4jcraft/Minecraft.Client/Platform/Common/UI/IUIScene_AbstractContainerMenu.cpp
2026-03-30 00:16:26 -05:00

1399 lines
54 KiB
C++

#include "../../Minecraft.World/Platform/stdafx.h"
#include "IUIScene_AbstractContainerMenu.h"
#include "../../Minecraft.World/Headers/net.minecraft.world.inventory.h"
#include "../../Minecraft.World/Headers/net.minecraft.world.item.h"
#include "../../Minecraft.World/Headers/net.minecraft.world.item.crafting.h"
#include "../../Minecraft.World/Headers/net.minecraft.world.level.tile.entity.h"
#include "../../Minecraft.Client/Player/MultiPlayerLocalPlayer.h"
#include "../../Minecraft.Client/Minecraft.h"
IUIScene_AbstractContainerMenu::IUIScene_AbstractContainerMenu() {
m_menu = NULL;
m_autoDeleteMenu = false;
m_lastPointerLabelSlot = NULL;
m_pointerPos.x = 0.0f;
m_pointerPos.y = 0.0f;
}
IUIScene_AbstractContainerMenu::~IUIScene_AbstractContainerMenu() {
// Delete associated menu if we were requested to on initialisation. Most
// menus are created just before calling
// CXuiSceneAbstractContainer::Initialize, but the player's inventorymenu is
// also passed directly and we don't want to go deleting that
if (m_autoDeleteMenu) delete m_menu;
}
void IUIScene_AbstractContainerMenu::Initialize(
int iPad, AbstractContainerMenu* menu, bool autoDeleteMenu, int startIndex,
ESceneSection firstSection, ESceneSection maxSection, bool bNavigateBack) {
assert(menu != NULL);
m_menu = menu;
m_autoDeleteMenu = autoDeleteMenu;
Minecraft::GetInstance()->localplayers[iPad]->containerMenu = menu;
// 4J WESTY - New tool tips to support pointer prototype.
// UpdateTooltips();
// Default tooltips.
for (int i = 0; i < eToolTipNumButtons; ++i) {
m_aeToolTipSettings[i] = eToolTipNone;
}
// 4J-PB - don't set the eToolTipPickupPlace_OLD here - let the timer do it.
/*SetToolTip( eToolTipButtonA, eToolTipPickupPlace_OLD );*/
SetToolTip(eToolTipButtonB, eToolTipExit);
SetToolTip(eToolTipButtonA, eToolTipNone);
SetToolTip(eToolTipButtonX, eToolTipNone);
SetToolTip(eToolTipButtonY, eToolTipNone);
// 4J WESTY : To indicate if pointer has left menu window area.
m_bPointerOutsideMenu = false;
// 4J Stu - Store the enum range for the current scene
m_eFirstSection = firstSection;
m_eMaxSection = maxSection;
m_iConsectiveInputTicks = 0;
m_bNavigateBack = bNavigateBack;
// Put the pointer over first item in use row to start with.
#if defined(TAP_DETECTION)
m_eCurrSection = firstSection;
m_eCurrTapState = eTapStateNoInput;
m_iCurrSlotX = 0;
m_iCurrSlotY = 0;
#endif
//
// for(int i=0;i<XUSER_MAX_COUNT;i++)
// {
// m_bFirstTouchStored[i]=false;
// }
PlatformInitialize(iPad, startIndex);
}
int IUIScene_AbstractContainerMenu::GetSectionDimensions(ESceneSection eSection,
int* piNumColumns,
int* piNumRows) {
if (IsSectionSlotList(eSection)) {
*piNumRows = getSectionRows(eSection);
*piNumColumns = getSectionColumns(eSection);
} else {
*piNumRows = 0;
*piNumColumns = 0;
}
return ((*piNumRows) * (*piNumColumns));
}
void IUIScene_AbstractContainerMenu::updateSlotPosition(
ESceneSection eSection, ESceneSection newSection, ETapState eTapDirection,
int* piTargetX, int* piTargetY, int xOffset, int yOffset) {
// Update the target slot based on the size of the current section
int columns, rows;
// The return value of this function is unused, but the output params are
// required.
// int iItemsNum = GetSectionDimensions( newSection, &columns, &rows );
GetSectionDimensions(newSection, &columns, &rows);
if (newSection != eSection) {
// Update Y
if (eTapDirection == eTapStateUp) {
(*piTargetY) = rows - 1;
} else if (eTapDirection == eTapStateDown) {
(*piTargetY) = 0;
}
int offsetY = (*piTargetY) - yOffset;
if (offsetY < 0) {
(*piTargetY) = 0;
} else if (offsetY >= rows) {
(*piTargetY) = rows - 1;
} else {
(*piTargetY) = offsetY;
}
// Update X
int offsetX = (*piTargetX) - xOffset;
if (offsetX < 0) {
*piTargetX = 0;
} else if (offsetX >= columns) {
*piTargetX = columns - 1;
} else {
*piTargetX = offsetX;
}
} else {
// Update X
int offsetX = (*piTargetX) - xOffset;
if (offsetX < 0) {
*piTargetX = columns - 1;
} else if (offsetX >= columns) {
*piTargetX = 0;
} else {
*piTargetX = offsetX;
}
}
}
#if defined(TAP_DETECTION)
IUIScene_AbstractContainerMenu::ETapState
IUIScene_AbstractContainerMenu::GetTapInputType(float fInputX, float fInputY) {
if ((fabs(fInputX) < 0.3f) && (fabs(fInputY) < 0.3f)) {
return eTapStateNoInput;
} else if ((fInputX < -0.3f) && (fabs(fInputY) < 0.3f)) {
return eTapStateLeft;
} else if ((fInputX > 0.3f) && (fabs(fInputY) < 0.3f)) {
return eTapStateRight;
} else if ((fInputY < -0.3f) && (fabs(fInputX) < 0.3f)) {
return eTapStateDown;
} else if ((fInputY > 0.3f) && (fabs(fInputX) < 0.3f)) {
return eTapStateUp;
} else {
return eTapNone;
}
}
#endif
void IUIScene_AbstractContainerMenu::SetToolTip(EToolTipButton eButton,
EToolTipItem eItem) {
if (m_aeToolTipSettings[eButton] != eItem) {
m_aeToolTipSettings[eButton] = eItem;
UpdateTooltips();
}
}
void IUIScene_AbstractContainerMenu::UpdateTooltips() {
// Table gives us text id for tooltip.
static const int kaToolTipextIds[eNumToolTips] = {
IDS_TOOLTIPS_PICKUPPLACE, // eToolTipPickupPlace_OLD
IDS_TOOLTIPS_EXIT, // eToolTipExit
IDS_TOOLTIPS_PICKUP_GENERIC, // eToolTipPickUpGeneric
IDS_TOOLTIPS_PICKUP_ALL, // eToolTipPickUpAll
IDS_TOOLTIPS_PICKUP_HALF, // eToolTipPickUpHalf
IDS_TOOLTIPS_PLACE_GENERIC, // eToolTipPlaceGeneric
IDS_TOOLTIPS_PLACE_ONE, // eToolTipPlaceOne
IDS_TOOLTIPS_PLACE_ALL, // eToolTipPlaceAll
IDS_TOOLTIPS_DROP_GENERIC, // eToolTipDropGeneric
IDS_TOOLTIPS_DROP_ONE, // eToolTipDropOne
IDS_TOOLTIPS_DROP_ALL, // eToolTipDropAll
IDS_TOOLTIPS_SWAP, // eToolTipSwap
IDS_TOOLTIPS_QUICK_MOVE, // eToolTipQuickMove
IDS_TOOLTIPS_QUICK_MOVE_INGREDIENT, // eToolTipQuickMoveIngredient
IDS_TOOLTIPS_QUICK_MOVE_FUEL, // eToolTipQuickMoveTool
IDS_TOOLTIPS_WHAT_IS_THIS, // eToolTipWhatIsThis
IDS_TOOLTIPS_EQUIP, // eToolTipEquip
IDS_TOOLTIPS_CLEAR_QUICK_SELECT, // eToolTipClearQuickSelect
IDS_TOOLTIPS_QUICK_MOVE_TOOL, // eToolTipQuickMoveTool
IDS_TOOLTIPS_QUICK_MOVE_ARMOR, // eToolTipQuickMoveTool
IDS_TOOLTIPS_QUICK_MOVE_WEAPON, // eToolTipQuickMoveTool
IDS_TOOLTIPS_DYE, // eToolTipDye
IDS_TOOLTIPS_REPAIR, // eToolTipRepair
};
int focusUser = getPad();
for (int i = 0; i < eToolTipNumButtons; ++i) {
if (m_aeToolTipSettings[i] == eToolTipNone) {
ui.ShowTooltip(focusUser, i, false);
} else {
ui.SetTooltipText(focusUser, i,
kaToolTipextIds[m_aeToolTipSettings[i]]);
ui.ShowTooltip(focusUser, i, true);
}
}
}
void IUIScene_AbstractContainerMenu::onMouseTick() {
Minecraft* pMinecraft = Minecraft::GetInstance();
if (pMinecraft->localgameModes[getPad()] != NULL) {
Tutorial* tutorial =
pMinecraft->localgameModes[getPad()]->getTutorial();
if (tutorial != NULL) {
if (ui.IsTutorialVisible(getPad()) &&
!tutorial->isInputAllowed(ACTION_MENU_UP)) {
return;
}
}
}
// Offset to display carried item attached to pointer.
// static const float kfCarriedItemOffsetX = -5.0f;
// static const float kfCarriedItemOffsetY = -5.0f;
float fInputDirX = 0.0f;
float fInputDirY = 0.0f;
// Get current pointer position.
UIVec2D vPointerPos = m_pointerPos;
// Offset to image centre.
vPointerPos.x += m_fPointerImageOffsetX;
vPointerPos.y += m_fPointerImageOffsetY;
// Get stick input.
int iPad = getPad();
bool bStickInput = false;
float fInputX =
InputManager.GetJoypadStick_LX(iPad, false) *
((float)app.GetGameSettings(iPad, eGameSetting_Sensitivity_InMenu) /
100.0f); // apply the sensitivity
float fInputY =
InputManager.GetJoypadStick_LY(iPad, false) *
((float)app.GetGameSettings(iPad, eGameSetting_Sensitivity_InMenu) /
100.0f); // apply the sensitivity
// If there is any input on sticks, move the pointer.
if ((fabs(fInputX) >= 0.01f) || (fabs(fInputY) >= 0.01f)) {
fInputDirX = (fInputX > 0.0f) ? 1.0f
: (fInputX < 0.0f) ? -1.0f
: 0.0f;
fInputDirY = (fInputY > 0.0f) ? 1.0f
: (fInputY < 0.0f) ? -1.0f
: 0.0f;
#if defined(TAP_DETECTION)
// Check for potential tap input to jump slot.
ETapState eNewTapInput = GetTapInputType(fInputX, fInputY);
switch (m_eCurrTapState) {
case eTapStateNoInput:
m_eCurrTapState = eNewTapInput;
break;
case eTapStateUp:
case eTapStateDown:
case eTapStateLeft:
case eTapStateRight:
if ((eNewTapInput != m_eCurrTapState) &&
(eNewTapInput != eTapStateNoInput)) {
// Input is no longer suitable for tap.
m_eCurrTapState = eTapNone;
}
break;
case eTapNone:
/// Nothing to do, input is not a tap.
break;
default:
break;
}
#endif
// Square it so we get more precision for small inputs.
fInputX = fInputX * fInputX * fInputDirX * POINTER_SPEED_FACTOR;
fInputY = fInputY * fInputY * fInputDirY * POINTER_SPEED_FACTOR;
// fInputX = fInputX * POINTER_SPEED_FACTOR;
// fInputY = fInputY * POINTER_SPEED_FACTOR;
float fInputScale = 1.0f;
// Ramp up input from zero when new input is recieved over
// INPUT_TICKS_FOR_SCALING ticks. This is to try to improve tapping
// stick to move 1 box.
if (m_iConsectiveInputTicks < MAX_INPUT_TICKS_FOR_SCALING) {
++m_iConsectiveInputTicks;
fInputScale = ((float)(m_iConsectiveInputTicks) /
(float)(MAX_INPUT_TICKS_FOR_SCALING));
}
#if defined(TAP_DETECTION)
else if (m_iConsectiveInputTicks < MAX_INPUT_TICKS_FOR_TAPPING) {
++m_iConsectiveInputTicks;
} else {
m_eCurrTapState = eTapNone;
}
#endif
// 4J Stu - The cursor moves too fast in SD mode
// The SD/splitscreen scenes are approximately 0.6 times the size of
// the fullscreen on
if (!RenderManager.IsHiDef() || app.GetLocalPlayerCount() > 1)
fInputScale *= 0.6f;
fInputX *= fInputScale;
fInputY *= fInputScale;
#if defined(USE_POINTER_ACCEL)
m_fPointerAccelX += fInputX / 50.0f;
m_fPointerAccelY += fInputY / 50.0f;
if (fabsf(fInputX) > fabsf(m_fPointerVelX + m_fPointerAccelX)) {
m_fPointerVelX += m_fPointerAccelX;
} else {
m_fPointerAccelX = fInputX - m_fPointerVelX;
m_fPointerVelX = fInputX;
}
if (fabsf(fInputY) > fabsf(m_fPointerVelY + m_fPointerAccelY)) {
m_fPointerVelY += m_fPointerAccelY;
} else {
m_fPointerAccelY = fInputY - m_fPointerVelY;
m_fPointerVelY = fInputY;
}
// printf( "IN %.2f VEL %.2f ACC %.2f\n", fInputY, m_fPointerVelY,
// m_fPointerAccelY );
vPointerPos.x += m_fPointerVelX;
vPointerPos.y -= m_fPointerVelY;
#else
// Add input to pointer position.
vPointerPos.x += fInputX;
vPointerPos.y -= fInputY;
#endif
// Clamp to pointer extents.
if (vPointerPos.x < m_fPointerMinX)
vPointerPos.x = m_fPointerMinX;
else if (vPointerPos.x > m_fPointerMaxX)
vPointerPos.x = m_fPointerMaxX;
if (vPointerPos.y < m_fPointerMinY)
vPointerPos.y = m_fPointerMinY;
else if (vPointerPos.y > m_fPointerMaxY)
vPointerPos.y = m_fPointerMaxY;
bStickInput = true;
} else {
m_iConsectiveInputTicks = 0;
#if defined(USE_POINTER_ACCEL)
m_fPointerVelX = 0.0f;
m_fPointerVelY = 0.0f;
m_fPointerAccelX = 0.0f;
m_fPointerAccelY = 0.0f;
#endif
}
// Determine which slot the pointer is currently over.
ESceneSection eSectionUnderPointer = eSectionNone;
int iNewSlotX = -1;
int iNewSlotY = -1;
int iNewSlotIndex = -1;
bool bPointerIsOverSlot = false;
// Centre position of item under pointer, use this to snap pointer to item.
D3DXVECTOR3 vSnapPos;
for (int iSection = m_eFirstSection; iSection < m_eMaxSection; ++iSection) {
// Do not check any further if we have already found the item under the
// pointer.
if (m_eCurrTapState == eTapStateJump) {
eSectionUnderPointer = m_eCurrSection;
} else if (eSectionUnderPointer == eSectionNone) {
ESceneSection eSection = (ESceneSection)(iSection);
// Get position of this section.
UIVec2D sectionPos;
GetPositionOfSection(eSection, &(sectionPos));
if (!IsSectionSlotList(eSection)) {
UIVec2D itemPos;
UIVec2D itemSize;
GetItemScreenData(eSection, 0, &(itemPos), &(itemSize));
UIVec2D itemMax = itemSize;
itemMax += itemPos;
if ((vPointerPos.x >= sectionPos.x) &&
(vPointerPos.x <= itemMax.x) &&
(vPointerPos.y >= sectionPos.y) &&
(vPointerPos.y <= itemMax.y)) {
// Pointer is over this control!
eSectionUnderPointer = eSection;
vSnapPos.x = itemPos.x + (itemSize.x / 2.0f);
vSnapPos.y = itemPos.y + (itemSize.y / 2.0f);
// Does this section already have focus.
if (!doesSectionTreeHaveFocus(eSection)) {
// Give focus to this section.
setSectionFocus(eSection, getPad());
}
bPointerIsOverSlot = false;
// Have we actually changed slot? If so, input cannot be a
// tap.
if ((eSectionUnderPointer != m_eCurrSection) ||
(iNewSlotX != m_iCurrSlotX) ||
(iNewSlotY != m_iCurrSlotY)) {
m_eCurrTapState = eTapNone;
}
// Store what is currently under the pointer.
m_eCurrSection = eSectionUnderPointer;
}
} else {
// Get dimensions of this section.
int iNumRows;
int iNumColumns;
int iNumItems =
GetSectionDimensions(eSection, &(iNumColumns), &(iNumRows));
// Check each item to see if pointer is over it.
for (int iItem = 0; iItem < iNumItems; ++iItem) {
UIVec2D itemPos;
UIVec2D itemSize;
GetItemScreenData(eSection, iItem, &(itemPos), &(itemSize));
itemPos += sectionPos;
UIVec2D itemMax = itemSize;
itemMax += itemPos;
if ((vPointerPos.x >= itemPos.x) &&
(vPointerPos.x <= itemMax.x) &&
(vPointerPos.y >= itemPos.y) &&
(vPointerPos.y <= itemMax.y)) {
// Pointer is over this slot!
eSectionUnderPointer = eSection;
iNewSlotIndex = iItem;
iNewSlotX = iNewSlotIndex % iNumColumns;
iNewSlotY = iNewSlotIndex / iNumColumns;
vSnapPos.x = itemPos.x + (itemSize.x / 2.0f);
vSnapPos.y = itemPos.y + (itemSize.y / 2.0f);
// Does this section already have focus.
if (!doesSectionTreeHaveFocus(eSection)) {
// Give focus to this section.
setSectionFocus(eSection, getPad());
}
// Set the highlight marker.
setSectionSelectedSlot(eSection, iNewSlotX, iNewSlotY);
bPointerIsOverSlot = true;
#if defined(TAP_DETECTION)
// Have we actually changed slot? If so, input cannot be
// a tap.
if ((eSectionUnderPointer != m_eCurrSection) ||
(iNewSlotX != m_iCurrSlotX) ||
(iNewSlotY != m_iCurrSlotY)) {
m_eCurrTapState = eTapNone;
}
// Store what is currently under the pointer.
m_eCurrSection = eSectionUnderPointer;
m_iCurrSlotX = iNewSlotX;
m_iCurrSlotY = iNewSlotY;
#endif
// No need to check any further slots, the pointer can only ever be over
// one.
break;
}
}
}
}
}
// 4J - TomK - set to section none if this is a non-visible section
if (!IsVisible(eSectionUnderPointer)) eSectionUnderPointer = eSectionNone;
// If we are not over any slot, set focus elsewhere.
if (eSectionUnderPointer == eSectionNone) {
setFocusToPointer(getPad());
#if defined(TAP_DETECTION)
// Input cannot be a tap.
m_eCurrTapState = eTapNone;
// Store what is currently under the pointer.
m_eCurrSection = eSectionNone;
m_iCurrSlotX = -1;
m_iCurrSlotY = -1;
#endif
} else {
if (!bStickInput) {
// Did we get a tap input?
int iDesiredSlotX = -1;
int iDesiredSlotY = -1;
switch (m_eCurrTapState) {
case eTapStateUp:
iDesiredSlotX = m_iCurrSlotX;
iDesiredSlotY = m_iCurrSlotY - 1;
break;
case eTapStateDown:
iDesiredSlotX = m_iCurrSlotX;
iDesiredSlotY = m_iCurrSlotY + 1;
break;
case eTapStateLeft:
iDesiredSlotX = m_iCurrSlotX - 1;
iDesiredSlotY = m_iCurrSlotY;
break;
case eTapStateRight:
iDesiredSlotX = m_iCurrSlotX + 1;
iDesiredSlotY = m_iCurrSlotY;
break;
case eTapStateJump:
iDesiredSlotX = m_iCurrSlotX;
iDesiredSlotY = m_iCurrSlotY;
break;
default:
break;
}
int iNumRows;
int iNumColumns;
int iNumItems = GetSectionDimensions(eSectionUnderPointer,
&(iNumColumns), &(iNumRows));
if ((m_eCurrTapState != eTapNone &&
m_eCurrTapState != eTapStateNoInput) &&
(!IsSectionSlotList(eSectionUnderPointer) ||
((iDesiredSlotX < 0) || (iDesiredSlotX >= iNumColumns) ||
(iDesiredSlotY < 0) || (iDesiredSlotY >= iNumRows)))) {
eSectionUnderPointer = GetSectionAndSlotInDirection(
eSectionUnderPointer, m_eCurrTapState, &iDesiredSlotX,
&iDesiredSlotY);
if (!IsSectionSlotList(eSectionUnderPointer))
bPointerIsOverSlot = false;
// Get the details for the new section
iNumItems = GetSectionDimensions(eSectionUnderPointer,
&(iNumColumns), &(iNumRows));
}
if (!IsSectionSlotList(eSectionUnderPointer) ||
((iDesiredSlotX >= 0) && (iDesiredSlotX < iNumColumns) &&
(iDesiredSlotY >= 0) && (iDesiredSlotY < iNumRows))) {
// Desired slot after tap input is valid, so make the jump to
// this slot.
UIVec2D sectionPos;
GetPositionOfSection(eSectionUnderPointer, &(sectionPos));
iNewSlotIndex = (iDesiredSlotY * iNumColumns) + iDesiredSlotX;
UIVec2D itemPos;
UIVec2D itemSize;
GetItemScreenData(eSectionUnderPointer, iNewSlotIndex,
&(itemPos), &(itemSize));
if (IsSectionSlotList(eSectionUnderPointer))
itemPos += sectionPos;
vSnapPos.x = itemPos.x + (itemSize.x / 2.0f);
vSnapPos.y = itemPos.y + (itemSize.y / 2.0f);
m_eCurrSection = eSectionUnderPointer;
m_iCurrSlotX = iDesiredSlotX;
m_iCurrSlotY = iDesiredSlotY;
}
m_eCurrTapState = eTapStateNoInput;
// If there is no stick input, and we are over a slot, then snap
// pointer to slot centre. 4J - TomK - only if this particular
// component allows so!
if (CanHaveFocus(eSectionUnderPointer)) {
vPointerPos.x = vSnapPos.x;
vPointerPos.y = vSnapPos.y;
}
}
}
// Clamp to pointer extents.
if (vPointerPos.x < m_fPointerMinX)
vPointerPos.x = m_fPointerMinX;
else if (vPointerPos.x > m_fPointerMaxX)
vPointerPos.x = m_fPointerMaxX;
if (vPointerPos.y < m_fPointerMinY)
vPointerPos.y = m_fPointerMinY;
else if (vPointerPos.y > m_fPointerMaxY)
vPointerPos.y = m_fPointerMaxY;
// Check if the pointer is outside of the panel.
bool bPointerIsOutsidePanel = false;
if ((vPointerPos.x < m_fPanelMinX) || (vPointerPos.x > m_fPanelMaxX) ||
(vPointerPos.y < m_fPanelMinY) || (vPointerPos.y > m_fPanelMaxY)) {
bPointerIsOutsidePanel = true;
}
// Determine appropriate context sensitive tool tips, based on what is
// carried on the pointer and what is under the pointer.
// What are we carrying on pointer.
std::shared_ptr<LocalPlayer> player =
Minecraft::GetInstance()->localplayers[getPad()];
std::shared_ptr<ItemInstance> carriedItem = nullptr;
if (player != NULL) carriedItem = player->inventory->getCarried();
std::shared_ptr<ItemInstance> slotItem = nullptr;
Slot* slot = NULL;
int slotIndex = 0;
if (bPointerIsOverSlot) {
slotIndex = iNewSlotIndex + getSectionStartOffset(eSectionUnderPointer);
slot = m_menu->getSlot(slotIndex);
}
bool bIsItemCarried = carriedItem != NULL;
int iCarriedCount = 0;
bool bCarriedIsSameAsSlot = false; // Indicates if same item is carried on
// pointer as is in slot under pointer.
if (bIsItemCarried) {
iCarriedCount = carriedItem->count;
}
// What is in the slot that we are over.
bool bSlotHasItem = false;
bool bMayPlace = false;
bool bCanPlaceOne = false;
bool bCanPlaceAll = false;
bool bCanCombine = false;
bool bCanDye = false;
int iSlotCount = 0;
int iSlotStackSizeRemaining =
0; // How many more items can be stacked on this slot.
if (bPointerIsOverSlot) {
slotItem = slot->getItem();
bSlotHasItem = slotItem != NULL;
if (bSlotHasItem) {
iSlotCount = slotItem->GetCount();
if (bIsItemCarried) {
bCarriedIsSameAsSlot = IsSameItemAs(carriedItem, slotItem);
bCanCombine = m_menu->mayCombine(slot, carriedItem);
bCanDye = bCanCombine &&
dynamic_cast<ArmorItem*>(slot->getItem()->getItem());
if (bCarriedIsSameAsSlot) {
iSlotStackSizeRemaining =
GetEmptyStackSpace(m_menu->getSlot(slotIndex));
}
}
}
if (bIsItemCarried) {
bMayPlace = slot->mayPlace(carriedItem);
if (bSlotHasItem)
iSlotStackSizeRemaining = GetEmptyStackSpace(slot);
else
iSlotStackSizeRemaining = slot->getMaxStackSize();
if (bMayPlace && iSlotStackSizeRemaining > 0) bCanPlaceOne = true;
if (bMayPlace && iSlotStackSizeRemaining > 1 &&
carriedItem->count > 1)
bCanPlaceAll = true;
}
}
if (bPointerIsOverSlot && bSlotHasItem) {
std::vector<HtmlString>* desc = GetItemDescription(slot);
SetPointerText(desc, slot != m_lastPointerLabelSlot);
m_lastPointerLabelSlot = slot;
delete desc;
} else if (eSectionUnderPointer != eSectionNone &&
!IsSectionSlotList(eSectionUnderPointer)) {
std::vector<HtmlString>* desc =
GetSectionHoverText(eSectionUnderPointer);
SetPointerText(desc, false);
m_lastPointerLabelSlot = NULL;
delete desc;
} else {
SetPointerText(NULL, false);
m_lastPointerLabelSlot = NULL;
}
EToolTipItem buttonA, buttonX, buttonY, buttonRT, buttonBack;
buttonA = buttonX = buttonY = buttonRT = buttonBack = eToolTipNone;
if (bPointerIsOverSlot) {
SetPointerOutsideMenu(false);
if (bIsItemCarried) {
if (bSlotHasItem) {
// Item in hand and item in slot ... is item in slot the same as
// in out hand? If so, can we stack on to it?
if (bCarriedIsSameAsSlot) {
// Can we stack more into this slot?
if (iSlotStackSizeRemaining == 0) {
// Cannot stack any more.
buttonRT = eToolTipWhatIsThis;
} else if (iSlotStackSizeRemaining == 1) {
// Can only put 1 more on the stack.
buttonA = eToolTipPlaceGeneric;
buttonRT = eToolTipWhatIsThis;
} else // can put 1 or all.
{
if (bCanPlaceAll) {
// Multiple items in hand.
buttonA = eToolTipPlaceAll;
buttonX = eToolTipPlaceOne;
} else if (bCanPlaceOne) {
if (iCarriedCount > 1)
buttonA = eToolTipPlaceOne;
else
buttonA = eToolTipPlaceGeneric;
}
buttonRT = eToolTipWhatIsThis;
}
} else // items are different, click here will swap them.
{
if (bMayPlace) buttonA = eToolTipSwap;
buttonRT = eToolTipWhatIsThis;
}
if (bCanDye) {
buttonX = eToolTipDye;
} else if (bCanCombine) {
buttonX = eToolTipRepair;
}
} else // slot empty.
{
// Item in hand, slot is empty.
if (iCarriedCount == 1) {
// Only one item in hand.
buttonA = eToolTipPlaceGeneric;
} else {
if (bCanPlaceAll) {
// Multiple items in hand.
buttonA = eToolTipPlaceAll;
buttonX = eToolTipPlaceOne;
} else if (bCanPlaceOne) {
buttonA = eToolTipPlaceOne;
}
}
}
} else // no object in hand
{
if (bSlotHasItem) {
if (iSlotCount == 1) {
buttonA = eToolTipPickUpGeneric;
} else {
// Multiple items in slot.
buttonA = eToolTipPickUpAll;
buttonX = eToolTipPickUpHalf;
}
{
buttonRT = eToolTipWhatIsThis;
}
} else {
// Nothing in slot and nothing in hand.
}
}
if (bSlotHasItem) {
// Item in slot
// 4J-PB - show tooltips for quick use of armour
if ((eSectionUnderPointer == eSectionInventoryUsing) ||
(eSectionUnderPointer == eSectionInventoryInventory)) {
std::shared_ptr<ItemInstance> item =
getSlotItem(eSectionUnderPointer, iNewSlotIndex);
ArmorRecipes::_eArmorType eArmourType =
ArmorRecipes::GetArmorType(item->id);
if (eArmourType == ArmorRecipes::eArmorType_None) {
buttonY = eToolTipQuickMove;
} else {
// check that the slot required is empty
switch (eArmourType) {
case ArmorRecipes::eArmorType_Helmet:
if (isSlotEmpty(eSectionInventoryArmor, 0)) {
buttonY = eToolTipEquip;
} else {
buttonY = eToolTipQuickMove;
}
break;
case ArmorRecipes::eArmorType_Chestplate:
if (isSlotEmpty(eSectionInventoryArmor, 1)) {
buttonY = eToolTipEquip;
} else {
buttonY = eToolTipQuickMove;
}
break;
case ArmorRecipes::eArmorType_Leggings:
if (isSlotEmpty(eSectionInventoryArmor, 2)) {
buttonY = eToolTipEquip;
} else {
buttonY = eToolTipQuickMove;
}
break;
case ArmorRecipes::eArmorType_Boots:
if (isSlotEmpty(eSectionInventoryArmor, 3)) {
buttonY = eToolTipEquip;
} else {
buttonY = eToolTipQuickMove;
}
break;
default:
buttonY = eToolTipQuickMove;
break;
}
}
}
// 4J-PB - show tooltips for quick use of fuel or ingredient
else if ((eSectionUnderPointer == eSectionFurnaceUsing) ||
(eSectionUnderPointer == eSectionFurnaceInventory)) {
// Get the info on this item.
std::shared_ptr<ItemInstance> item =
getSlotItem(eSectionUnderPointer, iNewSlotIndex);
bool bValidFuel = FurnaceTileEntity::isFuel(item);
bool bValidIngredient =
FurnaceRecipes::getInstance()->getResult(
item->getItem()->id) != NULL;
if (bValidIngredient) {
// is there already something in the ingredient slot?
if (!isSlotEmpty(eSectionFurnaceIngredient, 0)) {
// is it the same as this item
std::shared_ptr<ItemInstance> IngredientItem =
getSlotItem(eSectionFurnaceIngredient, 0);
if (IngredientItem->id == item->id) {
buttonY = eToolTipQuickMoveIngredient;
} else {
if (FurnaceRecipes::getInstance()->getResult(
item->id) == NULL) {
buttonY = eToolTipQuickMove;
} else {
buttonY = eToolTipQuickMoveIngredient;
}
}
} else {
// ingredient slot empty
buttonY = eToolTipQuickMoveIngredient;
}
} else if (bValidFuel) {
// Is there already something in the fuel slot?
if (!isSlotEmpty(eSectionFurnaceFuel, 0)) {
// is it the same as this item
std::shared_ptr<ItemInstance> fuelItem =
getSlotItem(eSectionFurnaceFuel, 0);
if (fuelItem->id == item->id) {
buttonY = eToolTipQuickMoveFuel;
} else if (bValidIngredient) {
// check if the ingredient slot is empty, or the
// same as this
if (!isSlotEmpty(eSectionFurnaceIngredient, 0)) {
// is it the same as this item
std::shared_ptr<ItemInstance> IngredientItem =
getSlotItem(eSectionFurnaceIngredient, 0);
if (IngredientItem->id == item->id) {
buttonY = eToolTipQuickMoveIngredient;
} else {
if (FurnaceRecipes::getInstance()
->getResult(item->id) == NULL) {
buttonY = eToolTipQuickMove;
} else {
buttonY = eToolTipQuickMoveIngredient;
}
}
} else {
// ingredient slot empty
buttonY = eToolTipQuickMoveIngredient;
}
} else {
buttonY = eToolTipQuickMove;
}
} else {
buttonY = eToolTipQuickMoveFuel;
}
} else {
buttonY = eToolTipQuickMove;
}
}
// 4J-PB - show tooltips for quick use of ingredients in brewing
else if ((eSectionUnderPointer == eSectionBrewingUsing) ||
(eSectionUnderPointer == eSectionBrewingInventory)) {
// Get the info on this item.
std::shared_ptr<ItemInstance> item =
getSlotItem(eSectionUnderPointer, iNewSlotIndex);
int iId = item->id;
// valid ingredient?
bool bValidIngredient = false;
// bool bValidIngredientBottom=false;
if (Item::items[iId]->hasPotionBrewingFormula() ||
(iId == Item::netherwart_seeds_Id)) {
bValidIngredient = true;
}
if (bValidIngredient) {
// is there already something in the ingredient slot?
if (!isSlotEmpty(eSectionBrewingIngredient, 0)) {
// is it the same as this item
std::shared_ptr<ItemInstance> IngredientItem =
getSlotItem(eSectionBrewingIngredient, 0);
if (IngredientItem->id == item->id) {
buttonY = eToolTipQuickMoveIngredient;
} else {
buttonY = eToolTipQuickMove;
}
} else {
// ingredient slot empty
buttonY = eToolTipQuickMoveIngredient;
}
} else {
// valid potion? Glass bottle with water in it is a 'potion'
// too.
if (iId == Item::potion_Id) {
// space available?
if (isSlotEmpty(eSectionBrewingBottle1, 0) ||
isSlotEmpty(eSectionBrewingBottle2, 0) ||
isSlotEmpty(eSectionBrewingBottle3, 0)) {
buttonY = eToolTipQuickMoveIngredient;
} else {
buttonY = eToolTipNone;
}
} else {
buttonY = eToolTipQuickMove;
}
}
} else if ((eSectionUnderPointer == eSectionEnchantUsing) ||
(eSectionUnderPointer == eSectionEnchantInventory)) {
// Get the info on this item.
std::shared_ptr<ItemInstance> item =
getSlotItem(eSectionUnderPointer, iNewSlotIndex);
int iId = item->id;
// valid enchantable tool?
if (Item::items[iId]->isEnchantable(item)) {
// is there already something in the ingredient slot?
if (isSlotEmpty(eSectionEnchantSlot, 0)) {
// tool slot empty
switch (iId) {
case Item::bow_Id:
case Item::sword_wood_Id:
case Item::sword_stone_Id:
case Item::sword_iron_Id:
case Item::sword_diamond_Id:
buttonY = eToolTipQuickMoveWeapon;
break;
case Item::helmet_leather_Id:
case Item::chestplate_leather_Id:
case Item::leggings_leather_Id:
case Item::boots_leather_Id:
case Item::helmet_chain_Id:
case Item::chestplate_chain_Id:
case Item::leggings_chain_Id:
case Item::boots_chain_Id:
case Item::helmet_iron_Id:
case Item::chestplate_iron_Id:
case Item::leggings_iron_Id:
case Item::boots_iron_Id:
case Item::helmet_diamond_Id:
case Item::chestplate_diamond_Id:
case Item::leggings_diamond_Id:
case Item::boots_diamond_Id:
case Item::helmet_gold_Id:
case Item::chestplate_gold_Id:
case Item::leggings_gold_Id:
case Item::boots_gold_Id:
buttonY = eToolTipQuickMoveArmor;
break;
case Item::book_Id:
buttonY = eToolTipQuickMove;
break;
default:
buttonY = eToolTipQuickMoveTool;
break;
}
} else {
buttonY = eToolTipQuickMove;
}
} else {
buttonY = eToolTipQuickMove;
}
} else {
buttonY = eToolTipQuickMove;
}
}
}
if (bPointerIsOutsidePanel) {
SetPointerOutsideMenu(true);
// Outside window, we dropping items.
if (bIsItemCarried) {
// int iCount = m_pointerControl->GetObjectCount(
// m_pointerControl->m_hObj );
if (iCarriedCount > 1) {
buttonA = eToolTipDropAll;
buttonX = eToolTipDropOne;
} else {
buttonA = eToolTipDropGeneric;
}
}
} else // pointer is just over dead space ... can't really do anything.
{
SetPointerOutsideMenu(false);
}
std::shared_ptr<ItemInstance> item = nullptr;
if (bPointerIsOverSlot && bSlotHasItem)
item = getSlotItem(eSectionUnderPointer, iNewSlotIndex);
overrideTooltips(eSectionUnderPointer, item, bIsItemCarried, bSlotHasItem,
bCarriedIsSameAsSlot, iSlotStackSizeRemaining, buttonA,
buttonX, buttonY, buttonRT, buttonBack);
SetToolTip(eToolTipButtonA, buttonA);
SetToolTip(eToolTipButtonX, buttonX);
SetToolTip(eToolTipButtonY, buttonY);
SetToolTip(eToolTipButtonRT, buttonRT);
SetToolTip(eToolTipButtonBack, buttonBack);
// Offset back to image top left.
vPointerPos.x -= m_fPointerImageOffsetX;
vPointerPos.y -= m_fPointerImageOffsetY;
// Update pointer position.
// 4J-PB - do not allow sub pixel positions or we get broken lines in box
// edges
// problem here when sensitivity is low - we'll be moving a sub pixel size,
// so it'll clamp, and we'll never move. In that case, move 1 pixel
if (fInputDirX != 0.0f) {
if (fInputDirX == 1.0f) {
vPointerPos.x += 0.999999f;
} else {
vPointerPos.x -= 0.999999f;
}
}
if (fInputDirY != 0.0f) {
if (fInputDirY == 1.0f) {
vPointerPos.y += 0.999999f;
} else {
vPointerPos.y -= 0.999999f;
}
}
vPointerPos.x = floor(vPointerPos.x);
vPointerPos.x += ((int)vPointerPos.x % 2);
vPointerPos.y = floor(vPointerPos.y);
vPointerPos.y += ((int)vPointerPos.y % 2);
m_pointerPos = vPointerPos;
adjustPointerForSafeZone();
}
bool IUIScene_AbstractContainerMenu::handleKeyDown(int iPad, int iAction,
bool bRepeat) {
bool bHandled = false;
Minecraft* pMinecraft = Minecraft::GetInstance();
if (pMinecraft->localgameModes[getPad()] != NULL) {
Tutorial* tutorial =
pMinecraft->localgameModes[getPad()]->getTutorial();
if (tutorial != NULL) {
tutorial->handleUIInput(iAction);
if (ui.IsTutorialVisible(getPad()) &&
!tutorial->isInputAllowed(iAction)) {
return S_OK;
}
}
}
ui.AnimateKeyPress(iPad, iAction, bRepeat, true, false);
int buttonNum = 0; // 0 = LeftMouse, 1 = RightMouse
bool quickKeyHeld = FALSE; // Represents shift key on PC
bool validKeyPress = FALSE;
bool itemEditorKeyPress = false;
// Ignore input from other players
// if(pMinecraft->player->GetXboxPad()!=pInputData->UserIndex) return S_OK;
switch (iAction) {
#if defined(_DEBUG_MENUS_ENABLED)
case ACTION_MENU_OTHER_STICK_PRESS:
itemEditorKeyPress = TRUE;
break;
#endif
case ACTION_MENU_A:
if (!bRepeat) {
validKeyPress = true;
// Standard left click
buttonNum = 0;
quickKeyHeld = false;
ui.PlayUISFX(eSFX_Press);
}
break;
case ACTION_MENU_X:
if (!bRepeat) {
validKeyPress = true;
// Standard right click
buttonNum = 1;
quickKeyHeld = false;
ui.PlayUISFX(eSFX_Press);
}
break;
case ACTION_MENU_Y:
if (!bRepeat) {
// bool bIsItemCarried = !m_pointerControl->isEmpty(
// m_pointerControl->m_hObj );
// 4J Stu - TU8: Remove this fix, and fix the tooltip display
// instead as customers liked the feature
// Fix for #58583 - TU6: Content: UI: The Quick Move button
// prompt disappears even though it still works No quick move
// tooltip is shown if something is carried, so disable the
// action as well
// if(!bIsItemCarried)
{
validKeyPress = true;
// Shift and left click
buttonNum = 0;
quickKeyHeld = true;
ui.PlayUISFX(eSFX_Press);
}
}
break;
// 4J Stu - Also enable start to exit the scene. This key is also
// not constrained by the tutorials.
case ACTION_MENU_PAUSEMENU:
case ACTION_MENU_B: {
ui.SetTooltips(iPad, -1);
// 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)
// Therefore I have moved this call to the OnDestroy() method to
// make sure that it always happens.
// Minecraft::GetInstance()->localplayers[pInputData->UserIndex]->closeContainer();
// Return to the game. We should really callback to the app here as
// well to let it know that we have closed the ui incase we need to
// do things when that happens
if (m_bNavigateBack) {
ui.NavigateBack(iPad);
} else {
ui.CloseUIScenes(iPad);
}
bHandled = true;
return S_OK;
} break;
case ACTION_MENU_LEFT: {
// ui.PlayUISFX(eSFX_Focus);
m_eCurrTapState = eTapStateLeft;
} break;
case ACTION_MENU_RIGHT: {
// ui.PlayUISFX(eSFX_Focus);
m_eCurrTapState = eTapStateRight;
} break;
case ACTION_MENU_UP: {
// ui.PlayUISFX(eSFX_Focus);
m_eCurrTapState = eTapStateUp;
} break;
case ACTION_MENU_DOWN: {
// ui.PlayUISFX(eSFX_Focus);
m_eCurrTapState = eTapStateDown;
} break;
case ACTION_MENU_PAGEUP: {
// 4J Stu - Do nothing except stop this being passed anywhere else
bHandled = true;
} break;
case ACTION_MENU_PAGEDOWN: {
if (IsSectionSlotList(m_eCurrSection)) {
int currentIndex = getCurrentIndex(m_eCurrSection) -
getSectionStartOffset(m_eCurrSection);
bool bSlotHasItem = !isSlotEmpty(m_eCurrSection, currentIndex);
if (bSlotHasItem) {
std::shared_ptr<ItemInstance> item =
getSlotItem(m_eCurrSection, currentIndex);
if (Minecraft::GetInstance()->localgameModes[iPad] !=
NULL) {
Tutorial::PopupMessageDetails* message =
new Tutorial::PopupMessageDetails;
message->m_messageId = item->getUseDescriptionId();
if (Item::items[item->id] != NULL)
message->m_titleString =
Item::items[item->id]->getHoverName(item);
message->m_titleId = item->getDescriptionId();
message->m_icon = item->id;
message->m_iAuxVal = item->getAuxValue();
message->m_forceDisplay = true;
TutorialMode* gameMode =
(TutorialMode*)Minecraft::GetInstance()
->localgameModes[iPad];
gameMode->getTutorial()->setMessage(NULL, message);
ui.PlayUISFX(eSFX_Press);
}
}
}
bHandled = true;
} break;
};
if (validKeyPress) {
if (handleValidKeyPress(iPad, buttonNum, quickKeyHeld)) {
// Used to allow overriding certain keypresses, so do nothing here
} else {
if (IsSectionSlotList(m_eCurrSection)) {
handleSlotListClicked(m_eCurrSection, buttonNum, quickKeyHeld);
} else {
// TODO Clicked something else, like for example the craft
// result. Do something here
// 4J WESTY : For pointer system we can legally drop items
// outside of the window panel here, or may press button while
// pointer is over empty panel space.
if (m_bPointerOutsideMenu) {
handleOutsideClicked(iPad, buttonNum, quickKeyHeld);
} else //
{
// over empty space or something else???
handleOtherClicked(iPad, m_eCurrSection, buttonNum,
quickKeyHeld ? true : false);
// assert( FALSE );
}
}
}
bHandled = true;
}
#if defined(_DEBUG_MENUS_ENABLED)
else if (itemEditorKeyPress == TRUE) {
if (IsSectionSlotList(m_eCurrSection)) {
ItemEditorInput* initData = new ItemEditorInput();
initData->iPad = getPad();
initData->slot =
getSlot(m_eCurrSection, getCurrentIndex(m_eCurrSection));
initData->menu = m_menu;
ui.NavigateToScene(getPad(), eUIScene_DebugItemEditor,
(void*)initData);
}
}
#endif
else {
handleAdditionalKeyPress(iAction);
}
UpdateTooltips();
return bHandled;
}
bool IUIScene_AbstractContainerMenu::handleValidKeyPress(int iUserIndex,
int buttonNum,
bool quickKeyHeld) {
return false;
}
void IUIScene_AbstractContainerMenu::handleOutsideClicked(int iPad,
int buttonNum,
bool quickKeyHeld) {
// Drop items.
// pMinecraft->localgameModes[m_iPad]->handleInventoryMouseClick(menu->containerId,
// AbstractContainerMenu::CLICKED_OUTSIDE, buttonNum,
// quickKeyHeld?true:false, pMinecraft->localplayers[m_iPad] );
slotClicked(AbstractContainerMenu::SLOT_CLICKED_OUTSIDE, buttonNum,
quickKeyHeld ? true : false);
}
void IUIScene_AbstractContainerMenu::handleOtherClicked(int iPad,
ESceneSection eSection,
int buttonNum,
bool quickKey) {
// Do nothing
}
void IUIScene_AbstractContainerMenu::handleAdditionalKeyPress(int iAction) {
// Do nothing
}
void IUIScene_AbstractContainerMenu::handleSlotListClicked(
ESceneSection eSection, int buttonNum, bool quickKeyHeld) {
int currentIndex = getCurrentIndex(eSection);
// pMinecraft->localgameModes[m_iPad]->handleInventoryMouseClick(menu->containerId,
// currentIndex, buttonNum, quickKeyHeld?true:false,
// pMinecraft->localplayers[m_iPad] );
slotClicked(currentIndex, buttonNum, quickKeyHeld ? true : false);
handleSectionClick(eSection);
}
void IUIScene_AbstractContainerMenu::slotClicked(int slotId, int buttonNum,
bool quickKey) {
// 4J Stu - Removed this line as unused
// if (slot != NULL) slotId = slot->index;
Minecraft* pMinecraft = Minecraft::GetInstance();
pMinecraft->localgameModes[getPad()]->handleInventoryMouseClick(
m_menu->containerId, slotId, buttonNum, quickKey,
pMinecraft->localplayers[getPad()]);
}
int IUIScene_AbstractContainerMenu::getCurrentIndex(ESceneSection eSection) {
int rows, columns;
GetSectionDimensions(eSection, &columns, &rows);
int currentIndex = (m_iCurrSlotY * columns) + m_iCurrSlotX;
return currentIndex + getSectionStartOffset(eSection);
}
bool IUIScene_AbstractContainerMenu::IsSameItemAs(
std::shared_ptr<ItemInstance> itemA, std::shared_ptr<ItemInstance> itemB) {
if (itemA == NULL || itemB == NULL) return false;
return (itemA->id == itemB->id &&
(!itemB->isStackedByData() ||
itemB->getAuxValue() == itemA->getAuxValue()) &&
ItemInstance::tagMatches(itemB, itemA));
}
int IUIScene_AbstractContainerMenu::GetEmptyStackSpace(Slot* slot) {
int iResult = 0;
if (slot != NULL && slot->hasItem()) {
std::shared_ptr<ItemInstance> item = slot->getItem();
if (item->isStackable()) {
int iCount = item->GetCount();
int iMaxStackSize =
std::min(item->getMaxStackSize(), slot->getMaxStackSize());
iResult = iMaxStackSize - iCount;
if (iResult < 0) iResult = 0;
}
}
return iResult;
}
std::vector<HtmlString>* IUIScene_AbstractContainerMenu::GetItemDescription(
Slot* slot) {
if (slot == NULL) return NULL;
std::vector<HtmlString>* lines =
slot->getItem()->getHoverText(nullptr, false);
// Add rarity to first line
if (lines->size() > 0) {
lines->at(0).color = slot->getItem()->getRarity()->color;
if (slot->getItem()->hasCustomHoverName()) {
lines->at(0).color = eTextColor_RenamedItemTitle;
}
}
return lines;
}
std::vector<HtmlString>* IUIScene_AbstractContainerMenu::GetSectionHoverText(
ESceneSection eSection) {
return NULL;
}