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

98 lines
2.9 KiB
C++

#include "../../Minecraft.World/Platform/stdafx.h"
#include "UI.h"
#include "UIScene_Intro.h"
#if !defined(_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;
#if !defined(_ENABLEIGGY)
s_introTickCount = 0;
#endif
bool bSkipESRB = false;
bool bChina = false;
// 4J Stu - These map to values in the Actionscript
#if defined(_WINDOWS64) || defined(__linux__)
int platformIdx = 0;
#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);
}
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:
if (!m_bIgnoreNavigate) {
m_bIgnoreNavigate = true;
// ui.NavigateToHomeMenu();
ui.NavigateToScene(0, eUIScene_SaveMessage);
}
break;
}
}
void UIScene_Intro::handleAnimationEnd() {
if (!m_bIgnoreNavigate) {
m_bIgnoreNavigate = true;
// ui.NavigateToHomeMenu();
ui.NavigateToScene(0, eUIScene_SaveMessage);
}
}
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);
}
}
#if !defined(_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