mirror of
https://github.com/4jcraft/4jcraft.git
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461 lines
16 KiB
C++
461 lines
16 KiB
C++
#pragma once
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// using namespace std;
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#include <cstdint>
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#include "IUIController.h"
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#include "UIEnums.h"
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#include "UIGroup.h"
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class UIAbstractBitmapFont;
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class UIBitmapFont;
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class UITTFFont;
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class UIComponent_DebugUIConsole;
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class UIComponent_DebugUIMarketingGuide;
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class UIControl;
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// Base class for all shared functions between UIControllers
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class UIController : public IUIController {
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public:
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static __int64 iggyAllocCount;
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// MGH - added to prevent crash loading Iggy movies while the skins were
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// being reloaded
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static CRITICAL_SECTION ms_reloadSkinCS;
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static bool ms_bReloadSkinCSInitialised;
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protected:
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UIComponent_DebugUIConsole* m_uiDebugConsole;
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UIComponent_DebugUIMarketingGuide* m_uiDebugMarketingGuide;
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private:
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CRITICAL_SECTION m_navigationLock;
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static const int UI_REPEAT_KEY_DELAY_MS =
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300; // How long from press until the first repeat
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static const int UI_REPEAT_KEY_REPEAT_RATE_MS =
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100; // How long in between repeats
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std::uint32_t m_actionRepeatTimer[XUSER_MAX_COUNT][ACTION_MAX_MENU + 1];
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float m_fScreenWidth;
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float m_fScreenHeight;
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bool m_bScreenWidthSetup;
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S32 m_tileOriginX, m_tileOriginY;
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enum EFont {
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eFont_NotLoaded = 0,
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eFont_Bitmap,
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eFont_Japanese,
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eFont_SimpChinese,
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eFont_TradChinese,
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eFont_Korean,
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};
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// 4J-JEV: It's important that currentFont == targetFont, unless
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// updateCurrentLanguage is going to be called.
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EFont m_eCurrentFont, m_eTargetFont;
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// 4J-JEV: Behaves like navigateToHome when not ingame. When in-game, it
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// closes all player scenes instead.
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bool m_bCleanupOnReload;
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EFont getFontForLanguage(int language);
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UITTFFont* createFont(EFont fontLanguage);
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UIAbstractBitmapFont* m_mcBitmapFont;
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UITTFFont* m_mcTTFFont;
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UIBitmapFont *m_moj7, *m_moj11;
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public:
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void setCleanupOnReload();
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void updateCurrentFont();
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private:
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// 4J-PB - ui element type for PSVita touch control
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#ifdef __PSVITA__
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typedef struct {
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UIControl* pControl;
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S32 x1, y1, x2, y2;
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} UIELEMENT;
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// E3 - Fine for now, but we need to make this better!
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std::vector<UIELEMENT*> m_TouchBoxes[eUIGroup_COUNT][eUILayer_COUNT]
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[eUIScene_COUNT];
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bool m_bTouchscreenPressed;
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#endif
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// 4J Stu - These should be in the order that they reference each other
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// (i.e. they can only reference one with a lower value in the enum)
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enum ELibraries {
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eLibrary_Platform,
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eLibrary_GraphicsDefault,
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eLibrary_GraphicsHUD,
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eLibrary_GraphicsInGame,
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eLibrary_GraphicsTooltips,
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eLibrary_GraphicsLabels,
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eLibrary_Labels,
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eLibrary_InGame,
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eLibrary_HUD,
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eLibrary_Tooltips,
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eLibrary_Default,
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#if (defined(_WINDOWS64))
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// 4J Stu - Load the 720/480 skins so that we have something to fallback on
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// during development
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#ifndef _FINAL_BUILD
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eLibraryFallback_Platform,
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eLibraryFallback_GraphicsDefault,
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eLibraryFallback_GraphicsHUD,
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eLibraryFallback_GraphicsInGame,
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eLibraryFallback_GraphicsTooltips,
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eLibraryFallback_GraphicsLabels,
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eLibraryFallback_Labels,
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eLibraryFallback_InGame,
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eLibraryFallback_HUD,
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eLibraryFallback_Tooltips,
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eLibraryFallback_Default,
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#endif
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#endif
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eLibrary_Count,
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};
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IggyLibrary m_iggyLibraries[eLibrary_Count];
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protected:
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GDrawFunctions* gdraw_funcs;
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private:
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HIGGYEXP iggy_explorer;
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HIGGYPERFMON iggy_perfmon;
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bool m_iggyPerfmonEnabled;
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bool
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m_bMenuDisplayed[XUSER_MAX_COUNT]; // track each players menu displayed
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bool m_bMenuToBeClosed[XUSER_MAX_COUNT]; // actioned at the end of the game
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// loop
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int m_iCountDown[XUSER_MAX_COUNT]; // ticks to block input
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bool m_bCloseAllScenes[eUIGroup_COUNT];
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int m_iPressStartQuadrantsMask;
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C4JRender::eViewportType m_currentRenderViewport;
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bool m_bCustomRenderPosition;
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static std::uint32_t m_dwTrialTimerLimitSecs;
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std::unordered_map<std::wstring, byteArray> m_substitutionTextures;
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typedef struct _CachedMovieData {
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byteArray m_ba;
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int64_t m_expiry;
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} CachedMovieData;
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std::unordered_map<std::wstring, CachedMovieData> m_cachedMovieData;
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typedef struct _QueuedMessageBoxData {
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MessageBoxInfo info;
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int iPad;
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EUILayer layer;
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} QueuedMessageBoxData;
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std::vector<QueuedMessageBoxData*> m_queuedMessageBoxData;
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unsigned int m_winUserIndex;
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// bool m_bSysUIShowing;
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bool m_bSystemUIShowing;
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C4JThread* m_reloadSkinThread;
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bool m_navigateToHomeOnReload;
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int m_accumulatedTicks;
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uint64_t m_lastUiSfx; // Tracks time (ms) of last UI sound effect
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D3D11_RECT m_customRenderingClearRect;
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std::unordered_map<size_t, UIScene*>
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m_registeredCallbackScenes; // A collection of scenes and unique id's
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// that are used in async callbacks so we
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// can safely handle when they get
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// destroyed
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CRITICAL_SECTION m_registeredCallbackScenesCS;
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;
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public:
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UIController();
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#ifdef __PSVITA__
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void TouchBoxAdd(UIControl* pControl, UIScene* pUIScene);
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bool TouchBoxHit(UIScene* pUIScene, S32 x, S32 y);
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void TouchBoxesClear(UIScene* pUIScene);
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void TouchBoxRebuild(UIScene* pUIScene);
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void HandleTouchInput(unsigned int iPad, unsigned int key, bool bPressed,
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bool bRepeat, bool bReleased);
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void SendTouchInput(unsigned int iPad, unsigned int key, bool bPressed,
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bool bRepeat, bool bReleased);
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private:
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void TouchBoxAdd(UIControl* pControl, EUIGroup eUIGroup, EUILayer eUILayer,
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EUIScene eUIscene, UIControl* pMainPanelControl);
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UIELEMENT* m_ActiveUIElement;
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UIELEMENT* m_HighlightedUIElement;
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#endif
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protected:
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UIGroup* m_groups[eUIGroup_COUNT];
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public:
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void showComponent(int iPad, EUIScene scene, EUILayer layer, EUIGroup group,
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bool show) {
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m_groups[group]->showComponent(iPad, scene, layer, show);
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}
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void removeComponent(EUIScene scene, EUILayer layer, EUIGroup group) {
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m_groups[group]->removeComponent(scene, layer);
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}
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protected:
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// Should be called from the platforms init function
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void preInit(S32 width, S32 height);
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void postInit();
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public:
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CRITICAL_SECTION m_Allocatorlock;
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void SetupFont();
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bool PendingFontChange();
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bool UsingBitmapFont();
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public:
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// TICKING
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virtual void tick();
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private:
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void loadSkins();
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IggyLibrary loadSkin(const std::wstring& skinPath,
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const std::wstring& skinName);
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public:
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void ReloadSkin();
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virtual void StartReloadSkinThread();
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virtual bool IsReloadingSkin();
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virtual bool IsExpectingOrReloadingSkin();
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virtual void CleanUpSkinReload();
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private:
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static int reloadSkinThreadProc(void* lpParam);
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public:
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byteArray getMovieData(const std::wstring& filename);
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// INPUT
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private:
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void tickInput();
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void handleInput();
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void handleKeyPress(unsigned int iPad, unsigned int key);
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protected:
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static rrbool RADLINK
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ExternalFunctionCallback(void* user_callback_data, Iggy* player,
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IggyExternalFunctionCallUTF16* call);
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public:
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// RENDERING
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float getScreenWidth() { return m_fScreenWidth; }
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float getScreenHeight() { return m_fScreenHeight; }
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void setScreenSize(S32 w, S32 h) {
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m_fScreenWidth = (float)w;
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m_fScreenHeight = (float)h;
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}
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virtual void render() = 0;
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void getRenderDimensions(C4JRender::eViewportType viewport, S32& width,
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S32& height);
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void setupRenderPosition(C4JRender::eViewportType viewport);
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void setupRenderPosition(S32 xOrigin, S32 yOrigin);
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void SetSysUIShowing(bool bVal);
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static void SetSystemUIShowing(void* lpParam, bool bVal);
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protected:
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virtual void setTileOrigin(S32 xPos, S32 yPos) = 0;
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public:
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virtual CustomDrawData* setupCustomDraw(
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UIScene* scene, IggyCustomDrawCallbackRegion* region) = 0;
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virtual CustomDrawData* calculateCustomDraw(
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IggyCustomDrawCallbackRegion* region) = 0;
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virtual void endCustomDraw(IggyCustomDrawCallbackRegion* region) = 0;
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protected:
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// Should be called from the platforms render function
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void renderScenes();
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public:
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virtual void beginIggyCustomDraw4J(IggyCustomDrawCallbackRegion* region,
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CustomDrawData* customDrawRegion) = 0;
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void setupCustomDrawGameState();
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void endCustomDrawGameState();
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void setupCustomDrawMatrices(UIScene* scene,
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CustomDrawData* customDrawRegion);
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void setupCustomDrawGameStateAndMatrices(UIScene* scene,
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CustomDrawData* customDrawRegion);
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void endCustomDrawMatrices();
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void endCustomDrawGameStateAndMatrices();
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protected:
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static void RADLINK
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CustomDrawCallback(void* user_callback_data, Iggy* player,
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IggyCustomDrawCallbackRegion* Region);
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static GDrawTexture* RADLINK TextureSubstitutionCreateCallback(
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void* user_callback_data, IggyUTF16* texture_name, S32* width,
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S32* height, void** destroy_callback_data);
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static void RADLINK TextureSubstitutionDestroyCallback(
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void* user_callback_data, void* destroy_callback_data,
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GDrawTexture* handle);
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virtual GDrawTexture* getSubstitutionTexture(int textureId) { return NULL; }
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virtual void destroySubstitutionTexture(void* destroyCallBackData,
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GDrawTexture* handle) {}
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public:
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void registerSubstitutionTexture(const std::wstring& textureName,
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std::uint8_t* pbData,
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unsigned int dwLength);
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void unregisterSubstitutionTexture(const std::wstring& textureName,
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bool deleteData);
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public:
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// NAVIGATION
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bool NavigateToScene(int iPad, EUIScene scene, void* initData = NULL,
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EUILayer layer = eUILayer_Scene,
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EUIGroup group = eUIGroup_PAD);
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bool NavigateBack(int iPad, bool forceUsePad = false,
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EUIScene eScene = eUIScene_COUNT,
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EUILayer eLayer = eUILayer_COUNT);
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void NavigateToHomeMenu();
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UIScene* GetTopScene(int iPad, EUILayer layer = eUILayer_Scene,
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EUIGroup group = eUIGroup_PAD);
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size_t RegisterForCallbackId(UIScene* scene);
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void UnregisterCallbackId(size_t id);
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UIScene* GetSceneFromCallbackId(size_t id);
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void EnterCallbackIdCriticalSection();
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void LeaveCallbackIdCriticalSection();
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private:
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void setFullscreenMenuDisplayed(bool displayed);
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public:
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void CloseAllPlayersScenes();
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void CloseUIScenes(int iPad, bool forceIPad = false);
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virtual bool IsPauseMenuDisplayed(int iPad);
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virtual bool IsContainerMenuDisplayed(int iPad);
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virtual bool IsIgnorePlayerJoinMenuDisplayed(int iPad);
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virtual bool IsIgnoreAutosaveMenuDisplayed(int iPad);
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virtual void SetIgnoreAutosaveMenuDisplayed(int iPad, bool displayed);
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virtual bool IsSceneInStack(int iPad, EUIScene eScene);
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bool GetMenuDisplayed(int iPad);
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void SetMenuDisplayed(int iPad, bool bVal);
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virtual void CheckMenuDisplayed();
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void AnimateKeyPress(int iPad, int iAction, bool bRepeat, bool bPressed,
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bool bReleased);
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void OverrideSFX(int iPad, int iAction, bool bVal);
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// TOOLTIPS
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virtual void SetTooltipText(unsigned int iPad, unsigned int tooltip,
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int iTextID);
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virtual void SetEnableTooltips(unsigned int iPad, bool bVal);
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virtual void ShowTooltip(unsigned int iPad, unsigned int tooltip,
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bool show);
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virtual void SetTooltips(unsigned int iPad, int iA, int iB = -1,
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int iX = -1, int iY = -1, int iLT = -1,
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int iRT = -1, int iLB = -1, int iRB = -1,
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int iLS = -1, int iRS = -1, int iBack = -1,
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bool forceUpdate = false);
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virtual void EnableTooltip(unsigned int iPad, unsigned int tooltip,
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bool enable);
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virtual void RefreshTooltips(unsigned int iPad);
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virtual void PlayUISFX(ESoundEffect eSound);
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virtual void DisplayGamertag(unsigned int iPad, bool show);
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virtual void SetSelectedItem(unsigned int iPad, const std::wstring& name);
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virtual void UpdateSelectedItemPos(unsigned int iPad);
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virtual void HandleDLCMountingComplete();
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virtual void HandleDLCInstalled(int iPad);
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#ifdef _XBOX_ONE
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virtual void HandleDLCLicenseChange();
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#endif
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virtual void HandleTMSDLCFileRetrieved(int iPad);
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virtual void HandleTMSBanFileRetrieved(int iPad);
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virtual void HandleInventoryUpdated(int iPad);
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virtual void HandleGameTick();
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virtual void SetTutorial(int iPad, Tutorial* tutorial);
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virtual void SetTutorialDescription(int iPad, TutorialPopupInfo* info);
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virtual void RemoveInteractSceneReference(int iPad, UIScene* scene);
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virtual void SetTutorialVisible(int iPad, bool visible);
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virtual bool IsTutorialVisible(int iPad);
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virtual void UpdatePlayerBasePositions();
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virtual void SetEmptyQuadrantLogo(int iSection);
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virtual void HideAllGameUIElements();
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virtual void ShowOtherPlayersBaseScene(unsigned int iPad, bool show);
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virtual void ShowTrialTimer(bool show);
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virtual void SetTrialTimerLimitSecs(unsigned int uiSeconds);
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virtual void UpdateTrialTimer(unsigned int iPad);
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virtual void ReduceTrialTimerValue();
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virtual void ShowAutosaveCountdownTimer(bool show);
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virtual void UpdateAutosaveCountdownTimer(unsigned int uiSeconds);
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virtual void ShowSavingMessage(unsigned int iPad,
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C4JStorage::ESavingMessage eVal);
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virtual void ShowPlayerDisplayname(bool show);
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virtual bool PressStartPlaying(unsigned int iPad);
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virtual void ShowPressStart(unsigned int iPad);
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virtual void HidePressStart();
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void ClearPressStart();
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virtual C4JStorage::EMessageResult RequestAlertMessage(
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UINT uiTitle, UINT uiText, UINT* uiOptionA, UINT uiOptionC,
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DWORD dwPad = XUSER_INDEX_ANY,
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int (*Func)(LPVOID, int, const C4JStorage::EMessageResult) = NULL,
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LPVOID lpParam = NULL, WCHAR* pwchFormatString = NULL);
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virtual C4JStorage::EMessageResult RequestErrorMessage(
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UINT uiTitle, UINT uiText, UINT* uiOptionA, UINT uiOptionC,
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DWORD dwPad = XUSER_INDEX_ANY,
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int (*Func)(LPVOID, int, const C4JStorage::EMessageResult) = NULL,
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LPVOID lpParam = NULL, WCHAR* pwchFormatString = NULL);
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private:
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virtual C4JStorage::EMessageResult RequestMessageBox(
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UINT uiTitle, UINT uiText, UINT* uiOptionA, UINT uiOptionC, DWORD dwPad,
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int (*Func)(LPVOID, int, const C4JStorage::EMessageResult),
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LPVOID lpParam, WCHAR* pwchFormatString, DWORD dwFocusButton,
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bool bIsError);
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public:
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C4JStorage::EMessageResult RequestUGCMessageBox(
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int title = -1, int message = -1, int iPad = -1,
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int (*Func)(void*, int, const C4JStorage::EMessageResult) = NULL,
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void* lpParam = NULL);
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C4JStorage::EMessageResult RequestContentRestrictedMessageBox(
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int title = -1, int message = -1, int iPad = -1,
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int (*Func)(void*, int, const C4JStorage::EMessageResult) = NULL,
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void* lpParam = NULL);
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virtual void SetWinUserIndex(unsigned int iPad);
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unsigned int GetWinUserIndex();
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virtual void ShowUIDebugConsole(bool show);
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virtual void ShowUIDebugMarketingGuide(bool show);
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void logDebugString(const std::string& text);
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UIScene* FindScene(EUIScene sceneType);
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public:
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char *m_defaultBuffer, *m_tempBuffer;
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void setFontCachingCalculationBuffer(int length);
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};
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