mirror of
https://github.com/4jcraft/4jcraft.git
synced 2026-04-25 16:43:53 +00:00
1494 lines
57 KiB
C++
1494 lines
57 KiB
C++
#include "../../Minecraft.World/Platform/stdafx.h"
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#include "IUIScene_AbstractContainerMenu.h"
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#include "../../Minecraft.World/Headers/net.minecraft.world.inventory.h"
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#include "../../Minecraft.World/Headers/net.minecraft.world.item.h"
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#include "../../Minecraft.World/Headers/net.minecraft.world.item.crafting.h"
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#include "../../Minecraft.World/Headers/net.minecraft.world.level.tile.entity.h"
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#include "../../Minecraft.Client/Player/MultiPlayerLocalPlayer.h"
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#include "../../Minecraft.Client/Minecraft.h"
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#ifdef __ORBIS__
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#include <pad.h>
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#endif
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IUIScene_AbstractContainerMenu::IUIScene_AbstractContainerMenu() {
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m_menu = NULL;
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m_autoDeleteMenu = false;
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m_lastPointerLabelSlot = NULL;
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m_pointerPos.x = 0.0f;
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m_pointerPos.y = 0.0f;
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}
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IUIScene_AbstractContainerMenu::~IUIScene_AbstractContainerMenu() {
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// Delete associated menu if we were requested to on initialisation. Most
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// menus are created just before calling
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// CXuiSceneAbstractContainer::Initialize, but the player's inventorymenu is
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// also passed directly and we don't want to go deleting that
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if (m_autoDeleteMenu) delete m_menu;
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}
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void IUIScene_AbstractContainerMenu::Initialize(
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int iPad, AbstractContainerMenu* menu, bool autoDeleteMenu, int startIndex,
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ESceneSection firstSection, ESceneSection maxSection, bool bNavigateBack) {
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assert(menu != NULL);
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m_menu = menu;
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m_autoDeleteMenu = autoDeleteMenu;
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Minecraft::GetInstance()->localplayers[iPad]->containerMenu = menu;
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// 4J WESTY - New tool tips to support pointer prototype.
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// UpdateTooltips();
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// Default tooltips.
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for (int i = 0; i < eToolTipNumButtons; ++i) {
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m_aeToolTipSettings[i] = eToolTipNone;
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}
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// 4J-PB - don't set the eToolTipPickupPlace_OLD here - let the timer do it.
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/*SetToolTip( eToolTipButtonA, eToolTipPickupPlace_OLD );*/
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SetToolTip(eToolTipButtonB, eToolTipExit);
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SetToolTip(eToolTipButtonA, eToolTipNone);
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SetToolTip(eToolTipButtonX, eToolTipNone);
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SetToolTip(eToolTipButtonY, eToolTipNone);
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// 4J WESTY : To indicate if pointer has left menu window area.
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m_bPointerOutsideMenu = false;
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// 4J Stu - Store the enum range for the current scene
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m_eFirstSection = firstSection;
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m_eMaxSection = maxSection;
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m_iConsectiveInputTicks = 0;
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m_bNavigateBack = bNavigateBack;
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// Put the pointer over first item in use row to start with.
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#ifdef TAP_DETECTION
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m_eCurrSection = firstSection;
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m_eCurrTapState = eTapStateNoInput;
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m_iCurrSlotX = 0;
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m_iCurrSlotY = 0;
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#endif // TAP_DETECTION
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//
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// for(int i=0;i<XUSER_MAX_COUNT;i++)
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// {
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// m_bFirstTouchStored[i]=false;
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// }
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#ifdef __ORBIS__
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for (int i = 0; i < XUSER_MAX_COUNT; i++) {
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m_bFirstTouchStored[i] = false;
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}
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#endif
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PlatformInitialize(iPad, startIndex);
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}
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int IUIScene_AbstractContainerMenu::GetSectionDimensions(ESceneSection eSection,
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int* piNumColumns,
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int* piNumRows) {
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if (IsSectionSlotList(eSection)) {
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*piNumRows = getSectionRows(eSection);
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*piNumColumns = getSectionColumns(eSection);
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} else {
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*piNumRows = 0;
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*piNumColumns = 0;
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}
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return ((*piNumRows) * (*piNumColumns));
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}
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void IUIScene_AbstractContainerMenu::updateSlotPosition(
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ESceneSection eSection, ESceneSection newSection, ETapState eTapDirection,
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int* piTargetX, int* piTargetY, int xOffset, int yOffset) {
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// Update the target slot based on the size of the current section
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int columns, rows;
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// The return value of this function is unused, but the output params are
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// required.
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// int iItemsNum = GetSectionDimensions( newSection, &columns, &rows );
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GetSectionDimensions(newSection, &columns, &rows);
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if (newSection != eSection) {
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// Update Y
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if (eTapDirection == eTapStateUp) {
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(*piTargetY) = rows - 1;
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} else if (eTapDirection == eTapStateDown) {
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(*piTargetY) = 0;
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}
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int offsetY = (*piTargetY) - yOffset;
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if (offsetY < 0) {
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(*piTargetY) = 0;
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} else if (offsetY >= rows) {
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(*piTargetY) = rows - 1;
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} else {
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(*piTargetY) = offsetY;
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}
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// Update X
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int offsetX = (*piTargetX) - xOffset;
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if (offsetX < 0) {
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*piTargetX = 0;
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} else if (offsetX >= columns) {
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*piTargetX = columns - 1;
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} else {
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*piTargetX = offsetX;
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}
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} else {
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// Update X
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int offsetX = (*piTargetX) - xOffset;
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if (offsetX < 0) {
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*piTargetX = columns - 1;
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} else if (offsetX >= columns) {
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*piTargetX = 0;
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} else {
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*piTargetX = offsetX;
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}
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}
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}
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#ifdef TAP_DETECTION
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IUIScene_AbstractContainerMenu::ETapState
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IUIScene_AbstractContainerMenu::GetTapInputType(float fInputX, float fInputY) {
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if ((fabs(fInputX) < 0.3f) && (fabs(fInputY) < 0.3f)) {
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return eTapStateNoInput;
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} else if ((fInputX < -0.3f) && (fabs(fInputY) < 0.3f)) {
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return eTapStateLeft;
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} else if ((fInputX > 0.3f) && (fabs(fInputY) < 0.3f)) {
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return eTapStateRight;
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} else if ((fInputY < -0.3f) && (fabs(fInputX) < 0.3f)) {
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return eTapStateDown;
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} else if ((fInputY > 0.3f) && (fabs(fInputX) < 0.3f)) {
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return eTapStateUp;
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} else {
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return eTapNone;
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}
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}
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#endif // TAP_DETECTION
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void IUIScene_AbstractContainerMenu::SetToolTip(EToolTipButton eButton,
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EToolTipItem eItem) {
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if (m_aeToolTipSettings[eButton] != eItem) {
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m_aeToolTipSettings[eButton] = eItem;
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UpdateTooltips();
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}
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}
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void IUIScene_AbstractContainerMenu::UpdateTooltips() {
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// Table gives us text id for tooltip.
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static const int kaToolTipextIds[eNumToolTips] = {
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IDS_TOOLTIPS_PICKUPPLACE, // eToolTipPickupPlace_OLD
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IDS_TOOLTIPS_EXIT, // eToolTipExit
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IDS_TOOLTIPS_PICKUP_GENERIC, // eToolTipPickUpGeneric
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IDS_TOOLTIPS_PICKUP_ALL, // eToolTipPickUpAll
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IDS_TOOLTIPS_PICKUP_HALF, // eToolTipPickUpHalf
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IDS_TOOLTIPS_PLACE_GENERIC, // eToolTipPlaceGeneric
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IDS_TOOLTIPS_PLACE_ONE, // eToolTipPlaceOne
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IDS_TOOLTIPS_PLACE_ALL, // eToolTipPlaceAll
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IDS_TOOLTIPS_DROP_GENERIC, // eToolTipDropGeneric
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IDS_TOOLTIPS_DROP_ONE, // eToolTipDropOne
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IDS_TOOLTIPS_DROP_ALL, // eToolTipDropAll
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IDS_TOOLTIPS_SWAP, // eToolTipSwap
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IDS_TOOLTIPS_QUICK_MOVE, // eToolTipQuickMove
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IDS_TOOLTIPS_QUICK_MOVE_INGREDIENT, // eToolTipQuickMoveIngredient
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IDS_TOOLTIPS_QUICK_MOVE_FUEL, // eToolTipQuickMoveTool
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IDS_TOOLTIPS_WHAT_IS_THIS, // eToolTipWhatIsThis
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IDS_TOOLTIPS_EQUIP, // eToolTipEquip
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IDS_TOOLTIPS_CLEAR_QUICK_SELECT, // eToolTipClearQuickSelect
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IDS_TOOLTIPS_QUICK_MOVE_TOOL, // eToolTipQuickMoveTool
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IDS_TOOLTIPS_QUICK_MOVE_ARMOR, // eToolTipQuickMoveTool
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IDS_TOOLTIPS_QUICK_MOVE_WEAPON, // eToolTipQuickMoveTool
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IDS_TOOLTIPS_DYE, // eToolTipDye
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IDS_TOOLTIPS_REPAIR, // eToolTipRepair
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};
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int focusUser = getPad();
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for (int i = 0; i < eToolTipNumButtons; ++i) {
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if (m_aeToolTipSettings[i] == eToolTipNone) {
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ui.ShowTooltip(focusUser, i, false);
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} else {
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ui.SetTooltipText(focusUser, i,
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kaToolTipextIds[m_aeToolTipSettings[i]]);
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ui.ShowTooltip(focusUser, i, true);
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}
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}
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}
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void IUIScene_AbstractContainerMenu::onMouseTick() {
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Minecraft* pMinecraft = Minecraft::GetInstance();
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if (pMinecraft->localgameModes[getPad()] != NULL) {
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Tutorial* tutorial =
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pMinecraft->localgameModes[getPad()]->getTutorial();
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if (tutorial != NULL) {
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if (ui.IsTutorialVisible(getPad()) &&
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!tutorial->isInputAllowed(ACTION_MENU_UP)) {
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return;
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}
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}
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}
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// Offset to display carried item attached to pointer.
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// static const float kfCarriedItemOffsetX = -5.0f;
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// static const float kfCarriedItemOffsetY = -5.0f;
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float fInputDirX = 0.0f;
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float fInputDirY = 0.0f;
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// Get current pointer position.
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UIVec2D vPointerPos = m_pointerPos;
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// Offset to image centre.
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vPointerPos.x += m_fPointerImageOffsetX;
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vPointerPos.y += m_fPointerImageOffsetY;
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// Get stick input.
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int iPad = getPad();
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bool bStickInput = false;
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float fInputX =
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InputManager.GetJoypadStick_LX(iPad, false) *
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((float)app.GetGameSettings(iPad, eGameSetting_Sensitivity_InMenu) /
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100.0f); // apply the sensitivity
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float fInputY =
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InputManager.GetJoypadStick_LY(iPad, false) *
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((float)app.GetGameSettings(iPad, eGameSetting_Sensitivity_InMenu) /
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100.0f); // apply the sensitivity
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#ifdef __ORBIS__
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// should have sensitivity for the touchpad
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//(float)app.GetGameSettings(iPad,eGameSetting_Sensitivity_TouchPadInMenu)/100.0f
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// get the touchpad input and treat it as a map to the window
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ScePadTouchData* pTouchPadData = InputManager.GetTouchPadData(iPad);
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// make sure the touchpad button isn't down (it's the pausemenu)
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if ((!InputManager.ButtonDown(iPad, ACTION_MENU_TOUCHPAD_PRESS)) &&
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(pTouchPadData->touchNum > 0)) {
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if (m_bFirstTouchStored[iPad] == false) {
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m_oldvTouchPos.x = (float)pTouchPadData->touch[0].x;
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m_oldvTouchPos.y = (float)pTouchPadData->touch[0].y;
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m_oldvPointerPos.x = vPointerPos.x;
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m_oldvPointerPos.y = vPointerPos.y;
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m_bFirstTouchStored[iPad] = true;
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}
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// should take the average of multiple touch points
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float fNewX = (((float)pTouchPadData->touch[0].x) - m_oldvTouchPos.x) *
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m_fTouchPadMulX;
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float fNewY = (((float)pTouchPadData->touch[0].y) - m_oldvTouchPos.y) *
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m_fTouchPadMulY;
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// relative positions - needs a deadzone
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if (fNewX > m_fTouchPadDeadZoneX) {
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vPointerPos.x = m_oldvPointerPos.x +
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((fNewX - m_fTouchPadDeadZoneX) *
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((float)app.GetGameSettings(
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iPad, eGameSetting_Sensitivity_InMenu) /
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100.0f));
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} else if (fNewX < -m_fTouchPadDeadZoneX) {
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vPointerPos.x = m_oldvPointerPos.x +
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((fNewX + m_fTouchPadDeadZoneX) *
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((float)app.GetGameSettings(
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iPad, eGameSetting_Sensitivity_InMenu) /
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100.0f));
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}
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if (fNewY > m_fTouchPadDeadZoneY) {
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vPointerPos.y = m_oldvPointerPos.y +
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((fNewY - m_fTouchPadDeadZoneY) *
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((float)app.GetGameSettings(
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iPad, eGameSetting_Sensitivity_InMenu) /
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100.0f));
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} else if (fNewY < -m_fTouchPadDeadZoneY) {
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vPointerPos.y = m_oldvPointerPos.y +
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((fNewY + m_fTouchPadDeadZoneY) *
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((float)app.GetGameSettings(
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iPad, eGameSetting_Sensitivity_InMenu) /
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100.0f));
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}
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// Clamp to pointer extents.
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if (vPointerPos.x < m_fPointerMinX)
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vPointerPos.x = m_fPointerMinX;
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else if (vPointerPos.x > m_fPointerMaxX)
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vPointerPos.x = m_fPointerMaxX;
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if (vPointerPos.y < m_fPointerMinY)
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vPointerPos.y = m_fPointerMinY;
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else if (vPointerPos.y > m_fPointerMaxY)
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vPointerPos.y = m_fPointerMaxY;
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bStickInput = true;
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m_eCurrTapState = eTapStateNoInput;
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} else {
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// reset the touch flag
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m_bFirstTouchStored[iPad] = false;
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#endif
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// If there is any input on sticks, move the pointer.
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if ((fabs(fInputX) >= 0.01f) || (fabs(fInputY) >= 0.01f)) {
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fInputDirX = (fInputX > 0.0f) ? 1.0f
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: (fInputX < 0.0f) ? -1.0f
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: 0.0f;
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fInputDirY = (fInputY > 0.0f) ? 1.0f
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: (fInputY < 0.0f) ? -1.0f
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: 0.0f;
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#ifdef TAP_DETECTION
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// Check for potential tap input to jump slot.
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ETapState eNewTapInput = GetTapInputType(fInputX, fInputY);
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switch (m_eCurrTapState) {
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case eTapStateNoInput:
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m_eCurrTapState = eNewTapInput;
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break;
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case eTapStateUp:
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case eTapStateDown:
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case eTapStateLeft:
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case eTapStateRight:
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if ((eNewTapInput != m_eCurrTapState) &&
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(eNewTapInput != eTapStateNoInput)) {
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// Input is no longer suitable for tap.
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m_eCurrTapState = eTapNone;
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}
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break;
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case eTapNone:
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/// Nothing to do, input is not a tap.
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break;
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default:
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break;
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}
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#endif // TAP_DETECTION
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// Square it so we get more precision for small inputs.
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fInputX = fInputX * fInputX * fInputDirX * POINTER_SPEED_FACTOR;
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fInputY = fInputY * fInputY * fInputDirY * POINTER_SPEED_FACTOR;
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// fInputX = fInputX * POINTER_SPEED_FACTOR;
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// fInputY = fInputY * POINTER_SPEED_FACTOR;
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float fInputScale = 1.0f;
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// Ramp up input from zero when new input is recieved over
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// INPUT_TICKS_FOR_SCALING ticks. This is to try to improve tapping
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// stick to move 1 box.
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if (m_iConsectiveInputTicks < MAX_INPUT_TICKS_FOR_SCALING) {
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++m_iConsectiveInputTicks;
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fInputScale = ((float)(m_iConsectiveInputTicks) /
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(float)(MAX_INPUT_TICKS_FOR_SCALING));
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}
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#ifdef TAP_DETECTION
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else if (m_iConsectiveInputTicks < MAX_INPUT_TICKS_FOR_TAPPING) {
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++m_iConsectiveInputTicks;
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} else {
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m_eCurrTapState = eTapNone;
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}
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#endif
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// 4J Stu - The cursor moves too fast in SD mode
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// The SD/splitscreen scenes are approximately 0.6 times the size of
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// the fullscreen on
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if (!RenderManager.IsHiDef() || app.GetLocalPlayerCount() > 1)
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fInputScale *= 0.6f;
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fInputX *= fInputScale;
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fInputY *= fInputScale;
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#ifdef USE_POINTER_ACCEL
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m_fPointerAccelX += fInputX / 50.0f;
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m_fPointerAccelY += fInputY / 50.0f;
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if (fabsf(fInputX) > fabsf(m_fPointerVelX + m_fPointerAccelX)) {
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m_fPointerVelX += m_fPointerAccelX;
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} else {
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m_fPointerAccelX = fInputX - m_fPointerVelX;
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m_fPointerVelX = fInputX;
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}
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if (fabsf(fInputY) > fabsf(m_fPointerVelY + m_fPointerAccelY)) {
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m_fPointerVelY += m_fPointerAccelY;
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} else {
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m_fPointerAccelY = fInputY - m_fPointerVelY;
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m_fPointerVelY = fInputY;
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}
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// printf( "IN %.2f VEL %.2f ACC %.2f\n", fInputY, m_fPointerVelY,
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// m_fPointerAccelY );
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vPointerPos.x += m_fPointerVelX;
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vPointerPos.y -= m_fPointerVelY;
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#else
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// Add input to pointer position.
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vPointerPos.x += fInputX;
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vPointerPos.y -= fInputY;
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#endif
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// Clamp to pointer extents.
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if (vPointerPos.x < m_fPointerMinX)
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vPointerPos.x = m_fPointerMinX;
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else if (vPointerPos.x > m_fPointerMaxX)
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vPointerPos.x = m_fPointerMaxX;
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if (vPointerPos.y < m_fPointerMinY)
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vPointerPos.y = m_fPointerMinY;
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else if (vPointerPos.y > m_fPointerMaxY)
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vPointerPos.y = m_fPointerMaxY;
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bStickInput = true;
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} else {
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m_iConsectiveInputTicks = 0;
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#ifdef USE_POINTER_ACCEL
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m_fPointerVelX = 0.0f;
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m_fPointerVelY = 0.0f;
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m_fPointerAccelX = 0.0f;
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m_fPointerAccelY = 0.0f;
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#endif
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}
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#ifdef __ORBIS__
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}
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#endif
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|
// 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;
|
|
|
|
#ifdef 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 // TAP_DETECTION
|
|
// 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());
|
|
#ifdef 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 // TAP_DETECTION
|
|
} 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;
|
|
}
|
|
|
|
#ifdef __PSVITA__
|
|
if (!InputManager.IsVitaTV()) {
|
|
buttonBack = eToolTipWhatIsThis;
|
|
} else
|
|
#endif
|
|
{
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
|
|
#ifdef _XBOX
|
|
ui.AnimateKeyPress(iPad, iAction);
|
|
#else
|
|
ui.AnimateKeyPress(iPad, iAction, bRepeat, true, false);
|
|
#endif
|
|
|
|
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) {
|
|
#ifdef _DEBUG_MENUS_ENABLED
|
|
case ACTION_MENU_OTHER_STICK_PRESS:
|
|
itemEditorKeyPress = TRUE;
|
|
break;
|
|
#endif
|
|
case ACTION_MENU_A:
|
|
#ifdef __ORBIS__
|
|
case ACTION_MENU_TOUCHPAD_PRESS:
|
|
#endif
|
|
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;
|
|
}
|
|
#ifdef _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;
|
|
} |