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https://github.com/4jcraft/4jcraft.git
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396 lines
17 KiB
C++
396 lines
17 KiB
C++
// Minecraft.cpp : Defines the entry point for the application.
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//
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#include "../../Minecraft.World/Platform/stdafx.h"
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#include <assert.h>
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#include "../../Minecraft.Client/Minecraft.h"
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#include "../../Minecraft.Client/Rendering/EntityRenderers/ProgressRenderer.h"
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#include "../../Minecraft.World/Util/StringHelpers.h"
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#include "../Tutorial/TutorialMode.h"
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//----------------------------------------------------------------------------------
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// Performs initialization tasks - retrieves controls.
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//----------------------------------------------------------------------------------
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HRESULT CScene_FullscreenProgress::OnInit(XUIMessageInit* pInitData,
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BOOL& bHandled) {
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MapChildControls();
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m_buttonConfirm.SetText(app.GetString(IDS_CONFIRM_OK));
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LoadingInputParams* params = (LoadingInputParams*)pInitData->pvInitData;
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m_CompletionData = params->completionData;
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m_iPad = params->completionData->iPad;
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m_cancelFunc = params->cancelFunc;
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m_cancelFuncParam = params->m_cancelFuncParam;
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m_completeFunc = params->completeFunc;
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m_completeFuncParam = params->m_completeFuncParam;
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m_bWasCancelled = false;
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thread = new C4JThread(params->func, params->lpParam, "FullscreenProgress");
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thread->SetProcessor(
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3); // TODO 4J Stu - Make sure this is a good thread/core to use
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m_threadCompleted = false;
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threadStarted = false;
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// ResumeThread( thread );
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if (CXuiSceneBase::GetPlayerBasePosition(m_iPad) !=
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CXuiSceneBase::e_BaseScene_Fullscreen &&
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CXuiSceneBase::GetPlayerBasePosition(m_iPad) !=
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CXuiSceneBase::e_BaseScene_NotSet) {
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app.AdjustSplitscreenScene(m_hObj, &m_OriginalPosition, m_iPad, false);
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CXuiSceneBase::ShowLogo(m_iPad, FALSE);
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} else {
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CXuiSceneBase::ShowLogo(m_iPad, params->completionData->bShowLogo);
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}
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CXuiSceneBase::ShowBackground(m_iPad,
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params->completionData->bShowBackground);
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ui.SetTooltips(m_iPad, -1, params->cancelText, -1, -1);
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// Clear the progress text
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Minecraft* pMinecraft = Minecraft::GetInstance();
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pMinecraft->progressRenderer->progressStart(-1);
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pMinecraft->progressRenderer->progressStage(-1);
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// set the tip
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std::wstring wsText =
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app.FormatHTMLString(m_iPad, app.GetString(app.GetNextTip()));
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wchar_t startTags[64];
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swprintf(startTags, 64, L"<font color=\"#%08x\" size=14><DIV ALIGN=CENTER>",
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app.GetHTMLColour(eHTMLColor_White));
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wsText = startTags + wsText + L"</DIV>";
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XuiControlSetText(m_tip, wsText.c_str());
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m_tip.SetShow(m_CompletionData->bShowTips);
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return S_OK;
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}
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// The framework calls this handler when the object is to be destroyed.
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HRESULT CScene_FullscreenProgress::OnDestroy() {
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if (thread != NULL && thread != INVALID_HANDLE_VALUE) delete thread;
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if (m_CompletionData != NULL) delete m_CompletionData;
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return S_OK;
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}
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HRESULT CScene_FullscreenProgress::OnKeyDown(XUIMessageInput* pInputData,
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BOOL& rfHandled) {
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ui.AnimateKeyPress(pInputData->UserIndex, pInputData->dwKeyCode);
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switch (pInputData->dwKeyCode) {
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case VK_PAD_B:
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case VK_ESCAPE:
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// 4J-JEV: Fix for Xbox360 #162749 - TU17: Save Upload: Content: UI:
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// Player is presented with non-functional Tooltips after the Upload
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// Save For Xbox One is completed.
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if (m_cancelFunc != NULL && !m_threadCompleted) {
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m_cancelFunc(m_cancelFuncParam);
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m_bWasCancelled = true;
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}
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break;
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}
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return S_OK;
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}
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//----------------------------------------------------------------------------------
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// Updates the UI when the list selection changes.
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//----------------------------------------------------------------------------------
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HRESULT CScene_FullscreenProgress::OnNotifySelChanged(
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HXUIOBJ hObjSource, XUINotifySelChanged* pNotifySelChangedData,
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BOOL& bHandled) {
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return S_OK;
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}
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//----------------------------------------------------------------------------------
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// Handler for the button press message.
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//----------------------------------------------------------------------------------
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HRESULT CScene_FullscreenProgress::OnNotifyPressEx(
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HXUIOBJ hObjPressed, XUINotifyPress* pNotifyPressData, BOOL& rfHandled) {
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// This assumes all buttons can only be pressed with the A button
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ui.AnimateKeyPress(pNotifyPressData->UserIndex, VK_PAD_A);
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if (m_threadCompleted == true && hObjPressed == m_buttonConfirm) {
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// if there's a complete function, call it
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if (m_completeFunc) {
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m_completeFunc(m_completeFuncParam);
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}
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switch (m_CompletionData->type) {
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case e_ProgressCompletion_NavigateBack:
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CXuiSceneBase::ShowBackground(m_CompletionData->iPad, FALSE);
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CXuiSceneBase::ShowBackground(m_CompletionData->iPad, TRUE);
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app.NavigateBack(m_CompletionData->iPad);
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// Show the other players scenes
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CXuiSceneBase::ShowOtherPlayersBaseScene(m_CompletionData->iPad,
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true);
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ui.UpdatePlayerBasePositions();
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break;
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case e_ProgressCompletion_NavigateBackToScene:
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CXuiSceneBase::ShowBackground(m_CompletionData->iPad, FALSE);
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CXuiSceneBase::ShowBackground(m_CompletionData->iPad, TRUE);
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CXuiSceneBase::ShowOtherPlayersBaseScene(m_CompletionData->iPad,
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true);
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// If the pause menu is still active, then navigate back
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// Otherwise close everything then navigate forwads to the pause
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// menu
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if (app.IsSceneInStack(m_CompletionData->iPad,
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m_CompletionData->scene)) {
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app.NavigateBack(m_CompletionData->iPad, false,
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m_CompletionData->scene);
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} else {
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app.CloseXuiScenesAndNavigateToScene(
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m_CompletionData->iPad, m_CompletionData->scene);
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}
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ui.UpdatePlayerBasePositions();
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break;
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case e_ProgressCompletion_CloseUIScenes:
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app.CloseXuiScenes(m_CompletionData->iPad);
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ui.UpdatePlayerBasePositions();
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break;
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case e_ProgressCompletion_CloseAllPlayersUIScenes:
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app.CloseAllPlayersXuiScenes();
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ui.UpdatePlayerBasePositions();
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break;
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case e_ProgressCompletion_NavigateToHomeMenu:
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app.NavigateToHomeMenu();
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ui.UpdatePlayerBasePositions();
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break;
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}
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}
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return S_OK;
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}
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HRESULT CScene_FullscreenProgress::OnGetSourceDataText(
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XUIMessageGetSourceText* pGetSourceTextData, BOOL& bHandled) {
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// This gets called every frame, so use it to update our two text boxes
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Minecraft* pMinecraft = Minecraft::GetInstance();
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int title = pMinecraft->progressRenderer->getCurrentTitle();
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if (title >= 0)
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m_title.SetText(app.GetString(title));
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else
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m_title.SetText(L"");
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int status = pMinecraft->progressRenderer->getCurrentStatus();
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if (status >= 0)
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m_status.SetText(app.GetString(status));
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else
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m_status.SetText(L"");
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return S_OK;
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}
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HRESULT CScene_FullscreenProgress::OnTransitionStart(
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XUIMessageTransition* pTransition, BOOL& bHandled) {
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if (!threadStarted) {
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thread->Run();
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threadStarted = true;
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XuiSetTimer(m_hObj, TIMER_FULLSCREEN_PROGRESS,
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TIMER_FULLSCREEN_PROGRESS_TIME);
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XuiSetTimer(m_hObj, TIMER_FULLSCREEN_TIPS, TIMER_FULLSCREEN_TIPS_TIME);
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}
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return S_OK;
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}
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HRESULT CScene_FullscreenProgress::OnTimer(XUIMessageTimer* pTimer,
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BOOL& bHandled) {
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int code = thread->GetExitCode();
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DWORD exitcode = *((DWORD*)&code);
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// app.DebugPrintf("CScene_FullscreenProgress Timer %d\n",pTimer->nId);
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if (exitcode != STILL_ACTIVE) {
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// 4J-PB - need to kill the timers whatever happens
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XuiKillTimer(m_hObj, TIMER_FULLSCREEN_PROGRESS);
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XuiKillTimer(m_hObj, TIMER_FULLSCREEN_TIPS);
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XuiControlSetText(m_tip, L"");
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// hide the tips bar in cause we're waiting for the user to press ok
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m_tip.SetShow(FALSE);
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// If we failed (currently used by network connection thread), navigate
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// back
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if (exitcode != S_OK) {
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if (exitcode == ERROR_CANCELLED) {
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// Current thread cancelled for whatever reason
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// Currently used only for the
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// CConsoleMinecraftApp::RemoteSaveThreadProc thread Assume to
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// just ignore this thread as something else is now running that
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// will cause another action
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} else {
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/*m_threadCompleted = true;
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m_buttonConfirm.SetShow( TRUE );
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m_buttonConfirm.SetFocus( m_CompletionData->iPad );
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m_CompletionData->type =
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e_ProgressCompletion_NavigateToHomeMenu;
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int exitReasonStringId;
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switch( app.GetDisconnectReason() )
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{
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default:
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exitReasonStringId = IDS_CONNECTION_FAILED;
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}
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Minecraft *pMinecraft=Minecraft::GetInstance();
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pMinecraft->progressRenderer->progressStartNoAbort(
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exitReasonStringId );*/
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// app.NavigateBack(m_CompletionData->iPad);
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unsigned int uiIDA[1];
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uiIDA[0] = IDS_CONFIRM_OK;
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StorageManager.RequestMessageBox(
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IDS_CONNECTION_FAILED, IDS_CONNECTION_LOST_SERVER, uiIDA, 1,
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ProfileManager.GetPrimaryPad(), NULL, NULL,
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app.GetStringTable());
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app.NavigateToHomeMenu();
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ui.UpdatePlayerBasePositions();
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}
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} else {
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if ((m_CompletionData->bRequiresUserAction == TRUE) &&
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(!m_bWasCancelled)) {
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m_threadCompleted = true;
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m_buttonConfirm.SetShow(TRUE);
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m_buttonConfirm.SetFocus(ProfileManager.GetPrimaryPad());
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ui.SetTooltips(m_iPad, IDS_TOOLTIPS_SELECT, -1, -1, -1);
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} else {
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if (m_bWasCancelled) {
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m_threadCompleted = true;
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}
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app.DebugPrintf("FullScreenProgress complete with action: ");
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switch (m_CompletionData->type) {
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case e_ProgressCompletion_AutosaveNavigateBack:
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app.DebugPrintf(
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"e_ProgressCompletion_AutosaveNavigateBack\n");
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{
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// store these - they get wiped by the destroy
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// caused by navigateback
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int iPad = m_CompletionData->iPad;
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// bool
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// bAutosaveWasMenuDisplayed=m_CompletionData->bAutosaveWasMenuDisplayed;
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CXuiSceneBase::ShowBackground(iPad, FALSE);
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CXuiSceneBase::ShowLogo(iPad, FALSE);
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app.NavigateBack(iPad);
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// 4J Stu - Fix for #65437 - Customer Encountered:
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// Code: Settings: Autosave option doesn't work when
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// the Host goes into idle state during gameplay.
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// Autosave obviously cannot occur if an ignore
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// autosave menu is displayed, so even if we
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// navigate back to a scene and not empty then we
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// still want to reset this flag which was set true
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// by the navigate to the fullscreen progress
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app.SetIgnoreAutosaveMenuDisplayed(iPad, false);
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// the navigate back leaves SetMenuDisplayed as
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// true, but there may not have been a menu up when
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// autosave was kicked off
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// if(bAutosaveWasMenuDisplayed==false)
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// {
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// app.SetMenuDisplayed(iPad,false);
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// }
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// Show the other players scenes
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CXuiSceneBase::ShowOtherPlayersBaseScene(iPad,
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true);
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// This just allows it to be shown
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Minecraft* pMinecraft = Minecraft::GetInstance();
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if (pMinecraft->localgameModes
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[ProfileManager.GetPrimaryPad()] != NULL)
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pMinecraft
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->localgameModes[ProfileManager
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.GetPrimaryPad()]
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->getTutorial()
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->showTutorialPopup(true);
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ui.UpdatePlayerBasePositions();
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}
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break;
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case e_ProgressCompletion_NavigateBack:
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app.DebugPrintf("e_ProgressCompletion_NavigateBack\n");
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{
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// store these - they get wiped by the destroy
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// caused by navigateback
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int iPad = m_CompletionData->iPad;
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CXuiSceneBase::ShowBackground(iPad, FALSE);
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CXuiSceneBase::ShowBackground(iPad, TRUE);
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app.NavigateBack(iPad);
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// Show the other players scenes
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CXuiSceneBase::ShowOtherPlayersBaseScene(iPad,
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true);
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ui.UpdatePlayerBasePositions();
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}
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break;
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case e_ProgressCompletion_NavigateBackToScene:
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app.DebugPrintf(
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"e_ProgressCompletion_NavigateBackToScene\n");
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CXuiSceneBase::ShowBackground(m_CompletionData->iPad,
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FALSE);
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CXuiSceneBase::ShowBackground(m_CompletionData->iPad,
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TRUE);
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CXuiSceneBase::ShowOtherPlayersBaseScene(
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m_CompletionData->iPad, true);
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// If the pause menu is still active, then navigate back
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// Otherwise close everything then navigate forwads to
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// the pause menu
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if (app.IsSceneInStack(m_CompletionData->iPad,
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m_CompletionData->scene)) {
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app.NavigateBack(m_CompletionData->iPad, false,
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m_CompletionData->scene);
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} else {
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app.CloseXuiScenesAndNavigateToScene(
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m_CompletionData->iPad,
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m_CompletionData->scene);
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}
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ui.UpdatePlayerBasePositions();
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break;
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case e_ProgressCompletion_CloseUIScenes:
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app.DebugPrintf("e_ProgressCompletion_CloseUIScenes\n");
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app.CloseXuiScenes(m_CompletionData->iPad);
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ui.UpdatePlayerBasePositions();
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break;
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case e_ProgressCompletion_CloseAllPlayersUIScenes:
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app.DebugPrintf(
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"e_ProgressCompletion_CloseAllPlayersUIScenes\n");
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app.CloseAllPlayersXuiScenes();
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ui.UpdatePlayerBasePositions();
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break;
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case e_ProgressCompletion_NavigateToHomeMenu:
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app.DebugPrintf(
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"e_ProgressCompletion_NavigateToHomeMenu\n");
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app.NavigateToHomeMenu();
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// ui.UpdatePlayerBasePositions();
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break;
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default:
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app.DebugPrintf("Default\n");
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break;
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}
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}
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}
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} else {
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switch (pTimer->nId) {
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case TIMER_FULLSCREEN_PROGRESS:
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break;
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case TIMER_FULLSCREEN_TIPS: {
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// display the next tip
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std::wstring wsText = app.FormatHTMLString(
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m_iPad, app.GetString(app.GetNextTip()));
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wchar_t startTags[64];
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swprintf(startTags, 64,
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L"<font color=\"#%08x\" size=14><DIV ALIGN=CENTER>",
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app.GetHTMLColour(eHTMLColor_White));
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wsText = startTags + wsText + L"</DIV>";
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XuiControlSetText(m_tip, wsText.c_str());
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} break;
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}
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}
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bHandled = TRUE;
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return (S_OK);
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} |