mirror of
https://github.com/4jcraft/4jcraft.git
synced 2026-04-25 11:23:43 +00:00
776 lines
27 KiB
C++
776 lines
27 KiB
C++
#include "../../Minecraft.World/Platform/stdafx.h"
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#include "UI.h"
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#include "UILayer.h"
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#include "UIScene.h"
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UILayer::UILayer(UIGroup* parent) {
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m_parentGroup = parent;
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m_hasFocus = false;
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m_bMenuDisplayed = false;
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m_bPauseMenuDisplayed = false;
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m_bContainerMenuDisplayed = false;
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m_bIgnoreAutosaveMenuDisplayed = false;
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m_bIgnorePlayerJoinMenuDisplayed = false;
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}
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void UILayer::tick() {
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// Delete old scenes - deleting a scene can cause a new scene to be deleted,
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// so we need to make a copy of the scenes that we are going to try and
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// destroy this tick
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std::vector<UIScene*> scenesToDeleteCopy;
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for (auto it = m_scenesToDelete.begin(); it != m_scenesToDelete.end();
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it++) {
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UIScene* scene = (*it);
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scenesToDeleteCopy.push_back(scene);
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}
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m_scenesToDelete.clear();
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// Delete the scenes in our copy if they are ready to delete, otherwise add
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// back to the ones that are still to be deleted. Actually deleting a scene
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// might also add something back into m_scenesToDelete.
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for (auto it = scenesToDeleteCopy.begin(); it != scenesToDeleteCopy.end();
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it++) {
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UIScene* scene = (*it);
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if (scene->isReadyToDelete()) {
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delete scene;
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} else {
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m_scenesToDelete.push_back(scene);
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}
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}
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while (!m_scenesToDestroy.empty()) {
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UIScene* scene = m_scenesToDestroy.back();
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m_scenesToDestroy.pop_back();
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scene->destroyMovie();
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}
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m_scenesToDestroy.clear();
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for (auto it = m_components.begin(); it != m_components.end(); ++it) {
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(*it)->tick();
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}
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// Note: reverse iterator, the last element is the top of the stack
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int sceneIndex = m_sceneStack.size() - 1;
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// for(auto it = m_sceneStack.rbegin(); it != m_sceneStack.rend(); ++it)
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while (sceneIndex >= 0 && sceneIndex < m_sceneStack.size()) {
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//(*it)->tick();
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UIScene* scene = m_sceneStack[sceneIndex];
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scene->tick();
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--sceneIndex;
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// TODO: We may wish to ignore ticking the rest of the stack based on
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// this scene
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}
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}
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void UILayer::render(S32 width, S32 height, C4JRender::eViewportType viewport) {
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if (!ui.IsExpectingOrReloadingSkin()) {
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for (auto it = m_components.begin(); it != m_components.end(); ++it) {
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auto itRef = m_componentRefCount.find((*it)->getSceneType());
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if (itRef != m_componentRefCount.end() && itRef->second.second) {
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if ((*it)->isVisible()) {
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PIXBeginNamedEvent(0, "Rendering component %d",
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(*it)->getSceneType());
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(*it)->render(width, height, viewport);
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PIXEndNamedEvent();
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}
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}
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}
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}
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if (!m_sceneStack.empty()) {
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int lowestRenderable = m_sceneStack.size() - 1;
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for (; lowestRenderable >= 0; --lowestRenderable) {
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if (m_sceneStack[lowestRenderable]->hidesLowerScenes()) break;
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}
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if (lowestRenderable < 0) lowestRenderable = 0;
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for (; lowestRenderable < m_sceneStack.size(); ++lowestRenderable) {
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if (m_sceneStack[lowestRenderable]->isVisible() &&
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(!ui.IsExpectingOrReloadingSkin() ||
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m_sceneStack[lowestRenderable]->getSceneType() ==
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eUIScene_Timer)) {
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PIXBeginNamedEvent(
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0, "Rendering scene %d",
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m_sceneStack[lowestRenderable]->getSceneType());
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m_sceneStack[lowestRenderable]->render(width, height, viewport);
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PIXEndNamedEvent();
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}
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}
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}
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}
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bool UILayer::IsSceneInStack(EUIScene scene) {
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bool inStack = false;
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for (int i = m_sceneStack.size() - 1; i >= 0; --i) {
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if (m_sceneStack[i]->getSceneType() == scene) {
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inStack = true;
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break;
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}
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}
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return inStack;
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}
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bool UILayer::HasFocus(int iPad) {
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bool hasFocus = false;
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if (m_hasFocus) {
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for (int i = m_sceneStack.size() - 1; i >= 0; --i) {
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if (m_sceneStack[i]->stealsFocus()) {
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if (m_sceneStack[i]->hasFocus(iPad)) {
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hasFocus = true;
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}
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break;
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}
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}
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}
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return hasFocus;
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}
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bool UILayer::hidesLowerScenes() {
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bool hidesScenes = false;
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for (auto it = m_components.begin(); it != m_components.end(); ++it) {
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if ((*it)->hidesLowerScenes()) {
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hidesScenes = true;
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break;
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}
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}
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if (!hidesScenes && !m_sceneStack.empty()) {
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for (int i = m_sceneStack.size() - 1; i >= 0; --i) {
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if (m_sceneStack[i]->hidesLowerScenes()) {
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hidesScenes = true;
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break;
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}
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}
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}
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return hidesScenes;
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}
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void UILayer::getRenderDimensions(S32& width, S32& height) {
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m_parentGroup->getRenderDimensions(width, height);
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}
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void UILayer::DestroyAll() {
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for (auto it = m_components.begin(); it != m_components.end(); ++it) {
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(*it)->destroyMovie();
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}
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for (auto it = m_sceneStack.begin(); it != m_sceneStack.end(); ++it) {
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(*it)->destroyMovie();
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}
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}
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void UILayer::ReloadAll(bool force) {
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for (auto it = m_components.begin(); it != m_components.end(); ++it) {
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(*it)->reloadMovie(force);
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}
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if (!m_sceneStack.empty()) {
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int lowestRenderable = 0;
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for (; lowestRenderable < m_sceneStack.size(); ++lowestRenderable) {
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m_sceneStack[lowestRenderable]->reloadMovie(force);
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}
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}
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}
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bool UILayer::GetMenuDisplayed() { return m_bMenuDisplayed; }
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bool UILayer::NavigateToScene(int iPad, EUIScene scene, void* initData) {
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UIScene* newScene = nullptr;
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switch (scene) {
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// Debug
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#if defined(_DEBUG_MENUS_ENABLED)
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case eUIScene_DebugOverlay:
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newScene = new UIScene_DebugOverlay(iPad, initData, this);
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break;
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case eUIScene_DebugSetCamera:
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newScene = new UIScene_DebugSetCamera(iPad, initData, this);
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break;
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case eUIScene_DebugCreateSchematic:
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newScene = new UIScene_DebugCreateSchematic(iPad, initData, this);
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break;
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#endif
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case eUIScene_DebugOptions:
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newScene = new UIScene_DebugOptionsMenu(iPad, initData, this);
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break;
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// Containers
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case eUIScene_InventoryMenu:
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newScene = new UIScene_InventoryMenu(iPad, initData, this);
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break;
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case eUIScene_CreativeMenu:
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newScene = new UIScene_CreativeMenu(iPad, initData, this);
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break;
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case eUIScene_ContainerMenu:
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case eUIScene_LargeContainerMenu:
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newScene = new UIScene_ContainerMenu(iPad, initData, this);
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break;
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case eUIScene_BrewingStandMenu:
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newScene = new UIScene_BrewingStandMenu(iPad, initData, this);
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break;
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case eUIScene_DispenserMenu:
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newScene = new UIScene_DispenserMenu(iPad, initData, this);
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break;
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case eUIScene_EnchantingMenu:
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newScene = new UIScene_EnchantingMenu(iPad, initData, this);
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break;
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case eUIScene_FurnaceMenu:
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newScene = new UIScene_FurnaceMenu(iPad, initData, this);
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break;
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case eUIScene_Crafting2x2Menu:
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case eUIScene_Crafting3x3Menu:
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newScene = new UIScene_CraftingMenu(iPad, initData, this);
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break;
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case eUIScene_TradingMenu:
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newScene = new UIScene_TradingMenu(iPad, initData, this);
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break;
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case eUIScene_AnvilMenu:
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newScene = new UIScene_AnvilMenu(iPad, initData, this);
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break;
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case eUIScene_HopperMenu:
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newScene = new UIScene_HopperMenu(iPad, initData, this);
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break;
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case eUIScene_BeaconMenu:
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newScene = new UIScene_BeaconMenu(iPad, initData, this);
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break;
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case eUIScene_HorseMenu:
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newScene = new UIScene_HorseInventoryMenu(iPad, initData, this);
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break;
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case eUIScene_FireworksMenu:
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newScene = new UIScene_FireworksMenu(iPad, initData, this);
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break;
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// Help and Options
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case eUIScene_HelpAndOptionsMenu:
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newScene = new UIScene_HelpAndOptionsMenu(iPad, initData, this);
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break;
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case eUIScene_SettingsMenu:
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newScene = new UIScene_SettingsMenu(iPad, initData, this);
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break;
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case eUIScene_SettingsOptionsMenu:
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newScene = new UIScene_SettingsOptionsMenu(iPad, initData, this);
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break;
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case eUIScene_SettingsAudioMenu:
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newScene = new UIScene_SettingsAudioMenu(iPad, initData, this);
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break;
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case eUIScene_SettingsControlMenu:
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newScene = new UIScene_SettingsControlMenu(iPad, initData, this);
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break;
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case eUIScene_SettingsGraphicsMenu:
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newScene = new UIScene_SettingsGraphicsMenu(iPad, initData, this);
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break;
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case eUIScene_SettingsUIMenu:
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newScene = new UIScene_SettingsUIMenu(iPad, initData, this);
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break;
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case eUIScene_SkinSelectMenu:
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newScene = new UIScene_SkinSelectMenu(iPad, initData, this);
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break;
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case eUIScene_HowToPlayMenu:
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newScene = new UIScene_HowToPlayMenu(iPad, initData, this);
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break;
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case eUIScene_LanguageSelector:
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newScene = new UIScene_LanguageSelector(iPad, initData, this);
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break;
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case eUIScene_HowToPlay:
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newScene = new UIScene_HowToPlay(iPad, initData, this);
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break;
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case eUIScene_ControlsMenu:
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newScene = new UIScene_ControlsMenu(iPad, initData, this);
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break;
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case eUIScene_ReinstallMenu:
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newScene = new UIScene_ReinstallMenu(iPad, initData, this);
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break;
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case eUIScene_Credits:
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newScene = new UIScene_Credits(iPad, initData, this);
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break;
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// Other in-game
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case eUIScene_PauseMenu:
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newScene = new UIScene_PauseMenu(iPad, initData, this);
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break;
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case eUIScene_DeathMenu:
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newScene = new UIScene_DeathMenu(iPad, initData, this);
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break;
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case eUIScene_ConnectingProgress:
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newScene = new UIScene_ConnectingProgress(iPad, initData, this);
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break;
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case eUIScene_SignEntryMenu:
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newScene = new UIScene_SignEntryMenu(iPad, initData, this);
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break;
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case eUIScene_InGameInfoMenu:
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newScene = new UIScene_InGameInfoMenu(iPad, initData, this);
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break;
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case eUIScene_InGameHostOptionsMenu:
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newScene = new UIScene_InGameHostOptionsMenu(iPad, initData, this);
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break;
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case eUIScene_InGamePlayerOptionsMenu:
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newScene =
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new UIScene_InGamePlayerOptionsMenu(iPad, initData, this);
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break;
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case eUIScene_TeleportMenu:
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newScene = new UIScene_TeleportMenu(iPad, initData, this);
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break;
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case eUIScene_EndPoem:
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if (IsSceneInStack(eUIScene_EndPoem)) {
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app.DebugPrintf("Skipped EndPoem as one was already showing\n");
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return false;
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} else {
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newScene = new UIScene_EndPoem(iPad, initData, this);
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}
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break;
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// Frontend
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case eUIScene_TrialExitUpsell:
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newScene = new UIScene_TrialExitUpsell(iPad, initData, this);
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break;
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case eUIScene_Intro:
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newScene = new UIScene_Intro(iPad, initData, this);
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break;
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case eUIScene_SaveMessage:
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newScene = new UIScene_SaveMessage(iPad, initData, this);
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break;
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case eUIScene_MainMenu:
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newScene = new UIScene_MainMenu(iPad, initData, this);
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break;
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case eUIScene_LoadOrJoinMenu:
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newScene = new UIScene_LoadOrJoinMenu(iPad, initData, this);
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break;
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case eUIScene_LoadMenu:
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newScene = new UIScene_LoadMenu(iPad, initData, this);
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break;
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case eUIScene_JoinMenu:
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newScene = new UIScene_JoinMenu(iPad, initData, this);
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break;
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case eUIScene_CreateWorldMenu:
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newScene = new UIScene_CreateWorldMenu(iPad, initData, this);
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break;
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case eUIScene_LaunchMoreOptionsMenu:
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newScene = new UIScene_LaunchMoreOptionsMenu(iPad, initData, this);
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break;
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case eUIScene_FullscreenProgress:
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newScene = new UIScene_FullscreenProgress(iPad, initData, this);
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break;
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case eUIScene_LeaderboardsMenu:
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newScene = new UIScene_LeaderboardsMenu(iPad, initData, this);
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break;
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case eUIScene_DLCMainMenu:
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newScene = new UIScene_DLCMainMenu(iPad, initData, this);
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break;
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case eUIScene_DLCOffersMenu:
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newScene = new UIScene_DLCOffersMenu(iPad, initData, this);
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break;
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case eUIScene_EULA:
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newScene = new UIScene_EULA(iPad, initData, this);
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break;
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case eUIScene_NewUpdateMessage:
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newScene = new UIScene_NewUpdateMessage(iPad, initData, this);
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break;
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// Other
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case eUIScene_Keyboard:
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newScene = new UIScene_Keyboard(iPad, initData, this);
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break;
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case eUIScene_QuadrantSignin:
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newScene = new UIScene_QuadrantSignin(iPad, initData, this);
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break;
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case eUIScene_MessageBox:
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if (IsSceneInStack(eUIScene_MessageBox)) {
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app.DebugPrintf(
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"Skipped MessageBox as one was already showing\n");
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return false;
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} else {
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newScene = new UIScene_MessageBox(iPad, initData, this);
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}
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break;
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case eUIScene_Timer:
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newScene = new UIScene_Timer(iPad, initData, this);
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break;
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default:
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break;
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};
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if (newScene == nullptr) {
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app.DebugPrintf(
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"WARNING: Scene %d was not created. Add it to "
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"UILayer::NavigateToScene\n",
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scene);
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return false;
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}
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if (m_sceneStack.size() > 0) {
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newScene->setBackScene(m_sceneStack[m_sceneStack.size() - 1]);
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}
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m_sceneStack.push_back(newScene);
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updateFocusState();
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newScene->tick();
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return true;
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}
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bool UILayer::NavigateBack(int iPad, EUIScene eScene) {
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if (m_sceneStack.size() == 0) return false;
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bool navigated = false;
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if (eScene < eUIScene_COUNT) {
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UIScene* scene = nullptr;
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do {
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scene = m_sceneStack.back();
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if (scene->getSceneType() == eScene) {
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navigated = true;
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break;
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} else {
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if (scene->hasFocus(iPad)) {
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removeScene(scene);
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} else {
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// No focus on the top scene, so this use shouldn't be
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// navigating!
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break;
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}
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}
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} while (m_sceneStack.size() > 0);
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} else {
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UIScene* scene = m_sceneStack.back();
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if (scene->hasFocus(iPad)) {
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removeScene(scene);
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navigated = true;
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}
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}
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return navigated;
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}
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void UILayer::showComponent(int iPad, EUIScene scene, bool show) {
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auto it = m_componentRefCount.find(scene);
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if (it != m_componentRefCount.end()) {
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it->second.second = show;
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return;
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}
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if (show) addComponent(iPad, scene);
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}
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bool UILayer::isComponentVisible(EUIScene scene) {
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bool visible = false;
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auto it = m_componentRefCount.find(scene);
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if (it != m_componentRefCount.end()) {
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visible = it->second.second;
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}
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return visible;
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}
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UIScene* UILayer::addComponent(int iPad, EUIScene scene, void* initData) {
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auto it = m_componentRefCount.find(scene);
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if (it != m_componentRefCount.end()) {
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++it->second.first;
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for (auto itComp = m_components.begin(); itComp != m_components.end();
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++itComp) {
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if ((*itComp)->getSceneType() == scene) {
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return *itComp;
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}
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}
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return nullptr;
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}
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UIScene* newScene = nullptr;
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switch (scene) {
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case eUIComponent_Panorama:
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newScene = new UIComponent_Panorama(iPad, initData, this);
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m_componentRefCount[scene] = std::pair<int, bool>(1, true);
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break;
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case eUIComponent_DebugUIConsole:
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newScene = new UIComponent_DebugUIConsole(iPad, initData, this);
|
|
m_componentRefCount[scene] = std::pair<int, bool>(1, true);
|
|
break;
|
|
case eUIComponent_DebugUIMarketingGuide:
|
|
newScene =
|
|
new UIComponent_DebugUIMarketingGuide(iPad, initData, this);
|
|
m_componentRefCount[scene] = std::pair<int, bool>(1, true);
|
|
break;
|
|
case eUIComponent_Logo:
|
|
newScene = new UIComponent_Logo(iPad, initData, this);
|
|
m_componentRefCount[scene] = std::pair<int, bool>(1, true);
|
|
break;
|
|
case eUIComponent_Tooltips:
|
|
newScene = new UIComponent_Tooltips(iPad, initData, this);
|
|
m_componentRefCount[scene] = std::pair<int, bool>(1, true);
|
|
break;
|
|
case eUIComponent_TutorialPopup:
|
|
newScene = new UIComponent_TutorialPopup(iPad, initData, this);
|
|
// Start hidden
|
|
m_componentRefCount[scene] = std::pair<int, bool>(1, false);
|
|
break;
|
|
case eUIScene_HUD:
|
|
newScene = new UIScene_HUD(iPad, initData, this);
|
|
// Start hidden
|
|
m_componentRefCount[scene] = std::pair<int, bool>(1, false);
|
|
break;
|
|
case eUIComponent_Chat:
|
|
newScene = new UIComponent_Chat(iPad, initData, this);
|
|
m_componentRefCount[scene] = std::pair<int, bool>(1, true);
|
|
break;
|
|
case eUIComponent_PressStartToPlay:
|
|
newScene = new UIComponent_PressStartToPlay(iPad, initData, this);
|
|
m_componentRefCount[scene] = std::pair<int, bool>(1, true);
|
|
break;
|
|
case eUIComponent_MenuBackground:
|
|
newScene = new UIComponent_MenuBackground(iPad, initData, this);
|
|
m_componentRefCount[scene] = std::pair<int, bool>(1, true);
|
|
break;
|
|
default:
|
|
break;
|
|
};
|
|
|
|
if (newScene == nullptr) return nullptr;
|
|
|
|
m_components.push_back(newScene);
|
|
|
|
return newScene;
|
|
}
|
|
|
|
void UILayer::removeComponent(EUIScene scene) {
|
|
auto it = m_componentRefCount.find(scene);
|
|
if (it != m_componentRefCount.end()) {
|
|
--it->second.first;
|
|
|
|
if (it->second.first <= 0) {
|
|
m_componentRefCount.erase(it);
|
|
for (auto compIt = m_components.begin();
|
|
compIt != m_components.end();) {
|
|
if ((*compIt)->getSceneType() == scene) {
|
|
m_scenesToDelete.push_back((*compIt));
|
|
(*compIt)->handleDestroy(); // For anything that might
|
|
// require the pointer be valid
|
|
compIt = m_components.erase(compIt);
|
|
} else {
|
|
++compIt;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void UILayer::removeScene(UIScene* scene) {
|
|
auto newEnd = std::remove(m_sceneStack.begin(), m_sceneStack.end(), scene);
|
|
m_sceneStack.erase(newEnd, m_sceneStack.end());
|
|
|
|
m_scenesToDelete.push_back(scene);
|
|
|
|
scene->handleDestroy(); // For anything that might require the pointer be
|
|
// valid
|
|
|
|
bool hadFocus = m_hasFocus;
|
|
updateFocusState();
|
|
|
|
// If this layer has focus, pass it on
|
|
if (m_hasFocus || hadFocus) {
|
|
m_hasFocus = false;
|
|
m_parentGroup->UpdateFocusState();
|
|
}
|
|
}
|
|
|
|
void UILayer::closeAllScenes() {
|
|
std::vector<UIScene*> temp;
|
|
temp.insert(temp.end(), m_sceneStack.begin(), m_sceneStack.end());
|
|
m_sceneStack.clear();
|
|
for (auto it = temp.begin(); it != temp.end(); ++it) {
|
|
m_scenesToDelete.push_back(*it);
|
|
(*it)->handleDestroy(); // For anything that might require the pointer
|
|
// be valid
|
|
}
|
|
|
|
updateFocusState();
|
|
|
|
// If this layer has focus, pass it on
|
|
if (m_hasFocus) {
|
|
m_hasFocus = false;
|
|
m_parentGroup->UpdateFocusState();
|
|
}
|
|
}
|
|
|
|
// Get top scene on stack (or nullptr if stack is empty)
|
|
UIScene* UILayer::GetTopScene() {
|
|
if (m_sceneStack.size() == 0) {
|
|
return nullptr;
|
|
} else {
|
|
return m_sceneStack[m_sceneStack.size() - 1];
|
|
}
|
|
}
|
|
|
|
// Updates layer focus state if no error message is present (unless this is the
|
|
// error layer)
|
|
bool UILayer::updateFocusState(bool allowedFocus /* = false */) {
|
|
// If haveFocus is false, request it
|
|
if (!allowedFocus) {
|
|
// To update focus in this layer we need to request focus from group
|
|
// Focus will be denied if there's an upper layer that needs focus
|
|
allowedFocus = m_parentGroup->RequestFocus(this);
|
|
}
|
|
|
|
m_bMenuDisplayed = false;
|
|
m_bPauseMenuDisplayed = false;
|
|
m_bContainerMenuDisplayed = false;
|
|
m_bIgnoreAutosaveMenuDisplayed = false;
|
|
m_bIgnorePlayerJoinMenuDisplayed = false;
|
|
|
|
bool layerFocusSet = false;
|
|
for (auto it = m_sceneStack.rbegin(); it != m_sceneStack.rend(); ++it) {
|
|
UIScene* scene = *it;
|
|
|
|
// UPDATE FOCUS STATES
|
|
if (!layerFocusSet && allowedFocus && scene->stealsFocus()) {
|
|
scene->gainFocus();
|
|
layerFocusSet = true;
|
|
} else {
|
|
scene->loseFocus();
|
|
if (allowedFocus && app.GetGameStarted()) {
|
|
// 4J Stu - This is a memory optimisation so we don't keep
|
|
// scenes loaded in memory all the time This is required for PS3
|
|
// (and likely Vita), but I'm removing it on XboxOne so that we
|
|
// can avoid the scene creation time (which can be >0.5s) since
|
|
// we have the memory to spare
|
|
m_scenesToDestroy.push_back(scene);
|
|
}
|
|
|
|
if (scene->getSceneType() == eUIScene_SettingsOptionsMenu) {
|
|
scene->loseFocus();
|
|
m_scenesToDestroy.push_back(scene);
|
|
}
|
|
}
|
|
|
|
/// UPDATE STACK STATES
|
|
|
|
// 4J-PB - this should just be true
|
|
m_bMenuDisplayed = true;
|
|
|
|
EUIScene sceneType = scene->getSceneType();
|
|
switch (sceneType) {
|
|
case eUIScene_PauseMenu:
|
|
m_bPauseMenuDisplayed = true;
|
|
break;
|
|
case eUIScene_Crafting2x2Menu:
|
|
case eUIScene_Crafting3x3Menu:
|
|
case eUIScene_FurnaceMenu:
|
|
case eUIScene_ContainerMenu:
|
|
case eUIScene_LargeContainerMenu:
|
|
case eUIScene_InventoryMenu:
|
|
case eUIScene_CreativeMenu:
|
|
case eUIScene_DispenserMenu:
|
|
case eUIScene_BrewingStandMenu:
|
|
case eUIScene_EnchantingMenu:
|
|
case eUIScene_TradingMenu:
|
|
case eUIScene_HopperMenu:
|
|
case eUIScene_HorseMenu:
|
|
case eUIScene_FireworksMenu:
|
|
case eUIScene_BeaconMenu:
|
|
case eUIScene_AnvilMenu:
|
|
m_bContainerMenuDisplayed = true;
|
|
|
|
// Intentional fall-through
|
|
case eUIScene_DeathMenu:
|
|
case eUIScene_FullscreenProgress:
|
|
case eUIScene_SignEntryMenu:
|
|
case eUIScene_EndPoem:
|
|
m_bIgnoreAutosaveMenuDisplayed = true;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
switch (sceneType) {
|
|
case eUIScene_FullscreenProgress:
|
|
case eUIScene_EndPoem:
|
|
case eUIScene_Credits:
|
|
case eUIScene_LeaderboardsMenu:
|
|
m_bIgnorePlayerJoinMenuDisplayed = true;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
m_hasFocus = layerFocusSet;
|
|
|
|
return m_hasFocus;
|
|
}
|
|
|
|
void UILayer::handleInput(int iPad, int key, bool repeat, bool pressed,
|
|
bool released, bool& handled) {
|
|
// Note: reverse iterator, the last element is the top of the stack
|
|
for (auto it = m_sceneStack.rbegin(); it != m_sceneStack.rend(); ++it) {
|
|
UIScene* scene = *it;
|
|
if (scene->hasFocus(iPad) && scene->canHandleInput()) {
|
|
// 4J-PB - ignore repeats of action ABXY buttons
|
|
// fix for PS3 213 - [MAIN MENU] Holding down buttons will continue
|
|
// to activate every prompt. 4J Stu - Changed this slightly to add
|
|
// the allowRepeat function so we can allow repeats in the crafting
|
|
// menu
|
|
if (repeat && !scene->allowRepeat(key)) {
|
|
return;
|
|
}
|
|
scene->handleInput(iPad, key, repeat, pressed, released, handled);
|
|
}
|
|
|
|
// Fix for PS3 #444 - [IN GAME] If the user keeps pressing CROSS while
|
|
// on the 'Save Game' screen the title will crash.
|
|
handled = handled || scene->hidesLowerScenes() || scene->blocksInput();
|
|
if (handled) break;
|
|
}
|
|
|
|
// Components can't take input or focus
|
|
}
|
|
|
|
void UILayer::HandleDLCMountingComplete() {
|
|
for (auto it = m_sceneStack.rbegin(); it != m_sceneStack.rend(); ++it) {
|
|
UIScene* topScene = *it;
|
|
app.DebugPrintf("UILayer::HandleDLCMountingComplete - topScene\n");
|
|
topScene->HandleDLCMountingComplete();
|
|
}
|
|
}
|
|
|
|
void UILayer::HandleDLCInstalled() {
|
|
for (auto it = m_sceneStack.rbegin(); it != m_sceneStack.rend(); ++it) {
|
|
UIScene* topScene = *it;
|
|
topScene->HandleDLCInstalled();
|
|
}
|
|
}
|
|
|
|
void UILayer::HandleMessage(EUIMessage message, void* data) {
|
|
for (auto it = m_sceneStack.rbegin(); it != m_sceneStack.rend(); ++it) {
|
|
UIScene* topScene = *it;
|
|
topScene->HandleMessage(message, data);
|
|
}
|
|
}
|
|
|
|
bool UILayer::IsFullscreenGroup() { return m_parentGroup->IsFullscreenGroup(); }
|
|
|
|
C4JRender::eViewportType UILayer::getViewport() {
|
|
return m_parentGroup->GetViewportType();
|
|
}
|
|
|
|
void UILayer::handleUnlockFullVersion() {
|
|
for (auto it = m_sceneStack.begin(); it != m_sceneStack.end(); ++it) {
|
|
(*it)->handleUnlockFullVersion();
|
|
}
|
|
}
|
|
|
|
void UILayer::PrintTotalMemoryUsage(int64_t& totalStatic,
|
|
int64_t& totalDynamic) {
|
|
int64_t layerStatic = 0;
|
|
int64_t layerDynamic = 0;
|
|
for (auto it = m_components.begin(); it != m_components.end(); ++it) {
|
|
(*it)->PrintTotalMemoryUsage(layerStatic, layerDynamic);
|
|
}
|
|
for (auto it = m_sceneStack.begin(); it != m_sceneStack.end(); ++it) {
|
|
(*it)->PrintTotalMemoryUsage(layerStatic, layerDynamic);
|
|
}
|
|
app.DebugPrintf(app.USER_SR, " \\- Layer static: %d , Layer dynamic: %d\n",
|
|
layerStatic, layerDynamic);
|
|
totalStatic += layerStatic;
|
|
totalDynamic += layerDynamic;
|
|
}
|
|
|
|
// Returns the first scene of given type if it exists, nullptr otherwise
|
|
UIScene* UILayer::FindScene(EUIScene sceneType) {
|
|
for (int i = 0; i < m_sceneStack.size(); i++) {
|
|
if (m_sceneStack[i]->getSceneType() == sceneType) {
|
|
return m_sceneStack[i];
|
|
}
|
|
}
|
|
|
|
return nullptr;
|
|
} |