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

189 lines
6.3 KiB
C++

#include "../../Minecraft.World/Platform/stdafx.h"
#include "UI.h"
#include "UIScene_Intro.h"
#ifndef _ENABLEIGGY
static int s_introTickCount = 0;
#endif
UIScene_Intro::UIScene_Intro(int iPad, void* initData, UILayer* parentLayer)
: UIScene(iPad, parentLayer) {
// Setup all the Iggy references we need for this scene
initialiseMovie();
m_bIgnoreNavigate = false;
m_bAnimationEnded = false;
#ifndef _ENABLEIGGY
s_introTickCount = 0;
#endif
bool bSkipESRB = false;
bool bChina = false;
#if defined(__PS3__) || defined(__ORBIS__) || defined(__PSVITA__)
bSkipESRB = app.GetProductSKU() != e_sku_SCEA;
#elif defined(_XBOX) || defined(_DURANGO)
bSkipESRB = !ProfileManager.LocaleIsUSorCanada();
#endif
#ifdef _DURANGO
bChina = ProfileManager.LocaleIsChina();
#endif
// 4J Stu - These map to values in the Actionscript
#if defined(_WINDOWS64) || defined(__linux__)
int platformIdx = 0;
#elif defined(_XBOX)
int platformIdx = 1;
#elif defined(_DURANGO)
int platformIdx = 2;
#elif defined(__PS3__)
int platformIdx = 3;
#elif defined(__ORBIS__)
int platformIdx = 4;
#elif defined(__PSVITA__)
int platformIdx = 5;
#endif
IggyDataValue result;
IggyDataValue value[3];
value[0].type = IGGY_DATATYPE_number;
value[0].number = platformIdx;
value[1].type = IGGY_DATATYPE_boolean;
value[1].boolval = bChina ? true : bSkipESRB;
value[2].type = IGGY_DATATYPE_boolean;
value[2].boolval = bChina;
IggyResult out = IggyPlayerCallMethodRS(getMovie(), &result,
IggyPlayerRootPath(getMovie()),
m_funcSetIntroPlatform, 3, value);
#ifdef __PSVITA__
// initialise vita touch controls with ids
m_TouchToSkip.init(0);
#endif
}
std::wstring UIScene_Intro::getMoviePath() { return L"Intro"; }
void UIScene_Intro::handleInput(int iPad, int key, bool repeat, bool pressed,
bool released, bool& handled) {
ui.AnimateKeyPress(m_iPad, key, repeat, pressed, released);
switch (key) {
case ACTION_MENU_OK:
#ifdef __ORBIS__
case ACTION_MENU_TOUCHPAD_PRESS:
#endif
if (!m_bIgnoreNavigate) {
m_bIgnoreNavigate = true;
// ui.NavigateToHomeMenu();
#if defined(__PS3__) || defined(__ORBIS__) || defined(__PSVITA__)
// has the user seen the EULA already ? We need their options
// file loaded for this
C4JStorage::eOptionsCallback eStatus =
app.GetOptionsCallbackStatus(0);
switch (eStatus) {
case C4JStorage::eOptions_Callback_Read:
case C4JStorage::eOptions_Callback_Read_FileNotFound:
// we've either read it, or it wasn't found
if (app.GetGameSettings(
0, eGameSetting_PS3_EULA_Read) == 0) {
ui.NavigateToScene(0, eUIScene_EULA);
} else {
ui.NavigateToScene(0, eUIScene_SaveMessage);
}
break;
default:
ui.NavigateToScene(0, eUIScene_EULA);
break;
}
#elif defined _XBOX_ONE
ui.NavigateToScene(0, eUIScene_MainMenu);
#else
ui.NavigateToScene(0, eUIScene_SaveMessage);
#endif
}
break;
}
}
#ifdef __PSVITA__
void UIScene_Intro::handleTouchInput(unsigned int iPad, S32 x, S32 y, int iId,
bool bPressed, bool bRepeat,
bool bReleased) {
if (bReleased) {
bool handled = false;
handleInput(iPad, ACTION_MENU_OK, false, true, false, handled);
}
}
#endif
void UIScene_Intro::handleAnimationEnd() {
if (!m_bIgnoreNavigate) {
m_bIgnoreNavigate = true;
// ui.NavigateToHomeMenu();
#if defined(__PS3__) || defined(__ORBIS__) || defined(__PSVITA__)
// has the user seen the EULA already ? We need their options file
// loaded for this
C4JStorage::eOptionsCallback eStatus = app.GetOptionsCallbackStatus(0);
switch (eStatus) {
case C4JStorage::eOptions_Callback_Read:
case C4JStorage::eOptions_Callback_Read_FileNotFound:
// we've either read it, or it wasn't found
if (app.GetGameSettings(0, eGameSetting_PS3_EULA_Read) == 0) {
ui.NavigateToScene(0, eUIScene_EULA);
} else {
ui.NavigateToScene(0, eUIScene_SaveMessage);
}
break;
default:
ui.NavigateToScene(0, eUIScene_EULA);
break;
}
#elif defined _XBOX_ONE
// Don't navigate to the main menu if we don't have focus, as we could
// have the quadrant sign-in or a join game timer screen running, and
// then when Those finish they'll give the main menu focus which clears
// the signed in players and therefore breaks transitioning into the
// game
if (hasFocus(m_iPad)) {
ui.NavigateToScene(0, eUIScene_MainMenu);
} else {
m_bAnimationEnded = true;
}
#else
ui.NavigateToScene(0, eUIScene_SaveMessage);
#endif
}
}
void UIScene_Intro::handleGainFocus(bool navBack) {
// Only relevant on xbox one - if we didn't navigate to the main menu at
// animation end due to the timer or quadrant sign-in being up, then we'll
// need to do it now in case the user has cancelled or joining a game failed
if (m_bAnimationEnded) {
ui.NavigateToScene(0, eUIScene_MainMenu);
}
}
#ifndef _ENABLEIGGY
void UIScene_Intro::tick() {
// Call base tick first (processes Iggy ticking)
UIScene::tick();
// Auto-skip the intro after 60 ticks (~2 seconds at 30fps)
// since we have no SWF renderer to play the intro animation
s_introTickCount++;
if (s_introTickCount == 60 && !m_bIgnoreNavigate) {
fprintf(stderr,
"[Linux] Auto-skipping intro -> MainMenu after %d ticks\n",
s_introTickCount);
m_bIgnoreNavigate = true;
// Skip straight to MainMenu, bypassing SaveMessage (no SWF interaction
// possible)
ui.NavigateToScene(0, eUIScene_MainMenu);
}
}
#endif