4jcraft/Minecraft.Client/Platform/Common/UI/UIScene_AbstractContainerMenu.cpp

331 lines
12 KiB
C++

#include "../../Minecraft.World/Platform/stdafx.h"
#include "UI.h"
#include "UIScene_AbstractContainerMenu.h"
#include "../../Minecraft.World/Headers/net.minecraft.world.inventory.h"
#include "../../Minecraft.World/Headers/net.minecraft.world.item.h"
#include "../../Minecraft.Client/Player/MultiPlayerLocalPlayer.h"
UIScene_AbstractContainerMenu::UIScene_AbstractContainerMenu(
int iPad, UILayer* parentLayer)
: UIScene(iPad, parentLayer) {
m_focusSection = eSectionNone;
// in this scene, we override the press sound with our own for crafting
// success or fail
ui.OverrideSFX(m_iPad, ACTION_MENU_A, true);
ui.OverrideSFX(m_iPad, ACTION_MENU_OK, true);
#ifdef __ORBIS__
ui.OverrideSFX(m_iPad, ACTION_MENU_TOUCHPAD_PRESS, true);
#endif
ui.OverrideSFX(m_iPad, ACTION_MENU_X, true);
ui.OverrideSFX(m_iPad, ACTION_MENU_Y, true);
ui.OverrideSFX(m_iPad, ACTION_MENU_LEFT_SCROLL, true);
ui.OverrideSFX(m_iPad, ACTION_MENU_RIGHT_SCROLL, true);
ui.OverrideSFX(m_iPad, ACTION_MENU_LEFT, true);
ui.OverrideSFX(m_iPad, ACTION_MENU_RIGHT, true);
ui.OverrideSFX(m_iPad, ACTION_MENU_UP, true);
ui.OverrideSFX(m_iPad, ACTION_MENU_DOWN, true);
m_bIgnoreInput = false;
}
UIScene_AbstractContainerMenu::~UIScene_AbstractContainerMenu() {
app.DebugPrintf(
"UIScene_AbstractContainerMenu::~UIScene_AbstractContainerMenu\n");
}
void UIScene_AbstractContainerMenu::handleDestroy() {
app.DebugPrintf("UIScene_AbstractContainerMenu::handleDestroy\n");
Minecraft* pMinecraft = Minecraft::GetInstance();
if (pMinecraft->localgameModes[m_iPad] != NULL) {
TutorialMode* gameMode =
(TutorialMode*)pMinecraft->localgameModes[m_iPad];
if (gameMode != NULL)
gameMode->getTutorial()->changeTutorialState(
m_previousTutorialState);
}
// 4J Stu - Fix for #11302 - TCR 001: Network Connectivity: Host crashed
// after being killed by the client while accessing a chest during burst
// packet loss. We need to make sure that we call closeContainer() anytime
// this menu is closed, even if it is forced to close by some other reason
// (like the player dying)
if (pMinecraft->localplayers[m_iPad] != NULL &&
pMinecraft->localplayers[m_iPad]->containerMenu->containerId ==
m_menu->containerId) {
pMinecraft->localplayers[m_iPad]->closeContainer();
}
ui.OverrideSFX(m_iPad, ACTION_MENU_A, false);
ui.OverrideSFX(m_iPad, ACTION_MENU_OK, false);
#ifdef __ORBIS__
ui.OverrideSFX(m_iPad, ACTION_MENU_TOUCHPAD_PRESS, false);
#endif
ui.OverrideSFX(m_iPad, ACTION_MENU_X, false);
ui.OverrideSFX(m_iPad, ACTION_MENU_Y, false);
ui.OverrideSFX(m_iPad, ACTION_MENU_LEFT_SCROLL, false);
ui.OverrideSFX(m_iPad, ACTION_MENU_RIGHT_SCROLL, false);
ui.OverrideSFX(m_iPad, ACTION_MENU_LEFT, false);
ui.OverrideSFX(m_iPad, ACTION_MENU_RIGHT, false);
ui.OverrideSFX(m_iPad, ACTION_MENU_UP, false);
ui.OverrideSFX(m_iPad, ACTION_MENU_DOWN, false);
}
void UIScene_AbstractContainerMenu::InitDataAssociations(
int iPad, AbstractContainerMenu* menu, int startIndex) {}
void UIScene_AbstractContainerMenu::PlatformInitialize(int iPad,
int startIndex) {
m_labelInventory.init(app.GetString(IDS_INVENTORY));
if (startIndex >= 0) {
m_slotListInventory.addSlots(startIndex, 27);
m_slotListHotbar.addSlots(startIndex + 27, 9);
}
// Determine min and max extents for pointer, it needs to be able to move
// off the container to drop items.
float fPanelWidth, fPanelHeight;
float fPanelX, fPanelY;
float fPointerWidth, fPointerHeight;
// We may have varying depths of controls here, so base off the pointers
// parent
#if TO_BE_IMPLEMENTED
HXUIOBJ parent;
XuiElementGetBounds(m_pointerControl->m_hObj, &fPointerWidth,
&fPointerHeight);
#else
fPointerWidth = 50;
fPointerHeight = 50;
#endif
fPanelWidth = m_controlBackgroundPanel.getWidth();
fPanelHeight = m_controlBackgroundPanel.getHeight();
fPanelX = m_controlBackgroundPanel.getXPos();
fPanelY = m_controlBackgroundPanel.getYPos();
// Get size of pointer
m_fPointerImageOffsetX = 0; // floor(fPointerWidth/2.0f);
m_fPointerImageOffsetY = 0; // floor(fPointerHeight/2.0f);
m_fPanelMinX = fPanelX;
m_fPanelMaxX = fPanelX + fPanelWidth;
m_fPanelMinY = fPanelY;
m_fPanelMaxY = fPanelY + fPanelHeight;
#ifdef __ORBIS__
// we need to map the touchpad rectangle to the UI rectangle. While it works
// great for the creative menu, it is much too sensitive for the smaller
// menus.
// X coordinate of the touch point (0 to 1919)
// Y coordinate of the touch point (0 to 941: DUALSHOCK®4 wireless
// controllers and the CUH-ZCT1J/CAP-ZCT1J/CAP-ZCT1U controllers for the
// PlayStation®4 development tool, 0 to 753: JDX-1000x series controllers
// for the PlayStation®4 development tool,)
m_fTouchPadMulX = fPanelWidth / 1919.0f;
m_fTouchPadMulY = fPanelHeight / 941.0f;
m_fTouchPadDeadZoneX = 15.0f * m_fTouchPadMulX;
m_fTouchPadDeadZoneY = 15.0f * m_fTouchPadMulY;
#endif
// 4J-PB - need to limit this in splitscreen
if (app.GetLocalPlayerCount() > 1) {
// don't let the pointer go into someone's screen
m_fPointerMinY = floor(fPointerHeight / 2.0f);
} else {
m_fPointerMinY = fPanelY - fPointerHeight;
}
m_fPointerMinX = fPanelX - fPointerWidth;
m_fPointerMaxX = m_fPanelMaxX + fPointerWidth;
m_fPointerMaxY = m_fPanelMaxY + (fPointerHeight / 2);
// m_hPointerText=NULL;
// m_hPointerTextBkg=NULL;
// Put the pointer over first item in use row to start with.
UIVec2D itemPos;
UIVec2D itemSize;
GetItemScreenData(m_eCurrSection, 0, &(itemPos), &(itemSize));
UIVec2D sectionPos;
GetPositionOfSection(m_eCurrSection, &(sectionPos));
UIVec2D vPointerPos = sectionPos;
vPointerPos += itemPos;
vPointerPos.x += (itemSize.x / 2.0f);
vPointerPos.y += (itemSize.y / 2.0f);
vPointerPos.x -= m_fPointerImageOffsetX;
vPointerPos.y -= m_fPointerImageOffsetY;
// m_pointerControl->SetPosition( &vPointerPos );
m_pointerPos = vPointerPos;
IggyEvent mouseEvent;
S32 width, height;
m_parentLayer->getRenderDimensions(width, height);
S32 x = m_pointerPos.x * ((float)width / m_movieWidth);
S32 y = m_pointerPos.y * ((float)height / m_movieHeight);
IggyMakeEventMouseMove(&mouseEvent, x, y);
IggyEventResult result;
IggyPlayerDispatchEventRS(getMovie(), &mouseEvent, &result);
#ifdef USE_POINTER_ACCEL
m_fPointerVelX = 0.0f;
m_fPointerVelY = 0.0f;
m_fPointerAccelX = 0.0f;
m_fPointerAccelY = 0.0f;
#endif
}
void UIScene_AbstractContainerMenu::tick() {
UIScene::tick();
onMouseTick();
IggyEvent mouseEvent;
S32 width, height;
m_parentLayer->getRenderDimensions(width, height);
S32 x = m_pointerPos.x * ((float)width / m_movieWidth);
S32 y = m_pointerPos.y * ((float)height / m_movieHeight);
IggyMakeEventMouseMove(&mouseEvent, x, y);
// 4J Stu - This seems to be broken on Durango, so do it ourself
#ifdef _DURANGO
// mouseEvent.x = x;
// mouseEvent.y = y;
#endif
IggyEventResult result;
IggyPlayerDispatchEventRS(getMovie(), &mouseEvent, &result);
}
void UIScene_AbstractContainerMenu::render(S32 width, S32 height,
C4JRender::eViewportType viewpBort) {
m_cacheSlotRenders = true;
m_needsCacheRendered = m_needsCacheRendered || m_menu->needsRendered();
if (m_needsCacheRendered) {
m_expectedCachedSlotCount = GetBaseSlotCount();
unsigned int count = m_menu->getSize();
for (unsigned int i = 0; i < count; ++i) {
if (m_menu->getSlot(i)->hasItem()) {
++m_expectedCachedSlotCount;
}
}
}
UIScene::render(width, height, viewpBort);
m_needsCacheRendered = false;
}
void UIScene_AbstractContainerMenu::customDraw(
IggyCustomDrawCallbackRegion* region) {
Minecraft* pMinecraft = Minecraft::GetInstance();
if (pMinecraft->localplayers[m_iPad] == NULL ||
pMinecraft->localgameModes[m_iPad] == NULL)
return;
int slotId = parseSlotId(region->name);
std::shared_ptr<ItemInstance> item = nullptr;
if (std::char_traits<char16_t>::compare(region->name, u"pointerIcon", 11) ==
0) {
m_cacheSlotRenders = false;
item = pMinecraft->localplayers[m_iPad]->inventory->getCarried();
} else {
if (slotId == -1) {
app.DebugPrintf("This is not the control we are looking for\n");
} else {
m_cacheSlotRenders = true;
Slot* slot = m_menu->getSlot(slotId);
item = slot->getItem();
}
}
if (item != NULL)
customDrawSlotControl(
region, m_iPad, item,
m_menu->isValidIngredient(item, slotId) ? 1.0f : 0.5f,
item->isFoil(), true);
}
void UIScene_AbstractContainerMenu::handleInput(int iPad, int key, bool repeat,
bool pressed, bool released,
bool& handled) {
if (m_bIgnoreInput) return;
// app.DebugPrintf("UIScene_InventoryMenu handling input for pad %d, key %d,
// down- %s, pressed- %s, released- %s\n", iPad, key, down?"TRUE":"FALSE",
// pressed?"TRUE":"FALSE", released?"TRUE":"FALSE");
ui.AnimateKeyPress(m_iPad, key, repeat, pressed, released);
if (pressed) {
handled = handleKeyDown(m_iPad, key, repeat);
}
}
void UIScene_AbstractContainerMenu::SetPointerText(
std::vector<HtmlString>* description, bool newSlot) {
m_cursorPath.setLabel(HtmlString::Compose(description), false, newSlot);
}
void UIScene_AbstractContainerMenu::setSectionFocus(ESceneSection eSection,
int iPad) {
UIControl* newFocus = getSection(eSection);
if (newFocus) newFocus->setFocus(true);
if (m_focusSection != eSectionNone) {
UIControl* currentFocus = getSection(m_focusSection);
// 4J-TomK only set current focus to false if it differs from last
// (previously this continuously fired iggy functions when they were
// identical!
if (currentFocus != newFocus)
if (currentFocus) currentFocus->setFocus(false);
}
m_focusSection = eSection;
}
void UIScene_AbstractContainerMenu::setFocusToPointer(int iPad) {
if (m_focusSection != eSectionNone) {
UIControl* currentFocus = getSection(m_focusSection);
if (currentFocus) currentFocus->setFocus(false);
}
m_focusSection = eSectionNone;
}
std::shared_ptr<ItemInstance> UIScene_AbstractContainerMenu::getSlotItem(
ESceneSection eSection, int iSlot) {
Slot* slot = m_menu->getSlot(getSectionStartOffset(eSection) + iSlot);
if (slot)
return slot->getItem();
else
return nullptr;
}
Slot* UIScene_AbstractContainerMenu::getSlot(ESceneSection eSection,
int iSlot) {
Slot* slot = m_menu->getSlot(getSectionStartOffset(eSection) + iSlot);
if (slot)
return slot;
else
return NULL;
}
bool UIScene_AbstractContainerMenu::isSlotEmpty(ESceneSection eSection,
int iSlot) {
Slot* slot = m_menu->getSlot(getSectionStartOffset(eSection) + iSlot);
if (slot)
return !slot->hasItem();
else
return false;
}
void UIScene_AbstractContainerMenu::adjustPointerForSafeZone() {
// Handled by AS
}