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127 lines
3.6 KiB
C++
127 lines
3.6 KiB
C++
#pragma once
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#include "UILayer.h"
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#include "UIEnums.h"
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class UIComponent_Tooltips;
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class UIComponent_TutorialPopup;
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class UIScene_HUD;
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class UIComponent_PressStartToPlay;
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// A group contains a collection of layers for a specific context (e.g. each
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// player has 1 group)
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class UIGroup {
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private:
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UILayer* m_layers[eUILayer_COUNT];
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UIComponent_Tooltips* m_tooltips;
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UIComponent_TutorialPopup* m_tutorialPopup;
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UIComponent_PressStartToPlay* m_pressStartToPlay;
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UIScene_HUD* m_hud;
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C4JRender::eViewportType m_viewportType;
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EUIGroup m_group;
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int m_iPad;
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bool m_bMenuDisplayed;
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bool m_bPauseMenuDisplayed;
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bool m_bContainerMenuDisplayed;
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bool m_bIgnoreAutosaveMenuDisplayed;
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bool m_bIgnorePlayerJoinMenuDisplayed;
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// Countdown in ticks to update focus state
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int m_updateFocusStateCountdown;
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int m_commandBufferList;
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public:
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UIGroup(EUIGroup group, int iPad);
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#ifdef __PSVITA__
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EUIGroup GetGroup() { return m_group; }
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#endif
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UIComponent_Tooltips* getTooltips() { return m_tooltips; }
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UIComponent_TutorialPopup* getTutorialPopup() { return m_tutorialPopup; }
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UIScene_HUD* getHUD() { return m_hud; }
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UIComponent_PressStartToPlay* getPressStartToPlay() {
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return m_pressStartToPlay;
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}
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void DestroyAll();
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void ReloadAll();
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void tick();
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void render();
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bool hidesLowerScenes();
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void getRenderDimensions(S32& width, S32& height);
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// NAVIGATION
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bool NavigateToScene(int iPad, EUIScene scene, void* initData,
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EUILayer layer);
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bool NavigateBack(int iPad, EUIScene eScene,
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EUILayer eLayer = eUILayer_COUNT);
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void closeAllScenes();
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UIScene* GetTopScene(EUILayer layer);
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bool IsSceneInStack(EUIScene scene);
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bool HasFocus(int iPad);
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bool RequestFocus(UILayer* layerPtr);
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void UpdateFocusState();
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bool GetMenuDisplayed();
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bool IsPauseMenuDisplayed() { return m_bPauseMenuDisplayed; }
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bool IsContainerMenuDisplayed() { return m_bContainerMenuDisplayed; }
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bool IsIgnoreAutosaveMenuDisplayed() {
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return m_bIgnoreAutosaveMenuDisplayed;
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}
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bool IsIgnorePlayerJoinMenuDisplayed() {
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return m_bIgnorePlayerJoinMenuDisplayed;
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}
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// INPUT
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void handleInput(int iPad, int key, bool repeat, bool pressed,
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bool released, bool& handled);
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#ifdef __PSVITA__
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// Current active scene
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UIScene* getCurrentScene();
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#endif
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// FOCUS
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bool getFocusState();
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// A component is an element on a layer that displays BELOW other scenes in
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// this layer, but does not engage in any navigation E.g. you can keep a
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// component active while performing navigation with other scenes on this
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// layer
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void showComponent(int iPad, EUIScene scene, EUILayer layer, bool show);
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UIScene* addComponent(int iPad, EUIScene scene, EUILayer layer);
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void removeComponent(EUIScene scene, EUILayer layer);
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void SetViewportType(C4JRender::eViewportType type);
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C4JRender::eViewportType GetViewportType();
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virtual void HandleDLCMountingComplete();
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virtual void HandleDLCInstalled();
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#ifdef _XBOX_ONE
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virtual void HandleDLCLicenseChange();
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#endif
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virtual void HandleMessage(EUIMessage message, void* data);
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bool IsFullscreenGroup();
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void handleUnlockFullVersion();
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void PrintTotalMemoryUsage(int64_t& totalStatic, int64_t& totalDynamic);
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unsigned int GetLayerIndex(UILayer* layerPtr);
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int getCommandBufferList();
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UIScene* FindScene(EUIScene sceneType);
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private:
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void _UpdateFocusState();
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void updateStackStates();
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};
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