = -1, int iPad = -1, int( *Func)(void *,int,const C4JStorage::EMessageResult) = NULL, void *lpParam = NULL); + C4JStorage::EMessageResult RequestUGCMessageBox( + int title = -1, int message = -1, int iPad = -1, + int (*Func)(void*, int, const C4JStorage::EMessageResult) = NULL, + void* lpParam = NULL); + C4JStorage::EMessageResult RequestContentRestrictedMessageBox( + int title = -1, int message = -1, int iPad = -1, + int (*Func)(void*, int, const C4JStorage::EMessageResult) = NULL, + void* lpParam = NULL); - virtual void SetWinUserIndex(unsigned int iPad); - unsigned int GetWinUserIndex(); + virtual void SetWinUserIndex(unsigned int iPad); + unsigned int GetWinUserIndex(); - virtual void ShowUIDebugConsole(bool show); - virtual void ShowUIDebugMarketingGuide(bool show); - void logDebugString(const std::string &text); - UIScene* FindScene(EUIScene sceneType); + virtual void ShowUIDebugConsole(bool show); + virtual void ShowUIDebugMarketingGuide(bool show); + void logDebugString(const std::string& text); + UIScene* FindScene(EUIScene sceneType); public: - char *m_defaultBuffer, *m_tempBuffer; - void setFontCachingCalculationBuffer(int length); - - + char *m_defaultBuffer, *m_tempBuffer; + void setFontCachingCalculationBuffer(int length); };