From 639f553a98ab8f9ff431414110804bccda5a6a56 Mon Sep 17 00:00:00 2001 From: Fayaz Shaikh <61674751+fayaz12g@users.noreply.github.com> Date: Tue, 3 Mar 2026 23:18:58 -0500 Subject: [PATCH] Remove WIP UI changes --- Minecraft.Client/Common/UI/UIController.cpp | 4854 +++++++++-------- Minecraft.Client/Common/UI/UIController.h | 601 +- .../Windows64/Windows64_UIController.cpp | 1 - 3 files changed, 2869 insertions(+), 2587 deletions(-) diff --git a/Minecraft.Client/Common/UI/UIController.cpp b/Minecraft.Client/Common/UI/UIController.cpp index 022dde57d..37ce211cd 100644 --- a/Minecraft.Client/Common/UI/UIController.cpp +++ b/Minecraft.Client/Common/UI/UIController.cpp @@ -1,30 +1,30 @@ -#include "stdafx.h" #include "UIController.h" -#include "UI.h" -#include "UIScene.h" #include "..\..\..\Minecraft.World\StringHelpers.h" -#include "..\..\LocalPlayer.h" -#include "..\..\DLCTexturePack.h" -#include "..\..\TexturePackRepository.h" -#include "..\..\Minecraft.h" #include "..\..\..\Minecraft.World\net.minecraft.world.entity.boss.enderdragon.h" +#include "..\..\DLCTexturePack.h" #include "..\..\EnderDragonRenderer.h" +#include "..\..\LocalPlayer.h" +#include "..\..\Minecraft.h" #include "..\..\MultiPlayerLocalPlayer.h" +#include "..\..\TexturePackRepository.h" +#include "UI.h" #include "UIFontData.h" +#include "UIScene.h" +#include "stdafx.h" #ifdef __PSVITA__ #include #endif // 4J Stu - Enable this to override the Iggy Allocator -//#define ENABLE_IGGY_ALLOCATOR -//#define EXCLUDE_IGGY_ALLOCATIONS_FROM_HEAP_INSPECTOR +// #define ENABLE_IGGY_ALLOCATOR +// #define EXCLUDE_IGGY_ALLOCATIONS_FROM_HEAP_INSPECTOR -//#define ENABLE_IGGY_EXPLORER +// #define ENABLE_IGGY_EXPLORER #ifdef ENABLE_IGGY_EXPLORER #include "Windows64\Iggy\include\iggyexpruntime.h" #endif -//#define ENABLE_IGGY_PERFMON +// #define ENABLE_IGGY_PERFMON #ifdef ENABLE_IGGY_PERFMON #define PM_ORIGIN_X 24 @@ -50,52 +50,51 @@ CRITICAL_SECTION UIController::ms_reloadSkinCS; bool UIController::ms_bReloadSkinCSInitialised = false; -DWORD UIController::m_dwTrialTimerLimitSecs=DYNAMIC_CONFIG_DEFAULT_TRIAL_TIME; +DWORD UIController::m_dwTrialTimerLimitSecs = DYNAMIC_CONFIG_DEFAULT_TRIAL_TIME; static void RADLINK WarningCallback(void *user_callback_data, Iggy *player, IggyResult code, const char *message) { - //enum IggyResult{ IGGY_RESULT_SUCCESS = 0, IGGY_RESULT_Warning_None = 0, - // IGGY_RESULT_Warning_Misc = 100, IGGY_RESULT_Warning_GDraw = 101, - // IGGY_RESULT_Warning_ProgramFlow = 102, - // IGGY_RESULT_Warning_Actionscript = 103, - // IGGY_RESULT_Warning_Graphics = 104, IGGY_RESULT_Warning_Font = 105, - // IGGY_RESULT_Warning_Timeline = 106, IGGY_RESULT_Warning_Library = 107, - // IGGY_RESULT_Warning_CannotSustainFrameRate = 201, - // IGGY_RESULT_Warning_ThrewException = 202, - // IGGY_RESULT_Error_Threshhold = 400, IGGY_RESULT_Error_Misc = 400, - // IGGY_RESULT_Error_GDraw = 401, IGGY_RESULT_Error_ProgramFlow = 402, - // IGGY_RESULT_Error_Actionscript = 403, IGGY_RESULT_Error_Graphics = 404, - // IGGY_RESULT_Error_Font = 405, IGGY_RESULT_Error_Create = 406, - // IGGY_RESULT_Error_Library = 407, IGGY_RESULT_Error_ValuePath = 408, - // IGGY_RESULT_Error_Audio = 409, IGGY_RESULT_Error_Internal = 499, - // IGGY_RESULT_Error_InvalidIggy = 501, - // IGGY_RESULT_Error_InvalidArgument = 502, - // IGGY_RESULT_Error_InvalidEntity = 503, - // IGGY_RESULT_Error_UndefinedEntity = 504, - // IGGY_RESULT_Error_OutOfMemory = 1001,}; + // enum IggyResult{ IGGY_RESULT_SUCCESS = 0, IGGY_RESULT_Warning_None = 0, + // IGGY_RESULT_Warning_Misc = 100, IGGY_RESULT_Warning_GDraw = 101, + // IGGY_RESULT_Warning_ProgramFlow = 102, + // IGGY_RESULT_Warning_Actionscript = 103, + // IGGY_RESULT_Warning_Graphics = 104, IGGY_RESULT_Warning_Font = 105, + // IGGY_RESULT_Warning_Timeline = 106, IGGY_RESULT_Warning_Library = 107, + // IGGY_RESULT_Warning_CannotSustainFrameRate = 201, + // IGGY_RESULT_Warning_ThrewException = 202, + // IGGY_RESULT_Error_Threshhold = 400, IGGY_RESULT_Error_Misc = 400, + // IGGY_RESULT_Error_GDraw = 401, IGGY_RESULT_Error_ProgramFlow = 402, + // IGGY_RESULT_Error_Actionscript = 403, IGGY_RESULT_Error_Graphics = 404, + // IGGY_RESULT_Error_Font = 405, IGGY_RESULT_Error_Create = 406, + // IGGY_RESULT_Error_Library = 407, IGGY_RESULT_Error_ValuePath = 408, + // IGGY_RESULT_Error_Audio = 409, IGGY_RESULT_Error_Internal = 499, + // IGGY_RESULT_Error_InvalidIggy = 501, + // IGGY_RESULT_Error_InvalidArgument = 502, + // IGGY_RESULT_Error_InvalidEntity = 503, + // IGGY_RESULT_Error_UndefinedEntity = 504, + // IGGY_RESULT_Error_OutOfMemory = 1001,}; - switch(code) - { - case IGGY_RESULT_Warning_CannotSustainFrameRate: - // Ignore warning - break; - default: - /* Normally, we'd want to issue this warning to some kind of - logging system or error reporting system, but since this is a - tutorial app, we just use Win32's default error stream. Since - ActionScript 3 exceptions are routed through this warning - callback, it's definitely a good idea to make sure these - warnings get printed somewhere that's easy for you to read and - use for debugging, otherwise debugging errors in the - ActionScript 3 code in your Flash content will be very - difficult! */ - app.DebugPrintf(app.USER_SR, message); - app.DebugPrintf(app.USER_SR, "\n"); - break; - }; + switch (code) + { + case IGGY_RESULT_Warning_CannotSustainFrameRate: + // Ignore warning + break; + default: + /* Normally, we'd want to issue this warning to some kind of + logging system or error reporting system, but since this is a + tutorial app, we just use Win32's default error stream. Since + ActionScript 3 exceptions are routed through this warning + callback, it's definitely a good idea to make sure these + warnings get printed somewhere that's easy for you to read and + use for debugging, otherwise debugging errors in the + ActionScript 3 code in your Flash content will be very + difficult! */ + app.DebugPrintf(app.USER_SR, message); + app.DebugPrintf(app.USER_SR, "\n"); + break; + }; } - /* Flash provides a way for ActionScript 3 code to print debug output using a function called "trace". It's very useful for debugging Flash programs, so ideally, when using Iggy, we'd like to see any @@ -104,18 +103,18 @@ this, Iggy allows us to install a callback that will be called any time ActionScript code calls trace. */ static void RADLINK TraceCallback(void *user_callback_data, Iggy *player, char const *utf8_string, S32 length_in_bytes) { - app.DebugPrintf(app.USER_UI, (char *)utf8_string); + app.DebugPrintf(app.USER_UI, (char *)utf8_string); } #ifdef ENABLE_IGGY_PERFMON static void *RADLINK perf_malloc(void *handle, U32 size) { - return malloc(size); + return malloc(size); } static void RADLINK perf_free(void *handle, void *ptr) { - return free(ptr); + return free(ptr); } #endif @@ -125,938 +124,1045 @@ extern "C" void __real_free(void *t); #endif __int64 UIController::iggyAllocCount = 0; -static unordered_map allocations; -static void * RADLINK AllocateFunction ( void * alloc_callback_user_data , size_t size_requested , size_t * size_returned ) +static unordered_map allocations; +static void *RADLINK AllocateFunction(void *alloc_callback_user_data, size_t size_requested, size_t *size_returned) { - UIController *controller = (UIController *)alloc_callback_user_data; - EnterCriticalSection(&controller->m_Allocatorlock); + UIController *controller = (UIController *)alloc_callback_user_data; + EnterCriticalSection(&controller->m_Allocatorlock); #ifdef EXCLUDE_IGGY_ALLOCATIONS_FROM_HEAP_INSPECTOR - void *alloc = __real_malloc(size_requested); + void *alloc = __real_malloc(size_requested); #else - void *alloc = malloc(size_requested); + void *alloc = malloc(size_requested); #endif - *size_returned = size_requested; - UIController::iggyAllocCount += size_requested; - allocations[alloc] = size_requested; - app.DebugPrintf(app.USER_SR, "Allocating %d, new total: %d\n", size_requested, UIController::iggyAllocCount); - LeaveCriticalSection(&controller->m_Allocatorlock); - return alloc; + *size_returned = size_requested; + UIController::iggyAllocCount += size_requested; + allocations[alloc] = size_requested; + app.DebugPrintf(app.USER_SR, "Allocating %d, new total: %d\n", size_requested, UIController::iggyAllocCount); + LeaveCriticalSection(&controller->m_Allocatorlock); + return alloc; } -static void RADLINK DeallocateFunction ( void * alloc_callback_user_data , void * ptr ) +static void RADLINK DeallocateFunction(void *alloc_callback_user_data, void *ptr) { - UIController *controller = (UIController *)alloc_callback_user_data; - EnterCriticalSection(&controller->m_Allocatorlock); - size_t size = allocations[ptr]; - UIController::iggyAllocCount -= size; - allocations.erase(ptr); - app.DebugPrintf(app.USER_SR, "Freeing %d, new total %d\n", size, UIController::iggyAllocCount); + UIController *controller = (UIController *)alloc_callback_user_data; + EnterCriticalSection(&controller->m_Allocatorlock); + size_t size = allocations[ptr]; + UIController::iggyAllocCount -= size; + allocations.erase(ptr); + app.DebugPrintf(app.USER_SR, "Freeing %d, new total %d\n", size, UIController::iggyAllocCount); #ifdef EXCLUDE_IGGY_ALLOCATIONS_FROM_HEAP_INSPECTOR - __real_free(ptr); + __real_free(ptr); #else - free(ptr); + free(ptr); #endif - LeaveCriticalSection(&controller->m_Allocatorlock); + LeaveCriticalSection(&controller->m_Allocatorlock); } UIController::UIController() { - m_uiDebugConsole = NULL; - m_reloadSkinThread = NULL; - - m_navigateToHomeOnReload = false; + m_uiDebugConsole = NULL; + m_reloadSkinThread = NULL; - m_bCleanupOnReload = false; - m_mcTTFFont = NULL; - m_moj7 = NULL; - m_moj11 = NULL; + m_navigateToHomeOnReload = false; - // 4J-JEV: It's important that these remain the same, unless updateCurrentLanguage is going to be called. - m_eCurrentFont = m_eTargetFont = eFont_NotLoaded; + m_bCleanupOnReload = false; + m_mcTTFFont = NULL; + m_moj7 = NULL; + m_moj11 = NULL; + + // 4J-JEV: It's important that these remain the same, unless updateCurrentLanguage is going to be called. + m_eCurrentFont = m_eTargetFont = eFont_NotLoaded; #ifdef ENABLE_IGGY_ALLOCATOR - InitializeCriticalSection(&m_Allocatorlock); + InitializeCriticalSection(&m_Allocatorlock); #endif - // 4J Stu - This is a bit of a hack until we change the Minecraft initialisation to store the proper screen size for other platforms + // 4J Stu - This is a bit of a hack until we change the Minecraft initialisation to store the proper screen size for other platforms #if defined _WINDOWS64 || defined _DURANGO || defined __ORBIS__ - m_fScreenWidth = 1920.0f; - m_fScreenHeight = 1080.0f; - aar_Width = 1920.0f; - aar_Height = 1080.0f; - m_bScreenWidthSetup = false; + m_fScreenWidth = 1920.0f; + m_fScreenHeight = 1080.0f; + m_bScreenWidthSetup = false; #else - m_fScreenWidth = 1280.0f; - m_fScreenHeight = 720.0f; - m_bScreenWidthSetup = false; + m_fScreenWidth = 1280.0f; + m_fScreenHeight = 720.0f; + m_bScreenWidthSetup = false; #endif - for(unsigned int i = 0; i < eLibrary_Count; ++i) - { - m_iggyLibraries[i] = IGGY_INVALID_LIBRARY; - } + for (unsigned int i = 0; i < eLibrary_Count; ++i) + { + m_iggyLibraries[i] = IGGY_INVALID_LIBRARY; + } - for(unsigned int i = 0; i < XUSER_MAX_COUNT; ++i) - { - m_bMenuDisplayed[i] = false; - m_iCountDown[i]=0; - m_bMenuToBeClosed[i]=false; + for (unsigned int i = 0; i < XUSER_MAX_COUNT; ++i) + { + m_bMenuDisplayed[i] = false; + m_iCountDown[i] = 0; + m_bMenuToBeClosed[i] = false; - for(unsigned int key = 0; key <= ACTION_MAX_MENU; ++key) - { - m_actionRepeatTimer[i][key] = 0; - } - } + for (unsigned int key = 0; key <= ACTION_MAX_MENU; ++key) + { + m_actionRepeatTimer[i][key] = 0; + } + } - for(unsigned int i = 0; i < eUIGroup_COUNT; ++i) - { - m_bCloseAllScenes[i] = false; - } + for (unsigned int i = 0; i < eUIGroup_COUNT; ++i) + { + m_bCloseAllScenes[i] = false; + } - m_iPressStartQuadrantsMask = 0; + m_iPressStartQuadrantsMask = 0; - m_currentRenderViewport = C4JRender::VIEWPORT_TYPE_FULLSCREEN; - m_bCustomRenderPosition = false; - m_winUserIndex = 0; - m_accumulatedTicks = 0; - m_lastUiSfx = 0; + m_currentRenderViewport = C4JRender::VIEWPORT_TYPE_FULLSCREEN; + m_bCustomRenderPosition = false; + m_winUserIndex = 0; + m_accumulatedTicks = 0; + m_lastUiSfx = 0; - InitializeCriticalSection(&m_navigationLock); - InitializeCriticalSection(&m_registeredCallbackScenesCS); - //m_bSysUIShowing=false; - m_bSystemUIShowing=false; + InitializeCriticalSection(&m_navigationLock); + InitializeCriticalSection(&m_registeredCallbackScenesCS); + // m_bSysUIShowing=false; + m_bSystemUIShowing = false; #ifdef __PSVITA__ - m_bTouchscreenPressed=false; + m_bTouchscreenPressed = false; #endif - if(!ms_bReloadSkinCSInitialised) - { - // MGH - added to prevent crash loading Iggy movies while the skins were being reloaded - InitializeCriticalSection(&ms_reloadSkinCS); - ms_bReloadSkinCSInitialised = true; - } + if (!ms_bReloadSkinCSInitialised) + { + // MGH - added to prevent crash loading Iggy movies while the skins were being reloaded + InitializeCriticalSection(&ms_reloadSkinCS); + ms_bReloadSkinCSInitialised = true; + } } void UIController::SetSysUIShowing(bool bVal) { - if(bVal) app.DebugPrintf("System UI showing\n"); - else app.DebugPrintf("System UI stopped showing\n"); - m_bSystemUIShowing=bVal; + if (bVal) + { + app.DebugPrintf("System UI showing\n"); + } + else + { + app.DebugPrintf("System UI stopped showing\n"); + } + m_bSystemUIShowing = bVal; } -void UIController::SetSystemUIShowing(LPVOID lpParam,bool bVal) +void UIController::SetSystemUIShowing(LPVOID lpParam, bool bVal) { - UIController *pClass=(UIController *)lpParam; - pClass->SetSysUIShowing(bVal); + UIController *pClass = (UIController *)lpParam; + pClass->SetSysUIShowing(bVal); } // SETUP void UIController::preInit(S32 width, S32 height) { - m_fScreenWidth = width; - m_fScreenHeight = height; - m_bScreenWidthSetup = true; + m_fScreenWidth = width; + m_fScreenHeight = height; + m_bScreenWidthSetup = true; #ifdef ENABLE_IGGY_ALLOCATOR - IggyAllocator allocator; - allocator.user_callback_data = this; - allocator.mem_alloc = &AllocateFunction; - allocator.mem_free = &DeallocateFunction; - IggyInit(&allocator); + IggyAllocator allocator; + allocator.user_callback_data = this; + allocator.mem_alloc = &AllocateFunction; + allocator.mem_free = &DeallocateFunction; + IggyInit(&allocator); #else - IggyInit(0); + IggyInit(0); #endif - IggySetWarningCallback(WarningCallback, 0); - IggySetTraceCallbackUTF8(TraceCallback, 0); + IggySetWarningCallback(WarningCallback, 0); + IggySetTraceCallbackUTF8(TraceCallback, 0); - setFontCachingCalculationBuffer(-1); + setFontCachingCalculationBuffer(-1); } void UIController::postInit() { - // set up a custom rendering callback - IggySetCustomDrawCallback(&UIController::CustomDrawCallback, this); - IggySetAS3ExternalFunctionCallbackUTF16 ( &UIController::ExternalFunctionCallback, this ); - IggySetTextureSubstitutionCallbacks ( &UIController::TextureSubstitutionCreateCallback , &UIController::TextureSubstitutionDestroyCallback, this ); + // set up a custom rendering callback + IggySetCustomDrawCallback(&UIController::CustomDrawCallback, this); + IggySetAS3ExternalFunctionCallbackUTF16(&UIController::ExternalFunctionCallback, this); + IggySetTextureSubstitutionCallbacks(&UIController::TextureSubstitutionCreateCallback, &UIController::TextureSubstitutionDestroyCallback, this); - SetupFont(); - // - loadSkins(); - - for(unsigned int i = 0; i < eUIGroup_COUNT; ++i) - { - m_groups[i] = new UIGroup((EUIGroup)i,i-1); - } + SetupFont(); + // + loadSkins(); + for (unsigned int i = 0; i < eUIGroup_COUNT; ++i) + { + m_groups[i] = new UIGroup((EUIGroup)i, i - 1); + } #ifdef ENABLE_IGGY_EXPLORER - iggy_explorer = IggyExpCreate("127.0.0.1", 9190, malloc(IGGYEXP_MIN_STORAGE), IGGYEXP_MIN_STORAGE); - if ( iggy_explorer == NULL ) - { - // not normally an error, just an error for this demo! - app.DebugPrintf( "Couldn't connect to Iggy Explorer, did you run it first?" ); - } - else - { - IggyUseExplorer( m_groups[1]->getHUD()->getMovie(), iggy_explorer); - } + iggy_explorer = IggyExpCreate("127.0.0.1", 9190, malloc(IGGYEXP_MIN_STORAGE), IGGYEXP_MIN_STORAGE); + if (iggy_explorer == NULL) + { + // not normally an error, just an error for this demo! + app.DebugPrintf("Couldn't connect to Iggy Explorer, did you run it first?"); + } + else + { + IggyUseExplorer(m_groups[1]->getHUD()->getMovie(), iggy_explorer); + } #endif #ifdef ENABLE_IGGY_PERFMON - m_iggyPerfmonEnabled = false; - iggy_perfmon = IggyPerfmonCreate(perf_malloc, perf_free, NULL); - IggyInstallPerfmon(iggy_perfmon); + m_iggyPerfmonEnabled = false; + iggy_perfmon = IggyPerfmonCreate(perf_malloc, perf_free, NULL); + IggyInstallPerfmon(iggy_perfmon); #endif - NavigateToScene(0, eUIScene_Intro); + NavigateToScene(0, eUIScene_Intro); } - UIController::EFont UIController::getFontForLanguage(int language) - { - switch(language) - { - case XC_LANGUAGE_JAPANESE: return eFont_Japanese; +{ + switch (language) + { + case XC_LANGUAGE_JAPANESE: + return eFont_Japanese; #ifdef _DURANGO - case XC_LANGUAGE_SCHINESE: return eFont_SimpChinese; + case XC_LANGUAGE_SCHINESE: + return eFont_SimpChinese; #endif - case XC_LANGUAGE_TCHINESE: return eFont_TradChinese; - case XC_LANGUAGE_KOREAN: return eFont_Korean; - default: return eFont_Bitmap; - } + case XC_LANGUAGE_TCHINESE: + return eFont_TradChinese; + case XC_LANGUAGE_KOREAN: + return eFont_Korean; + default: + return eFont_Bitmap; + } } UITTFFont *UIController::createFont(EFont fontLanguage) - { - switch(fontLanguage) - { +{ + switch (fontLanguage) + { #if defined(__PS3__) || defined(__ORBIS__) || defined(__PSVITA__) - case eFont_Japanese: return new UITTFFont("Mojangles_TTF_jaJP", "Common/Media/font/JPN/DF-DotDotGothic16.ttf", 0x203B); // JPN - // case eFont_SimpChinese: Simplified Chinese is unsupported. - case eFont_TradChinese: return new UITTFFont("Mojangles_TTF_cnTD", "Common/Media/font/CHT/DFTT_R5.TTC", 0x203B); // CHT - case eFont_Korean: return new UITTFFont("Mojangles_TTF_koKR", "Common/Media/font/KOR/candadite2.ttf", 0x203B); // KOR + case eFont_Japanese: + return new UITTFFont("Mojangles_TTF_jaJP", "Common/Media/font/JPN/DF-DotDotGothic16.ttf", 0x203B); // JPN + // case eFont_SimpChinese: Simplified Chinese is unsupported. + case eFont_TradChinese: + return new UITTFFont("Mojangles_TTF_cnTD", "Common/Media/font/CHT/DFTT_R5.TTC", 0x203B); // CHT + case eFont_Korean: + return new UITTFFont("Mojangles_TTF_koKR", "Common/Media/font/KOR/candadite2.ttf", 0x203B); // KOR #else - case eFont_Japanese: return new UITTFFont("Mojangles_TTF_jaJP", "Common/Media/font/JPN/DFGMaruGothic-Md.ttf", 0x2022); // JPN + case eFont_Japanese: + return new UITTFFont("Mojangles_TTF_jaJP", "Common/Media/font/JPN/DFGMaruGothic-Md.ttf", 0x2022); // JPN #ifdef _DURANGO - case eFont_SimpChinese: return new UITTFFont("Mojangled_TTF_cnCN", "Common/Media/font/CHS/MSYH.ttf", 0x2022); // CHS + case eFont_SimpChinese: + return new UITTFFont("Mojangled_TTF_cnCN", "Common/Media/font/CHS/MSYH.ttf", 0x2022); // CHS #endif - case eFont_TradChinese: return new UITTFFont("Mojangles_TTF_cnTD", "Common/Media/font/CHT/DFHeiMedium-B5.ttf", 0x2022); // CHT - case eFont_Korean: return new UITTFFont("Mojangles_TTF_koKR", "Common/Media/font/KOR/BOKMSD.ttf", 0x2022); // KOR + case eFont_TradChinese: + return new UITTFFont("Mojangles_TTF_cnTD", "Common/Media/font/CHT/DFHeiMedium-B5.ttf", 0x2022); // CHT + case eFont_Korean: + return new UITTFFont("Mojangles_TTF_koKR", "Common/Media/font/KOR/BOKMSD.ttf", 0x2022); // KOR #endif - // 4J-JEV, Cyrillic characters have been added to this font now, (4/July/14) - // XC_LANGUAGE_RUSSIAN and XC_LANGUAGE_GREEK: - default: return NULL; - } + // 4J-JEV, Cyrillic characters have been added to this font now, (4/July/14) + // XC_LANGUAGE_RUSSIAN and XC_LANGUAGE_GREEK: + default: + return NULL; + } } void UIController::SetupFont() { - // 4J-JEV: Language hasn't changed or is already changing. - if ( (m_eCurrentFont != m_eTargetFont) || !UIString::setCurrentLanguage() ) return; + // 4J-JEV: Language hasn't changed or is already changing. + if ((m_eCurrentFont != m_eTargetFont) || !UIString::setCurrentLanguage()) + { + return; + } - DWORD nextLanguage = UIString::getCurrentLanguage(); - m_eTargetFont = getFontForLanguage(nextLanguage); + DWORD nextLanguage = UIString::getCurrentLanguage(); + m_eTargetFont = getFontForLanguage(nextLanguage); - // flag a language change to reload the string tables in the DLC - app.m_dlcManager.LanguageChanged(); + // flag a language change to reload the string tables in the DLC + app.m_dlcManager.LanguageChanged(); - app.loadStringTable(); // Switch to use new string table, - - if (m_eTargetFont == m_eCurrentFont) - { - // 4J-JEV: If we're ingame, reload the font to update all the text. - if (app.GetGameStarted()) app.SetAction(ProfileManager.GetPrimaryPad(), eAppAction_ReloadFont); - return; - } + app.loadStringTable(); // Switch to use new string table, - if (m_eCurrentFont != eFont_NotLoaded) app.DebugPrintf("[UIController] Font switch required for language transition to %i.\n", nextLanguage); - else app.DebugPrintf("[UIController] Initialising font for language %i.\n", nextLanguage); + if (m_eTargetFont == m_eCurrentFont) + { + // 4J-JEV: If we're ingame, reload the font to update all the text. + if (app.GetGameStarted()) + { + app.SetAction(ProfileManager.GetPrimaryPad(), eAppAction_ReloadFont); + } + return; + } - if (m_mcTTFFont != NULL) - { - delete m_mcTTFFont; - m_mcTTFFont = NULL; - } + if (m_eCurrentFont != eFont_NotLoaded) + { + app.DebugPrintf("[UIController] Font switch required for language transition to %i.\n", nextLanguage); + } + else + { + app.DebugPrintf("[UIController] Initialising font for language %i.\n", nextLanguage); + } - if(m_eTargetFont == eFont_Bitmap) - { - // these may have been set up by a previous language being chosen - if (m_moj7 == NULL) m_moj7 = new UIBitmapFont(SFontData::Mojangles_7); - if (m_moj11 == NULL) m_moj11 = new UIBitmapFont(SFontData::Mojangles_11); + if (m_mcTTFFont != NULL) + { + delete m_mcTTFFont; + m_mcTTFFont = NULL; + } - // 4J-JEV: Ensure we redirect to them correctly, even if the objects were previously initialised. - m_moj7->registerFont(); - m_moj11->registerFont(); - } - else if (m_eTargetFont != eFont_NotLoaded) - { - m_mcTTFFont = createFont(m_eTargetFont); + if (m_eTargetFont == eFont_Bitmap) + { + // these may have been set up by a previous language being chosen + if (m_moj7 == NULL) + { + m_moj7 = new UIBitmapFont(SFontData::Mojangles_7); + } + if (m_moj11 == NULL) + { + m_moj11 = new UIBitmapFont(SFontData::Mojangles_11); + } - app.DebugPrintf("[Iggy] Set font indirect to '%hs'.\n", m_mcTTFFont->getFontName().c_str()); - IggyFontSetIndirectUTF8( "Mojangles7", -1, IGGY_FONTFLAG_all, m_mcTTFFont->getFontName().c_str(), -1, IGGY_FONTFLAG_none ); - IggyFontSetIndirectUTF8( "Mojangles11", -1, IGGY_FONTFLAG_all, m_mcTTFFont->getFontName().c_str(), -1, IGGY_FONTFLAG_none ); - } - else - { - assert(false); - } + // 4J-JEV: Ensure we redirect to them correctly, even if the objects were previously initialised. + m_moj7->registerFont(); + m_moj11->registerFont(); + } + else if (m_eTargetFont != eFont_NotLoaded) + { + m_mcTTFFont = createFont(m_eTargetFont); - // Reload ui to set new font. - if (m_eCurrentFont != eFont_NotLoaded) - { - app.SetAction(ProfileManager.GetPrimaryPad(), eAppAction_ReloadFont); - } - else - { - updateCurrentFont(); - } + app.DebugPrintf("[Iggy] Set font indirect to '%hs'.\n", m_mcTTFFont->getFontName().c_str()); + IggyFontSetIndirectUTF8("Mojangles7", -1, IGGY_FONTFLAG_all, m_mcTTFFont->getFontName().c_str(), -1, IGGY_FONTFLAG_none); + IggyFontSetIndirectUTF8("Mojangles11", -1, IGGY_FONTFLAG_all, m_mcTTFFont->getFontName().c_str(), -1, IGGY_FONTFLAG_none); + } + else + { + assert(false); + } + + // Reload ui to set new font. + if (m_eCurrentFont != eFont_NotLoaded) + { + app.SetAction(ProfileManager.GetPrimaryPad(), eAppAction_ReloadFont); + } + else + { + updateCurrentFont(); + } } bool UIController::PendingFontChange() { - return getFontForLanguage( XGetLanguage() ) != m_eCurrentFont; + return getFontForLanguage(XGetLanguage()) != m_eCurrentFont; } void UIController::setCleanupOnReload() { - m_bCleanupOnReload = true; + m_bCleanupOnReload = true; } void UIController::updateCurrentFont() { - m_eCurrentFont = m_eTargetFont; + m_eCurrentFont = m_eTargetFont; } bool UIController::UsingBitmapFont() { - return m_eCurrentFont == eFont_Bitmap; + return m_eCurrentFont == eFont_Bitmap; } // TICKING void UIController::tick() { - SetupFont(); // If necessary, change font. - - if ( (m_navigateToHomeOnReload || m_bCleanupOnReload) && !ui.IsReloadingSkin() ) - { - ui.CleanUpSkinReload(); - - if (m_navigateToHomeOnReload || !g_NetworkManager.IsInSession()) - { - ui.NavigateToScene(ProfileManager.GetPrimaryPad(),eUIScene_MainMenu); - } - else - { - ui.CloseAllPlayersScenes(); - } + SetupFont(); // If necessary, change font. - updateCurrentFont(); + if ((m_navigateToHomeOnReload || m_bCleanupOnReload) && !ui.IsReloadingSkin()) + { + ui.CleanUpSkinReload(); - m_navigateToHomeOnReload = false; - m_bCleanupOnReload = false; - } + if (m_navigateToHomeOnReload || !g_NetworkManager.IsInSession()) + { + ui.NavigateToScene(ProfileManager.GetPrimaryPad(), eUIScene_MainMenu); + } + else + { + ui.CloseAllPlayersScenes(); + } - for(unsigned int i = 0; i < eUIGroup_COUNT; ++i) - { - if(m_bCloseAllScenes[i]) - { - m_groups[i]->closeAllScenes(); - m_groups[i]->getTooltips()->SetTooltips(-1); - m_bCloseAllScenes[i] = false; - } - } + updateCurrentFont(); - if(m_accumulatedTicks == 0) tickInput(); - m_accumulatedTicks = 0; + m_navigateToHomeOnReload = false; + m_bCleanupOnReload = false; + } - for(unsigned int i = 0; i < eUIGroup_COUNT; ++i) - { - m_groups[i]->tick(); + for (unsigned int i = 0; i < eUIGroup_COUNT; ++i) + { + if (m_bCloseAllScenes[i]) + { + m_groups[i]->closeAllScenes(); + m_groups[i]->getTooltips()->SetTooltips(-1); + m_bCloseAllScenes[i] = false; + } + } - // TODO: May wish to skip ticking other groups here - } + if (m_accumulatedTicks == 0) + { + tickInput(); + } + m_accumulatedTicks = 0; - // Clear out the cached movie file data - __int64 currentTime = System::currentTimeMillis(); - for(AUTO_VAR(it, m_cachedMovieData.begin()); it != m_cachedMovieData.end();) - { - if(it->second.m_expiry < currentTime) - { - delete [] it->second.m_ba.data; - it = m_cachedMovieData.erase(it); - } - else - { - ++it; - } - } + for (unsigned int i = 0; i < eUIGroup_COUNT; ++i) + { + m_groups[i]->tick(); + + // TODO: May wish to skip ticking other groups here + } + + // Clear out the cached movie file data + __int64 currentTime = System::currentTimeMillis(); + for (AUTO_VAR(it, m_cachedMovieData.begin()); it != m_cachedMovieData.end();) + { + if (it->second.m_expiry < currentTime) + { + delete[] it->second.m_ba.data; + it = m_cachedMovieData.erase(it); + } + else + { + ++it; + } + } } void UIController::loadSkins() { - wstring platformSkinPath = L""; + wstring platformSkinPath = L""; #ifdef __PS3__ - platformSkinPath = L"skinPS3.swf"; + platformSkinPath = L"skinPS3.swf"; #elif defined __PSVITA__ - platformSkinPath = L"skinVita.swf"; + platformSkinPath = L"skinVita.swf"; #elif defined _WINDOWS64 - if(m_fScreenHeight>720.0f) - { - platformSkinPath = L"skinHDWin.swf"; - } - else - { - platformSkinPath = L"skinWin.swf"; - } + if (m_fScreenHeight > 720.0f) + { + platformSkinPath = L"skinHDWin.swf"; + } + else + { + platformSkinPath = L"skinWin.swf"; + } #elif defined _DURANGO - if(m_fScreenHeight>720.0f) - { - platformSkinPath = L"skinHDDurango.swf"; - } - else - { - platformSkinPath = L"skinDurango.swf"; - } + if (m_fScreenHeight > 720.0f) + { + platformSkinPath = L"skinHDDurango.swf"; + } + else + { + platformSkinPath = L"skinDurango.swf"; + } #elif defined __ORBIS__ - if(m_fScreenHeight>720.0f) - { - platformSkinPath = L"skinHDOrbis.swf"; - } - else - { - platformSkinPath = L"skinOrbis.swf"; - } + if (m_fScreenHeight > 720.0f) + { + platformSkinPath = L"skinHDOrbis.swf"; + } + else + { + platformSkinPath = L"skinOrbis.swf"; + } #endif - // Every platform has one of these, so nothing shared - if(m_fScreenHeight>720.0f) - { - m_iggyLibraries[eLibrary_Platform] = loadSkin(platformSkinPath, L"platformskinHD.swf"); - } - else - { - m_iggyLibraries[eLibrary_Platform] = loadSkin(platformSkinPath, L"platformskin.swf"); - } + // Every platform has one of these, so nothing shared + if (m_fScreenHeight > 720.0f) + { + m_iggyLibraries[eLibrary_Platform] = loadSkin(platformSkinPath, L"platformskinHD.swf"); + } + else + { + m_iggyLibraries[eLibrary_Platform] = loadSkin(platformSkinPath, L"platformskin.swf"); + } #if defined(__PS3__) || defined(__PSVITA__) - m_iggyLibraries[eLibrary_GraphicsDefault] = loadSkin(L"skinGraphics.swf", L"skinGraphics.swf"); - m_iggyLibraries[eLibrary_GraphicsHUD] = loadSkin(L"skinGraphicsHud.swf", L"skinGraphicsHud.swf"); - m_iggyLibraries[eLibrary_GraphicsInGame] = loadSkin(L"skinGraphicsInGame.swf", L"skinGraphicsInGame.swf"); - m_iggyLibraries[eLibrary_GraphicsTooltips] = loadSkin(L"skinGraphicsTooltips.swf", L"skinGraphicsTooltips.swf"); - m_iggyLibraries[eLibrary_GraphicsLabels] = loadSkin(L"skinGraphicsLabels.swf", L"skinGraphicsLabels.swf"); - m_iggyLibraries[eLibrary_Labels] = loadSkin(L"skinLabels.swf", L"skinLabels.swf"); - m_iggyLibraries[eLibrary_InGame] = loadSkin(L"skinInGame.swf", L"skinInGame.swf"); - m_iggyLibraries[eLibrary_HUD] = loadSkin(L"skinHud.swf", L"skinHud.swf"); - m_iggyLibraries[eLibrary_Tooltips] = loadSkin(L"skinTooltips.swf", L"skinTooltips.swf"); - m_iggyLibraries[eLibrary_Default] = loadSkin(L"skin.swf", L"skin.swf"); + m_iggyLibraries[eLibrary_GraphicsDefault] = loadSkin(L"skinGraphics.swf", L"skinGraphics.swf"); + m_iggyLibraries[eLibrary_GraphicsHUD] = loadSkin(L"skinGraphicsHud.swf", L"skinGraphicsHud.swf"); + m_iggyLibraries[eLibrary_GraphicsInGame] = loadSkin(L"skinGraphicsInGame.swf", L"skinGraphicsInGame.swf"); + m_iggyLibraries[eLibrary_GraphicsTooltips] = loadSkin(L"skinGraphicsTooltips.swf", L"skinGraphicsTooltips.swf"); + m_iggyLibraries[eLibrary_GraphicsLabels] = loadSkin(L"skinGraphicsLabels.swf", L"skinGraphicsLabels.swf"); + m_iggyLibraries[eLibrary_Labels] = loadSkin(L"skinLabels.swf", L"skinLabels.swf"); + m_iggyLibraries[eLibrary_InGame] = loadSkin(L"skinInGame.swf", L"skinInGame.swf"); + m_iggyLibraries[eLibrary_HUD] = loadSkin(L"skinHud.swf", L"skinHud.swf"); + m_iggyLibraries[eLibrary_Tooltips] = loadSkin(L"skinTooltips.swf", L"skinTooltips.swf"); + m_iggyLibraries[eLibrary_Default] = loadSkin(L"skin.swf", L"skin.swf"); #endif -#if ( defined(_WINDOWS64) || defined(_DURANGO) || defined(__ORBIS__) ) +#if (defined(_WINDOWS64) || defined(_DURANGO) || defined(__ORBIS__)) #if defined(_WINDOWS64) - // 4J Stu - Load the 720/480 skins so that we have something to fallback on during development + // 4J Stu - Load the 720/480 skins so that we have something to fallback on during development #ifndef _FINAL_BUILD - m_iggyLibraries[eLibraryFallback_GraphicsDefault] = loadSkin(L"skinGraphics.swf", L"skinGraphics.swf"); - m_iggyLibraries[eLibraryFallback_GraphicsHUD] = loadSkin(L"skinGraphicsHud.swf", L"skinGraphicsHud.swf"); - m_iggyLibraries[eLibraryFallback_GraphicsInGame] = loadSkin(L"skinGraphicsInGame.swf", L"skinGraphicsInGame.swf"); - m_iggyLibraries[eLibraryFallback_GraphicsTooltips] = loadSkin(L"skinGraphicsTooltips.swf", L"skinGraphicsTooltips.swf"); - m_iggyLibraries[eLibraryFallback_GraphicsLabels] = loadSkin(L"skinGraphicsLabels.swf", L"skinGraphicsLabels.swf"); - m_iggyLibraries[eLibraryFallback_Labels] = loadSkin(L"skinLabels.swf", L"skinLabels.swf"); - m_iggyLibraries[eLibraryFallback_InGame] = loadSkin(L"skinInGame.swf", L"skinInGame.swf"); - m_iggyLibraries[eLibraryFallback_HUD] = loadSkin(L"skinHud.swf", L"skinHud.swf"); - m_iggyLibraries[eLibraryFallback_Tooltips] = loadSkin(L"skinTooltips.swf", L"skinTooltips.swf"); - m_iggyLibraries[eLibraryFallback_Default] = loadSkin(L"skin.swf", L"skin.swf"); + m_iggyLibraries[eLibraryFallback_GraphicsDefault] = loadSkin(L"skinGraphics.swf", L"skinGraphics.swf"); + m_iggyLibraries[eLibraryFallback_GraphicsHUD] = loadSkin(L"skinGraphicsHud.swf", L"skinGraphicsHud.swf"); + m_iggyLibraries[eLibraryFallback_GraphicsInGame] = loadSkin(L"skinGraphicsInGame.swf", L"skinGraphicsInGame.swf"); + m_iggyLibraries[eLibraryFallback_GraphicsTooltips] = loadSkin(L"skinGraphicsTooltips.swf", L"skinGraphicsTooltips.swf"); + m_iggyLibraries[eLibraryFallback_GraphicsLabels] = loadSkin(L"skinGraphicsLabels.swf", L"skinGraphicsLabels.swf"); + m_iggyLibraries[eLibraryFallback_Labels] = loadSkin(L"skinLabels.swf", L"skinLabels.swf"); + m_iggyLibraries[eLibraryFallback_InGame] = loadSkin(L"skinInGame.swf", L"skinInGame.swf"); + m_iggyLibraries[eLibraryFallback_HUD] = loadSkin(L"skinHud.swf", L"skinHud.swf"); + m_iggyLibraries[eLibraryFallback_Tooltips] = loadSkin(L"skinTooltips.swf", L"skinTooltips.swf"); + m_iggyLibraries[eLibraryFallback_Default] = loadSkin(L"skin.swf", L"skin.swf"); #endif #endif - m_iggyLibraries[eLibrary_GraphicsDefault] = loadSkin(L"skinHDGraphics.swf", L"skinHDGraphics.swf"); - m_iggyLibraries[eLibrary_GraphicsHUD] = loadSkin(L"skinHDGraphicsHud.swf", L"skinHDGraphicsHud.swf"); - m_iggyLibraries[eLibrary_GraphicsInGame] = loadSkin(L"skinHDGraphicsInGame.swf", L"skinHDGraphicsInGame.swf"); - m_iggyLibraries[eLibrary_GraphicsTooltips] = loadSkin(L"skinHDGraphicsTooltips.swf", L"skinHDGraphicsTooltips.swf"); - m_iggyLibraries[eLibrary_GraphicsLabels] = loadSkin(L"skinHDGraphicsLabels.swf", L"skinHDGraphicsLabels.swf"); - m_iggyLibraries[eLibrary_Labels] = loadSkin(L"skinHDLabels.swf", L"skinHDLabels.swf"); - m_iggyLibraries[eLibrary_InGame] = loadSkin(L"skinHDInGame.swf", L"skinHDInGame.swf"); - m_iggyLibraries[eLibrary_HUD] = loadSkin(L"skinHDHud.swf", L"skinHDHud.swf"); - m_iggyLibraries[eLibrary_Tooltips] = loadSkin(L"skinHDTooltips.swf", L"skinHDTooltips.swf"); - m_iggyLibraries[eLibrary_Default] = loadSkin(L"skinHD.swf", L"skinHD.swf"); + m_iggyLibraries[eLibrary_GraphicsDefault] = loadSkin(L"skinHDGraphics.swf", L"skinHDGraphics.swf"); + m_iggyLibraries[eLibrary_GraphicsHUD] = loadSkin(L"skinHDGraphicsHud.swf", L"skinHDGraphicsHud.swf"); + m_iggyLibraries[eLibrary_GraphicsInGame] = loadSkin(L"skinHDGraphicsInGame.swf", L"skinHDGraphicsInGame.swf"); + m_iggyLibraries[eLibrary_GraphicsTooltips] = loadSkin(L"skinHDGraphicsTooltips.swf", L"skinHDGraphicsTooltips.swf"); + m_iggyLibraries[eLibrary_GraphicsLabels] = loadSkin(L"skinHDGraphicsLabels.swf", L"skinHDGraphicsLabels.swf"); + m_iggyLibraries[eLibrary_Labels] = loadSkin(L"skinHDLabels.swf", L"skinHDLabels.swf"); + m_iggyLibraries[eLibrary_InGame] = loadSkin(L"skinHDInGame.swf", L"skinHDInGame.swf"); + m_iggyLibraries[eLibrary_HUD] = loadSkin(L"skinHDHud.swf", L"skinHDHud.swf"); + m_iggyLibraries[eLibrary_Tooltips] = loadSkin(L"skinHDTooltips.swf", L"skinHDTooltips.swf"); + m_iggyLibraries[eLibrary_Default] = loadSkin(L"skinHD.swf", L"skinHD.swf"); #endif // HD platforms } IggyLibrary UIController::loadSkin(const wstring &skinPath, const wstring &skinName) { - IggyLibrary lib = IGGY_INVALID_LIBRARY; - // 4J Stu - We need to load the platformskin before the normal skin, as the normal skin requires some elements from the platform skin - if(!skinPath.empty() && app.hasArchiveFile(skinPath)) - { - byteArray baFile = app.getArchiveFile(skinPath); - lib = IggyLibraryCreateFromMemoryUTF16( (IggyUTF16 *)skinName.c_str() , (void *)baFile.data, baFile.length, NULL ); + IggyLibrary lib = IGGY_INVALID_LIBRARY; + // 4J Stu - We need to load the platformskin before the normal skin, as the normal skin requires some elements from the platform skin + if (!skinPath.empty() && app.hasArchiveFile(skinPath)) + { + byteArray baFile = app.getArchiveFile(skinPath); + lib = IggyLibraryCreateFromMemoryUTF16((IggyUTF16 *)skinName.c_str(), (void *)baFile.data, baFile.length, NULL); - delete[] baFile.data; + delete[] baFile.data; #ifdef _DEBUG - IggyMemoryUseInfo memoryInfo; - rrbool res; - int iteration = 0; - __int64 totalStatic = 0; - while(res = IggyDebugGetMemoryUseInfo ( NULL , - lib , - "" , - 0 , - iteration , - &memoryInfo )) - { - totalStatic += memoryInfo.static_allocation_bytes; - app.DebugPrintf(app.USER_SR, "%ls - %.*s, static: %dB, dynamic: %dB\n", skinPath.c_str(), memoryInfo.subcategory_stringlen, memoryInfo.subcategory, memoryInfo.static_allocation_bytes, memoryInfo.dynamic_allocation_bytes); - ++iteration; - } + IggyMemoryUseInfo memoryInfo; + rrbool res; + int iteration = 0; + __int64 totalStatic = 0; + while (res = IggyDebugGetMemoryUseInfo(NULL, + lib, + "", + 0, + iteration, + &memoryInfo)) + { + totalStatic += memoryInfo.static_allocation_bytes; + app.DebugPrintf(app.USER_SR, "%ls - %.*s, static: %dB, dynamic: %dB\n", skinPath.c_str(), memoryInfo.subcategory_stringlen, memoryInfo.subcategory, memoryInfo.static_allocation_bytes, memoryInfo.dynamic_allocation_bytes); + ++iteration; + } - app.DebugPrintf(app.USER_SR, "%ls - Total static: %dB (%dKB)\n", skinPath.c_str(), totalStatic, totalStatic/1024); + app.DebugPrintf(app.USER_SR, "%ls - Total static: %dB (%dKB)\n", skinPath.c_str(), totalStatic, totalStatic / 1024); #endif - } - return lib; + } + return lib; } void UIController::ReloadSkin() { - // Destroy all scene swf - for(unsigned int i = 0; i < eUIGroup_COUNT; ++i) - { - //m_bCloseAllScenes[i] = true; - m_groups[i]->DestroyAll(); - } + // Destroy all scene swf + for (unsigned int i = 0; i < eUIGroup_COUNT; ++i) + { + // m_bCloseAllScenes[i] = true; + m_groups[i]->DestroyAll(); + } - // Unload the current libraries - // Some libraries reference others, so we destroy in reverse order - for(int i = eLibrary_Count - 1; i >= 0; --i) - { - if(m_iggyLibraries[i] != IGGY_INVALID_LIBRARY) IggyLibraryDestroy(m_iggyLibraries[i]); - m_iggyLibraries[i] = IGGY_INVALID_LIBRARY; - } + // Unload the current libraries + // Some libraries reference others, so we destroy in reverse order + for (int i = eLibrary_Count - 1; i >= 0; --i) + { + if (m_iggyLibraries[i] != IGGY_INVALID_LIBRARY) + { + IggyLibraryDestroy(m_iggyLibraries[i]); + } + m_iggyLibraries[i] = IGGY_INVALID_LIBRARY; + } #ifdef _WINDOWS64 - // 4J Stu - Don't load on a thread on windows. I haven't investigated this in detail, so a quick fix - reloadSkinThreadProc(this); + // 4J Stu - Don't load on a thread on windows. I haven't investigated this in detail, so a quick fix + reloadSkinThreadProc(this); #else - m_reloadSkinThread = new C4JThread(reloadSkinThreadProc, (void*)this, "Reload skin thread"); - m_reloadSkinThread->SetProcessor(CPU_CORE_UI_SCENE); + m_reloadSkinThread = new C4JThread(reloadSkinThreadProc, (void *)this, "Reload skin thread"); + m_reloadSkinThread->SetProcessor(CPU_CORE_UI_SCENE); - // Navigate to the timer scene so that we can display something while the loading is happening - ui.NavigateToScene(0,eUIScene_Timer,(void *)1,eUILayer_Tooltips,eUIGroup_Fullscreen); - //m_reloadSkinThread->Run(); + // Navigate to the timer scene so that we can display something while the loading is happening + ui.NavigateToScene(0, eUIScene_Timer, (void *)1, eUILayer_Tooltips, eUIGroup_Fullscreen); + // m_reloadSkinThread->Run(); - //// Load new skin - //loadSkins(); + //// Load new skin + // loadSkins(); - //// Reload all scene swf - //for(int i = eUIGroup_Player1; i <= eUIGroup_Player4; ++i) - //{ - // m_groups[i]->ReloadAll(); - //} + //// Reload all scene swf + // for(int i = eUIGroup_Player1; i <= eUIGroup_Player4; ++i) + //{ + // m_groups[i]->ReloadAll(); + // } - //// Always reload the fullscreen group - //m_groups[eUIGroup_Fullscreen]->ReloadAll(); + //// Always reload the fullscreen group + // m_groups[eUIGroup_Fullscreen]->ReloadAll(); #endif } void UIController::StartReloadSkinThread() { - if(m_reloadSkinThread) m_reloadSkinThread->Run(); + if (m_reloadSkinThread) + { + m_reloadSkinThread->Run(); + } } -int UIController::reloadSkinThreadProc(void* lpParam) +int UIController::reloadSkinThreadProc(void *lpParam) { - EnterCriticalSection(&ms_reloadSkinCS); // MGH - added to prevent crash loading Iggy movies while the skins were being reloaded - UIController *controller = (UIController *)lpParam; - // Load new skin - controller->loadSkins(); + EnterCriticalSection(&ms_reloadSkinCS); // MGH - added to prevent crash loading Iggy movies while the skins were being reloaded + UIController *controller = (UIController *)lpParam; + // Load new skin + controller->loadSkins(); - // Reload all scene swf - for(int i = eUIGroup_Player1; i < eUIGroup_COUNT; ++i) - { - controller->m_groups[i]->ReloadAll(); - } + // Reload all scene swf + for (int i = eUIGroup_Player1; i < eUIGroup_COUNT; ++i) + { + controller->m_groups[i]->ReloadAll(); + } - // Always reload the fullscreen group - controller->m_groups[eUIGroup_Fullscreen]->ReloadAll(); + // Always reload the fullscreen group + controller->m_groups[eUIGroup_Fullscreen]->ReloadAll(); - // 4J Stu - Don't do this on windows, as we never navigated forwards to start with + // 4J Stu - Don't do this on windows, as we never navigated forwards to start with #ifndef _WINDOW64 - controller->NavigateBack(0, false, eUIScene_COUNT, eUILayer_Tooltips); + controller->NavigateBack(0, false, eUIScene_COUNT, eUILayer_Tooltips); #endif - LeaveCriticalSection(&ms_reloadSkinCS); + LeaveCriticalSection(&ms_reloadSkinCS); - return 0; + return 0; } bool UIController::IsReloadingSkin() { - return m_reloadSkinThread && (!m_reloadSkinThread->hasStarted() || m_reloadSkinThread->isRunning()); + return m_reloadSkinThread && (!m_reloadSkinThread->hasStarted() || m_reloadSkinThread->isRunning()); } bool UIController::IsExpectingOrReloadingSkin() { - return Minecraft::GetInstance()->skins->getSelected()->isLoadingData() || Minecraft::GetInstance()->skins->needsUIUpdate() || IsReloadingSkin() || PendingFontChange(); + return Minecraft::GetInstance()->skins->getSelected()->isLoadingData() || Minecraft::GetInstance()->skins->needsUIUpdate() || IsReloadingSkin() || PendingFontChange(); } void UIController::CleanUpSkinReload() { - delete m_reloadSkinThread; - m_reloadSkinThread = NULL; + delete m_reloadSkinThread; + m_reloadSkinThread = NULL; - if(!Minecraft::GetInstance()->skins->isUsingDefaultSkin()) - { - if(!Minecraft::GetInstance()->skins->getSelected()->hasAudio()) - { -#ifdef _DURANGO - DWORD result = StorageManager.UnmountInstalledDLC(L"TPACK"); + if (!Minecraft::GetInstance()->skins->isUsingDefaultSkin()) + { + if (!Minecraft::GetInstance()->skins->getSelected()->hasAudio()) + { +#ifdef _DURANGO + DWORD result = StorageManager.UnmountInstalledDLC(L"TPACK"); #else - DWORD result = StorageManager.UnmountInstalledDLC("TPACK"); + DWORD result = StorageManager.UnmountInstalledDLC("TPACK"); #endif - } - } + } + } - for(AUTO_VAR(it,m_queuedMessageBoxData.begin()); it != m_queuedMessageBoxData.end(); ++it) - { - QueuedMessageBoxData *queuedData = *it; - ui.NavigateToScene(queuedData->iPad, eUIScene_MessageBox, &queuedData->info, queuedData->layer, eUIGroup_Fullscreen); - delete queuedData->info.uiOptionA; - delete queuedData; - } - m_queuedMessageBoxData.clear(); + for (AUTO_VAR(it, m_queuedMessageBoxData.begin()); it != m_queuedMessageBoxData.end(); ++it) + { + QueuedMessageBoxData *queuedData = *it; + ui.NavigateToScene(queuedData->iPad, eUIScene_MessageBox, &queuedData->info, queuedData->layer, eUIGroup_Fullscreen); + delete queuedData->info.uiOptionA; + delete queuedData; + } + m_queuedMessageBoxData.clear(); } byteArray UIController::getMovieData(const wstring &filename) { - // Cache everything we load in the current tick - __int64 targetTime = System::currentTimeMillis() + (1000LL * 60); - AUTO_VAR(it,m_cachedMovieData.find(filename)); - if(it == m_cachedMovieData.end() ) - { - byteArray baFile = app.getArchiveFile(filename); - CachedMovieData cmd; - cmd.m_ba = baFile; - cmd.m_expiry = targetTime; - m_cachedMovieData[filename] = cmd; - return baFile; - } - else - { - it->second.m_expiry = targetTime; - return it->second.m_ba; - } + // Cache everything we load in the current tick + __int64 targetTime = System::currentTimeMillis() + (1000LL * 60); + AUTO_VAR(it, m_cachedMovieData.find(filename)); + if (it == m_cachedMovieData.end()) + { + byteArray baFile = app.getArchiveFile(filename); + CachedMovieData cmd; + cmd.m_ba = baFile; + cmd.m_expiry = targetTime; + m_cachedMovieData[filename] = cmd; + return baFile; + } + else + { + it->second.m_expiry = targetTime; + return it->second.m_ba; + } } // INPUT void UIController::tickInput() { - // If system/commerce UI up, don't handle input - //if(!m_bSysUIShowing && !m_bSystemUIShowing) - if(!m_bSystemUIShowing) - { + // If system/commerce UI up, don't handle input + // if(!m_bSysUIShowing && !m_bSystemUIShowing) + if (!m_bSystemUIShowing) + { #ifdef ENABLE_IGGY_PERFMON - if (m_iggyPerfmonEnabled) - { - if(InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(), ACTION_MENU_STICK_PRESS)) m_iggyPerfmonEnabled = !m_iggyPerfmonEnabled; - } - else + if (m_iggyPerfmonEnabled) + { + if (InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(), ACTION_MENU_STICK_PRESS)) + { + m_iggyPerfmonEnabled = !m_iggyPerfmonEnabled; + } + } + else #endif - { - handleInput(); - ++m_accumulatedTicks; - } - } + { + handleInput(); + ++m_accumulatedTicks; + } + } } void UIController::handleInput() { - // For each user, loop over each key type and send messages based on the state - for(unsigned int iPad = 0; iPad < XUSER_MAX_COUNT; ++iPad) - { + // For each user, loop over each key type and send messages based on the state + for (unsigned int iPad = 0; iPad < XUSER_MAX_COUNT; ++iPad) + { #ifdef _DURANGO - // 4J-JEV: Added exception for primary play who migh've uttered speech commands. - if(iPad != ProfileManager.GetPrimaryPad() - && (!InputManager.IsPadConnected(iPad) || !InputManager.IsPadLocked(iPad)) ) continue; + // 4J-JEV: Added exception for primary play who migh've uttered speech commands. + if (iPad != ProfileManager.GetPrimaryPad() && (!InputManager.IsPadConnected(iPad) || !InputManager.IsPadLocked(iPad))) + { + continue; + } #endif - for(unsigned int key = 0; key <= ACTION_MAX_MENU; ++key) - { - handleKeyPress(iPad, key); - } + for (unsigned int key = 0; key <= ACTION_MAX_MENU; ++key) + { + handleKeyPress(iPad, key); + } #ifdef __PSVITA__ - //CD - Vita requires key press 40 - select [MINECRAFT_ACTION_GAME_INFO] - handleKeyPress(iPad, MINECRAFT_ACTION_GAME_INFO); + // CD - Vita requires key press 40 - select [MINECRAFT_ACTION_GAME_INFO] + handleKeyPress(iPad, MINECRAFT_ACTION_GAME_INFO); #endif - } + } #ifdef _DURANGO - if(!app.GetGameStarted()) - { - bool repeat = false; - int firstUnfocussedUnhandledPad = -1; + if (!app.GetGameStarted()) + { + bool repeat = false; + int firstUnfocussedUnhandledPad = -1; - // For durango, check for unmapped controllers - for(unsigned int iPad = XUSER_MAX_COUNT; iPad < (XUSER_MAX_COUNT + InputManager.MAX_GAMEPADS); ++iPad) - { - if(InputManager.IsPadLocked(iPad) || !InputManager.IsPadConnected(iPad) ) continue; + // For durango, check for unmapped controllers + for (unsigned int iPad = XUSER_MAX_COUNT; iPad < (XUSER_MAX_COUNT + InputManager.MAX_GAMEPADS); ++iPad) + { + if (InputManager.IsPadLocked(iPad) || !InputManager.IsPadConnected(iPad)) + { + continue; + } - for(unsigned int key = 0; key <= ACTION_MAX_MENU; ++key) - { + for (unsigned int key = 0; key <= ACTION_MAX_MENU; ++key) + { - bool pressed = InputManager.ButtonPressed(iPad,key); // Toggle - bool released = InputManager.ButtonReleased(iPad,key); // Toggle + bool pressed = InputManager.ButtonPressed(iPad, key); // Toggle + bool released = InputManager.ButtonReleased(iPad, key); // Toggle - if(pressed || released) - { - bool handled = false; + if (pressed || released) + { + bool handled = false; - // Send the key to the fullscreen group first - m_groups[(int)eUIGroup_Fullscreen]->handleInput(iPad, key, repeat, pressed, released, handled); + // Send the key to the fullscreen group first + m_groups[(int)eUIGroup_Fullscreen]->handleInput(iPad, key, repeat, pressed, released, handled); - if(firstUnfocussedUnhandledPad < 0 && !m_groups[(int)eUIGroup_Fullscreen]->HasFocus(iPad)) - { - firstUnfocussedUnhandledPad = iPad; - } - } - } - } + if (firstUnfocussedUnhandledPad < 0 && !m_groups[(int)eUIGroup_Fullscreen]->HasFocus(iPad)) + { + firstUnfocussedUnhandledPad = iPad; + } + } + } + } - if(ProfileManager.GetLockedProfile() >= 0 && !InputManager.IsPadLocked( ProfileManager.GetLockedProfile() ) && firstUnfocussedUnhandledPad >= 0) - { - ProfileManager.RequestSignInUI(false, false, false, false, true, NULL, NULL, firstUnfocussedUnhandledPad ); - } - } + if (ProfileManager.GetLockedProfile() >= 0 && !InputManager.IsPadLocked(ProfileManager.GetLockedProfile()) && firstUnfocussedUnhandledPad >= 0) + { + ProfileManager.RequestSignInUI(false, false, false, false, true, NULL, NULL, firstUnfocussedUnhandledPad); + } + } #endif } void UIController::handleKeyPress(unsigned int iPad, unsigned int key) { - bool down = false; - bool pressed = false; // Toggle - bool released = false; // Toggle - bool repeat = false; + bool down = false; + bool pressed = false; // Toggle + bool released = false; // Toggle + bool repeat = false; #ifdef __PSVITA__ - if(key==ACTION_MENU_OK) - { - bool bTouchScreenInput=false; + if (key == ACTION_MENU_OK) + { + bool bTouchScreenInput = false; - // check the touchscreen + // check the touchscreen - // 4J-PB - use the touchscreen for quickselect - SceTouchData* pTouchData = InputManager.GetTouchPadData(iPad,false); + // 4J-PB - use the touchscreen for quickselect + SceTouchData *pTouchData = InputManager.GetTouchPadData(iPad, false); - if((m_bTouchscreenPressed==false) && pTouchData->reportNum==1) - { - // no active touch? clear active and highlighted touch UI elements - m_ActiveUIElement = NULL; - m_HighlightedUIElement = NULL; + if ((m_bTouchscreenPressed == false) && pTouchData->reportNum == 1) + { + // no active touch? clear active and highlighted touch UI elements + m_ActiveUIElement = NULL; + m_HighlightedUIElement = NULL; - // fullscreen first - UIScene *pScene=m_groups[(int)eUIGroup_Fullscreen]->getCurrentScene(); - // also check tooltip scene if we're not touching anything in the main scene - UIScene *pToolTips=m_groups[(int)eUIGroup_Fullscreen]->getTooltips(); - if(pScene) - { - // scene touch check - if(TouchBoxHit(pScene,pTouchData->report[0].x,pTouchData->report[0].y)) - { - down=pressed=m_bTouchscreenPressed=true; - bTouchScreenInput=true; - } - // tooltip touch check - else if(TouchBoxHit(pToolTips,pTouchData->report[0].x,pTouchData->report[0].y)) - { - down=pressed=m_bTouchscreenPressed=true; - bTouchScreenInput=true; - } - } - else - { - pScene=m_groups[(EUIGroup)(iPad+1)]->getCurrentScene(); - pToolTips=m_groups[(int)iPad+1]->getTooltips(); - if(pScene) - { - // scene touch check - if(TouchBoxHit(pScene,pTouchData->report[0].x,pTouchData->report[0].y)) - { - down=pressed=m_bTouchscreenPressed=true; - bTouchScreenInput=true; - } - // tooltip touch check (if scene exists but not component has been touched) - else if(TouchBoxHit(pToolTips,pTouchData->report[0].x,pTouchData->report[0].y)) - { - down=pressed=m_bTouchscreenPressed=true; - bTouchScreenInput=true; - } - } - else if(pToolTips) - { - // tooltip touch check (if scene does not exist) - if(TouchBoxHit(pToolTips,pTouchData->report[0].x,pTouchData->report[0].y)) - { - down=pressed=m_bTouchscreenPressed=true; - bTouchScreenInput=true; - } - } - } - } - else if(m_bTouchscreenPressed && pTouchData->reportNum==1) - { - // fullscreen first - UIScene *pScene=m_groups[(int)eUIGroup_Fullscreen]->getCurrentScene(); - // also check tooltip scene if we're not touching anything in the main scene - UIScene *pToolTips=m_groups[(int)eUIGroup_Fullscreen]->getTooltips(); - if(pScene) - { - // scene touch check - if(TouchBoxHit(pScene,pTouchData->report[0].x,pTouchData->report[0].y)) - { - down=true; - bTouchScreenInput=true; - } - // tooltip touch check (if scene exists but not component has been touched) - else if(TouchBoxHit(pToolTips,pTouchData->report[0].x,pTouchData->report[0].y)) - { - down=true; - bTouchScreenInput=true; - } - } - else - { - pScene=m_groups[(EUIGroup)(iPad+1)]->getCurrentScene(); - pToolTips=m_groups[(int)iPad+1]->getTooltips(); - if(pScene) - { - // scene touch check - if(TouchBoxHit(pScene,pTouchData->report[0].x,pTouchData->report[0].y)) - { - down=true; - bTouchScreenInput=true; - } - // tooltip touch check (if scene exists but not component has been touched) - else if(TouchBoxHit(pToolTips,pTouchData->report[0].x,pTouchData->report[0].y)) - { - down=true; - bTouchScreenInput=true; - } - } - else if(pToolTips) - { - // tooltip touch check (if scene does not exist) - if(TouchBoxHit(pToolTips,pTouchData->report[0].x,pTouchData->report[0].y)) - { - down=true; - bTouchScreenInput=true; - } - } - } - } - else if(m_bTouchscreenPressed && pTouchData->reportNum==0) - { - // released - bTouchScreenInput=true; - m_bTouchscreenPressed=false; - released=true; - } + // fullscreen first + UIScene *pScene = m_groups[(int)eUIGroup_Fullscreen]->getCurrentScene(); + // also check tooltip scene if we're not touching anything in the main scene + UIScene *pToolTips = m_groups[(int)eUIGroup_Fullscreen]->getTooltips(); + if (pScene) + { + // scene touch check + if (TouchBoxHit(pScene, pTouchData->report[0].x, pTouchData->report[0].y)) + { + down = pressed = m_bTouchscreenPressed = true; + bTouchScreenInput = true; + } + // tooltip touch check + else if (TouchBoxHit(pToolTips, pTouchData->report[0].x, pTouchData->report[0].y)) + { + down = pressed = m_bTouchscreenPressed = true; + bTouchScreenInput = true; + } + } + else + { + pScene = m_groups[(EUIGroup)(iPad + 1)]->getCurrentScene(); + pToolTips = m_groups[(int)iPad + 1]->getTooltips(); + if (pScene) + { + // scene touch check + if (TouchBoxHit(pScene, pTouchData->report[0].x, pTouchData->report[0].y)) + { + down = pressed = m_bTouchscreenPressed = true; + bTouchScreenInput = true; + } + // tooltip touch check (if scene exists but not component has been touched) + else if (TouchBoxHit(pToolTips, pTouchData->report[0].x, pTouchData->report[0].y)) + { + down = pressed = m_bTouchscreenPressed = true; + bTouchScreenInput = true; + } + } + else if (pToolTips) + { + // tooltip touch check (if scene does not exist) + if (TouchBoxHit(pToolTips, pTouchData->report[0].x, pTouchData->report[0].y)) + { + down = pressed = m_bTouchscreenPressed = true; + bTouchScreenInput = true; + } + } + } + } + else if (m_bTouchscreenPressed && pTouchData->reportNum == 1) + { + // fullscreen first + UIScene *pScene = m_groups[(int)eUIGroup_Fullscreen]->getCurrentScene(); + // also check tooltip scene if we're not touching anything in the main scene + UIScene *pToolTips = m_groups[(int)eUIGroup_Fullscreen]->getTooltips(); + if (pScene) + { + // scene touch check + if (TouchBoxHit(pScene, pTouchData->report[0].x, pTouchData->report[0].y)) + { + down = true; + bTouchScreenInput = true; + } + // tooltip touch check (if scene exists but not component has been touched) + else if (TouchBoxHit(pToolTips, pTouchData->report[0].x, pTouchData->report[0].y)) + { + down = true; + bTouchScreenInput = true; + } + } + else + { + pScene = m_groups[(EUIGroup)(iPad + 1)]->getCurrentScene(); + pToolTips = m_groups[(int)iPad + 1]->getTooltips(); + if (pScene) + { + // scene touch check + if (TouchBoxHit(pScene, pTouchData->report[0].x, pTouchData->report[0].y)) + { + down = true; + bTouchScreenInput = true; + } + // tooltip touch check (if scene exists but not component has been touched) + else if (TouchBoxHit(pToolTips, pTouchData->report[0].x, pTouchData->report[0].y)) + { + down = true; + bTouchScreenInput = true; + } + } + else if (pToolTips) + { + // tooltip touch check (if scene does not exist) + if (TouchBoxHit(pToolTips, pTouchData->report[0].x, pTouchData->report[0].y)) + { + down = true; + bTouchScreenInput = true; + } + } + } + } + else if (m_bTouchscreenPressed && pTouchData->reportNum == 0) + { + // released + bTouchScreenInput = true; + m_bTouchscreenPressed = false; + released = true; + } - if(pressed) - { - // Start repeat timer - m_actionRepeatTimer[iPad][key] = GetTickCount() + UI_REPEAT_KEY_DELAY_MS; - } - else if (released) - { - // Stop repeat timer - m_actionRepeatTimer[iPad][key] = 0; - } - else if (down) - { - // Check is enough time has elapsed to be a repeat key - DWORD currentTime = GetTickCount(); - if(m_actionRepeatTimer[iPad][key] > 0 && currentTime > m_actionRepeatTimer[iPad][key]) - { - repeat = true; - pressed = true; - m_actionRepeatTimer[iPad][key] = currentTime + UI_REPEAT_KEY_REPEAT_RATE_MS; - } - } + if (pressed) + { + // Start repeat timer + m_actionRepeatTimer[iPad][key] = GetTickCount() + UI_REPEAT_KEY_DELAY_MS; + } + else if (released) + { + // Stop repeat timer + m_actionRepeatTimer[iPad][key] = 0; + } + else if (down) + { + // Check is enough time has elapsed to be a repeat key + DWORD currentTime = GetTickCount(); + if (m_actionRepeatTimer[iPad][key] > 0 && currentTime > m_actionRepeatTimer[iPad][key]) + { + repeat = true; + pressed = true; + m_actionRepeatTimer[iPad][key] = currentTime + UI_REPEAT_KEY_REPEAT_RATE_MS; + } + } - // handle touch input - HandleTouchInput(iPad, key, pressed, repeat, released); + // handle touch input + HandleTouchInput(iPad, key, pressed, repeat, released); - // ignore any other presses if the touchscreen has been used - if(bTouchScreenInput) return; - } + // ignore any other presses if the touchscreen has been used + if (bTouchScreenInput) + { + return; + } + } #endif - down = InputManager.ButtonDown(iPad,key); - pressed = InputManager.ButtonPressed(iPad,key); // Toggle - released = InputManager.ButtonReleased(iPad,key); // Toggle + down = InputManager.ButtonDown(iPad, key); + pressed = InputManager.ButtonPressed(iPad, key); // Toggle + released = InputManager.ButtonReleased(iPad, key); // Toggle #ifdef _WINDOWS64 - // Keyboard menu input for player 0 - if (iPad == 0) - { - bool kbDown = false, kbPressed = false, kbReleased = false; - switch(key) - { - case ACTION_MENU_UP: kbDown = KMInput.IsKeyDown(VK_UP); kbPressed = KMInput.IsKeyPressed(VK_UP); kbReleased = KMInput.IsKeyReleased(VK_UP); break; - case ACTION_MENU_DOWN: kbDown = KMInput.IsKeyDown(VK_DOWN); kbPressed = KMInput.IsKeyPressed(VK_DOWN); kbReleased = KMInput.IsKeyReleased(VK_DOWN); break; - case ACTION_MENU_LEFT: kbDown = KMInput.IsKeyDown(VK_LEFT); kbPressed = KMInput.IsKeyPressed(VK_LEFT); kbReleased = KMInput.IsKeyReleased(VK_LEFT); break; - case ACTION_MENU_RIGHT: kbDown = KMInput.IsKeyDown(VK_RIGHT); kbPressed = KMInput.IsKeyPressed(VK_RIGHT); kbReleased = KMInput.IsKeyReleased(VK_RIGHT); break; - case ACTION_MENU_OK: kbDown = KMInput.IsKeyDown(VK_RETURN); kbPressed = KMInput.IsKeyPressed(VK_RETURN); kbReleased = KMInput.IsKeyReleased(VK_RETURN); break; - case ACTION_MENU_A: kbDown = KMInput.IsKeyDown(VK_RETURN); kbPressed = KMInput.IsKeyPressed(VK_RETURN); kbReleased = KMInput.IsKeyReleased(VK_RETURN); break; - case ACTION_MENU_CANCEL: kbDown = KMInput.IsKeyDown(VK_ESCAPE); kbPressed = KMInput.IsKeyPressed(VK_ESCAPE); kbReleased = KMInput.IsKeyReleased(VK_ESCAPE); break; - case ACTION_MENU_B: kbDown = KMInput.IsKeyDown(VK_ESCAPE); kbPressed = KMInput.IsKeyPressed(VK_ESCAPE); kbReleased = KMInput.IsKeyReleased(VK_ESCAPE); break; - case ACTION_MENU_PAUSEMENU: kbDown = KMInput.IsKeyDown(VK_ESCAPE); kbPressed = KMInput.IsKeyPressed(VK_ESCAPE); kbReleased = KMInput.IsKeyReleased(VK_ESCAPE); break; - case ACTION_MENU_LEFT_SCROLL: kbDown = KMInput.IsKeyDown('Q'); kbPressed = KMInput.IsKeyPressed('Q'); kbReleased = KMInput.IsKeyReleased('Q'); break; - case ACTION_MENU_RIGHT_SCROLL: kbDown = KMInput.IsKeyDown('E'); kbPressed = KMInput.IsKeyPressed('E'); kbReleased = KMInput.IsKeyReleased('E'); break; - case ACTION_MENU_QUICK_MOVE: kbDown = KMInput.IsKeyDown(VK_SHIFT); kbPressed = KMInput.IsKeyPressed(VK_SHIFT); kbReleased = KMInput.IsKeyReleased(VK_SHIFT); break; - } - pressed = pressed || kbPressed; - released = released || kbReleased; - down = down || kbDown; - } + // Keyboard menu input for player 0 + if (iPad == 0) + { + bool kbDown = false, kbPressed = false, kbReleased = false; + switch (key) + { + case ACTION_MENU_UP: + kbDown = KMInput.IsKeyDown(VK_UP); + kbPressed = KMInput.IsKeyPressed(VK_UP); + kbReleased = KMInput.IsKeyReleased(VK_UP); + break; + case ACTION_MENU_DOWN: + kbDown = KMInput.IsKeyDown(VK_DOWN); + kbPressed = KMInput.IsKeyPressed(VK_DOWN); + kbReleased = KMInput.IsKeyReleased(VK_DOWN); + break; + case ACTION_MENU_LEFT: + kbDown = KMInput.IsKeyDown(VK_LEFT); + kbPressed = KMInput.IsKeyPressed(VK_LEFT); + kbReleased = KMInput.IsKeyReleased(VK_LEFT); + break; + case ACTION_MENU_RIGHT: + kbDown = KMInput.IsKeyDown(VK_RIGHT); + kbPressed = KMInput.IsKeyPressed(VK_RIGHT); + kbReleased = KMInput.IsKeyReleased(VK_RIGHT); + break; + case ACTION_MENU_OK: + kbDown = KMInput.IsKeyDown(VK_RETURN); + kbPressed = KMInput.IsKeyPressed(VK_RETURN); + kbReleased = KMInput.IsKeyReleased(VK_RETURN); + break; + case ACTION_MENU_A: + kbDown = KMInput.IsKeyDown(VK_RETURN); + kbPressed = KMInput.IsKeyPressed(VK_RETURN); + kbReleased = KMInput.IsKeyReleased(VK_RETURN); + break; + case ACTION_MENU_CANCEL: + kbDown = KMInput.IsKeyDown(VK_ESCAPE); + kbPressed = KMInput.IsKeyPressed(VK_ESCAPE); + kbReleased = KMInput.IsKeyReleased(VK_ESCAPE); + break; + case ACTION_MENU_B: + kbDown = KMInput.IsKeyDown(VK_ESCAPE); + kbPressed = KMInput.IsKeyPressed(VK_ESCAPE); + kbReleased = KMInput.IsKeyReleased(VK_ESCAPE); + break; + case ACTION_MENU_PAUSEMENU: + kbDown = KMInput.IsKeyDown(VK_ESCAPE); + kbPressed = KMInput.IsKeyPressed(VK_ESCAPE); + kbReleased = KMInput.IsKeyReleased(VK_ESCAPE); + break; + case ACTION_MENU_LEFT_SCROLL: + kbDown = KMInput.IsKeyDown('Q'); + kbPressed = KMInput.IsKeyPressed('Q'); + kbReleased = KMInput.IsKeyReleased('Q'); + break; + case ACTION_MENU_RIGHT_SCROLL: + kbDown = KMInput.IsKeyDown('E'); + kbPressed = KMInput.IsKeyPressed('E'); + kbReleased = KMInput.IsKeyReleased('E'); + break; + case ACTION_MENU_QUICK_MOVE: + kbDown = KMInput.IsKeyDown(VK_SHIFT); + kbPressed = KMInput.IsKeyPressed(VK_SHIFT); + kbReleased = KMInput.IsKeyReleased(VK_SHIFT); + break; + } + pressed = pressed || kbPressed; + released = released || kbReleased; + down = down || kbDown; + } #endif - if(pressed) app.DebugPrintf("Pressed %d\n",key); - if(released) app.DebugPrintf("Released %d\n",key); - // Repeat handling - if(pressed) - { - // Start repeat timer - m_actionRepeatTimer[iPad][key] = GetTickCount() + UI_REPEAT_KEY_DELAY_MS; - } - else if (released) - { - // Stop repeat timer - m_actionRepeatTimer[iPad][key] = 0; - } - else if (down) - { - // Check is enough time has elapsed to be a repeat key - DWORD currentTime = GetTickCount(); - if(m_actionRepeatTimer[iPad][key] > 0 && currentTime > m_actionRepeatTimer[iPad][key]) - { - repeat = true; - pressed = true; - m_actionRepeatTimer[iPad][key] = currentTime + UI_REPEAT_KEY_REPEAT_RATE_MS; - } - } + if (pressed) + { + app.DebugPrintf("Pressed %d\n", key); + } + if (released) + { + app.DebugPrintf("Released %d\n", key); + } + // Repeat handling + if (pressed) + { + // Start repeat timer + m_actionRepeatTimer[iPad][key] = GetTickCount() + UI_REPEAT_KEY_DELAY_MS; + } + else if (released) + { + // Stop repeat timer + m_actionRepeatTimer[iPad][key] = 0; + } + else if (down) + { + // Check is enough time has elapsed to be a repeat key + DWORD currentTime = GetTickCount(); + if (m_actionRepeatTimer[iPad][key] > 0 && currentTime > m_actionRepeatTimer[iPad][key]) + { + repeat = true; + pressed = true; + m_actionRepeatTimer[iPad][key] = currentTime + UI_REPEAT_KEY_REPEAT_RATE_MS; + } + } #ifndef _CONTENT_PACKAGE #ifdef ENABLE_IGGY_PERFMON - if ( pressed && !repeat && key == ACTION_MENU_STICK_PRESS) - { - m_iggyPerfmonEnabled = !m_iggyPerfmonEnabled; - } + if (pressed && !repeat && key == ACTION_MENU_STICK_PRESS) + { + m_iggyPerfmonEnabled = !m_iggyPerfmonEnabled; + } #endif - // 4J Stu - Removed this function + // 4J Stu - Removed this function #if 0 #ifdef __PS3__ //if ( pressed && @@ -1124,353 +1230,279 @@ void UIController::handleKeyPress(unsigned int iPad, unsigned int key) app.DebugPrintf(app.USER_SR, "\n\nEND TOTAL SWF MEMORY USAGE\n"); app.DebugPrintf(app.USER_SR, "********************************\n\n"); } - else + else #endif #endif #endif - //#endif - if(repeat || pressed || released) - { - bool handled = false; + // #endif + if (repeat || pressed || released) + { + bool handled = false; - // Send the key to the fullscreen group first - m_groups[(int)eUIGroup_Fullscreen]->handleInput(iPad, key, repeat, pressed, released, handled); - if(!handled) - { - // If it's not been handled yet, then pass the event onto the players specific group - m_groups[(iPad+1)]->handleInput(iPad, key, repeat, pressed, released, handled); - } - } + // Send the key to the fullscreen group first + m_groups[(int)eUIGroup_Fullscreen]->handleInput(iPad, key, repeat, pressed, released, handled); + if (!handled) + { + // If it's not been handled yet, then pass the event onto the players specific group + m_groups[(iPad + 1)]->handleInput(iPad, key, repeat, pressed, released, handled); + } + } } -rrbool RADLINK UIController::ExternalFunctionCallback( void * user_callback_data , Iggy * player , IggyExternalFunctionCallUTF16 * call) +rrbool RADLINK UIController::ExternalFunctionCallback(void *user_callback_data, Iggy *player, IggyExternalFunctionCallUTF16 *call) { - UIScene *scene = (UIScene *)IggyPlayerGetUserdata(player); + UIScene *scene = (UIScene *)IggyPlayerGetUserdata(player); - if(scene != NULL) - { - scene->externalCallback(call); - } + if (scene != NULL) + { + scene->externalCallback(call); + } - return true; + return true; } // RENDERING void UIController::renderScenes() { - PIXBeginNamedEvent(0, "Rendering Iggy scenes"); - // Only render player scenes if the game is started - if(app.GetGameStarted() && !m_groups[eUIGroup_Fullscreen]->hidesLowerScenes()) - { - for(int i = eUIGroup_Player1; i < eUIGroup_COUNT; ++i) - { - PIXBeginNamedEvent(0, "Rendering layer %d scenes", i); - m_groups[i]->render(); - PIXEndNamedEvent(); - } - } + PIXBeginNamedEvent(0, "Rendering Iggy scenes"); + // Only render player scenes if the game is started + if (app.GetGameStarted() && !m_groups[eUIGroup_Fullscreen]->hidesLowerScenes()) + { + for (int i = eUIGroup_Player1; i < eUIGroup_COUNT; ++i) + { + PIXBeginNamedEvent(0, "Rendering layer %d scenes", i); + m_groups[i]->render(); + PIXEndNamedEvent(); + } + } - // Always render the fullscreen group - PIXBeginNamedEvent(0, "Rendering fullscreen scenes"); - m_groups[eUIGroup_Fullscreen]->render(); - PIXEndNamedEvent(); + // Always render the fullscreen group + PIXBeginNamedEvent(0, "Rendering fullscreen scenes"); + m_groups[eUIGroup_Fullscreen]->render(); + PIXEndNamedEvent(); - PIXEndNamedEvent(); + PIXEndNamedEvent(); #ifdef ENABLE_IGGY_PERFMON - if (m_iggyPerfmonEnabled) - { - IggyPerfmonPad pm_pad; + if (m_iggyPerfmonEnabled) + { + IggyPerfmonPad pm_pad; - pm_pad.bits = 0; - pm_pad.field.dpad_up = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(),ACTION_MENU_UP); - pm_pad.field.dpad_down = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(),ACTION_MENU_DOWN); - pm_pad.field.dpad_left = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(),ACTION_MENU_LEFT); - pm_pad.field.dpad_right = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(),ACTION_MENU_RIGHT); - pm_pad.field.button_up = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(),ACTION_MENU_Y); - pm_pad.field.button_down = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(),ACTION_MENU_A); - pm_pad.field.button_left = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(),ACTION_MENU_X); - pm_pad.field.button_right = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(),ACTION_MENU_B); - pm_pad.field.shoulder_left_hi = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(),ACTION_MENU_LEFT_SCROLL); - pm_pad.field.shoulder_right_hi = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(),ACTION_MENU_RIGHT_SCROLL); - pm_pad.field.trigger_left_low = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(),ACTION_MENU_PAGEUP); - pm_pad.field.trigger_right_low = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(),ACTION_MENU_PAGEDOWN); - //IggyPerfmonPadFromXInputStatePointer(pm_pad, &xi_pad); + pm_pad.bits = 0; + pm_pad.field.dpad_up = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(), ACTION_MENU_UP); + pm_pad.field.dpad_down = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(), ACTION_MENU_DOWN); + pm_pad.field.dpad_left = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(), ACTION_MENU_LEFT); + pm_pad.field.dpad_right = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(), ACTION_MENU_RIGHT); + pm_pad.field.button_up = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(), ACTION_MENU_Y); + pm_pad.field.button_down = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(), ACTION_MENU_A); + pm_pad.field.button_left = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(), ACTION_MENU_X); + pm_pad.field.button_right = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(), ACTION_MENU_B); + pm_pad.field.shoulder_left_hi = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(), ACTION_MENU_LEFT_SCROLL); + pm_pad.field.shoulder_right_hi = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(), ACTION_MENU_RIGHT_SCROLL); + pm_pad.field.trigger_left_low = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(), ACTION_MENU_PAGEUP); + pm_pad.field.trigger_right_low = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(), ACTION_MENU_PAGEDOWN); + // IggyPerfmonPadFromXInputStatePointer(pm_pad, &xi_pad); - //gdraw_D3D_SetTileOrigin( fb, - // zb, - // PM_ORIGIN_X, - // PM_ORIGIN_Y ); - IggyPerfmonTickAndDraw(iggy_perfmon, gdraw_funcs, &pm_pad, - PM_ORIGIN_X, PM_ORIGIN_Y, getScreenWidth(), getScreenHeight()); // perfmon draw area in window coords - } + // gdraw_D3D_SetTileOrigin( fb, + // zb, + // PM_ORIGIN_X, + // PM_ORIGIN_Y ); + IggyPerfmonTickAndDraw(iggy_perfmon, gdraw_funcs, &pm_pad, + PM_ORIGIN_X, PM_ORIGIN_Y, getScreenWidth(), getScreenHeight()); // perfmon draw area in window coords + } #endif } void UIController::getRenderDimensions(C4JRender::eViewportType viewport, S32 &width, S32 &height) { - switch( viewport ) - { + switch (viewport) + { case C4JRender::VIEWPORT_TYPE_FULLSCREEN: - { - // AAR - Calculate height and width of contained 16:9 window - float targetAspect = 16.0f / 9.0f; - float currentAspect = aar_Width / aar_Height; - - // Screen is Ultrawide (Wider than 16:9): - if (currentAspect > targetAspect) - { - // Lock height to screen, calculate width based on 16:9 ratio - width = (S32)(aar_Height * targetAspect); - height = (S32)aar_Height; - } - // Screen is Tall (Taller than 16:9, e.g. 4:3, 16:10, Steam Deck): - else if (currentAspect < targetAspect) - { - // Lock width to screen, calculate height based on 16:9 ratio - width = (S32)aar_Width; - // Height = Width / 1.777 - height = (S32)(aar_Width / targetAspect); - } - else - { - // Standard 16:9: Use actual screen dimensions - width = (S32)aar_Width; - height = (S32)aar_Height; - } - } + width = (S32)(getScreenWidth()); + height = (S32)(getScreenHeight()); break; - case C4JRender::VIEWPORT_TYPE_SPLIT_TOP: - case C4JRender::VIEWPORT_TYPE_SPLIT_BOTTOM: - width = (S32)(getScreenWidth() / 2); - height = (S32)(getScreenHeight() / 2); - break; - case C4JRender::VIEWPORT_TYPE_SPLIT_LEFT: - case C4JRender::VIEWPORT_TYPE_SPLIT_RIGHT: - width = (S32)(getScreenWidth() / 2); - height = (S32)(getScreenHeight() / 2); - break; - case C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_LEFT: - case C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_RIGHT: - case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_LEFT: - case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_RIGHT: - width = (S32)(getScreenWidth() / 2); - height = (S32)(getScreenHeight() / 2); - break; - } -} - -// AAR - Handle window resizing by updating the width and height variables -void UIController::resize(S32 width, S32 height) -{ - aar_Width = (float)width; - aar_Height = (float)height; + case C4JRender::VIEWPORT_TYPE_SPLIT_TOP: + case C4JRender::VIEWPORT_TYPE_SPLIT_BOTTOM: + width = (S32)(getScreenWidth() / 2); + height = (S32)(getScreenHeight() / 2); + break; + case C4JRender::VIEWPORT_TYPE_SPLIT_LEFT: + case C4JRender::VIEWPORT_TYPE_SPLIT_RIGHT: + width = (S32)(getScreenWidth() / 2); + height = (S32)(getScreenHeight() / 2); + break; + case C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_LEFT: + case C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_RIGHT: + case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_LEFT: + case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_RIGHT: + width = (S32)(getScreenWidth() / 2); + height = (S32)(getScreenHeight() / 2); + break; + } } void UIController::setupRenderPosition(C4JRender::eViewportType viewport) { - // AAR - Force update for fullscreen to ensure offsets are calculated (fix for constructor init issue) - if(m_bCustomRenderPosition || m_currentRenderViewport != viewport || viewport == C4JRender::VIEWPORT_TYPE_FULLSCREEN) - { - m_currentRenderViewport = viewport; - m_bCustomRenderPosition = false; - S32 xPos = 0; - S32 yPos = 0; - - switch( viewport ) - { - // AnyAspectRatio support by Fayaz (related code has AAR prefix) - case C4JRender::VIEWPORT_TYPE_FULLSCREEN: - { - // Calculate target 16:9 width based on current height - float targetAspect = 16.0f / 9.0f; - float currentAspect = aar_Width / aar_Height; - - // Screen is wider than 16:9 (Ultrawide) - if (currentAspect > targetAspect) - { - // find what the width of 16/9 would be at this height - S32 width169 = (S32)(aar_Height * targetAspect); - - // Center the UI by setting the width to have the difference of 16/9 width and current width - xPos = (S32)(aar_Width - width169) * 0.5; - yPos = 0; - } - // Screen is taller than 16:9 (like 4:3 or Steam Deck) - else if (currentAspect < targetAspect) - { - // find what the height of 16/9 would be at this width - S32 height169 = (S32)(aar_Width / targetAspect); - - // Center the UI by setting the height to have the difference of 16/9 height and current height - xPos = 0; - yPos = (S32)(aar_Height - height169) * -0.5; // 0, 0 is top left, so we need to negate the yPos - } - // Otherwise, assume current aspect ratio is 16:9 - else - { - // 16:9 - Fill screen normally (starts at 0,0) - xPos = 0; - yPos = 0; - } - } - break; - case C4JRender::VIEWPORT_TYPE_SPLIT_TOP: - xPos = (S32)(getScreenWidth() / 4); - break; - case C4JRender::VIEWPORT_TYPE_SPLIT_BOTTOM: - xPos = (S32)(getScreenWidth() / 4); - yPos = (S32)(getScreenHeight() / 2); - break; - case C4JRender::VIEWPORT_TYPE_SPLIT_LEFT: - yPos = (S32)(getScreenHeight() / 4); - break; - case C4JRender::VIEWPORT_TYPE_SPLIT_RIGHT: - xPos = (S32)(getScreenWidth() / 2); - yPos = (S32)(getScreenHeight() / 4); - break; - case C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_LEFT: - break; - case C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_RIGHT: - xPos = (S32)(getScreenWidth() / 2); - break; - case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_LEFT: - yPos = (S32)(getScreenHeight() / 2); - break; - case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_RIGHT: - xPos = (S32)(getScreenWidth() / 2); - yPos = (S32)(getScreenHeight() / 2); - break; - } - m_tileOriginX = xPos; - m_tileOriginY = yPos; - setTileOrigin(xPos, yPos); - } + if (m_bCustomRenderPosition || m_currentRenderViewport != viewport) + { + m_currentRenderViewport = viewport; + m_bCustomRenderPosition = false; + S32 xPos = 0; + S32 yPos = 0; + switch (viewport) + { + case C4JRender::VIEWPORT_TYPE_SPLIT_TOP: + xPos = (S32)(getScreenWidth() / 4); + break; + case C4JRender::VIEWPORT_TYPE_SPLIT_BOTTOM: + xPos = (S32)(getScreenWidth() / 4); + yPos = (S32)(getScreenHeight() / 2); + break; + case C4JRender::VIEWPORT_TYPE_SPLIT_LEFT: + yPos = (S32)(getScreenHeight() / 4); + break; + case C4JRender::VIEWPORT_TYPE_SPLIT_RIGHT: + xPos = (S32)(getScreenWidth() / 2); + yPos = (S32)(getScreenHeight() / 4); + break; + case C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_LEFT: + break; + case C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_RIGHT: + xPos = (S32)(getScreenWidth() / 2); + break; + case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_LEFT: + yPos = (S32)(getScreenHeight() / 2); + break; + case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_RIGHT: + xPos = (S32)(getScreenWidth() / 2); + yPos = (S32)(getScreenHeight() / 2); + break; + } + m_tileOriginX = xPos; + m_tileOriginY = yPos; + setTileOrigin(xPos, yPos); + } } void UIController::setupRenderPosition(S32 xOrigin, S32 yOrigin) { - m_bCustomRenderPosition = true; - m_tileOriginX = xOrigin; - m_tileOriginY = yOrigin; - setTileOrigin(xOrigin, yOrigin); + m_bCustomRenderPosition = true; + m_tileOriginX = xOrigin; + m_tileOriginY = yOrigin; + setTileOrigin(xOrigin, yOrigin); } void UIController::setupCustomDrawGameState() { - // Rest the clear rect - m_customRenderingClearRect.left = LONG_MAX; - m_customRenderingClearRect.right = LONG_MIN; - m_customRenderingClearRect.top = LONG_MAX; - m_customRenderingClearRect.bottom = LONG_MIN; + // Rest the clear rect + m_customRenderingClearRect.left = LONG_MAX; + m_customRenderingClearRect.right = LONG_MIN; + m_customRenderingClearRect.top = LONG_MAX; + m_customRenderingClearRect.bottom = LONG_MIN; #if defined _WINDOWS64 || _DURANGO - PIXBeginNamedEvent(0,"StartFrame"); - RenderManager.StartFrame(); - PIXEndNamedEvent(); - gdraw_D3D11_setViewport_4J(); + PIXBeginNamedEvent(0, "StartFrame"); + RenderManager.StartFrame(); + PIXEndNamedEvent(); + gdraw_D3D11_setViewport_4J(); #elif defined __PS3__ - RenderManager.StartFrame(); + RenderManager.StartFrame(); #elif defined __PSVITA__ - RenderManager.StartFrame(); + RenderManager.StartFrame(); #elif defined __ORBIS__ - RenderManager.StartFrame(false); - // Set up a viewport for the render that matches Iggy's own viewport, apart form using an opengl-style z-range (Iggy uses a DX-style range on PS4), so - // that the renderer orthographic projection will work - gdraw_orbis_setViewport_4J(); + RenderManager.StartFrame(false); + // Set up a viewport for the render that matches Iggy's own viewport, apart form using an opengl-style z-range (Iggy uses a DX-style range on PS4), so + // that the renderer orthographic projection will work + gdraw_orbis_setViewport_4J(); #endif - RenderManager.Set_matrixDirty(); + RenderManager.Set_matrixDirty(); - // 4J Stu - We don't need to clear this here as iggy hasn't written anything to the depth buffer. - // We DO however clear after we render which is why we still setup the rectangle here - //RenderManager.Clear(GL_DEPTH_BUFFER_BIT, &m_customRenderingClearRect); - //glClear(GL_DEPTH_BUFFER_BIT); + // 4J Stu - We don't need to clear this here as iggy hasn't written anything to the depth buffer. + // We DO however clear after we render which is why we still setup the rectangle here + // RenderManager.Clear(GL_DEPTH_BUFFER_BIT, &m_customRenderingClearRect); + // glClear(GL_DEPTH_BUFFER_BIT); - PIXBeginNamedEvent(0,"Final setup"); - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - glOrtho(0, aar_Width, aar_Height, 0, 1000, 3000); // AAR - Changed to allow resizing - glMatrixMode(GL_MODELVIEW); - glEnable(GL_ALPHA_TEST); - glAlphaFunc(GL_GREATER, 0.1f); - glEnable(GL_DEPTH_TEST); - glDepthFunc(GL_LEQUAL); - glDepthMask(true); - PIXEndNamedEvent(); + PIXBeginNamedEvent(0, "Final setup"); + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + glOrtho(0, m_fScreenWidth, m_fScreenHeight, 0, 1000, 3000); + glMatrixMode(GL_MODELVIEW); + glEnable(GL_ALPHA_TEST); + glAlphaFunc(GL_GREATER, 0.1f); + glEnable(GL_DEPTH_TEST); + glDepthFunc(GL_LEQUAL); + glDepthMask(true); + PIXEndNamedEvent(); } void UIController::setupCustomDrawMatrices(UIScene *scene, CustomDrawData *customDrawRegion) { - Minecraft *pMinecraft=Minecraft::GetInstance(); + Minecraft *pMinecraft = Minecraft::GetInstance(); - // Clear just the region required for this control. - float sceneWidth = (float)scene->getRenderWidth(); - float sceneHeight = (float)scene->getRenderHeight(); + // Clear just the region required for this control. + float sceneWidth = (float)scene->getRenderWidth(); + float sceneHeight = (float)scene->getRenderHeight(); - LONG left, right, top, bottom; + LONG left, right, top, bottom; #ifdef __PS3__ - if(!RenderManager.IsHiDef() && !RenderManager.IsWidescreen()) - { - // 4J Stu - Our SD target on PS3 is double width - left = m_tileOriginX + (sceneWidth + customDrawRegion->mat[(0*4)+3]*sceneWidth); - right = left + ( (sceneWidth * customDrawRegion->mat[0]) ) * customDrawRegion->x1; - } - else + if (!RenderManager.IsHiDef() && !RenderManager.IsWidescreen()) + { + // 4J Stu - Our SD target on PS3 is double width + left = m_tileOriginX + (sceneWidth + customDrawRegion->mat[(0 * 4) + 3] * sceneWidth); + right = left + ((sceneWidth * customDrawRegion->mat[0])) * customDrawRegion->x1; + } + else #endif - { - left = m_tileOriginX + (sceneWidth + customDrawRegion->mat[(0*4)+3]*sceneWidth)/2; - right = left + ( (sceneWidth * customDrawRegion->mat[0])/2 ) * customDrawRegion->x1; - } + { + left = m_tileOriginX + (sceneWidth + customDrawRegion->mat[(0 * 4) + 3] * sceneWidth) / 2; + right = left + ((sceneWidth * customDrawRegion->mat[0]) / 2) * customDrawRegion->x1; + } - top = m_tileOriginY + (sceneHeight - customDrawRegion->mat[(1*4)+3]*sceneHeight)/2; - bottom = top + (sceneHeight * -customDrawRegion->mat[(1*4) + 1])/2 * customDrawRegion->y1; + top = m_tileOriginY + (sceneHeight - customDrawRegion->mat[(1 * 4) + 3] * sceneHeight) / 2; + bottom = top + (sceneHeight * -customDrawRegion->mat[(1 * 4) + 1]) / 2 * customDrawRegion->y1; - m_customRenderingClearRect.left = min(m_customRenderingClearRect.left, left); - m_customRenderingClearRect.right = max(m_customRenderingClearRect.right, right);; - m_customRenderingClearRect.top = min(m_customRenderingClearRect.top, top); - m_customRenderingClearRect.bottom = max(m_customRenderingClearRect.bottom, bottom); + m_customRenderingClearRect.left = min(m_customRenderingClearRect.left, left); + m_customRenderingClearRect.right = max(m_customRenderingClearRect.right, right); + ; + m_customRenderingClearRect.top = min(m_customRenderingClearRect.top, top); + m_customRenderingClearRect.bottom = max(m_customRenderingClearRect.bottom, bottom); - if(!m_bScreenWidthSetup) - { - Minecraft *pMinecraft=Minecraft::GetInstance(); - if(pMinecraft != NULL) - { - m_fScreenWidth=(float)pMinecraft->width_phys; - m_fScreenHeight=(float)pMinecraft->height_phys; - aar_Width = (float)pMinecraft->width_phys; - aar_Height = (float)pMinecraft->height_phys; - m_bScreenWidthSetup = true; - } - } + if (!m_bScreenWidthSetup) + { + Minecraft *pMinecraft = Minecraft::GetInstance(); + if (pMinecraft != NULL) + { + m_fScreenWidth = (float)pMinecraft->width_phys; + m_fScreenHeight = (float)pMinecraft->height_phys; + m_bScreenWidthSetup = true; + } + } - glLoadIdentity(); - glTranslatef(0, 0, -2000); - // AAR - Apply the calculated tile origin - glTranslatef((float)m_tileOriginX, (float)m_tileOriginY, 0.0f); - - // Iggy translations are based on a double-size target, with the origin in the centre - glTranslatef((aar_Width + customDrawRegion->mat[(0 * 4) + 3] * aar_Width) / 2, (aar_Height - customDrawRegion->mat[(1 * 4) + 3] * aar_Height) / 2, 0); - // Iggy scales are based on a double-size target - glScalef((aar_Width * customDrawRegion->mat[0]) / 2, (aar_Height * -customDrawRegion->mat[(1 * 4) + 1]) / 2, 1.0f); + glLoadIdentity(); + glTranslatef(0, 0, -2000); + // Iggy translations are based on a double-size target, with the origin in the centre + glTranslatef((m_fScreenWidth + customDrawRegion->mat[(0 * 4) + 3] * m_fScreenWidth) / 2, (m_fScreenHeight - customDrawRegion->mat[(1 * 4) + 3] * m_fScreenHeight) / 2, 0); + // Iggy scales are based on a double-size target + glScalef((m_fScreenWidth * customDrawRegion->mat[0]) / 2, (m_fScreenHeight * -customDrawRegion->mat[(1 * 4) + 1]) / 2, 1.0f); } void UIController::setupCustomDrawGameStateAndMatrices(UIScene *scene, CustomDrawData *customDrawRegion) { - setupCustomDrawGameState(); - setupCustomDrawMatrices(scene, customDrawRegion); + setupCustomDrawGameState(); + setupCustomDrawMatrices(scene, customDrawRegion); } void UIController::endCustomDrawGameState() { #ifdef __ORBIS__ - // TO BE IMPLEMENTED - RenderManager.Clear(GL_DEPTH_BUFFER_BIT); + // TO BE IMPLEMENTED + RenderManager.Clear(GL_DEPTH_BUFFER_BIT); #else - RenderManager.Clear(GL_DEPTH_BUFFER_BIT, &m_customRenderingClearRect); + RenderManager.Clear(GL_DEPTH_BUFFER_BIT, &m_customRenderingClearRect); #endif - //glClear(GL_DEPTH_BUFFER_BIT); - glDepthMask(false); - glDisable(GL_ALPHA_TEST); + // glClear(GL_DEPTH_BUFFER_BIT); + glDepthMask(false); + glDisable(GL_ALPHA_TEST); } void UIController::endCustomDrawMatrices() @@ -1479,1088 +1511,1303 @@ void UIController::endCustomDrawMatrices() void UIController::endCustomDrawGameStateAndMatrices() { - endCustomDrawMatrices(); - endCustomDrawGameState(); + endCustomDrawMatrices(); + endCustomDrawGameState(); } void RADLINK UIController::CustomDrawCallback(void *user_callback_data, Iggy *player, IggyCustomDrawCallbackRegion *region) { - UIScene *scene = (UIScene *)IggyPlayerGetUserdata(player); + UIScene *scene = (UIScene *)IggyPlayerGetUserdata(player); - if(scene != NULL) - { - scene->customDraw(region); - } + if (scene != NULL) + { + scene->customDraw(region); + } } -//Description -//Callback to create a user-defined texture to replace SWF-defined textures. -//Parameters -//width - Input value: optional number of pixels wide specified from AS3, or -1 if not defined. Output value: the number of pixels wide to pretend to Iggy that the bitmap is. SWF and AS3 scales bitmaps based on their pixel dimensions, so you can use this to substitute a texture that is higher or lower resolution that ActionScript thinks it is. -//height - Input value: optional number of pixels high specified from AS3, or -1 if not defined. Output value: the number of pixels high to pretend to Iggy that the bitmap is. SWF and AS3 scales bitmaps based on their pixel dimensions, so you can use this to substitute a texture that is higher or lower resolution that ActionScript thinks it is. -//destroy_callback_data - Optional additional output value you can set; the value will be passed along to the corresponding Iggy_TextureSubstitutionDestroyCallback (e.g. you can store the pointer to your own internal structure here). -//return - A platform-independent wrapped texture handle provided by GDraw, or NULL (NULL with throw an ActionScript 3 ArgumentError that the Flash developer can catch) Use by calling IggySetTextureSubstitutionCallbacks. +// Description +// Callback to create a user-defined texture to replace SWF-defined textures. +// Parameters +// width - Input value: optional number of pixels wide specified from AS3, or -1 if not defined. Output value: the number of pixels wide to pretend to Iggy that the bitmap is. SWF and AS3 scales bitmaps based on their pixel dimensions, so you can use this to substitute a texture that is higher or lower resolution that ActionScript thinks it is. +// height - Input value: optional number of pixels high specified from AS3, or -1 if not defined. Output value: the number of pixels high to pretend to Iggy that the bitmap is. SWF and AS3 scales bitmaps based on their pixel dimensions, so you can use this to substitute a texture that is higher or lower resolution that ActionScript thinks it is. +// destroy_callback_data - Optional additional output value you can set; the value will be passed along to the corresponding Iggy_TextureSubstitutionDestroyCallback (e.g. you can store the pointer to your own internal structure here). +// return - A platform-independent wrapped texture handle provided by GDraw, or NULL (NULL with throw an ActionScript 3 ArgumentError that the Flash developer can catch) Use by calling IggySetTextureSubstitutionCallbacks. // -//Discussion +// Discussion // -//If your texture includes an alpha channel, you must use a premultiplied alpha (where the R,G, and B channels have been multiplied by the alpha value); all Iggy shaders assume premultiplied alpha (and it looks better anyway). -GDrawTexture * RADLINK UIController::TextureSubstitutionCreateCallback ( void * user_callback_data , IggyUTF16 * texture_name , S32 * width , S32 * height , void * * destroy_callback_data ) +// If your texture includes an alpha channel, you must use a premultiplied alpha (where the R,G, and B channels have been multiplied by the alpha value); all Iggy shaders assume premultiplied alpha (and it looks better anyway). +GDrawTexture *RADLINK UIController::TextureSubstitutionCreateCallback(void *user_callback_data, IggyUTF16 *texture_name, S32 *width, S32 *height, void **destroy_callback_data) { - UIController *uiController = (UIController *)user_callback_data; - AUTO_VAR(it,uiController->m_substitutionTextures.find((wchar_t *)texture_name)); + UIController *uiController = (UIController *)user_callback_data; + AUTO_VAR(it, uiController->m_substitutionTextures.find((wchar_t *)texture_name)); - if(it != uiController->m_substitutionTextures.end()) - { - app.DebugPrintf("Found substitution texture %ls, with %d bytes\n", (wchar_t *)texture_name,it->second.length); + if (it != uiController->m_substitutionTextures.end()) + { + app.DebugPrintf("Found substitution texture %ls, with %d bytes\n", (wchar_t *)texture_name, it->second.length); - BufferedImage image(it->second.data, it->second.length); - if( image.getData() != NULL ) - { - image.preMultiplyAlpha(); - Textures *t = Minecraft::GetInstance()->textures; - int id = t->getTexture(&image,C4JRender::TEXTURE_FORMAT_RxGyBzAw,false); + BufferedImage image(it->second.data, it->second.length); + if (image.getData() != NULL) + { + image.preMultiplyAlpha(); + Textures *t = Minecraft::GetInstance()->textures; + int id = t->getTexture(&image, C4JRender::TEXTURE_FORMAT_RxGyBzAw, false); - // 4J Stu - All our flash controls that allow replacing textures use a special 64x64 symbol - // Force this size here so that our images don't get scaled wildly - #if (defined __ORBIS__ || defined _DURANGO ) - *width = 96; - *height = 96; - #else - *width = 64; - *height = 64; + // 4J Stu - All our flash controls that allow replacing textures use a special 64x64 symbol + // Force this size here so that our images don't get scaled wildly +#if (defined __ORBIS__ || defined _DURANGO || defined _WINDOWS64) + *width = 96; + *height = 96; +#else + *width = 64; + *height = 64; - #endif - *destroy_callback_data = (void *)id; +#endif + *destroy_callback_data = (void *)id; - app.DebugPrintf("Found substitution texture %ls (%d) - %dx%d\n", (wchar_t *)texture_name, id, image.getWidth(), image.getHeight()); - return ui.getSubstitutionTexture(id); - } - else - { - return NULL; - } - } - else - { - app.DebugPrintf("Could not find substitution texture %ls\n", (wchar_t *)texture_name); - return NULL; - } + app.DebugPrintf("Found substitution texture %ls (%d) - %dx%d\n", (wchar_t *)texture_name, id, image.getWidth(), image.getHeight()); + return ui.getSubstitutionTexture(id); + } + else + { + return NULL; + } + } + else + { + app.DebugPrintf("Could not find substitution texture %ls\n", (wchar_t *)texture_name); + return NULL; + } } -//Description -//Callback received from Iggy when it stops using a user-defined texture. -void RADLINK UIController::TextureSubstitutionDestroyCallback ( void * user_callback_data , void * destroy_callback_data , GDrawTexture * handle ) +// Description +// Callback received from Iggy when it stops using a user-defined texture. +void RADLINK UIController::TextureSubstitutionDestroyCallback(void *user_callback_data, void *destroy_callback_data, GDrawTexture *handle) { - // Orbis complains about casting a pointer to an int - LONGLONG llVal=(LONGLONG)destroy_callback_data; - int id=(int)llVal; - app.DebugPrintf("Destroying iggy texture %d\n", id); + // Orbis complains about casting a pointer to an int + LONGLONG llVal = (LONGLONG)destroy_callback_data; + int id = (int)llVal; + app.DebugPrintf("Destroying iggy texture %d\n", id); - ui.destroySubstitutionTexture(user_callback_data, handle); + ui.destroySubstitutionTexture(user_callback_data, handle); - Textures *t = Minecraft::GetInstance()->textures; - t->releaseTexture( id ); + Textures *t = Minecraft::GetInstance()->textures; + t->releaseTexture(id); } void UIController::registerSubstitutionTexture(const wstring &textureName, PBYTE pbData, DWORD dwLength) { - // Remove it if it already exists - unregisterSubstitutionTexture(textureName,false); + // Remove it if it already exists + unregisterSubstitutionTexture(textureName, false); - m_substitutionTextures[textureName] = byteArray(pbData, dwLength); + m_substitutionTextures[textureName] = byteArray(pbData, dwLength); } void UIController::unregisterSubstitutionTexture(const wstring &textureName, bool deleteData) { - AUTO_VAR(it,m_substitutionTextures.find(textureName)); + AUTO_VAR(it, m_substitutionTextures.find(textureName)); - if(it != m_substitutionTextures.end()) - { - if(deleteData) delete [] it->second.data; - m_substitutionTextures.erase(it); - } + if (it != m_substitutionTextures.end()) + { + if (deleteData) + { + delete[] it->second.data; + } + m_substitutionTextures.erase(it); + } } // NAVIGATION bool UIController::NavigateToScene(int iPad, EUIScene scene, void *initData, EUILayer layer, EUIGroup group) { - static bool bSeenUpdateTextThisSession = false; - // If you're navigating to the multigamejoinload, and the player hasn't seen the updates message yet, display it now - // display this message the first 3 times - if((scene==eUIScene_LoadOrJoinMenu) && (bSeenUpdateTextThisSession==false) && ( app.GetGameSettings(ProfileManager.GetPrimaryPad(),eGameSetting_DisplayUpdateMessage)!=0)) - { - scene=eUIScene_NewUpdateMessage; - bSeenUpdateTextThisSession=true; - } + static bool bSeenUpdateTextThisSession = false; + // If you're navigating to the multigamejoinload, and the player hasn't seen the updates message yet, display it now + // display this message the first 3 times + if ((scene == eUIScene_LoadOrJoinMenu) && (bSeenUpdateTextThisSession == false) && (app.GetGameSettings(ProfileManager.GetPrimaryPad(), eGameSetting_DisplayUpdateMessage) != 0)) + { + scene = eUIScene_NewUpdateMessage; + bSeenUpdateTextThisSession = true; + } - // if you're trying to navigate to the inventory,the crafting, pause or game info or any of the trigger scenes and there's already a menu up (because you were pressing a few buttons at the same time) then ignore the navigate - if(GetMenuDisplayed(iPad)) - { - switch(scene) - { - case eUIScene_PauseMenu: - 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_SignEntryMenu: - case eUIScene_InGameInfoMenu: - case eUIScene_EnchantingMenu: - case eUIScene_BrewingStandMenu: - case eUIScene_AnvilMenu: - case eUIScene_TradingMenu: - case eUIScene_BeaconMenu: - case eUIScene_HorseMenu: - app.DebugPrintf("IGNORING NAVIGATE - we're trying to navigate to a user selected scene when there's already a scene up: pad:%d, scene:%d\n", iPad, scene); - return false; - break; - } - } + // if you're trying to navigate to the inventory,the crafting, pause or game info or any of the trigger scenes and there's already a menu up (because you were pressing a few buttons at the same time) then ignore the navigate + if (GetMenuDisplayed(iPad)) + { + switch (scene) + { + case eUIScene_PauseMenu: + 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_SignEntryMenu: + case eUIScene_InGameInfoMenu: + case eUIScene_EnchantingMenu: + case eUIScene_BrewingStandMenu: + case eUIScene_AnvilMenu: + case eUIScene_TradingMenu: + case eUIScene_BeaconMenu: + case eUIScene_HorseMenu: + app.DebugPrintf("IGNORING NAVIGATE - we're trying to navigate to a user selected scene when there's already a scene up: pad:%d, scene:%d\n", iPad, scene); + return false; + break; + } + } - switch(scene) - { - case eUIScene_FullscreenProgress: - { - // 4J Stu - The fullscreen progress scene should not interfere with any other scene stack, so should be placed in it's own group/layer - layer = eUILayer_Fullscreen; - group = eUIGroup_Fullscreen; - } - break; - case eUIScene_ConnectingProgress: - { - // The connecting progress scene shouldn't interfere with other scenes - layer = eUILayer_Fullscreen; - } - break; - case eUIScene_EndPoem: - { - // The end poem scene shouldn't interfere with other scenes, but will be underneath the autosave progress - group = eUIGroup_Fullscreen; - layer = eUILayer_Scene; - } - break; - }; - int menuDisplayedPad = XUSER_INDEX_ANY; - if(group == eUIGroup_PAD) - { - if( app.GetGameStarted() ) - { - // If the game isn't running treat as user 0, otherwise map index directly from pad - if( ( iPad != 255 ) && ( iPad >= 0 ) ) - { - menuDisplayedPad = iPad; - group = (EUIGroup)(iPad+1); - } - else group = eUIGroup_Fullscreen; - } - else - { - layer = eUILayer_Fullscreen; - group = eUIGroup_Fullscreen; - } - } + switch (scene) + { + case eUIScene_FullscreenProgress: + { + // 4J Stu - The fullscreen progress scene should not interfere with any other scene stack, so should be placed in it's own group/layer + layer = eUILayer_Fullscreen; + group = eUIGroup_Fullscreen; + } + break; + case eUIScene_ConnectingProgress: + { + // The connecting progress scene shouldn't interfere with other scenes + layer = eUILayer_Fullscreen; + } + break; + case eUIScene_EndPoem: + { + // The end poem scene shouldn't interfere with other scenes, but will be underneath the autosave progress + group = eUIGroup_Fullscreen; + layer = eUILayer_Scene; + } + break; + }; + int menuDisplayedPad = XUSER_INDEX_ANY; + if (group == eUIGroup_PAD) + { + if (app.GetGameStarted()) + { + // If the game isn't running treat as user 0, otherwise map index directly from pad + if ((iPad != 255) && (iPad >= 0)) + { + menuDisplayedPad = iPad; + group = (EUIGroup)(iPad + 1); + } + else + { + group = eUIGroup_Fullscreen; + } + } + else + { + layer = eUILayer_Fullscreen; + group = eUIGroup_Fullscreen; + } + } - PerformanceTimer timer; + PerformanceTimer timer; - EnterCriticalSection(&m_navigationLock); - SetMenuDisplayed(menuDisplayedPad,true); - bool success = m_groups[(int)group]->NavigateToScene(iPad, scene, initData, layer); - if(success && group == eUIGroup_Fullscreen) setFullscreenMenuDisplayed(true); - LeaveCriticalSection(&m_navigationLock); + EnterCriticalSection(&m_navigationLock); + SetMenuDisplayed(menuDisplayedPad, true); + bool success = m_groups[(int)group]->NavigateToScene(iPad, scene, initData, layer); + if (success && group == eUIGroup_Fullscreen) + { + setFullscreenMenuDisplayed(true); + } + LeaveCriticalSection(&m_navigationLock); - timer.PrintElapsedTime(L"Navigate to scene"); + timer.PrintElapsedTime(L"Navigate to scene"); - return success; - //return true; + return success; + // return true; } bool UIController::NavigateBack(int iPad, bool forceUsePad, EUIScene eScene, EUILayer eLayer) { - bool navComplete = false; - if( app.GetGameStarted() ) - { - bool navComplete = m_groups[(int)eUIGroup_Fullscreen]->NavigateBack(iPad, eScene, eLayer); + bool navComplete = false; + if (app.GetGameStarted()) + { + bool navComplete = m_groups[(int)eUIGroup_Fullscreen]->NavigateBack(iPad, eScene, eLayer); - if(!navComplete && ( iPad != 255 ) && ( iPad >= 0 ) ) - { - EUIGroup group = (EUIGroup)(iPad+1); - navComplete = m_groups[(int)group]->NavigateBack(iPad, eScene, eLayer); - if(!m_groups[(int)group]->GetMenuDisplayed())SetMenuDisplayed(iPad,false); - } - // 4J-PB - autosave in fullscreen doesn't clear the menuDisplayed flag - else - { - if(!m_groups[(int)eUIGroup_Fullscreen]->GetMenuDisplayed()) - { - setFullscreenMenuDisplayed(false); - for(unsigned int i = 0; i < XUSER_MAX_COUNT; ++i) - { - SetMenuDisplayed(i,m_groups[i+1]->GetMenuDisplayed()); - } - } - } - } - else - { - navComplete = m_groups[(int)eUIGroup_Fullscreen]->NavigateBack(iPad, eScene, eLayer); - if(!m_groups[(int)eUIGroup_Fullscreen]->GetMenuDisplayed()) SetMenuDisplayed(XUSER_INDEX_ANY,false); - } - return navComplete; + if (!navComplete && (iPad != 255) && (iPad >= 0)) + { + EUIGroup group = (EUIGroup)(iPad + 1); + navComplete = m_groups[(int)group]->NavigateBack(iPad, eScene, eLayer); + if (!m_groups[(int)group]->GetMenuDisplayed()) + { + SetMenuDisplayed(iPad, false); + } + } + // 4J-PB - autosave in fullscreen doesn't clear the menuDisplayed flag + else + { + if (!m_groups[(int)eUIGroup_Fullscreen]->GetMenuDisplayed()) + { + setFullscreenMenuDisplayed(false); + for (unsigned int i = 0; i < XUSER_MAX_COUNT; ++i) + { + SetMenuDisplayed(i, m_groups[i + 1]->GetMenuDisplayed()); + } + } + } + } + else + { + navComplete = m_groups[(int)eUIGroup_Fullscreen]->NavigateBack(iPad, eScene, eLayer); + if (!m_groups[(int)eUIGroup_Fullscreen]->GetMenuDisplayed()) + { + SetMenuDisplayed(XUSER_INDEX_ANY, false); + } + } + return navComplete; } void UIController::NavigateToHomeMenu() { - ui.CloseAllPlayersScenes(); - - // Alert the app the we no longer want to be informed of ethernet connections - app.SetLiveLinkRequired( false ); + ui.CloseAllPlayersScenes(); - Minecraft *pMinecraft = Minecraft::GetInstance(); + // Alert the app the we no longer want to be informed of ethernet connections + app.SetLiveLinkRequired(false); - // 4J-PB - just about to switched to the default texture pack , so clean up anything texture pack related here + Minecraft *pMinecraft = Minecraft::GetInstance(); - // unload any texture pack audio - // if there is audio in use, clear out the audio, and unmount the pack - TexturePack *pTexPack=Minecraft::GetInstance()->skins->getSelected(); + // 4J-PB - just about to switched to the default texture pack , so clean up anything texture pack related here + // unload any texture pack audio + // if there is audio in use, clear out the audio, and unmount the pack + TexturePack *pTexPack = Minecraft::GetInstance()->skins->getSelected(); - DLCTexturePack *pDLCTexPack=NULL; - if(pTexPack->hasAudio()) - { - // get the dlc texture pack, and store it - pDLCTexPack=(DLCTexturePack *)pTexPack; - } + DLCTexturePack *pDLCTexPack = NULL; + if (pTexPack->hasAudio()) + { + // get the dlc texture pack, and store it + pDLCTexPack = (DLCTexturePack *)pTexPack; + } - // change to the default texture pack - pMinecraft->skins->selectTexturePackById(TexturePackRepository::DEFAULT_TEXTURE_PACK_ID); + // change to the default texture pack + pMinecraft->skins->selectTexturePackById(TexturePackRepository::DEFAULT_TEXTURE_PACK_ID); + if (pTexPack->hasAudio()) + { + // need to stop the streaming audio - by playing streaming audio from the default texture pack now + // reset the streaming sounds back to the normal ones + pMinecraft->soundEngine->SetStreamingSounds(eStream_Overworld_Calm1, eStream_Overworld_piano3, + eStream_Nether1, eStream_Nether4, + eStream_end_dragon, eStream_end_end, + eStream_CD_1); + pMinecraft->soundEngine->playStreaming(L"", 0, 0, 0, 1, 1); - if(pTexPack->hasAudio()) - { - // need to stop the streaming audio - by playing streaming audio from the default texture pack now - // reset the streaming sounds back to the normal ones - pMinecraft->soundEngine->SetStreamingSounds(eStream_Overworld_Calm1,eStream_Overworld_piano3, - eStream_Nether1,eStream_Nether4, - eStream_end_dragon,eStream_end_end, - eStream_CD_1); - pMinecraft->soundEngine->playStreaming(L"", 0, 0, 0, 1, 1); - - // if(pDLCTexPack->m_pStreamedWaveBank!=NULL) - // { - // pDLCTexPack->m_pStreamedWaveBank->Destroy(); - // } - // if(pDLCTexPack->m_pSoundBank!=NULL) - // { - // pDLCTexPack->m_pSoundBank->Destroy(); - // } + // if(pDLCTexPack->m_pStreamedWaveBank!=NULL) + // { + // pDLCTexPack->m_pStreamedWaveBank->Destroy(); + // } + // if(pDLCTexPack->m_pSoundBank!=NULL) + // { + // pDLCTexPack->m_pSoundBank->Destroy(); + // } #ifdef _XBOX_ONE - DWORD result = StorageManager.UnmountInstalledDLC(L"TPACK"); + DWORD result = StorageManager.UnmountInstalledDLC(L"TPACK"); #else - DWORD result = StorageManager.UnmountInstalledDLC("TPACK"); + DWORD result = StorageManager.UnmountInstalledDLC("TPACK"); #endif - app.DebugPrintf("Unmount result is %d\n",result); - } + app.DebugPrintf("Unmount result is %d\n", result); + } - g_NetworkManager.ForceFriendsSessionRefresh(); + g_NetworkManager.ForceFriendsSessionRefresh(); - if(pMinecraft->skins->needsUIUpdate()) - { - m_navigateToHomeOnReload = true; - } - else - { - ui.NavigateToScene(ProfileManager.GetPrimaryPad(),eUIScene_MainMenu); - } + if (pMinecraft->skins->needsUIUpdate()) + { + m_navigateToHomeOnReload = true; + } + else + { + ui.NavigateToScene(ProfileManager.GetPrimaryPad(), eUIScene_MainMenu); + } } UIScene *UIController::GetTopScene(int iPad, EUILayer layer, EUIGroup group) { - if(group == eUIGroup_PAD) - { - if( app.GetGameStarted() ) - { - // If the game isn't running treat as user 0, otherwise map index directly from pad - if( ( iPad != 255 ) && ( iPad >= 0 ) ) - { - group = (EUIGroup)(iPad+1); - } - else group = eUIGroup_Fullscreen; - } - else - { - layer = eUILayer_Fullscreen; - group = eUIGroup_Fullscreen; - } - } - return m_groups[(int)group]->GetTopScene(layer); + if (group == eUIGroup_PAD) + { + if (app.GetGameStarted()) + { + // If the game isn't running treat as user 0, otherwise map index directly from pad + if ((iPad != 255) && (iPad >= 0)) + { + group = (EUIGroup)(iPad + 1); + } + else + { + group = eUIGroup_Fullscreen; + } + } + else + { + layer = eUILayer_Fullscreen; + group = eUIGroup_Fullscreen; + } + } + return m_groups[(int)group]->GetTopScene(layer); } size_t UIController::RegisterForCallbackId(UIScene *scene) { - EnterCriticalSection(&m_registeredCallbackScenesCS); - size_t newId = GetTickCount(); - newId &= 0xFFFFFF; // Chop off the top byte, we don't need any more accuracy than that - newId |= (scene->getSceneType() << 24); // Add in the scene's type to help keep this unique - m_registeredCallbackScenes[newId] = scene; - LeaveCriticalSection(&m_registeredCallbackScenesCS); - return newId; + EnterCriticalSection(&m_registeredCallbackScenesCS); + size_t newId = GetTickCount(); + newId &= 0xFFFFFF; // Chop off the top byte, we don't need any more accuracy than that + newId |= (scene->getSceneType() << 24); // Add in the scene's type to help keep this unique + m_registeredCallbackScenes[newId] = scene; + LeaveCriticalSection(&m_registeredCallbackScenesCS); + return newId; } void UIController::UnregisterCallbackId(size_t id) { - EnterCriticalSection(&m_registeredCallbackScenesCS); - AUTO_VAR(it, m_registeredCallbackScenes.find(id) ); - if(it != m_registeredCallbackScenes.end() ) - { - m_registeredCallbackScenes.erase(it); - } - LeaveCriticalSection(&m_registeredCallbackScenesCS); + EnterCriticalSection(&m_registeredCallbackScenesCS); + AUTO_VAR(it, m_registeredCallbackScenes.find(id)); + if (it != m_registeredCallbackScenes.end()) + { + m_registeredCallbackScenes.erase(it); + } + LeaveCriticalSection(&m_registeredCallbackScenesCS); } UIScene *UIController::GetSceneFromCallbackId(size_t id) { - UIScene *scene = NULL; - AUTO_VAR(it, m_registeredCallbackScenes.find(id) ); - if(it != m_registeredCallbackScenes.end() ) - { - scene = it->second; - } - return scene; + UIScene *scene = NULL; + AUTO_VAR(it, m_registeredCallbackScenes.find(id)); + if (it != m_registeredCallbackScenes.end()) + { + scene = it->second; + } + return scene; } void UIController::EnterCallbackIdCriticalSection() { - EnterCriticalSection(&m_registeredCallbackScenesCS); + EnterCriticalSection(&m_registeredCallbackScenesCS); } void UIController::LeaveCallbackIdCriticalSection() { - LeaveCriticalSection(&m_registeredCallbackScenesCS); + LeaveCriticalSection(&m_registeredCallbackScenesCS); } void UIController::CloseAllPlayersScenes() { - m_groups[(int)eUIGroup_Fullscreen]->getTooltips()->SetTooltips(-1); - for(unsigned int i = 0; i < eUIGroup_COUNT; ++i) - { - //m_bCloseAllScenes[i] = true; - m_groups[i]->closeAllScenes(); - m_groups[i]->getTooltips()->SetTooltips(-1); - } + m_groups[(int)eUIGroup_Fullscreen]->getTooltips()->SetTooltips(-1); + for (unsigned int i = 0; i < eUIGroup_COUNT; ++i) + { + // m_bCloseAllScenes[i] = true; + m_groups[i]->closeAllScenes(); + m_groups[i]->getTooltips()->SetTooltips(-1); + } - if (!m_groups[eUIGroup_Fullscreen]->GetMenuDisplayed()) { - for(unsigned int i = 0; i < XUSER_MAX_COUNT; ++i) - { - SetMenuDisplayed(i,false); - } - } - setFullscreenMenuDisplayed(false); + if (!m_groups[eUIGroup_Fullscreen]->GetMenuDisplayed()) + { + for (unsigned int i = 0; i < XUSER_MAX_COUNT; ++i) + { + SetMenuDisplayed(i, false); + } + } + setFullscreenMenuDisplayed(false); } void UIController::CloseUIScenes(int iPad, bool forceIPad) { - EUIGroup group; - if( app.GetGameStarted() || forceIPad ) - { - // If the game isn't running treat as user 0, otherwise map index directly from pad - if( ( iPad != 255 ) && ( iPad >= 0 ) ) group = (EUIGroup)(iPad+1); - else group = eUIGroup_Fullscreen; - } - else - { - group = eUIGroup_Fullscreen; - } + EUIGroup group; + if (app.GetGameStarted() || forceIPad) + { + // If the game isn't running treat as user 0, otherwise map index directly from pad + if ((iPad != 255) && (iPad >= 0)) + { + group = (EUIGroup)(iPad + 1); + } + else + { + group = eUIGroup_Fullscreen; + } + } + else + { + group = eUIGroup_Fullscreen; + } - m_groups[(int)group]->closeAllScenes(); - m_groups[(int)group]->getTooltips()->SetTooltips(-1); - - // This should cause the popup to dissappear - TutorialPopupInfo popupInfo; - if(m_groups[(int)group]->getTutorialPopup()) m_groups[(int)group]->getTutorialPopup()->SetTutorialDescription(&popupInfo); + m_groups[(int)group]->closeAllScenes(); + m_groups[(int)group]->getTooltips()->SetTooltips(-1); - if(group==eUIGroup_Fullscreen) setFullscreenMenuDisplayed(false); + // This should cause the popup to dissappear + TutorialPopupInfo popupInfo; + if (m_groups[(int)group]->getTutorialPopup()) + { + m_groups[(int)group]->getTutorialPopup()->SetTutorialDescription(&popupInfo); + } - SetMenuDisplayed((group == eUIGroup_Fullscreen ? XUSER_INDEX_ANY : iPad), m_groups[(int)group]->GetMenuDisplayed()); + if (group == eUIGroup_Fullscreen) + { + setFullscreenMenuDisplayed(false); + } + + SetMenuDisplayed((group == eUIGroup_Fullscreen ? XUSER_INDEX_ANY : iPad), m_groups[(int)group]->GetMenuDisplayed()); } void UIController::setFullscreenMenuDisplayed(bool displayed) { - // Show/hide the tooltips for the fullscreen group - m_groups[(int)eUIGroup_Fullscreen]->showComponent(ProfileManager.GetPrimaryPad(),eUIComponent_Tooltips,eUILayer_Tooltips,displayed); + // Show/hide the tooltips for the fullscreen group + m_groups[(int)eUIGroup_Fullscreen]->showComponent(ProfileManager.GetPrimaryPad(), eUIComponent_Tooltips, eUILayer_Tooltips, displayed); - // Show/hide tooltips for the other layers - for(unsigned int i = (eUIGroup_Fullscreen+1); i < eUIGroup_COUNT; ++i) - { - m_groups[i]->showComponent(i,eUIComponent_Tooltips,eUILayer_Tooltips,!displayed); - } + // Show/hide tooltips for the other layers + for (unsigned int i = (eUIGroup_Fullscreen + 1); i < eUIGroup_COUNT; ++i) + { + m_groups[i]->showComponent(i, eUIComponent_Tooltips, eUILayer_Tooltips, !displayed); + } } bool UIController::IsPauseMenuDisplayed(int iPad) { - EUIGroup group; - if( app.GetGameStarted() ) - { - // If the game isn't running treat as user 0, otherwise map index directly from pad - if( ( iPad != 255 ) && ( iPad >= 0 ) ) group = (EUIGroup)(iPad+1); - else group = eUIGroup_Fullscreen; - } - else - { - group = eUIGroup_Fullscreen; - } - return m_groups[(int)group]->IsPauseMenuDisplayed(); + EUIGroup group; + if (app.GetGameStarted()) + { + // If the game isn't running treat as user 0, otherwise map index directly from pad + if ((iPad != 255) && (iPad >= 0)) + { + group = (EUIGroup)(iPad + 1); + } + else + { + group = eUIGroup_Fullscreen; + } + } + else + { + group = eUIGroup_Fullscreen; + } + return m_groups[(int)group]->IsPauseMenuDisplayed(); } bool UIController::IsContainerMenuDisplayed(int iPad) { - EUIGroup group; - if( app.GetGameStarted() ) - { - // If the game isn't running treat as user 0, otherwise map index directly from pad - if( ( iPad != 255 ) && ( iPad >= 0 ) ) group = (EUIGroup)(iPad+1); - else group = eUIGroup_Fullscreen; - } - else - { - group = eUIGroup_Fullscreen; - } - return m_groups[(int)group]->IsContainerMenuDisplayed(); + EUIGroup group; + if (app.GetGameStarted()) + { + // If the game isn't running treat as user 0, otherwise map index directly from pad + if ((iPad != 255) && (iPad >= 0)) + { + group = (EUIGroup)(iPad + 1); + } + else + { + group = eUIGroup_Fullscreen; + } + } + else + { + group = eUIGroup_Fullscreen; + } + return m_groups[(int)group]->IsContainerMenuDisplayed(); } bool UIController::IsIgnorePlayerJoinMenuDisplayed(int iPad) { - EUIGroup group; - if( app.GetGameStarted() ) - { - // If the game isn't running treat as user 0, otherwise map index directly from pad - if( ( iPad != 255 ) && ( iPad >= 0 ) ) group = (EUIGroup)(iPad+1); - else group = eUIGroup_Fullscreen; - } - else - { - group = eUIGroup_Fullscreen; - } - return m_groups[(int)group]->IsIgnorePlayerJoinMenuDisplayed(); + EUIGroup group; + if (app.GetGameStarted()) + { + // If the game isn't running treat as user 0, otherwise map index directly from pad + if ((iPad != 255) && (iPad >= 0)) + { + group = (EUIGroup)(iPad + 1); + } + else + { + group = eUIGroup_Fullscreen; + } + } + else + { + group = eUIGroup_Fullscreen; + } + return m_groups[(int)group]->IsIgnorePlayerJoinMenuDisplayed(); } bool UIController::IsIgnoreAutosaveMenuDisplayed(int iPad) { - EUIGroup group; - if( app.GetGameStarted() ) - { - // If the game isn't running treat as user 0, otherwise map index directly from pad - if( ( iPad != 255 ) && ( iPad >= 0 ) ) group = (EUIGroup)(iPad+1); - else group = eUIGroup_Fullscreen; - } - else - { - group = eUIGroup_Fullscreen; - } - return m_groups[(int)eUIGroup_Fullscreen]->IsIgnoreAutosaveMenuDisplayed() || (group != eUIGroup_Fullscreen && m_groups[(int)group]->IsIgnoreAutosaveMenuDisplayed()); + EUIGroup group; + if (app.GetGameStarted()) + { + // If the game isn't running treat as user 0, otherwise map index directly from pad + if ((iPad != 255) && (iPad >= 0)) + { + group = (EUIGroup)(iPad + 1); + } + else + { + group = eUIGroup_Fullscreen; + } + } + else + { + group = eUIGroup_Fullscreen; + } + return m_groups[(int)eUIGroup_Fullscreen]->IsIgnoreAutosaveMenuDisplayed() || (group != eUIGroup_Fullscreen && m_groups[(int)group]->IsIgnoreAutosaveMenuDisplayed()); } void UIController::SetIgnoreAutosaveMenuDisplayed(int iPad, bool displayed) { - app.DebugPrintf(app.USER_SR, "UIController::SetIgnoreAutosaveMenuDisplayed is not implemented\n"); + app.DebugPrintf(app.USER_SR, "UIController::SetIgnoreAutosaveMenuDisplayed is not implemented\n"); } bool UIController::IsSceneInStack(int iPad, EUIScene eScene) { - EUIGroup group; - if( app.GetGameStarted() ) - { - // If the game isn't running treat as user 0, otherwise map index directly from pad - if( ( iPad != 255 ) && ( iPad >= 0 ) ) group = (EUIGroup)(iPad+1); - else group = eUIGroup_Fullscreen; - } - else - { - group = eUIGroup_Fullscreen; - } - return m_groups[(int)group]->IsSceneInStack(eScene); + EUIGroup group; + if (app.GetGameStarted()) + { + // If the game isn't running treat as user 0, otherwise map index directly from pad + if ((iPad != 255) && (iPad >= 0)) + { + group = (EUIGroup)(iPad + 1); + } + else + { + group = eUIGroup_Fullscreen; + } + } + else + { + group = eUIGroup_Fullscreen; + } + return m_groups[(int)group]->IsSceneInStack(eScene); } bool UIController::GetMenuDisplayed(int iPad) { - return m_bMenuDisplayed[iPad]; + return m_bMenuDisplayed[iPad]; } -void UIController::SetMenuDisplayed(int iPad,bool bVal) +void UIController::SetMenuDisplayed(int iPad, bool bVal) { - if(bVal) - { - if(iPad==XUSER_INDEX_ANY) - { - for(int i=0;irunning) - InputManager.SetEnabledGtcButtons(_360_GTC_MENU | _360_GTC_PAUSE | _360_GTC_VIEW); + // 4J-JEV: When in-game, allow player to toggle the 'Pause' and 'IngameInfo' menus via Kinnect. + if (Minecraft::GetInstance()->running) + { + InputManager.SetEnabledGtcButtons(_360_GTC_MENU | _360_GTC_PAUSE | _360_GTC_VIEW); + } #endif - } - } + } + } } void UIController::CheckMenuDisplayed() { - for(int iPad=0;iPadgetTooltips()) m_groups[(int)group]->getTooltips()->SetTooltipText(tooltip, iTextID); + EUIGroup group; + if (app.GetGameStarted()) + { + // If the game isn't running treat as user 0, otherwise map index directly from pad + if ((iPad != 255)) + { + group = (EUIGroup)(iPad + 1); + } + else + { + group = eUIGroup_Fullscreen; + } + } + else + { + group = eUIGroup_Fullscreen; + } + if (m_groups[(int)group]->getTooltips()) + { + m_groups[(int)group]->getTooltips()->SetTooltipText(tooltip, iTextID); + } } -void UIController::SetEnableTooltips( unsigned int iPad, BOOL bVal ) +void UIController::SetEnableTooltips(unsigned int iPad, BOOL bVal) { - EUIGroup group; - if( app.GetGameStarted() ) - { - // If the game isn't running treat as user 0, otherwise map index directly from pad - if( ( iPad != 255 ) ) group = (EUIGroup)(iPad+1); - else group = eUIGroup_Fullscreen; - } - else - { - group = eUIGroup_Fullscreen; - } - if(m_groups[(int)group]->getTooltips()) m_groups[(int)group]->getTooltips()->SetEnableTooltips(bVal); + EUIGroup group; + if (app.GetGameStarted()) + { + // If the game isn't running treat as user 0, otherwise map index directly from pad + if ((iPad != 255)) + { + group = (EUIGroup)(iPad + 1); + } + else + { + group = eUIGroup_Fullscreen; + } + } + else + { + group = eUIGroup_Fullscreen; + } + if (m_groups[(int)group]->getTooltips()) + { + m_groups[(int)group]->getTooltips()->SetEnableTooltips(bVal); + } } -void UIController::ShowTooltip( unsigned int iPad, unsigned int tooltip, bool show ) +void UIController::ShowTooltip(unsigned int iPad, unsigned int tooltip, bool show) { - EUIGroup group; - if( app.GetGameStarted() ) - { - // If the game isn't running treat as user 0, otherwise map index directly from pad - if( ( iPad != 255 ) ) group = (EUIGroup)(iPad+1); - else group = eUIGroup_Fullscreen; - } - else - { - group = eUIGroup_Fullscreen; - } - if(m_groups[(int)group]->getTooltips()) m_groups[(int)group]->getTooltips()->ShowTooltip(tooltip,show); + EUIGroup group; + if (app.GetGameStarted()) + { + // If the game isn't running treat as user 0, otherwise map index directly from pad + if ((iPad != 255)) + { + group = (EUIGroup)(iPad + 1); + } + else + { + group = eUIGroup_Fullscreen; + } + } + else + { + group = eUIGroup_Fullscreen; + } + if (m_groups[(int)group]->getTooltips()) + { + m_groups[(int)group]->getTooltips()->ShowTooltip(tooltip, show); + } } -void UIController::SetTooltips( unsigned int iPad, int iA, int iB, int iX, int iY, int iLT, int iRT, int iLB, int iRB, int iLS, int iRS, int iBack, bool forceUpdate) +void UIController::SetTooltips(unsigned int iPad, int iA, int iB, int iX, int iY, int iLT, int iRT, int iLB, int iRB, int iLS, int iRS, int iBack, bool forceUpdate) { - EUIGroup group; + EUIGroup group; - // 4J-PB - strip out any that are not applicable on the platform + // 4J-PB - strip out any that are not applicable on the platform #ifndef _XBOX - if(iX==IDS_TOOLTIPS_SELECTDEVICE) iX=-1; - if(iX==IDS_TOOLTIPS_CHANGEDEVICE) iX=-1; + if (iX == IDS_TOOLTIPS_SELECTDEVICE) + { + iX = -1; + } + if (iX == IDS_TOOLTIPS_CHANGEDEVICE) + { + iX = -1; + } #if defined(__PS3__) || defined(__ORBIS__) || defined(__PSVITA__) - if(iY==IDS_TOOLTIPS_VIEW_GAMERCARD) iY=-1; - if(iY==IDS_TOOLTIPS_VIEW_GAMERPROFILE) iY=-1; + if (iY == IDS_TOOLTIPS_VIEW_GAMERCARD) + { + iY = -1; + } + if (iY == IDS_TOOLTIPS_VIEW_GAMERPROFILE) + { + iY = -1; + } #endif #endif - if( app.GetGameStarted() ) - { - // If the game isn't running treat as user 0, otherwise map index directly from pad - if( ( iPad != 255 ) ) group = (EUIGroup)(iPad+1); - else group = eUIGroup_Fullscreen; - } - else - { - group = eUIGroup_Fullscreen; - } - if(m_groups[(int)group]->getTooltips()) m_groups[(int)group]->getTooltips()->SetTooltips(iA, iB, iX, iY, iLT, iRT, iLB, iRB, iLS, iRS, iBack, forceUpdate); + if (app.GetGameStarted()) + { + // If the game isn't running treat as user 0, otherwise map index directly from pad + if ((iPad != 255)) + { + group = (EUIGroup)(iPad + 1); + } + else + { + group = eUIGroup_Fullscreen; + } + } + else + { + group = eUIGroup_Fullscreen; + } + if (m_groups[(int)group]->getTooltips()) + { + m_groups[(int)group]->getTooltips()->SetTooltips(iA, iB, iX, iY, iLT, iRT, iLB, iRB, iLS, iRS, iBack, forceUpdate); + } } -void UIController::EnableTooltip( unsigned int iPad, unsigned int tooltip, bool enable ) +void UIController::EnableTooltip(unsigned int iPad, unsigned int tooltip, bool enable) { - EUIGroup group; - if( app.GetGameStarted() ) - { - // If the game isn't running treat as user 0, otherwise map index directly from pad - if( ( iPad != 255 ) ) group = (EUIGroup)(iPad+1); - else group = eUIGroup_Fullscreen; - } - else - { - group = eUIGroup_Fullscreen; - } - if(m_groups[(int)group]->getTooltips()) m_groups[(int)group]->getTooltips()->EnableTooltip(tooltip,enable); + EUIGroup group; + if (app.GetGameStarted()) + { + // If the game isn't running treat as user 0, otherwise map index directly from pad + if ((iPad != 255)) + { + group = (EUIGroup)(iPad + 1); + } + else + { + group = eUIGroup_Fullscreen; + } + } + else + { + group = eUIGroup_Fullscreen; + } + if (m_groups[(int)group]->getTooltips()) + { + m_groups[(int)group]->getTooltips()->EnableTooltip(tooltip, enable); + } } void UIController::RefreshTooltips(unsigned int iPad) { - app.DebugPrintf(app.USER_SR, "UIController::RefreshTooltips is not implemented\n"); + app.DebugPrintf(app.USER_SR, "UIController::RefreshTooltips is not implemented\n"); } void UIController::AnimateKeyPress(int iPad, int iAction, bool bRepeat, bool bPressed, bool bReleased) { - EUIGroup group; - if(bPressed==false) - { - // only animating button press - return; - } - if( app.GetGameStarted() ) - { - // If the game isn't running treat as user 0, otherwise map index directly from pad - if( ( iPad != 255 ) && ( iPad >= 0 ) ) group = (EUIGroup)(iPad+1); - else group = eUIGroup_Fullscreen; - } - else - { - group = eUIGroup_Fullscreen; - } - bool handled = false; - if(m_groups[(int)group]->getTooltips()) m_groups[(int)group]->getTooltips()->handleInput(iPad, iAction, bRepeat, bPressed, bReleased, handled); + EUIGroup group; + if (bPressed == false) + { + // only animating button press + return; + } + if (app.GetGameStarted()) + { + // If the game isn't running treat as user 0, otherwise map index directly from pad + if ((iPad != 255) && (iPad >= 0)) + { + group = (EUIGroup)(iPad + 1); + } + else + { + group = eUIGroup_Fullscreen; + } + } + else + { + group = eUIGroup_Fullscreen; + } + bool handled = false; + if (m_groups[(int)group]->getTooltips()) + { + m_groups[(int)group]->getTooltips()->handleInput(iPad, iAction, bRepeat, bPressed, bReleased, handled); + } } -void UIController::OverrideSFX(int iPad, int iAction,bool bVal) +void UIController::OverrideSFX(int iPad, int iAction, bool bVal) { - EUIGroup group; + EUIGroup group; - if( app.GetGameStarted() ) - { - // If the game isn't running treat as user 0, otherwise map index directly from pad - if( ( iPad != 255 ) && ( iPad >= 0 ) ) group = (EUIGroup)(iPad+1); - else group = eUIGroup_Fullscreen; - } - else - { - group = eUIGroup_Fullscreen; - } - bool handled = false; - if(m_groups[(int)group]->getTooltips()) m_groups[(int)group]->getTooltips()->overrideSFX(iPad, iAction,bVal); + if (app.GetGameStarted()) + { + // If the game isn't running treat as user 0, otherwise map index directly from pad + if ((iPad != 255) && (iPad >= 0)) + { + group = (EUIGroup)(iPad + 1); + } + else + { + group = eUIGroup_Fullscreen; + } + } + else + { + group = eUIGroup_Fullscreen; + } + bool handled = false; + if (m_groups[(int)group]->getTooltips()) + { + m_groups[(int)group]->getTooltips()->overrideSFX(iPad, iAction, bVal); + } } void UIController::PlayUISFX(ESoundEffect eSound) { - __uint64 time = System::currentTimeMillis(); + __uint64 time = System::currentTimeMillis(); - // Don't play multiple SFX on the same tick - // (prevents horrible sounds when programmatically setting multiple checkboxes) - if (time - m_lastUiSfx < 10) { return; } - m_lastUiSfx = time; + // Don't play multiple SFX on the same tick + // (prevents horrible sounds when programmatically setting multiple checkboxes) + if (time - m_lastUiSfx < 10) + { + return; + } + m_lastUiSfx = time; - Minecraft::GetInstance()->soundEngine->playUI(eSound,1.0f,1.0f); + Minecraft::GetInstance()->soundEngine->playUI(eSound, 1.0f, 1.0f); } void UIController::DisplayGamertag(unsigned int iPad, bool show) { - // The host decides whether these are on or off - if( app.GetGameSettings(ProfileManager.GetPrimaryPad(),eGameSetting_DisplaySplitscreenGamertags) == 0) - { - show = false; - } - EUIGroup group = (EUIGroup)(iPad+1); - if(m_groups[(int)group]->getHUD()) m_groups[(int)group]->getHUD()->ShowDisplayName(show); + // The host decides whether these are on or off + if (app.GetGameSettings(ProfileManager.GetPrimaryPad(), eGameSetting_DisplaySplitscreenGamertags) == 0) + { + show = false; + } + EUIGroup group = (EUIGroup)(iPad + 1); + if (m_groups[(int)group]->getHUD()) + { + m_groups[(int)group]->getHUD()->ShowDisplayName(show); + } - // Update TutorialPopup in Splitscreen if no container is displayed (to make sure the Popup does not overlap with the Gamertag!) - if(app.GetLocalPlayerCount() > 1 && m_groups[(int)group]->getTutorialPopup() && !m_groups[(int)group]->IsContainerMenuDisplayed()) - { - m_groups[(int)group]->getTutorialPopup()->UpdateTutorialPopup(); - } + // Update TutorialPopup in Splitscreen if no container is displayed (to make sure the Popup does not overlap with the Gamertag!) + if (app.GetLocalPlayerCount() > 1 && m_groups[(int)group]->getTutorialPopup() && !m_groups[(int)group]->IsContainerMenuDisplayed()) + { + m_groups[(int)group]->getTutorialPopup()->UpdateTutorialPopup(); + } } void UIController::SetSelectedItem(unsigned int iPad, const wstring &name) { - EUIGroup group; + EUIGroup group; - if( app.GetGameStarted() ) - { - // If the game isn't running treat as user 0, otherwise map index directly from pad - if( ( iPad != 255 ) && ( iPad >= 0 ) ) group = (EUIGroup)(iPad+1); - else group = eUIGroup_Fullscreen; - } - else - { - group = eUIGroup_Fullscreen; - } - bool handled = false; - if(m_groups[(int)group]->getHUD()) m_groups[(int)group]->getHUD()->SetSelectedLabel(name); + if (app.GetGameStarted()) + { + // If the game isn't running treat as user 0, otherwise map index directly from pad + if ((iPad != 255) && (iPad >= 0)) + { + group = (EUIGroup)(iPad + 1); + } + else + { + group = eUIGroup_Fullscreen; + } + } + else + { + group = eUIGroup_Fullscreen; + } + bool handled = false; + if (m_groups[(int)group]->getHUD()) + { + m_groups[(int)group]->getHUD()->SetSelectedLabel(name); + } } void UIController::UpdateSelectedItemPos(unsigned int iPad) { - app.DebugPrintf(app.USER_SR, "UIController::UpdateSelectedItemPos not implemented\n"); + app.DebugPrintf(app.USER_SR, "UIController::UpdateSelectedItemPos not implemented\n"); } void UIController::HandleDLCMountingComplete() { - for(unsigned int i = 0; i < eUIGroup_COUNT; ++i) - { - app.DebugPrintf("UIController::HandleDLCMountingComplete - m_groups[%d]\n",i); - m_groups[i]->HandleDLCMountingComplete(); - } + for (unsigned int i = 0; i < eUIGroup_COUNT; ++i) + { + app.DebugPrintf("UIController::HandleDLCMountingComplete - m_groups[%d]\n", i); + m_groups[i]->HandleDLCMountingComplete(); + } } void UIController::HandleDLCInstalled(int iPad) { - //app.DebugPrintf(app.USER_SR, "UIController::HandleDLCInstalled not implemented\n"); - for(unsigned int i = 0; i < eUIGroup_COUNT; ++i) - { - m_groups[i]->HandleDLCInstalled(); - } + // app.DebugPrintf(app.USER_SR, "UIController::HandleDLCInstalled not implemented\n"); + for (unsigned int i = 0; i < eUIGroup_COUNT; ++i) + { + m_groups[i]->HandleDLCInstalled(); + } } - #ifdef _XBOX_ONE void UIController::HandleDLCLicenseChange() { - for(unsigned int i = 0; i < eUIGroup_COUNT; ++i) - { - app.DebugPrintf("UIController::HandleDLCLicenseChange - m_groups[%d]\n",i); - m_groups[i]->HandleDLCLicenseChange(); - } + for (unsigned int i = 0; i < eUIGroup_COUNT; ++i) + { + app.DebugPrintf("UIController::HandleDLCLicenseChange - m_groups[%d]\n", i); + m_groups[i]->HandleDLCLicenseChange(); + } } #endif void UIController::HandleTMSDLCFileRetrieved(int iPad) { - app.DebugPrintf(app.USER_SR, "UIController::HandleTMSDLCFileRetrieved not implemented\n"); + app.DebugPrintf(app.USER_SR, "UIController::HandleTMSDLCFileRetrieved not implemented\n"); } void UIController::HandleTMSBanFileRetrieved(int iPad) { - app.DebugPrintf(app.USER_SR, "UIController::HandleTMSBanFileRetrieved not implemented\n"); + app.DebugPrintf(app.USER_SR, "UIController::HandleTMSBanFileRetrieved not implemented\n"); } void UIController::HandleInventoryUpdated(int iPad) { - EUIGroup group = eUIGroup_Fullscreen; - if( app.GetGameStarted() && ( iPad != 255 ) && ( iPad >= 0 ) ) - { - group = (EUIGroup)(iPad+1); - } + EUIGroup group = eUIGroup_Fullscreen; + if (app.GetGameStarted() && (iPad != 255) && (iPad >= 0)) + { + group = (EUIGroup)(iPad + 1); + } - m_groups[group]->HandleMessage(eUIMessage_InventoryUpdated, NULL); + m_groups[group]->HandleMessage(eUIMessage_InventoryUpdated, NULL); } void UIController::HandleGameTick() { - tickInput(); + tickInput(); - for(unsigned int i = 0; i < eUIGroup_COUNT; ++i) - { - if(m_groups[i]->getHUD()) m_groups[i]->getHUD()->handleGameTick(); - } + for (unsigned int i = 0; i < eUIGroup_COUNT; ++i) + { + if (m_groups[i]->getHUD()) + { + m_groups[i]->getHUD()->handleGameTick(); + } + } } void UIController::SetTutorial(int iPad, Tutorial *tutorial) { - EUIGroup group; - if( app.GetGameStarted() ) - { - // If the game isn't running treat as user 0, otherwise map index directly from pad - if( ( iPad != 255 ) && ( iPad >= 0 ) ) group = (EUIGroup)(iPad+1); - else group = eUIGroup_Fullscreen; - } - else - { - group = eUIGroup_Fullscreen; - } - if(m_groups[(int)group]->getTutorialPopup()) m_groups[(int)group]->getTutorialPopup()->SetTutorial(tutorial); + EUIGroup group; + if (app.GetGameStarted()) + { + // If the game isn't running treat as user 0, otherwise map index directly from pad + if ((iPad != 255) && (iPad >= 0)) + { + group = (EUIGroup)(iPad + 1); + } + else + { + group = eUIGroup_Fullscreen; + } + } + else + { + group = eUIGroup_Fullscreen; + } + if (m_groups[(int)group]->getTutorialPopup()) + { + m_groups[(int)group]->getTutorialPopup()->SetTutorial(tutorial); + } } void UIController::SetTutorialDescription(int iPad, TutorialPopupInfo *info) { - EUIGroup group; - if( app.GetGameStarted() ) - { - // If the game isn't running treat as user 0, otherwise map index directly from pad - if( ( iPad != 255 ) && ( iPad >= 0 ) ) group = (EUIGroup)(iPad+1); - else group = eUIGroup_Fullscreen; - } - else - { - group = eUIGroup_Fullscreen; - } + EUIGroup group; + if (app.GetGameStarted()) + { + // If the game isn't running treat as user 0, otherwise map index directly from pad + if ((iPad != 255) && (iPad >= 0)) + { + group = (EUIGroup)(iPad + 1); + } + else + { + group = eUIGroup_Fullscreen; + } + } + else + { + group = eUIGroup_Fullscreen; + } - if(m_groups[(int)group]->getTutorialPopup()) - { - // tutorial popup needs to know if a container menu is being displayed - m_groups[(int)group]->getTutorialPopup()->SetContainerMenuVisible(m_groups[(int)group]->IsContainerMenuDisplayed()); - m_groups[(int)group]->getTutorialPopup()->SetTutorialDescription(info); - } + if (m_groups[(int)group]->getTutorialPopup()) + { + // tutorial popup needs to know if a container menu is being displayed + m_groups[(int)group]->getTutorialPopup()->SetContainerMenuVisible(m_groups[(int)group]->IsContainerMenuDisplayed()); + m_groups[(int)group]->getTutorialPopup()->SetTutorialDescription(info); + } } #ifndef _XBOX void UIController::RemoveInteractSceneReference(int iPad, UIScene *scene) { - EUIGroup group; - if( ( iPad != 255 ) && ( iPad >= 0 ) ) group = (EUIGroup)(iPad+1); - else group = eUIGroup_Fullscreen; - if(m_groups[(int)group]->getTutorialPopup()) m_groups[(int)group]->getTutorialPopup()->RemoveInteractSceneReference(scene); + EUIGroup group; + if ((iPad != 255) && (iPad >= 0)) + { + group = (EUIGroup)(iPad + 1); + } + else + { + group = eUIGroup_Fullscreen; + } + if (m_groups[(int)group]->getTutorialPopup()) + { + m_groups[(int)group]->getTutorialPopup()->RemoveInteractSceneReference(scene); + } } #endif void UIController::SetTutorialVisible(int iPad, bool visible) { - EUIGroup group; - if( app.GetGameStarted() ) - { - // If the game isn't running treat as user 0, otherwise map index directly from pad - if( ( iPad != 255 ) && ( iPad >= 0 ) ) group = (EUIGroup)(iPad+1); - else group = eUIGroup_Fullscreen; - } - else - { - group = eUIGroup_Fullscreen; - } - if(m_groups[(int)group]->getTutorialPopup()) m_groups[(int)group]->getTutorialPopup()->SetVisible(visible); + EUIGroup group; + if (app.GetGameStarted()) + { + // If the game isn't running treat as user 0, otherwise map index directly from pad + if ((iPad != 255) && (iPad >= 0)) + { + group = (EUIGroup)(iPad + 1); + } + else + { + group = eUIGroup_Fullscreen; + } + } + else + { + group = eUIGroup_Fullscreen; + } + if (m_groups[(int)group]->getTutorialPopup()) + { + m_groups[(int)group]->getTutorialPopup()->SetVisible(visible); + } } bool UIController::IsTutorialVisible(int iPad) { - EUIGroup group; - if( app.GetGameStarted() ) - { - // If the game isn't running treat as user 0, otherwise map index directly from pad - if( ( iPad != 255 ) && ( iPad >= 0 ) ) group = (EUIGroup)(iPad+1); - else group = eUIGroup_Fullscreen; - } - else - { - group = eUIGroup_Fullscreen; - } - bool visible = false; - if(m_groups[(int)group]->getTutorialPopup()) visible = m_groups[(int)group]->getTutorialPopup()->IsVisible(); - return visible; + EUIGroup group; + if (app.GetGameStarted()) + { + // If the game isn't running treat as user 0, otherwise map index directly from pad + if ((iPad != 255) && (iPad >= 0)) + { + group = (EUIGroup)(iPad + 1); + } + else + { + group = eUIGroup_Fullscreen; + } + } + else + { + group = eUIGroup_Fullscreen; + } + bool visible = false; + if (m_groups[(int)group]->getTutorialPopup()) + { + visible = m_groups[(int)group]->getTutorialPopup()->IsVisible(); + } + return visible; } void UIController::UpdatePlayerBasePositions() { - Minecraft *pMinecraft = Minecraft::GetInstance(); + Minecraft *pMinecraft = Minecraft::GetInstance(); - for( BYTE idx = 0; idx < XUSER_MAX_COUNT; ++idx) - { - if(pMinecraft->localplayers[idx] != NULL) - { - if(pMinecraft->localplayers[idx]->m_iScreenSection==C4JRender::VIEWPORT_TYPE_FULLSCREEN) - { - DisplayGamertag(idx,false); - } - else - { - DisplayGamertag(idx,true); - } - m_groups[idx+1]->SetViewportType((C4JRender::eViewportType)pMinecraft->localplayers[idx]->m_iScreenSection); - } - else - { - // 4J Stu - This is a legacy thing from our XUI implementation that we don't need - // Changing the viewport to fullscreen for users that no longer exist is SLOW - // This should probably be on all platforms, but I don't have time to test them all just now! + for (BYTE idx = 0; idx < XUSER_MAX_COUNT; ++idx) + { + if (pMinecraft->localplayers[idx] != NULL) + { + if (pMinecraft->localplayers[idx]->m_iScreenSection == C4JRender::VIEWPORT_TYPE_FULLSCREEN) + { + DisplayGamertag(idx, false); + } + else + { + DisplayGamertag(idx, true); + } + m_groups[idx + 1]->SetViewportType((C4JRender::eViewportType)pMinecraft->localplayers[idx]->m_iScreenSection); + } + else + { + // 4J Stu - This is a legacy thing from our XUI implementation that we don't need + // Changing the viewport to fullscreen for users that no longer exist is SLOW + // This should probably be on all platforms, but I don't have time to test them all just now! #ifndef __ORBIS__ - m_groups[idx+1]->SetViewportType(C4JRender::VIEWPORT_TYPE_FULLSCREEN); + m_groups[idx + 1]->SetViewportType(C4JRender::VIEWPORT_TYPE_FULLSCREEN); #endif - DisplayGamertag(idx,false); - } - } + DisplayGamertag(idx, false); + } + } } void UIController::SetEmptyQuadrantLogo(int iSection) { - // 4J Stu - We shouldn't need to implement this + // 4J Stu - We shouldn't need to implement this } void UIController::HideAllGameUIElements() { - // 4J Stu - We might not need to implement this - app.DebugPrintf(app.USER_SR, "UIController::HideAllGameUIElements not implemented\n"); + // 4J Stu - We might not need to implement this + app.DebugPrintf(app.USER_SR, "UIController::HideAllGameUIElements not implemented\n"); } void UIController::ShowOtherPlayersBaseScene(unsigned int iPad, bool show) { - // 4J Stu - We shouldn't need to implement this + // 4J Stu - We shouldn't need to implement this } void UIController::ShowTrialTimer(bool show) { - if(m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()) m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()->showTrialTimer(show); + if (m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()) + { + m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()->showTrialTimer(show); + } } void UIController::SetTrialTimerLimitSecs(unsigned int uiSeconds) { - UIController::m_dwTrialTimerLimitSecs = uiSeconds; + UIController::m_dwTrialTimerLimitSecs = uiSeconds; } void UIController::UpdateTrialTimer(unsigned int iPad) { - WCHAR wcTime[20]; + WCHAR wcTime[20]; - DWORD dwTimeTicks=(DWORD)app.getTrialTimer(); + DWORD dwTimeTicks = (DWORD)app.getTrialTimer(); - if(dwTimeTicks>m_dwTrialTimerLimitSecs) - { - dwTimeTicks=m_dwTrialTimerLimitSecs; - } + if (dwTimeTicks > m_dwTrialTimerLimitSecs) + { + dwTimeTicks = m_dwTrialTimerLimitSecs; + } - dwTimeTicks=m_dwTrialTimerLimitSecs-dwTimeTicks; + dwTimeTicks = m_dwTrialTimerLimitSecs - dwTimeTicks; #ifndef _CONTENT_PACKAGE - if(true) + if (true) #else - // display the time - only if there's less than 3 minutes - if(dwTimeTicks<180) + // display the time - only if there's less than 3 minutes + if (dwTimeTicks < 180) #endif - { - int iMins=dwTimeTicks/60; - int iSeconds=dwTimeTicks%60; - swprintf( wcTime, 20, L"%d:%02d",iMins,iSeconds); - if(m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()) m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()->setTrialTimer(wcTime); - } - else - { - if(m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()) m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()->setTrialTimer(L""); - } + { + int iMins = dwTimeTicks / 60; + int iSeconds = dwTimeTicks % 60; + swprintf(wcTime, 20, L"%d:%02d", iMins, iSeconds); + if (m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()) + { + m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()->setTrialTimer(wcTime); + } + } + else + { + if (m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()) + { + m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()->setTrialTimer(L""); + } + } - // are we out of time? - if((dwTimeTicks==0)) - { - // Trial over - // bring up the pause menu to stop the trial over message box being called again? - if(!ui.GetMenuDisplayed( iPad ) ) - { - ui.NavigateToScene(iPad, eUIScene_PauseMenu, NULL, eUILayer_Scene); + // are we out of time? + if ((dwTimeTicks == 0)) + { + // Trial over + // bring up the pause menu to stop the trial over message box being called again? + if (!ui.GetMenuDisplayed(iPad)) + { + ui.NavigateToScene(iPad, eUIScene_PauseMenu, NULL, eUILayer_Scene); - app.SetAction(iPad,eAppAction_TrialOver); - } - } + app.SetAction(iPad, eAppAction_TrialOver); + } + } } void UIController::ReduceTrialTimerValue() { - DWORD dwTimeTicks=(int)app.getTrialTimer(); + DWORD dwTimeTicks = (int)app.getTrialTimer(); - if(dwTimeTicks>m_dwTrialTimerLimitSecs) - { - dwTimeTicks=m_dwTrialTimerLimitSecs; - } + if (dwTimeTicks > m_dwTrialTimerLimitSecs) + { + dwTimeTicks = m_dwTrialTimerLimitSecs; + } - m_dwTrialTimerLimitSecs-=dwTimeTicks; + m_dwTrialTimerLimitSecs -= dwTimeTicks; } void UIController::ShowAutosaveCountdownTimer(bool show) { - if(m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()) m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()->showTrialTimer(show); + if (m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()) + { + m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()->showTrialTimer(show); + } } void UIController::UpdateAutosaveCountdownTimer(unsigned int uiSeconds) { #if !(defined(_XBOX_ONE) || defined(__ORBIS__)) - WCHAR wcAutosaveCountdown[100]; - swprintf( wcAutosaveCountdown, 100, app.GetString(IDS_AUTOSAVE_COUNTDOWN),uiSeconds); - if(m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()) m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()->setTrialTimer(wcAutosaveCountdown); + WCHAR wcAutosaveCountdown[100]; + swprintf(wcAutosaveCountdown, 100, app.GetString(IDS_AUTOSAVE_COUNTDOWN), uiSeconds); + if (m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()) + { + m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()->setTrialTimer(wcAutosaveCountdown); + } #endif } void UIController::ShowSavingMessage(unsigned int iPad, C4JStorage::ESavingMessage eVal) { - bool show = false; - switch(eVal) - { - case C4JStorage::ESavingMessage_None: - show = false; - break; - case C4JStorage::ESavingMessage_Short: - case C4JStorage::ESavingMessage_Long: - show = true; - break; - } - if(m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()) m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()->showSaveIcon(show); + bool show = false; + switch (eVal) + { + case C4JStorage::ESavingMessage_None: + show = false; + break; + case C4JStorage::ESavingMessage_Short: + case C4JStorage::ESavingMessage_Long: + show = true; + break; + } + if (m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()) + { + m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()->showSaveIcon(show); + } } void UIController::ShowPlayerDisplayname(bool show) { - if(m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()) m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()->showPlayerDisplayName(show); + if (m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()) + { + m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()->showPlayerDisplayName(show); + } } void UIController::SetWinUserIndex(unsigned int iPad) { - m_winUserIndex = iPad; + m_winUserIndex = iPad; } unsigned int UIController::GetWinUserIndex() { - return m_winUserIndex; + return m_winUserIndex; } void UIController::ShowUIDebugConsole(bool show) { #ifndef _CONTENT_PACKAGE - if(show) - { - m_uiDebugConsole = (UIComponent_DebugUIConsole *)m_groups[eUIGroup_Fullscreen]->addComponent(0, eUIComponent_DebugUIConsole, eUILayer_Debug); - } - else - { - m_groups[eUIGroup_Fullscreen]->removeComponent(eUIComponent_DebugUIConsole, eUILayer_Debug); - m_uiDebugConsole = NULL; - } + if (show) + { + m_uiDebugConsole = (UIComponent_DebugUIConsole *)m_groups[eUIGroup_Fullscreen]->addComponent(0, eUIComponent_DebugUIConsole, eUILayer_Debug); + } + else + { + m_groups[eUIGroup_Fullscreen]->removeComponent(eUIComponent_DebugUIConsole, eUILayer_Debug); + m_uiDebugConsole = NULL; + } #endif } @@ -2568,380 +2815,407 @@ void UIController::ShowUIDebugMarketingGuide(bool show) { #ifndef _CONTENT_PACKAGE - if(show) - { - m_uiDebugMarketingGuide = (UIComponent_DebugUIMarketingGuide *)m_groups[eUIGroup_Fullscreen]->addComponent(0, eUIComponent_DebugUIMarketingGuide, eUILayer_Debug); - } - else - { - m_groups[eUIGroup_Fullscreen]->removeComponent(eUIComponent_DebugUIMarketingGuide, eUILayer_Debug); - m_uiDebugMarketingGuide = NULL; - } + if (show) + { + m_uiDebugMarketingGuide = (UIComponent_DebugUIMarketingGuide *)m_groups[eUIGroup_Fullscreen]->addComponent(0, eUIComponent_DebugUIMarketingGuide, eUILayer_Debug); + } + else + { + m_groups[eUIGroup_Fullscreen]->removeComponent(eUIComponent_DebugUIMarketingGuide, eUILayer_Debug); + m_uiDebugMarketingGuide = NULL; + } #endif } void UIController::logDebugString(const string &text) { - if(m_uiDebugConsole) m_uiDebugConsole->addText(text); + if (m_uiDebugConsole) + { + m_uiDebugConsole->addText(text); + } } bool UIController::PressStartPlaying(unsigned int iPad) { - return m_iPressStartQuadrantsMask&(1<getPressStartToPlay()) m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()->showPressStart(iPad, true); + m_iPressStartQuadrantsMask |= 1 << iPad; + if (m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()) + { + m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()->showPressStart(iPad, true); + } } void UIController::HidePressStart() { - ClearPressStart(); - if(m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()) m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()->showPressStart(0, false); + ClearPressStart(); + if (m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()) + { + m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()->showPressStart(0, false); + } } void UIController::ClearPressStart() { - m_iPressStartQuadrantsMask = 0; + m_iPressStartQuadrantsMask = 0; } -C4JStorage::EMessageResult UIController::RequestAlertMessage(UINT uiTitle, UINT uiText, UINT *uiOptionA,UINT uiOptionC, DWORD dwPad, int( *Func)(LPVOID,int,const C4JStorage::EMessageResult),LPVOID lpParam, WCHAR *pwchFormatString) +C4JStorage::EMessageResult UIController::RequestAlertMessage(UINT uiTitle, UINT uiText, UINT *uiOptionA, UINT uiOptionC, DWORD dwPad, int (*Func)(LPVOID, int, const C4JStorage::EMessageResult), LPVOID lpParam, WCHAR *pwchFormatString) { - return RequestMessageBox(uiTitle, uiText, uiOptionA, uiOptionC, dwPad, Func, lpParam, pwchFormatString, 0, false); + return RequestMessageBox(uiTitle, uiText, uiOptionA, uiOptionC, dwPad, Func, lpParam, pwchFormatString, 0, false); } -C4JStorage::EMessageResult UIController::RequestErrorMessage(UINT uiTitle, UINT uiText, UINT *uiOptionA,UINT uiOptionC, DWORD dwPad, int( *Func)(LPVOID,int,const C4JStorage::EMessageResult),LPVOID lpParam, WCHAR *pwchFormatString) +C4JStorage::EMessageResult UIController::RequestErrorMessage(UINT uiTitle, UINT uiText, UINT *uiOptionA, UINT uiOptionC, DWORD dwPad, int (*Func)(LPVOID, int, const C4JStorage::EMessageResult), LPVOID lpParam, WCHAR *pwchFormatString) { - return RequestMessageBox(uiTitle, uiText, uiOptionA, uiOptionC, dwPad, Func, lpParam, pwchFormatString, 0, true); + return RequestMessageBox(uiTitle, uiText, uiOptionA, uiOptionC, dwPad, Func, lpParam, pwchFormatString, 0, true); } -C4JStorage::EMessageResult UIController::RequestMessageBox(UINT uiTitle, UINT uiText, UINT *uiOptionA,UINT uiOptionC, DWORD dwPad, - int( *Func)(LPVOID,int,const C4JStorage::EMessageResult),LPVOID lpParam, WCHAR *pwchFormatString,DWORD dwFocusButton, bool bIsError) +C4JStorage::EMessageResult UIController::RequestMessageBox(UINT uiTitle, UINT uiText, UINT *uiOptionA, UINT uiOptionC, DWORD dwPad, + int (*Func)(LPVOID, int, const C4JStorage::EMessageResult), LPVOID lpParam, WCHAR *pwchFormatString, DWORD dwFocusButton, bool bIsError) { - MessageBoxInfo param; - param.uiTitle = uiTitle; - param.uiText = uiText; - param.uiOptionA = uiOptionA; - param.uiOptionC = uiOptionC; - param.dwPad = dwPad; - param.Func = Func; - param.lpParam = lpParam; - param.pwchFormatString = pwchFormatString; - param.dwFocusButton = dwFocusButton; + MessageBoxInfo param; + param.uiTitle = uiTitle; + param.uiText = uiText; + param.uiOptionA = uiOptionA; + param.uiOptionC = uiOptionC; + param.dwPad = dwPad; + param.Func = Func; + param.lpParam = lpParam; + param.pwchFormatString = pwchFormatString; + param.dwFocusButton = dwFocusButton; - EUILayer layer = bIsError?eUILayer_Error:eUILayer_Alert; + EUILayer layer = bIsError ? eUILayer_Error : eUILayer_Alert; - bool completed = false; - if(ui.IsReloadingSkin()) - { - // Queue this message box - QueuedMessageBoxData *queuedData = new QueuedMessageBoxData(); - queuedData->info = param; - queuedData->info.uiOptionA = new UINT[param.uiOptionC]; - memcpy(queuedData->info.uiOptionA, param.uiOptionA, param.uiOptionC * sizeof(UINT)); - queuedData->iPad = dwPad; - queuedData->layer = eUILayer_Error; // Ensures that these don't get wiped out by a CloseAllScenes call - m_queuedMessageBoxData.push_back(queuedData); - } - else - { - completed = ui.NavigateToScene(dwPad, eUIScene_MessageBox, ¶m, layer, eUIGroup_Fullscreen); - } + bool completed = false; + if (ui.IsReloadingSkin()) + { + // Queue this message box + QueuedMessageBoxData *queuedData = new QueuedMessageBoxData(); + queuedData->info = param; + queuedData->info.uiOptionA = new UINT[param.uiOptionC]; + memcpy(queuedData->info.uiOptionA, param.uiOptionA, param.uiOptionC * sizeof(UINT)); + queuedData->iPad = dwPad; + queuedData->layer = eUILayer_Error; // Ensures that these don't get wiped out by a CloseAllScenes call + m_queuedMessageBoxData.push_back(queuedData); + } + else + { + completed = ui.NavigateToScene(dwPad, eUIScene_MessageBox, ¶m, layer, eUIGroup_Fullscreen); + } - if( completed ) - { - // This may happen if we had to queue the message box, or there was already a message box displaying and so the NavigateToScene returned false; - return C4JStorage::EMessage_Pending; - } - else - { - return C4JStorage::EMessage_Busy; - } + if (completed) + { + // This may happen if we had to queue the message box, or there was already a message box displaying and so the NavigateToScene returned false; + return C4JStorage::EMessage_Pending; + } + else + { + return C4JStorage::EMessage_Busy; + } } -C4JStorage::EMessageResult UIController::RequestUGCMessageBox(UINT title/* = -1 */, UINT message/* = -1 */, int iPad/* = -1*/, int( *Func)(LPVOID,int,const C4JStorage::EMessageResult)/* = NULL*/, LPVOID lpParam/* = NULL*/) +C4JStorage::EMessageResult UIController::RequestUGCMessageBox(UINT title /* = -1 */, UINT message /* = -1 */, int iPad /* = -1*/, int (*Func)(LPVOID, int, const C4JStorage::EMessageResult) /* = NULL*/, LPVOID lpParam /* = NULL*/) { - // Default title / messages - if (title == -1) - { - title = IDS_FAILED_TO_CREATE_GAME_TITLE; - } + // Default title / messages + if (title == -1) + { + title = IDS_FAILED_TO_CREATE_GAME_TITLE; + } - if (message == -1) - { - message = IDS_NO_USER_CREATED_CONTENT_PRIVILEGE_CREATE; - } + if (message == -1) + { + message = IDS_NO_USER_CREATED_CONTENT_PRIVILEGE_CREATE; + } - // Default pad to primary player - if (iPad == -1) iPad = ProfileManager.GetPrimaryPad(); + // Default pad to primary player + if (iPad == -1) + { + iPad = ProfileManager.GetPrimaryPad(); + } #ifdef __ORBIS__ - // Show the vague UGC system message in addition to our message - ProfileManager.DisplaySystemMessage( SCE_MSG_DIALOG_SYSMSG_TYPE_TRC_PSN_UGC_RESTRICTION, iPad ); - return C4JStorage::EMessage_ResultAccept; + // Show the vague UGC system message in addition to our message + ProfileManager.DisplaySystemMessage(SCE_MSG_DIALOG_SYSMSG_TYPE_TRC_PSN_UGC_RESTRICTION, iPad); + return C4JStorage::EMessage_ResultAccept; #elif defined(__PSVITA__) - ProfileManager.ShowSystemMessage( SCE_MSG_DIALOG_SYSMSG_TYPE_TRC_PSN_CHAT_RESTRICTION, iPad ); - UINT uiIDA[1]; - uiIDA[0]=IDS_CONFIRM_OK; - return ui.RequestAlertMessage( title, IDS_CHAT_RESTRICTION_UGC, uiIDA, 1, iPad, Func, lpParam); + ProfileManager.ShowSystemMessage(SCE_MSG_DIALOG_SYSMSG_TYPE_TRC_PSN_CHAT_RESTRICTION, iPad); + UINT uiIDA[1]; + uiIDA[0] = IDS_CONFIRM_OK; + return ui.RequestAlertMessage(title, IDS_CHAT_RESTRICTION_UGC, uiIDA, 1, iPad, Func, lpParam); #else - UINT uiIDA[1]; - uiIDA[0]=IDS_CONFIRM_OK; - return ui.RequestAlertMessage( title, message, uiIDA, 1, iPad, Func, lpParam); + UINT uiIDA[1]; + uiIDA[0] = IDS_CONFIRM_OK; + return ui.RequestAlertMessage(title, message, uiIDA, 1, iPad, Func, lpParam); #endif } -C4JStorage::EMessageResult UIController::RequestContentRestrictedMessageBox(UINT title/* = -1 */, UINT message/* = -1 */, int iPad/* = -1*/, int( *Func)(LPVOID,int,const C4JStorage::EMessageResult)/* = NULL*/, LPVOID lpParam/* = NULL*/) +C4JStorage::EMessageResult UIController::RequestContentRestrictedMessageBox(UINT title /* = -1 */, UINT message /* = -1 */, int iPad /* = -1*/, int (*Func)(LPVOID, int, const C4JStorage::EMessageResult) /* = NULL*/, LPVOID lpParam /* = NULL*/) { - // Default title / messages - if (title == -1) - { - title = IDS_FAILED_TO_CREATE_GAME_TITLE; - } + // Default title / messages + if (title == -1) + { + title = IDS_FAILED_TO_CREATE_GAME_TITLE; + } - if (message == -1) - { + if (message == -1) + { #if defined(_XBOX_ONE) || defined(_WINDOWS64) - // IDS_CONTENT_RESTRICTION doesn't exist on XB1 - message = IDS_NO_USER_CREATED_CONTENT_PRIVILEGE_CREATE; + // IDS_CONTENT_RESTRICTION doesn't exist on XB1 + message = IDS_NO_USER_CREATED_CONTENT_PRIVILEGE_CREATE; #else - message = IDS_CONTENT_RESTRICTION; + message = IDS_CONTENT_RESTRICTION; #endif - } + } - // Default pad to primary player - if (iPad == -1) iPad = ProfileManager.GetPrimaryPad(); + // Default pad to primary player + if (iPad == -1) + { + iPad = ProfileManager.GetPrimaryPad(); + } #ifdef __ORBIS__ - // Show the vague UGC system message in addition to our message - ProfileManager.DisplaySystemMessage( SCE_MSG_DIALOG_SYSMSG_TYPE_TRC_PSN_UGC_RESTRICTION, iPad ); - return C4JStorage::EMessage_ResultAccept; + // Show the vague UGC system message in addition to our message + ProfileManager.DisplaySystemMessage(SCE_MSG_DIALOG_SYSMSG_TYPE_TRC_PSN_UGC_RESTRICTION, iPad); + return C4JStorage::EMessage_ResultAccept; #elif defined(__PSVITA__) - ProfileManager.ShowSystemMessage( SCE_MSG_DIALOG_SYSMSG_TYPE_TRC_PSN_AGE_RESTRICTION, iPad ); - return C4JStorage::EMessage_ResultAccept; + ProfileManager.ShowSystemMessage(SCE_MSG_DIALOG_SYSMSG_TYPE_TRC_PSN_AGE_RESTRICTION, iPad); + return C4JStorage::EMessage_ResultAccept; #else - UINT uiIDA[1]; - uiIDA[0]=IDS_CONFIRM_OK; - return ui.RequestAlertMessage( title, message, uiIDA, 1, iPad, Func, lpParam); + UINT uiIDA[1]; + uiIDA[0] = IDS_CONFIRM_OK; + return ui.RequestAlertMessage(title, message, uiIDA, 1, iPad, Func, lpParam); #endif } void UIController::setFontCachingCalculationBuffer(int length) { - /* 4J-JEV: As described in an email from Sean. - If your `optional_temp_buffer` is NULL, Iggy will allocate the temp - buffer on the stack during Iggy draw calls. The size of the buffer it - will allocate is 16 bytes times `max_chars` in 32-bit, and 24 bytes - times `max_chars` in 64-bit. If the stack of the thread making the - draw call is not large enough, Iggy will crash or otherwise behave - incorrectly. - */ + /* 4J-JEV: As described in an email from Sean. + If your `optional_temp_buffer` is NULL, Iggy will allocate the temp + buffer on the stack during Iggy draw calls. The size of the buffer it + will allocate is 16 bytes times `max_chars` in 32-bit, and 24 bytes + times `max_chars` in 64-bit. If the stack of the thread making the + draw call is not large enough, Iggy will crash or otherwise behave + incorrectly. + */ #if defined __ORBIS__ || defined _DURANGO || defined _WIN64 - static const int CHAR_SIZE = 24; + static const int CHAR_SIZE = 24; #else - static const int CHAR_SIZE = 16; + static const int CHAR_SIZE = 16; #endif - if (m_tempBuffer != NULL) delete [] m_tempBuffer; - if (length<0) - { - if (m_defaultBuffer == NULL) m_defaultBuffer = new char[CHAR_SIZE*5000]; - IggySetFontCachingCalculationBuffer(5000, m_defaultBuffer, CHAR_SIZE*5000); - } - else - { - m_tempBuffer = new char[CHAR_SIZE*length]; - IggySetFontCachingCalculationBuffer(length, m_tempBuffer, CHAR_SIZE*length); - } + if (m_tempBuffer != NULL) + { + delete[] m_tempBuffer; + } + if (length < 0) + { + if (m_defaultBuffer == NULL) + { + m_defaultBuffer = new char[CHAR_SIZE * 5000]; + } + IggySetFontCachingCalculationBuffer(5000, m_defaultBuffer, CHAR_SIZE * 5000); + } + else + { + m_tempBuffer = new char[CHAR_SIZE * length]; + IggySetFontCachingCalculationBuffer(length, m_tempBuffer, CHAR_SIZE * length); + } } -// Returns the first scene of given type if it exists, NULL otherwise +// Returns the first scene of given type if it exists, NULL otherwise UIScene *UIController::FindScene(EUIScene sceneType) { - UIScene *pScene = NULL; + UIScene *pScene = NULL; - for (int i = 0; i < eUIGroup_COUNT; i++) - { - pScene = m_groups[i]->FindScene(sceneType); + for (int i = 0; i < eUIGroup_COUNT; i++) + { + pScene = m_groups[i]->FindScene(sceneType); #ifdef __PS3__ - if (pScene != NULL) return pScene; + if (pScene != NULL) + { + return pScene; + } #else - if (pScene != nullptr) return pScene; + if (pScene != nullptr) + { + return pScene; + } #endif - } + } - return pScene; + return pScene; } #ifdef __PSVITA__ -void UIController::TouchBoxAdd(UIControl *pControl,UIScene *pUIScene) +void UIController::TouchBoxAdd(UIControl *pControl, UIScene *pUIScene) { - EUIGroup eUIGroup=pUIScene->GetParentLayerGroup(); - EUILayer eUILayer=pUIScene->GetParentLayer()->m_iLayer; - EUIScene eUIscene=pUIScene->getSceneType(); + EUIGroup eUIGroup = pUIScene->GetParentLayerGroup(); + EUILayer eUILayer = pUIScene->GetParentLayer()->m_iLayer; + EUIScene eUIscene = pUIScene->getSceneType(); - TouchBoxAdd(pControl,eUIGroup,eUILayer,eUIscene, pUIScene->GetMainPanel()); + TouchBoxAdd(pControl, eUIGroup, eUILayer, eUIscene, pUIScene->GetMainPanel()); } -void UIController::TouchBoxAdd(UIControl *pControl,EUIGroup eUIGroup,EUILayer eUILayer,EUIScene eUIscene, UIControl *pMainPanelControl) +void UIController::TouchBoxAdd(UIControl *pControl, EUIGroup eUIGroup, EUILayer eUILayer, EUIScene eUIscene, UIControl *pMainPanelControl) { - UIELEMENT *puiElement = new UIELEMENT; - puiElement->pControl = pControl; + UIELEMENT *puiElement = new UIELEMENT; + puiElement->pControl = pControl; - S32 iControlWidth = pControl->getWidth(); - S32 iControlHeight = pControl->getHeight(); - S32 iMainPanelOffsetX = 0; - S32 iMainPanelOffsetY= 0; + S32 iControlWidth = pControl->getWidth(); + S32 iControlHeight = pControl->getHeight(); + S32 iMainPanelOffsetX = 0; + S32 iMainPanelOffsetY = 0; - // 4J-TomK add main panel offset if controls do not live in the root scene - if(pMainPanelControl) - { - iMainPanelOffsetX = pMainPanelControl->getXPos(); - iMainPanelOffsetY = pMainPanelControl->getYPos(); - } + // 4J-TomK add main panel offset if controls do not live in the root scene + if (pMainPanelControl) + { + iMainPanelOffsetX = pMainPanelControl->getXPos(); + iMainPanelOffsetY = pMainPanelControl->getYPos(); + } - // 4J-TomK override control width / height where needed - if(puiElement->pControl->getControlType() == UIControl::eSlider) - { - // Sliders are never scaled but masked, so we have to get the real width from AS - UIControl_Slider *pSlider = (UIControl_Slider *)puiElement->pControl; - iControlWidth = pSlider->GetRealWidth(); - } - else if(puiElement->pControl->getControlType() == UIControl::eTexturePackList) - { - // The origin of the TexturePackList is NOT in the top left corner but where the slot area starts. therefore we need the height of the slot area itself. - UIControl_TexturePackList *pTexturePackList = (UIControl_TexturePackList *)puiElement->pControl; - iControlHeight = pTexturePackList->GetRealHeight(); - } - else if(puiElement->pControl->getControlType() == UIControl::eDynamicLabel) - { - // The height and width of this control changes per how to play page - UIControl_DynamicLabel *pDynamicLabel = (UIControl_DynamicLabel *)puiElement->pControl; - iControlWidth = pDynamicLabel->GetRealWidth(); - iControlHeight = pDynamicLabel->GetRealHeight(); - } - else if(puiElement->pControl->getControlType() == UIControl::eHTMLLabel) - { - // The height and width of this control changes per how to play page - UIControl_HTMLLabel *pHtmlLabel = (UIControl_HTMLLabel *)puiElement->pControl; - iControlWidth = pHtmlLabel->GetRealWidth(); - iControlHeight = pHtmlLabel->GetRealHeight(); - } + // 4J-TomK override control width / height where needed + if (puiElement->pControl->getControlType() == UIControl::eSlider) + { + // Sliders are never scaled but masked, so we have to get the real width from AS + UIControl_Slider *pSlider = (UIControl_Slider *)puiElement->pControl; + iControlWidth = pSlider->GetRealWidth(); + } + else if (puiElement->pControl->getControlType() == UIControl::eTexturePackList) + { + // The origin of the TexturePackList is NOT in the top left corner but where the slot area starts. therefore we need the height of the slot area itself. + UIControl_TexturePackList *pTexturePackList = (UIControl_TexturePackList *)puiElement->pControl; + iControlHeight = pTexturePackList->GetRealHeight(); + } + else if (puiElement->pControl->getControlType() == UIControl::eDynamicLabel) + { + // The height and width of this control changes per how to play page + UIControl_DynamicLabel *pDynamicLabel = (UIControl_DynamicLabel *)puiElement->pControl; + iControlWidth = pDynamicLabel->GetRealWidth(); + iControlHeight = pDynamicLabel->GetRealHeight(); + } + else if (puiElement->pControl->getControlType() == UIControl::eHTMLLabel) + { + // The height and width of this control changes per how to play page + UIControl_HTMLLabel *pHtmlLabel = (UIControl_HTMLLabel *)puiElement->pControl; + iControlWidth = pHtmlLabel->GetRealWidth(); + iControlHeight = pHtmlLabel->GetRealHeight(); + } - puiElement->x1=(S32)((float)pControl->getXPos() + (float)iMainPanelOffsetX); - puiElement->y1=(S32)((float)pControl->getYPos() + (float)iMainPanelOffsetY); - puiElement->x2=(S32)(((float)pControl->getXPos() + (float)iControlWidth + (float)iMainPanelOffsetX)); - puiElement->y2=(S32)(((float)pControl->getYPos() + (float)iControlHeight + (float)iMainPanelOffsetY)); + puiElement->x1 = (S32)((float)pControl->getXPos() + (float)iMainPanelOffsetX); + puiElement->y1 = (S32)((float)pControl->getYPos() + (float)iMainPanelOffsetY); + puiElement->x2 = (S32)(((float)pControl->getXPos() + (float)iControlWidth + (float)iMainPanelOffsetX)); + puiElement->y2 = (S32)(((float)pControl->getYPos() + (float)iControlHeight + (float)iMainPanelOffsetY)); - if(puiElement->pControl->getControlType() == UIControl::eNoControl) - { - app.DebugPrintf("NO CONTROL!"); - } + if (puiElement->pControl->getControlType() == UIControl::eNoControl) + { + app.DebugPrintf("NO CONTROL!"); + } - if(puiElement->x1 == puiElement->x2 || puiElement->y1 == puiElement->y2) - { - app.DebugPrintf("NOT adding touchbox %d,%d,%d,%d\n",puiElement->x1,puiElement->y1,puiElement->x2,puiElement->y2); - } - else - { - app.DebugPrintf("Adding touchbox %d,%d,%d,%d\n",puiElement->x1,puiElement->y1,puiElement->x2,puiElement->y2); - m_TouchBoxes[eUIGroup][eUILayer][eUIscene].push_back(puiElement); - } + if (puiElement->x1 == puiElement->x2 || puiElement->y1 == puiElement->y2) + { + app.DebugPrintf("NOT adding touchbox %d,%d,%d,%d\n", puiElement->x1, puiElement->y1, puiElement->x2, puiElement->y2); + } + else + { + app.DebugPrintf("Adding touchbox %d,%d,%d,%d\n", puiElement->x1, puiElement->y1, puiElement->x2, puiElement->y2); + m_TouchBoxes[eUIGroup][eUILayer][eUIscene].push_back(puiElement); + } } void UIController::TouchBoxRebuild(UIScene *pUIScene) { - EUIGroup eUIGroup=pUIScene->GetParentLayerGroup(); - EUILayer eUILayer=pUIScene->GetParentLayer()->m_iLayer; - EUIScene eUIscene=pUIScene->getSceneType(); + EUIGroup eUIGroup = pUIScene->GetParentLayerGroup(); + EUILayer eUILayer = pUIScene->GetParentLayer()->m_iLayer; + EUIScene eUIscene = pUIScene->getSceneType(); - // if we delete an element, it's possible that the scene has re-arranged all the elements, so we need to rebuild the boxes - ui.TouchBoxesClear(pUIScene); + // if we delete an element, it's possible that the scene has re-arranged all the elements, so we need to rebuild the boxes + ui.TouchBoxesClear(pUIScene); - // rebuild boxes - AUTO_VAR(itEnd, pUIScene->GetControls()->end()); - for (AUTO_VAR(it, pUIScene->GetControls()->begin()); it != itEnd; it++) - { - UIControl *control=(UIControl *)*it; + // rebuild boxes + AUTO_VAR(itEnd, pUIScene->GetControls()->end()); + for (AUTO_VAR(it, pUIScene->GetControls()->begin()); it != itEnd; it++) + { + UIControl *control = (UIControl *)*it; - if(control->getControlType() == UIControl::eButton || - control->getControlType() == UIControl::eSlider || - control->getControlType() == UIControl::eCheckBox || - control->getControlType() == UIControl::eTexturePackList || - control->getControlType() == UIControl::eButtonList || - control->getControlType() == UIControl::eTextInput || - control->getControlType() == UIControl::eDynamicLabel || - control->getControlType() == UIControl::eHTMLLabel || - control->getControlType() == UIControl::eLeaderboardList || - control->getControlType() == UIControl::eTouchControl) - { - if(control->getVisible()) - { - // 4J-TomK update the control (it might have been moved by flash / AS) - control->UpdateControl(); + if (control->getControlType() == UIControl::eButton || + control->getControlType() == UIControl::eSlider || + control->getControlType() == UIControl::eCheckBox || + control->getControlType() == UIControl::eTexturePackList || + control->getControlType() == UIControl::eButtonList || + control->getControlType() == UIControl::eTextInput || + control->getControlType() == UIControl::eDynamicLabel || + control->getControlType() == UIControl::eHTMLLabel || + control->getControlType() == UIControl::eLeaderboardList || + control->getControlType() == UIControl::eTouchControl) + { + if (control->getVisible()) + { + // 4J-TomK update the control (it might have been moved by flash / AS) + control->UpdateControl(); - ui.TouchBoxAdd(control,eUIGroup,eUILayer,eUIscene, pUIScene->GetMainPanel()); - } - } - } + ui.TouchBoxAdd(control, eUIGroup, eUILayer, eUIscene, pUIScene->GetMainPanel()); + } + } + } } void UIController::TouchBoxesClear(UIScene *pUIScene) { - EUIGroup eUIGroup=pUIScene->GetParentLayerGroup(); - EUILayer eUILayer=pUIScene->GetParentLayer()->m_iLayer; - EUIScene eUIscene=pUIScene->getSceneType(); + EUIGroup eUIGroup = pUIScene->GetParentLayerGroup(); + EUILayer eUILayer = pUIScene->GetParentLayer()->m_iLayer; + EUIScene eUIscene = pUIScene->getSceneType(); - AUTO_VAR(itEnd, m_TouchBoxes[eUIGroup][eUILayer][eUIscene].end()); - for (AUTO_VAR(it, m_TouchBoxes[eUIGroup][eUILayer][eUIscene].begin()); it != itEnd; it++) - { - UIELEMENT *element=(UIELEMENT *)*it; - delete element; - } - m_TouchBoxes[eUIGroup][eUILayer][eUIscene].clear(); + AUTO_VAR(itEnd, m_TouchBoxes[eUIGroup][eUILayer][eUIscene].end()); + for (AUTO_VAR(it, m_TouchBoxes[eUIGroup][eUILayer][eUIscene].begin()); it != itEnd; it++) + { + UIELEMENT *element = (UIELEMENT *)*it; + delete element; + } + m_TouchBoxes[eUIGroup][eUILayer][eUIscene].clear(); } -bool UIController::TouchBoxHit(UIScene *pUIScene,S32 x, S32 y) +bool UIController::TouchBoxHit(UIScene *pUIScene, S32 x, S32 y) { - EUIGroup eUIGroup=pUIScene->GetParentLayerGroup(); - EUILayer eUILayer=pUIScene->GetParentLayer()->m_iLayer; - EUIScene eUIscene=pUIScene->getSceneType(); + EUIGroup eUIGroup = pUIScene->GetParentLayerGroup(); + EUILayer eUILayer = pUIScene->GetParentLayer()->m_iLayer; + EUIScene eUIscene = pUIScene->getSceneType(); - // 4J-TomK let's do the transformation from touch resolution to screen resolution here, so our touchbox values always are in screen resolution! - x *= (m_fScreenWidth/1920.0f); - y *= (m_fScreenHeight/1080.0f); + // 4J-TomK let's do the transformation from touch resolution to screen resolution here, so our touchbox values always are in screen resolution! + x *= (m_fScreenWidth / 1920.0f); + y *= (m_fScreenHeight / 1080.0f); - if(m_TouchBoxes[eUIGroup][eUILayer][eUIscene].size()>0) - { - AUTO_VAR(itEnd, m_TouchBoxes[eUIGroup][eUILayer][eUIscene].end()); - for (AUTO_VAR(it, m_TouchBoxes[eUIGroup][eUILayer][eUIscene].begin()); it != itEnd; it++) - { - UIELEMENT *element=(UIELEMENT *)*it; - if(element->pControl->getHidden() == false && element->pControl->getVisible()) // ignore removed controls - { - if((x>=element->x1) &&(x<=element->x2) && (y>=element->y1) && (y<=element->y2)) - { - if(!m_bTouchscreenPressed) - { - app.DebugPrintf("SET m_ActiveUIElement (Layer: %i) at x = %i y = %i\n", (int)eUILayer, (int)x, (int)y); - m_ActiveUIElement = element; - } - // remember the currently highlighted element - m_HighlightedUIElement = element; + if (m_TouchBoxes[eUIGroup][eUILayer][eUIscene].size() > 0) + { + AUTO_VAR(itEnd, m_TouchBoxes[eUIGroup][eUILayer][eUIscene].end()); + for (AUTO_VAR(it, m_TouchBoxes[eUIGroup][eUILayer][eUIscene].begin()); it != itEnd; it++) + { + UIELEMENT *element = (UIELEMENT *)*it; + if (element->pControl->getHidden() == false && element->pControl->getVisible()) // ignore removed controls + { + if ((x >= element->x1) && (x <= element->x2) && (y >= element->y1) && (y <= element->y2)) + { + if (!m_bTouchscreenPressed) + { + app.DebugPrintf("SET m_ActiveUIElement (Layer: %i) at x = %i y = %i\n", (int)eUILayer, (int)x, (int)y); + m_ActiveUIElement = element; + } + // remember the currently highlighted element + m_HighlightedUIElement = element; - return true; - } - } - } - } + return true; + } + } + } + } - //app.DebugPrintf("MISS at x = %i y = %i\n", (int)x, (int)y); - m_HighlightedUIElement = NULL; - return false; + // app.DebugPrintf("MISS at x = %i y = %i\n", (int)x, (int)y); + m_HighlightedUIElement = NULL; + return false; } // @@ -2949,270 +3223,276 @@ bool UIController::TouchBoxHit(UIScene *pUIScene,S32 x, S32 y) // void UIController::HandleTouchInput(unsigned int iPad, unsigned int key, bool bPressed, bool bRepeat, bool bReleased) { - // no input? no handling! - if(!bPressed && !bRepeat && !bReleased) - { - // override for instand repeat without delay! - if(m_bTouchscreenPressed && m_ActiveUIElement && ( - m_ActiveUIElement->pControl->getControlType() == UIControl::eSlider || - m_ActiveUIElement->pControl->getControlType() == UIControl::eButtonList || - m_ActiveUIElement->pControl->getControlType() == UIControl::eTexturePackList || - m_ActiveUIElement->pControl->getControlType() == UIControl::eDynamicLabel || - m_ActiveUIElement->pControl->getControlType() == UIControl::eHTMLLabel || - m_ActiveUIElement->pControl->getControlType() == UIControl::eLeaderboardList || - m_ActiveUIElement->pControl->getControlType() == UIControl::eTouchControl)) - bRepeat = true; // the above controls need to be controllable without having the finger over them - else - return; - } + // no input? no handling! + if (!bPressed && !bRepeat && !bReleased) + { + // override for instand repeat without delay! + if (m_bTouchscreenPressed && m_ActiveUIElement && (m_ActiveUIElement->pControl->getControlType() == UIControl::eSlider || m_ActiveUIElement->pControl->getControlType() == UIControl::eButtonList || m_ActiveUIElement->pControl->getControlType() == UIControl::eTexturePackList || m_ActiveUIElement->pControl->getControlType() == UIControl::eDynamicLabel || m_ActiveUIElement->pControl->getControlType() == UIControl::eHTMLLabel || m_ActiveUIElement->pControl->getControlType() == UIControl::eLeaderboardList || m_ActiveUIElement->pControl->getControlType() == UIControl::eTouchControl)) + { + bRepeat = true; // the above controls need to be controllable without having the finger over them + } + else + { + return; + } + } - SceTouchData* pTouchData = InputManager.GetTouchPadData(iPad,false); - S32 x = pTouchData->report[0].x * (m_fScreenWidth/1920.0f); - S32 y = pTouchData->report[0].y * (m_fScreenHeight/1080.0f); + SceTouchData *pTouchData = InputManager.GetTouchPadData(iPad, false); + S32 x = pTouchData->report[0].x * (m_fScreenWidth / 1920.0f); + S32 y = pTouchData->report[0].y * (m_fScreenHeight / 1080.0f); - if(bPressed && !bRepeat && !bReleased) // PRESSED HANDLING - { - app.DebugPrintf("touch input pressed\n"); - switch(m_ActiveUIElement->pControl->getControlType()) - { - case UIControl::eButton: - // set focus - UIControl_Button *pButton=(UIControl_Button *)m_ActiveUIElement->pControl; - pButton->getParentScene()->SetFocusToElement(m_ActiveUIElement->pControl->getId()); - // override bPressed to false. we only want the button to trigger on touch release! - bPressed = false; - break; - case UIControl::eSlider: - // set focus - UIControl_Slider *pSlider=(UIControl_Slider *)m_ActiveUIElement->pControl; - pSlider->getParentScene()->SetFocusToElement(m_ActiveUIElement->pControl->getId()); - break; - case UIControl::eCheckBox: - // set focus - UIControl_CheckBox *pCheckbox=(UIControl_CheckBox *)m_ActiveUIElement->pControl; - pCheckbox->getParentScene()->SetFocusToElement(m_ActiveUIElement->pControl->getId()); - // override bPressed. we only want the checkbox to trigger on touch release! - bPressed = false; - break; - case UIControl::eButtonList: - // set focus to list - UIControl_ButtonList *pButtonList=(UIControl_ButtonList *)m_ActiveUIElement->pControl; - //pButtonList->getParentScene()->SetFocusToElement(m_ActiveUIElement->pControl->getId()); - // tell list where we tapped it so it can set focus to the correct button - pButtonList->SetTouchFocus((float)x, (float)y, false); - // override bPressed. we only want the ButtonList to trigger on touch release! - bPressed = false; - break; - case UIControl::eTexturePackList: - // set focus to list - UIControl_TexturePackList *pTexturePackList=(UIControl_TexturePackList *)m_ActiveUIElement->pControl; - pTexturePackList->getParentScene()->SetFocusToElement(m_ActiveUIElement->pControl->getId()); - // tell list where we tapped it so it can set focus to the correct texture pack - pTexturePackList->SetTouchFocus((float)x - (float)m_ActiveUIElement->x1, (float)y - (float)m_ActiveUIElement->y1, false); - // override bPressed. we only want the TexturePack List to trigger on touch release! - bPressed = false; - break; - case UIControl::eTextInput: - // set focus - UIControl_TextInput *pTextInput=(UIControl_TextInput *)m_ActiveUIElement->pControl; - pTextInput->getParentScene()->SetFocusToElement(m_ActiveUIElement->pControl->getId()); - // override bPressed to false. we only want the textinput to trigger on touch release! - bPressed = false; - break; - case UIControl::eDynamicLabel: - // handle dynamic label scrolling - UIControl_DynamicLabel *pDynamicLabel=(UIControl_DynamicLabel *)m_ActiveUIElement->pControl; - pDynamicLabel->TouchScroll(y, true); - // override bPressed to false - bPressed = false; - break; - case UIControl::eHTMLLabel: - // handle dynamic label scrolling - UIControl_HTMLLabel *pHtmlLabel=(UIControl_HTMLLabel *)m_ActiveUIElement->pControl; - pHtmlLabel->TouchScroll(y, true); - // override bPressed to false - bPressed = false; - break; - case UIControl::eLeaderboardList: - // set focus to list - UIControl_LeaderboardList *pLeaderboardList=(UIControl_LeaderboardList *)m_ActiveUIElement->pControl; - // tell list where we tapped it so it can set focus to the correct button - pLeaderboardList->SetTouchFocus((float)x, (float)y, false); - // override bPressed. we only want the ButtonList to trigger on touch release! - bPressed = false; - break; - case UIControl::eTouchControl: - // pass on touch input to relevant parent scene so we can handle it there! - m_ActiveUIElement->pControl->getParentScene()->handleTouchInput(iPad, x, y, m_ActiveUIElement->pControl->getId(), bPressed, bRepeat, bReleased); - // override bPressed to false - bPressed = false; - break; - default: - app.DebugPrintf("PRESSED - UNHANDLED UI ELEMENT\n"); - break; - } - } - else if(bRepeat) // REPEAT HANDLING - { - switch(m_ActiveUIElement->pControl->getControlType()) - { - case UIControl::eButton: - /* no action */ - break; - case UIControl::eSlider: - // handle slider movement - UIControl_Slider *pSlider=(UIControl_Slider *)m_ActiveUIElement->pControl; - float fNewSliderPos = ((float)x - (float)m_ActiveUIElement->x1) / (float)pSlider->GetRealWidth(); - pSlider->SetSliderTouchPos(fNewSliderPos); - break; - case UIControl::eCheckBox: - /* no action */ - bRepeat = false; - bPressed = false; - break; - case UIControl::eButtonList: - // handle button list scrolling - UIControl_ButtonList *pButtonList=(UIControl_ButtonList *)m_ActiveUIElement->pControl; - pButtonList->SetTouchFocus((float)x, (float)y, true); - break; - case UIControl::eTexturePackList: - // handle texturepack list scrolling - UIControl_TexturePackList *pTexturePackList=(UIControl_TexturePackList *)m_ActiveUIElement->pControl; - pTexturePackList->SetTouchFocus((float)x - (float)m_ActiveUIElement->x1, (float)y - (float)m_ActiveUIElement->y1, true); - break; - case UIControl::eTextInput: - /* no action */ - bRepeat = false; - bPressed = false; - break; - case UIControl::eDynamicLabel: - // handle dynamic label scrolling - UIControl_DynamicLabel *pDynamicLabel=(UIControl_DynamicLabel *)m_ActiveUIElement->pControl; - pDynamicLabel->TouchScroll(y, true); - // override bPressed & bRepeat to false - bPressed = false; - bRepeat = false; - break; - case UIControl::eHTMLLabel: - // handle dynamic label scrolling - UIControl_HTMLLabel *pHtmlLabel=(UIControl_HTMLLabel *)m_ActiveUIElement->pControl; - pHtmlLabel->TouchScroll(y, true); - // override bPressed & bRepeat to false - bPressed = false; - bRepeat = false; - break; - case UIControl::eLeaderboardList: - // handle button list scrolling - UIControl_LeaderboardList *pLeaderboardList=(UIControl_LeaderboardList *)m_ActiveUIElement->pControl; - pLeaderboardList->SetTouchFocus((float)x, (float)y, true); - break; - case UIControl::eTouchControl: - // override bPressed to false - bPressed = false; - // pass on touch input to relevant parent scene so we can handle it there! - m_ActiveUIElement->pControl->getParentScene()->handleTouchInput(iPad, x, y, m_ActiveUIElement->pControl->getId(), bPressed, bRepeat, bReleased); - // override bRepeat to false - bRepeat = false; - break; - default: - app.DebugPrintf("REPEAT - UNHANDLED UI ELEMENT\n"); - break; - } - } - if(bReleased) // RELEASED HANDLING - { - app.DebugPrintf("touch input released\n"); - switch(m_ActiveUIElement->pControl->getControlType()) - { - case UIControl::eButton: - // trigger button on release (ONLY if the finger is still on it!) - if(m_HighlightedUIElement && m_ActiveUIElement->pControl == m_HighlightedUIElement->pControl) - bPressed = true; - break; - case UIControl::eSlider: - /* no action */ - break; - case UIControl::eCheckBox: - // trigger checkbox on release (ONLY if the finger is still on it!) - if(m_HighlightedUIElement && m_ActiveUIElement->pControl == m_HighlightedUIElement->pControl) - { - UIControl_CheckBox *pCheckbox=(UIControl_CheckBox *)m_ActiveUIElement->pControl; - if(pCheckbox->IsEnabled()) // only proceed if checkbox is enabled! - pCheckbox->TouchSetCheckbox(!pCheckbox->IsChecked()); - } - bReleased = false; - break; - case UIControl::eButtonList: - // trigger buttonlist on release (ONLY if the finger is still on it!) - if(m_HighlightedUIElement && m_ActiveUIElement->pControl == m_HighlightedUIElement->pControl) - { - UIControl_ButtonList *pButtonList=(UIControl_ButtonList *)m_ActiveUIElement->pControl; - if(pButtonList->CanTouchTrigger(x,y)) - bPressed = true; - } - break; - case UIControl::eTexturePackList: - // trigger texturepack list on release (ONLY if the finger is still on it!) - if(m_HighlightedUIElement && m_ActiveUIElement->pControl == m_HighlightedUIElement->pControl) - { - UIControl_TexturePackList *pTexturePackList=(UIControl_TexturePackList *)m_ActiveUIElement->pControl; - if(pTexturePackList->CanTouchTrigger((float)x - (float)m_ActiveUIElement->x1, (float)y - (float)m_ActiveUIElement->y1)) - bPressed = true; - } - break; - case UIControl::eTextInput: - // trigger TextInput on release (ONLY if the finger is still on it!) - if(m_HighlightedUIElement && m_ActiveUIElement->pControl == m_HighlightedUIElement->pControl) - bPressed = true; - break; - case UIControl::eDynamicLabel: - // handle dynamic label scrolling - UIControl_DynamicLabel *pDynamicLabel=(UIControl_DynamicLabel *)m_ActiveUIElement->pControl; - pDynamicLabel->TouchScroll(y, false); - break; - case UIControl::eHTMLLabel: - // handle dynamic label scrolling - UIControl_HTMLLabel *pHtmlLabel=(UIControl_HTMLLabel *)m_ActiveUIElement->pControl; - pHtmlLabel->TouchScroll(y, false); - break; - case UIControl::eLeaderboardList: - /* no action */ - break; - case UIControl::eTouchControl: - // trigger only if touch is released over the same component! - if(m_HighlightedUIElement && m_ActiveUIElement->pControl == m_HighlightedUIElement->pControl) - { - // pass on touch input to relevant parent scene so we can handle it there! - m_ActiveUIElement->pControl->getParentScene()->handleTouchInput(iPad, x, y, m_ActiveUIElement->pControl->getId(), bPressed, bRepeat, bReleased); - } - // override bReleased to false - bReleased = false; - break; - default: - app.DebugPrintf("RELEASED - UNHANDLED UI ELEMENT\n"); - break; - } - } + if (bPressed && !bRepeat && !bReleased) // PRESSED HANDLING + { + app.DebugPrintf("touch input pressed\n"); + switch (m_ActiveUIElement->pControl->getControlType()) + { + case UIControl::eButton: + // set focus + UIControl_Button *pButton = (UIControl_Button *)m_ActiveUIElement->pControl; + pButton->getParentScene()->SetFocusToElement(m_ActiveUIElement->pControl->getId()); + // override bPressed to false. we only want the button to trigger on touch release! + bPressed = false; + break; + case UIControl::eSlider: + // set focus + UIControl_Slider *pSlider = (UIControl_Slider *)m_ActiveUIElement->pControl; + pSlider->getParentScene()->SetFocusToElement(m_ActiveUIElement->pControl->getId()); + break; + case UIControl::eCheckBox: + // set focus + UIControl_CheckBox *pCheckbox = (UIControl_CheckBox *)m_ActiveUIElement->pControl; + pCheckbox->getParentScene()->SetFocusToElement(m_ActiveUIElement->pControl->getId()); + // override bPressed. we only want the checkbox to trigger on touch release! + bPressed = false; + break; + case UIControl::eButtonList: + // set focus to list + UIControl_ButtonList *pButtonList = (UIControl_ButtonList *)m_ActiveUIElement->pControl; + // pButtonList->getParentScene()->SetFocusToElement(m_ActiveUIElement->pControl->getId()); + // tell list where we tapped it so it can set focus to the correct button + pButtonList->SetTouchFocus((float)x, (float)y, false); + // override bPressed. we only want the ButtonList to trigger on touch release! + bPressed = false; + break; + case UIControl::eTexturePackList: + // set focus to list + UIControl_TexturePackList *pTexturePackList = (UIControl_TexturePackList *)m_ActiveUIElement->pControl; + pTexturePackList->getParentScene()->SetFocusToElement(m_ActiveUIElement->pControl->getId()); + // tell list where we tapped it so it can set focus to the correct texture pack + pTexturePackList->SetTouchFocus((float)x - (float)m_ActiveUIElement->x1, (float)y - (float)m_ActiveUIElement->y1, false); + // override bPressed. we only want the TexturePack List to trigger on touch release! + bPressed = false; + break; + case UIControl::eTextInput: + // set focus + UIControl_TextInput *pTextInput = (UIControl_TextInput *)m_ActiveUIElement->pControl; + pTextInput->getParentScene()->SetFocusToElement(m_ActiveUIElement->pControl->getId()); + // override bPressed to false. we only want the textinput to trigger on touch release! + bPressed = false; + break; + case UIControl::eDynamicLabel: + // handle dynamic label scrolling + UIControl_DynamicLabel *pDynamicLabel = (UIControl_DynamicLabel *)m_ActiveUIElement->pControl; + pDynamicLabel->TouchScroll(y, true); + // override bPressed to false + bPressed = false; + break; + case UIControl::eHTMLLabel: + // handle dynamic label scrolling + UIControl_HTMLLabel *pHtmlLabel = (UIControl_HTMLLabel *)m_ActiveUIElement->pControl; + pHtmlLabel->TouchScroll(y, true); + // override bPressed to false + bPressed = false; + break; + case UIControl::eLeaderboardList: + // set focus to list + UIControl_LeaderboardList *pLeaderboardList = (UIControl_LeaderboardList *)m_ActiveUIElement->pControl; + // tell list where we tapped it so it can set focus to the correct button + pLeaderboardList->SetTouchFocus((float)x, (float)y, false); + // override bPressed. we only want the ButtonList to trigger on touch release! + bPressed = false; + break; + case UIControl::eTouchControl: + // pass on touch input to relevant parent scene so we can handle it there! + m_ActiveUIElement->pControl->getParentScene()->handleTouchInput(iPad, x, y, m_ActiveUIElement->pControl->getId(), bPressed, bRepeat, bReleased); + // override bPressed to false + bPressed = false; + break; + default: + app.DebugPrintf("PRESSED - UNHANDLED UI ELEMENT\n"); + break; + } + } + else if (bRepeat) // REPEAT HANDLING + { + switch (m_ActiveUIElement->pControl->getControlType()) + { + case UIControl::eButton: + /* no action */ + break; + case UIControl::eSlider: + // handle slider movement + UIControl_Slider *pSlider = (UIControl_Slider *)m_ActiveUIElement->pControl; + float fNewSliderPos = ((float)x - (float)m_ActiveUIElement->x1) / (float)pSlider->GetRealWidth(); + pSlider->SetSliderTouchPos(fNewSliderPos); + break; + case UIControl::eCheckBox: + /* no action */ + bRepeat = false; + bPressed = false; + break; + case UIControl::eButtonList: + // handle button list scrolling + UIControl_ButtonList *pButtonList = (UIControl_ButtonList *)m_ActiveUIElement->pControl; + pButtonList->SetTouchFocus((float)x, (float)y, true); + break; + case UIControl::eTexturePackList: + // handle texturepack list scrolling + UIControl_TexturePackList *pTexturePackList = (UIControl_TexturePackList *)m_ActiveUIElement->pControl; + pTexturePackList->SetTouchFocus((float)x - (float)m_ActiveUIElement->x1, (float)y - (float)m_ActiveUIElement->y1, true); + break; + case UIControl::eTextInput: + /* no action */ + bRepeat = false; + bPressed = false; + break; + case UIControl::eDynamicLabel: + // handle dynamic label scrolling + UIControl_DynamicLabel *pDynamicLabel = (UIControl_DynamicLabel *)m_ActiveUIElement->pControl; + pDynamicLabel->TouchScroll(y, true); + // override bPressed & bRepeat to false + bPressed = false; + bRepeat = false; + break; + case UIControl::eHTMLLabel: + // handle dynamic label scrolling + UIControl_HTMLLabel *pHtmlLabel = (UIControl_HTMLLabel *)m_ActiveUIElement->pControl; + pHtmlLabel->TouchScroll(y, true); + // override bPressed & bRepeat to false + bPressed = false; + bRepeat = false; + break; + case UIControl::eLeaderboardList: + // handle button list scrolling + UIControl_LeaderboardList *pLeaderboardList = (UIControl_LeaderboardList *)m_ActiveUIElement->pControl; + pLeaderboardList->SetTouchFocus((float)x, (float)y, true); + break; + case UIControl::eTouchControl: + // override bPressed to false + bPressed = false; + // pass on touch input to relevant parent scene so we can handle it there! + m_ActiveUIElement->pControl->getParentScene()->handleTouchInput(iPad, x, y, m_ActiveUIElement->pControl->getId(), bPressed, bRepeat, bReleased); + // override bRepeat to false + bRepeat = false; + break; + default: + app.DebugPrintf("REPEAT - UNHANDLED UI ELEMENT\n"); + break; + } + } + if (bReleased) // RELEASED HANDLING + { + app.DebugPrintf("touch input released\n"); + switch (m_ActiveUIElement->pControl->getControlType()) + { + case UIControl::eButton: + // trigger button on release (ONLY if the finger is still on it!) + if (m_HighlightedUIElement && m_ActiveUIElement->pControl == m_HighlightedUIElement->pControl) + { + bPressed = true; + } + break; + case UIControl::eSlider: + /* no action */ + break; + case UIControl::eCheckBox: + // trigger checkbox on release (ONLY if the finger is still on it!) + if (m_HighlightedUIElement && m_ActiveUIElement->pControl == m_HighlightedUIElement->pControl) + { + UIControl_CheckBox *pCheckbox = (UIControl_CheckBox *)m_ActiveUIElement->pControl; + if (pCheckbox->IsEnabled()) // only proceed if checkbox is enabled! + { + pCheckbox->TouchSetCheckbox(!pCheckbox->IsChecked()); + } + } + bReleased = false; + break; + case UIControl::eButtonList: + // trigger buttonlist on release (ONLY if the finger is still on it!) + if (m_HighlightedUIElement && m_ActiveUIElement->pControl == m_HighlightedUIElement->pControl) + { + UIControl_ButtonList *pButtonList = (UIControl_ButtonList *)m_ActiveUIElement->pControl; + if (pButtonList->CanTouchTrigger(x, y)) + { + bPressed = true; + } + } + break; + case UIControl::eTexturePackList: + // trigger texturepack list on release (ONLY if the finger is still on it!) + if (m_HighlightedUIElement && m_ActiveUIElement->pControl == m_HighlightedUIElement->pControl) + { + UIControl_TexturePackList *pTexturePackList = (UIControl_TexturePackList *)m_ActiveUIElement->pControl; + if (pTexturePackList->CanTouchTrigger((float)x - (float)m_ActiveUIElement->x1, (float)y - (float)m_ActiveUIElement->y1)) + { + bPressed = true; + } + } + break; + case UIControl::eTextInput: + // trigger TextInput on release (ONLY if the finger is still on it!) + if (m_HighlightedUIElement && m_ActiveUIElement->pControl == m_HighlightedUIElement->pControl) + { + bPressed = true; + } + break; + case UIControl::eDynamicLabel: + // handle dynamic label scrolling + UIControl_DynamicLabel *pDynamicLabel = (UIControl_DynamicLabel *)m_ActiveUIElement->pControl; + pDynamicLabel->TouchScroll(y, false); + break; + case UIControl::eHTMLLabel: + // handle dynamic label scrolling + UIControl_HTMLLabel *pHtmlLabel = (UIControl_HTMLLabel *)m_ActiveUIElement->pControl; + pHtmlLabel->TouchScroll(y, false); + break; + case UIControl::eLeaderboardList: + /* no action */ + break; + case UIControl::eTouchControl: + // trigger only if touch is released over the same component! + if (m_HighlightedUIElement && m_ActiveUIElement->pControl == m_HighlightedUIElement->pControl) + { + // pass on touch input to relevant parent scene so we can handle it there! + m_ActiveUIElement->pControl->getParentScene()->handleTouchInput(iPad, x, y, m_ActiveUIElement->pControl->getId(), bPressed, bRepeat, bReleased); + } + // override bReleased to false + bReleased = false; + break; + default: + app.DebugPrintf("RELEASED - UNHANDLED UI ELEMENT\n"); + break; + } + } - // only proceed if there's input to be handled - if(bPressed || bRepeat || bReleased) - { - SendTouchInput(iPad, key, bPressed, bRepeat, bReleased); - } + // only proceed if there's input to be handled + if (bPressed || bRepeat || bReleased) + { + SendTouchInput(iPad, key, bPressed, bRepeat, bReleased); + } } void UIController::SendTouchInput(unsigned int iPad, unsigned int key, bool bPressed, bool bRepeat, bool bReleased) { - bool handled = false; + bool handled = false; - // Send the key to the fullscreen group first - m_groups[(int)eUIGroup_Fullscreen]->handleInput(iPad, key, bRepeat, bPressed, bReleased, handled); - if(!handled) - { - // If it's not been handled yet, then pass the event onto the players specific group - m_groups[(iPad+1)]->handleInput(iPad, key, bRepeat, bPressed, bReleased, handled); - } + // Send the key to the fullscreen group first + m_groups[(int)eUIGroup_Fullscreen]->handleInput(iPad, key, bRepeat, bPressed, bReleased, handled); + if (!handled) + { + // If it's not been handled yet, then pass the event onto the players specific group + m_groups[(iPad + 1)]->handleInput(iPad, key, bRepeat, bPressed, bReleased, handled); + } } - #endif \ No newline at end of file diff --git a/Minecraft.Client/Common/UI/UIController.h b/Minecraft.Client/Common/UI/UIController.h index 01ed79dbc..b64d9fef3 100644 --- a/Minecraft.Client/Common/UI/UIController.h +++ b/Minecraft.Client/Common/UI/UIController.h @@ -14,387 +14,390 @@ class UIControl; // Base class for all shared functions between UIControllers class UIController : public IUIController { -public: - static __int64 iggyAllocCount; + public: + static __int64 iggyAllocCount; - // MGH - added to prevent crash loading Iggy movies while the skins were being reloaded - static CRITICAL_SECTION ms_reloadSkinCS; - static bool ms_bReloadSkinCSInitialised; + // MGH - added to prevent crash loading Iggy movies while the skins were being reloaded + static CRITICAL_SECTION ms_reloadSkinCS; + static bool ms_bReloadSkinCSInitialised; -protected: - UIComponent_DebugUIConsole *m_uiDebugConsole; - UIComponent_DebugUIMarketingGuide *m_uiDebugMarketingGuide; + protected: + UIComponent_DebugUIConsole *m_uiDebugConsole; + UIComponent_DebugUIMarketingGuide *m_uiDebugMarketingGuide; -private: - CRITICAL_SECTION m_navigationLock; + private: + CRITICAL_SECTION m_navigationLock; - static const int UI_REPEAT_KEY_DELAY_MS = 300; // How long from press until the first repeat - static const int UI_REPEAT_KEY_REPEAT_RATE_MS = 100; // How long in between repeats - DWORD m_actionRepeatTimer[XUSER_MAX_COUNT][ACTION_MAX_MENU+1]; + static const int UI_REPEAT_KEY_DELAY_MS = 300; // How long from press until the first repeat + static const int UI_REPEAT_KEY_REPEAT_RATE_MS = 100; // How long in between repeats + DWORD m_actionRepeatTimer[XUSER_MAX_COUNT][ACTION_MAX_MENU + 1]; - float m_fScreenWidth; - float m_fScreenHeight; - float aar_Width; - float aar_Height; - bool m_bScreenWidthSetup; + float m_fScreenWidth; + float m_fScreenHeight; + bool m_bScreenWidthSetup; - S32 m_tileOriginX, m_tileOriginY; + S32 m_tileOriginX, m_tileOriginY; - enum EFont - { - eFont_NotLoaded = 0, + enum EFont + { + eFont_NotLoaded = 0, - eFont_Bitmap, - eFont_Japanese, - eFont_SimpChinese, - eFont_TradChinese, - eFont_Korean, + eFont_Bitmap, + eFont_Japanese, + eFont_SimpChinese, + eFont_TradChinese, + eFont_Korean, + }; - }; - - // 4J-JEV: It's important that currentFont == targetFont, unless updateCurrentLanguage is going to be called. - EFont m_eCurrentFont, m_eTargetFont; + // 4J-JEV: It's important that currentFont == targetFont, unless updateCurrentLanguage is going to be called. + EFont m_eCurrentFont, m_eTargetFont; - // 4J-JEV: Behaves like navigateToHome when not ingame. When in-game, it closes all player scenes instead. - bool m_bCleanupOnReload; + // 4J-JEV: Behaves like navigateToHome when not ingame. When in-game, it closes all player scenes instead. + bool m_bCleanupOnReload; - EFont getFontForLanguage(int language); - UITTFFont *createFont(EFont fontLanguage); + EFont getFontForLanguage(int language); + UITTFFont *createFont(EFont fontLanguage); - UIAbstractBitmapFont *m_mcBitmapFont; - UITTFFont *m_mcTTFFont; - UIBitmapFont *m_moj7, *m_moj11; + UIAbstractBitmapFont *m_mcBitmapFont; + UITTFFont *m_mcTTFFont; + UIBitmapFont *m_moj7, *m_moj11; -public: - void setCleanupOnReload(); - void updateCurrentFont(); + public: + void setCleanupOnReload(); + void updateCurrentFont(); - -private: - // 4J-PB - ui element type for PSVita touch control + private: + // 4J-PB - ui element type for PSVita touch control #ifdef __PSVITA__ - typedef struct - { - UIControl *pControl; - S32 x1,y1,x2,y2; - } - UIELEMENT; - // E3 - Fine for now, but we need to make this better! - vector m_TouchBoxes[eUIGroup_COUNT][eUILayer_COUNT][eUIScene_COUNT]; - bool m_bTouchscreenPressed; + typedef struct + { + UIControl *pControl; + S32 x1, y1, x2, y2; + } UIELEMENT; + // E3 - Fine for now, but we need to make this better! + vector m_TouchBoxes[eUIGroup_COUNT][eUILayer_COUNT][eUIScene_COUNT]; + bool m_bTouchscreenPressed; #endif - // 4J Stu - These should be in the order that they reference each other (i.e. they can only reference one with a lower value in the enum) - enum ELibraries - { - eLibrary_Platform, - eLibrary_GraphicsDefault, - eLibrary_GraphicsHUD, - eLibrary_GraphicsInGame, - eLibrary_GraphicsTooltips, - eLibrary_GraphicsLabels, - eLibrary_Labels, - eLibrary_InGame, - eLibrary_HUD, - eLibrary_Tooltips, - eLibrary_Default, + // 4J Stu - These should be in the order that they reference each other (i.e. they can only reference one with a lower value in the enum) + enum ELibraries + { + eLibrary_Platform, + eLibrary_GraphicsDefault, + eLibrary_GraphicsHUD, + eLibrary_GraphicsInGame, + eLibrary_GraphicsTooltips, + eLibrary_GraphicsLabels, + eLibrary_Labels, + eLibrary_InGame, + eLibrary_HUD, + eLibrary_Tooltips, + eLibrary_Default, -#if ( defined(_WINDOWS64) ) - // 4J Stu - Load the 720/480 skins so that we have something to fallback on during development +#if (defined(_WINDOWS64)) + // 4J Stu - Load the 720/480 skins so that we have something to fallback on during development #ifndef _FINAL_BUILD - eLibraryFallback_Platform, - eLibraryFallback_GraphicsDefault, - eLibraryFallback_GraphicsHUD, - eLibraryFallback_GraphicsInGame, - eLibraryFallback_GraphicsTooltips, - eLibraryFallback_GraphicsLabels, - eLibraryFallback_Labels, - eLibraryFallback_InGame, - eLibraryFallback_HUD, - eLibraryFallback_Tooltips, - eLibraryFallback_Default, + eLibraryFallback_Platform, + eLibraryFallback_GraphicsDefault, + eLibraryFallback_GraphicsHUD, + eLibraryFallback_GraphicsInGame, + eLibraryFallback_GraphicsTooltips, + eLibraryFallback_GraphicsLabels, + eLibraryFallback_Labels, + eLibraryFallback_InGame, + eLibraryFallback_HUD, + eLibraryFallback_Tooltips, + eLibraryFallback_Default, #endif #endif - eLibrary_Count, - }; + eLibrary_Count, + }; - IggyLibrary m_iggyLibraries[eLibrary_Count]; + IggyLibrary m_iggyLibraries[eLibrary_Count]; -protected: - GDrawFunctions *gdraw_funcs; + protected: + GDrawFunctions *gdraw_funcs; -private: - HIGGYEXP iggy_explorer; - HIGGYPERFMON iggy_perfmon; - bool m_iggyPerfmonEnabled; + private: + HIGGYEXP iggy_explorer; + HIGGYPERFMON iggy_perfmon; + bool m_iggyPerfmonEnabled; - bool m_bMenuDisplayed[XUSER_MAX_COUNT]; // track each players menu displayed - bool m_bMenuToBeClosed[XUSER_MAX_COUNT]; // actioned at the end of the game loop - int m_iCountDown[XUSER_MAX_COUNT]; // ticks to block input + bool m_bMenuDisplayed[XUSER_MAX_COUNT]; // track each players menu displayed + bool m_bMenuToBeClosed[XUSER_MAX_COUNT]; // actioned at the end of the game loop + int m_iCountDown[XUSER_MAX_COUNT]; // ticks to block input - bool m_bCloseAllScenes[eUIGroup_COUNT]; + bool m_bCloseAllScenes[eUIGroup_COUNT]; - int m_iPressStartQuadrantsMask; + int m_iPressStartQuadrantsMask; - C4JRender::eViewportType m_currentRenderViewport; - bool m_bCustomRenderPosition; - - static DWORD m_dwTrialTimerLimitSecs; + C4JRender::eViewportType m_currentRenderViewport; + bool m_bCustomRenderPosition; - unordered_map m_substitutionTextures; + static DWORD m_dwTrialTimerLimitSecs; - typedef struct _CachedMovieData - { - byteArray m_ba; - __int64 m_expiry; - } CachedMovieData; - unordered_map m_cachedMovieData; + unordered_map m_substitutionTextures; - typedef struct _QueuedMessageBoxData - { - MessageBoxInfo info; - int iPad; - EUILayer layer; - } QueuedMessageBoxData; - vector m_queuedMessageBoxData; + typedef struct _CachedMovieData + { + byteArray m_ba; + __int64 m_expiry; + } CachedMovieData; + unordered_map m_cachedMovieData; - unsigned int m_winUserIndex; - //bool m_bSysUIShowing; - bool m_bSystemUIShowing; - C4JThread *m_reloadSkinThread; - bool m_navigateToHomeOnReload; - int m_accumulatedTicks; - __uint64 m_lastUiSfx; // Tracks time (ms) of last UI sound effect + typedef struct _QueuedMessageBoxData + { + MessageBoxInfo info; + int iPad; + EUILayer layer; + } QueuedMessageBoxData; + vector m_queuedMessageBoxData; - D3D11_RECT m_customRenderingClearRect; + unsigned int m_winUserIndex; + // bool m_bSysUIShowing; + bool m_bSystemUIShowing; + C4JThread *m_reloadSkinThread; + bool m_navigateToHomeOnReload; + int m_accumulatedTicks; + __uint64 m_lastUiSfx; // Tracks time (ms) of last UI sound effect - unordered_map m_registeredCallbackScenes; // A collection of scenes and unique id's that are used in async callbacks so we can safely handle when they get destroyed - CRITICAL_SECTION m_registeredCallbackScenesCS;; + D3D11_RECT m_customRenderingClearRect; -public: - UIController(); - void resize(S32 width, S32 height); + unordered_map m_registeredCallbackScenes; // A collection of scenes and unique id's that are used in async callbacks so we can safely handle when they get destroyed + CRITICAL_SECTION m_registeredCallbackScenesCS; + ; + + public: + UIController(); #ifdef __PSVITA__ - void TouchBoxAdd(UIControl *pControl,UIScene *pUIScene); - bool TouchBoxHit(UIScene *pUIScene,S32 x, S32 y); - void TouchBoxesClear(UIScene *pUIScene); - void TouchBoxRebuild(UIScene *pUIScene); + void TouchBoxAdd(UIControl *pControl, UIScene *pUIScene); + bool TouchBoxHit(UIScene *pUIScene, S32 x, S32 y); + void TouchBoxesClear(UIScene *pUIScene); + void TouchBoxRebuild(UIScene *pUIScene); - void HandleTouchInput(unsigned int iPad, unsigned int key, bool bPressed, bool bRepeat, bool bReleased); - void SendTouchInput(unsigned int iPad, unsigned int key, bool bPressed, bool bRepeat, bool bReleased); + void HandleTouchInput(unsigned int iPad, unsigned int key, bool bPressed, bool bRepeat, bool bReleased); + void SendTouchInput(unsigned int iPad, unsigned int key, bool bPressed, bool bRepeat, bool bReleased); - private: - void TouchBoxAdd(UIControl *pControl,EUIGroup eUIGroup,EUILayer eUILayer,EUIScene eUIscene, UIControl *pMainPanelControl); - UIELEMENT *m_ActiveUIElement; - UIELEMENT *m_HighlightedUIElement; + private: + void TouchBoxAdd(UIControl *pControl, EUIGroup eUIGroup, EUILayer eUILayer, EUIScene eUIscene, UIControl *pMainPanelControl); + UIELEMENT *m_ActiveUIElement; + UIELEMENT *m_HighlightedUIElement; #endif -protected: - UIGroup *m_groups[eUIGroup_COUNT]; + protected: + UIGroup *m_groups[eUIGroup_COUNT]; -public: - void showComponent(int iPad, EUIScene scene, EUILayer layer, EUIGroup group, bool show) - { - m_groups[group]->showComponent(iPad, scene, layer, show); - } + public: + void showComponent(int iPad, EUIScene scene, EUILayer layer, EUIGroup group, bool show) + { + m_groups[group]->showComponent(iPad, scene, layer, show); + } - void removeComponent(EUIScene scene, EUILayer layer, EUIGroup group) - { - m_groups[group]->removeComponent(scene, layer); - } + void removeComponent(EUIScene scene, EUILayer layer, EUIGroup group) + { + m_groups[group]->removeComponent(scene, layer); + } -protected: - // Should be called from the platforms init function - void preInit(S32 width, S32 height); - void postInit(); + protected: + // Should be called from the platforms init function + void preInit(S32 width, S32 height); + void postInit(); + public: + CRITICAL_SECTION m_Allocatorlock; + void SetupFont(); + bool PendingFontChange(); + bool UsingBitmapFont(); -public: - CRITICAL_SECTION m_Allocatorlock; - void SetupFont(); - bool PendingFontChange(); - bool UsingBitmapFont(); + public: + // TICKING + virtual void tick(); -public: - // TICKING - virtual void tick(); + private: + void loadSkins(); + IggyLibrary loadSkin(const wstring &skinPath, const wstring &skinName); -private: - void loadSkins(); - IggyLibrary loadSkin(const wstring &skinPath, const wstring &skinName); + public: + void ReloadSkin(); + virtual void StartReloadSkinThread(); + virtual bool IsReloadingSkin(); + virtual bool IsExpectingOrReloadingSkin(); + virtual void CleanUpSkinReload(); -public: - void ReloadSkin(); - virtual void StartReloadSkinThread(); - virtual bool IsReloadingSkin(); - virtual bool IsExpectingOrReloadingSkin(); - virtual void CleanUpSkinReload(); + private: + static int reloadSkinThreadProc(void *lpParam); -private: - static int reloadSkinThreadProc(void* lpParam); + public: + byteArray getMovieData(const wstring &filename); -public: - byteArray getMovieData(const wstring &filename); + // INPUT + private: + void tickInput(); + void handleInput(); + void handleKeyPress(unsigned int iPad, unsigned int key); - // INPUT -private: - void tickInput(); - void handleInput(); - void handleKeyPress(unsigned int iPad, unsigned int key); - -protected: - static rrbool RADLINK ExternalFunctionCallback( void * user_callback_data , Iggy * player , IggyExternalFunctionCallUTF16 * call ); + protected: + static rrbool RADLINK ExternalFunctionCallback(void *user_callback_data, Iggy *player, IggyExternalFunctionCallUTF16 *call); -public: - // RENDERING - float getScreenWidth() { return m_fScreenWidth; } - float getScreenHeight() { return m_fScreenHeight; } + public: + // RENDERING + float getScreenWidth() + { + return m_fScreenWidth; + } + float getScreenHeight() + { + return m_fScreenHeight; + } - virtual void render() = 0; - void getRenderDimensions(C4JRender::eViewportType viewport, S32 &width, S32 &height); - void setupRenderPosition(C4JRender::eViewportType viewport); - void setupRenderPosition(S32 xOrigin, S32 yOrigin); + virtual void render() = 0; + void getRenderDimensions(C4JRender::eViewportType viewport, S32 &width, S32 &height); + void setupRenderPosition(C4JRender::eViewportType viewport); + void setupRenderPosition(S32 xOrigin, S32 yOrigin); - void SetSysUIShowing(bool bVal); - static void SetSystemUIShowing(LPVOID lpParam,bool bVal); + void SetSysUIShowing(bool bVal); + static void SetSystemUIShowing(LPVOID lpParam, bool bVal); -protected: - virtual void setTileOrigin(S32 xPos, S32 yPos) = 0; + protected: + virtual void setTileOrigin(S32 xPos, S32 yPos) = 0; -public: + public: + virtual CustomDrawData *setupCustomDraw(UIScene *scene, IggyCustomDrawCallbackRegion *region) = 0; + virtual CustomDrawData *calculateCustomDraw(IggyCustomDrawCallbackRegion *region) = 0; + virtual void endCustomDraw(IggyCustomDrawCallbackRegion *region) = 0; - virtual CustomDrawData *setupCustomDraw(UIScene *scene, IggyCustomDrawCallbackRegion *region) = 0; - virtual CustomDrawData *calculateCustomDraw(IggyCustomDrawCallbackRegion *region) = 0; - virtual void endCustomDraw(IggyCustomDrawCallbackRegion *region) = 0; -protected: - // Should be called from the platforms render function - void renderScenes(); + protected: + // Should be called from the platforms render function + void renderScenes(); -public: - virtual void beginIggyCustomDraw4J(IggyCustomDrawCallbackRegion *region, CustomDrawData *customDrawRegion) = 0; - void setupCustomDrawGameState(); - void endCustomDrawGameState(); - void setupCustomDrawMatrices(UIScene *scene, CustomDrawData *customDrawRegion); - void setupCustomDrawGameStateAndMatrices(UIScene *scene, CustomDrawData *customDrawRegion); - void endCustomDrawMatrices(); - void endCustomDrawGameStateAndMatrices(); + public: + virtual void beginIggyCustomDraw4J(IggyCustomDrawCallbackRegion *region, CustomDrawData *customDrawRegion) = 0; + void setupCustomDrawGameState(); + void endCustomDrawGameState(); + void setupCustomDrawMatrices(UIScene *scene, CustomDrawData *customDrawRegion); + void setupCustomDrawGameStateAndMatrices(UIScene *scene, CustomDrawData *customDrawRegion); + void endCustomDrawMatrices(); + void endCustomDrawGameStateAndMatrices(); -protected: + protected: + static void RADLINK CustomDrawCallback(void *user_callback_data, Iggy *player, IggyCustomDrawCallbackRegion *Region); + static GDrawTexture *RADLINK TextureSubstitutionCreateCallback(void *user_callback_data, IggyUTF16 *texture_name, S32 *width, S32 *height, void **destroy_callback_data); + static void RADLINK TextureSubstitutionDestroyCallback(void *user_callback_data, void *destroy_callback_data, GDrawTexture *handle); - static void RADLINK CustomDrawCallback(void *user_callback_data, Iggy *player, IggyCustomDrawCallbackRegion *Region); - static GDrawTexture * RADLINK TextureSubstitutionCreateCallback( void * user_callback_data , IggyUTF16 * texture_name , S32 * width , S32 * height , void **destroy_callback_data ); - static void RADLINK TextureSubstitutionDestroyCallback( void * user_callback_data , void * destroy_callback_data , GDrawTexture * handle ); + virtual GDrawTexture *getSubstitutionTexture(int textureId) + { + return NULL; + } + virtual void destroySubstitutionTexture(void *destroyCallBackData, GDrawTexture *handle) + { + } - virtual GDrawTexture *getSubstitutionTexture(int textureId) { return NULL; } - virtual void destroySubstitutionTexture(void *destroyCallBackData, GDrawTexture *handle) {} + public: + void registerSubstitutionTexture(const wstring &textureName, PBYTE pbData, DWORD dwLength); + void unregisterSubstitutionTexture(const wstring &textureName, bool deleteData); -public: - void registerSubstitutionTexture(const wstring &textureName, PBYTE pbData, DWORD dwLength); - void unregisterSubstitutionTexture(const wstring &textureName, bool deleteData); + public: + // NAVIGATION + bool NavigateToScene(int iPad, EUIScene scene, void *initData = NULL, EUILayer layer = eUILayer_Scene, EUIGroup group = eUIGroup_PAD); + bool NavigateBack(int iPad, bool forceUsePad = false, EUIScene eScene = eUIScene_COUNT, EUILayer eLayer = eUILayer_COUNT); + void NavigateToHomeMenu(); + UIScene *GetTopScene(int iPad, EUILayer layer = eUILayer_Scene, EUIGroup group = eUIGroup_PAD); -public: - // NAVIGATION - bool NavigateToScene(int iPad, EUIScene scene, void *initData = NULL, EUILayer layer = eUILayer_Scene, EUIGroup group = eUIGroup_PAD); - bool NavigateBack(int iPad, bool forceUsePad = false, EUIScene eScene = eUIScene_COUNT, EUILayer eLayer = eUILayer_COUNT); - void NavigateToHomeMenu(); - UIScene *GetTopScene(int iPad, EUILayer layer = eUILayer_Scene, EUIGroup group = eUIGroup_PAD); + size_t RegisterForCallbackId(UIScene *scene); + void UnregisterCallbackId(size_t id); + UIScene *GetSceneFromCallbackId(size_t id); + void EnterCallbackIdCriticalSection(); + void LeaveCallbackIdCriticalSection(); - size_t RegisterForCallbackId(UIScene *scene); - void UnregisterCallbackId(size_t id); - UIScene *GetSceneFromCallbackId(size_t id); - void EnterCallbackIdCriticalSection(); - void LeaveCallbackIdCriticalSection(); + private: + void setFullscreenMenuDisplayed(bool displayed); -private: - void setFullscreenMenuDisplayed(bool displayed); + public: + void CloseAllPlayersScenes(); + void CloseUIScenes(int iPad, bool forceIPad = false); -public: - void CloseAllPlayersScenes(); - void CloseUIScenes(int iPad, bool forceIPad = false); - - virtual bool IsPauseMenuDisplayed(int iPad); - virtual bool IsContainerMenuDisplayed(int iPad); - virtual bool IsIgnorePlayerJoinMenuDisplayed(int iPad); - virtual bool IsIgnoreAutosaveMenuDisplayed(int iPad); - virtual void SetIgnoreAutosaveMenuDisplayed(int iPad, bool displayed); - virtual bool IsSceneInStack(int iPad, EUIScene eScene); - bool GetMenuDisplayed(int iPad); - void SetMenuDisplayed(int iPad,bool bVal); - virtual void CheckMenuDisplayed(); - void AnimateKeyPress(int iPad, int iAction, bool bRepeat, bool bPressed, bool bReleased); - void OverrideSFX(int iPad, int iAction,bool bVal); + virtual bool IsPauseMenuDisplayed(int iPad); + virtual bool IsContainerMenuDisplayed(int iPad); + virtual bool IsIgnorePlayerJoinMenuDisplayed(int iPad); + virtual bool IsIgnoreAutosaveMenuDisplayed(int iPad); + virtual void SetIgnoreAutosaveMenuDisplayed(int iPad, bool displayed); + virtual bool IsSceneInStack(int iPad, EUIScene eScene); + bool GetMenuDisplayed(int iPad); + void SetMenuDisplayed(int iPad, bool bVal); + virtual void CheckMenuDisplayed(); + void AnimateKeyPress(int iPad, int iAction, bool bRepeat, bool bPressed, bool bReleased); + void OverrideSFX(int iPad, int iAction, bool bVal); - // TOOLTIPS - virtual void SetTooltipText( unsigned int iPad, unsigned int tooltip, int iTextID ); - virtual void SetEnableTooltips( unsigned int iPad, BOOL bVal ); - virtual void ShowTooltip( unsigned int iPad, unsigned int tooltip, bool show ); - virtual void SetTooltips( unsigned int iPad, int iA, int iB=-1, int iX=-1, int iY=-1 , int iLT=-1, int iRT=-1, int iLB=-1, int iRB=-1, int iLS=-1, int iRS=-1, int iBack=-1, bool forceUpdate = false); - virtual void EnableTooltip( unsigned int iPad, unsigned int tooltip, bool enable ); - virtual void RefreshTooltips(unsigned int iPad); + // TOOLTIPS + virtual void SetTooltipText(unsigned int iPad, unsigned int tooltip, int iTextID); + virtual void SetEnableTooltips(unsigned int iPad, BOOL bVal); + virtual void ShowTooltip(unsigned int iPad, unsigned int tooltip, bool show); + virtual void SetTooltips(unsigned int iPad, int iA, int iB = -1, int iX = -1, int iY = -1, int iLT = -1, int iRT = -1, int iLB = -1, int iRB = -1, int iLS = -1, int iRS = -1, int iBack = -1, bool forceUpdate = false); + virtual void EnableTooltip(unsigned int iPad, unsigned int tooltip, bool enable); + virtual void RefreshTooltips(unsigned int iPad); - virtual void PlayUISFX(ESoundEffect eSound); + virtual void PlayUISFX(ESoundEffect eSound); - virtual void DisplayGamertag(unsigned int iPad, bool show); - virtual void SetSelectedItem(unsigned int iPad, const wstring &name); - virtual void UpdateSelectedItemPos(unsigned int iPad); + virtual void DisplayGamertag(unsigned int iPad, bool show); + virtual void SetSelectedItem(unsigned int iPad, const wstring &name); + virtual void UpdateSelectedItemPos(unsigned int iPad); - virtual void HandleDLCMountingComplete(); - virtual void HandleDLCInstalled(int iPad); + virtual void HandleDLCMountingComplete(); + virtual void HandleDLCInstalled(int iPad); #ifdef _XBOX_ONE - virtual void HandleDLCLicenseChange(); + virtual void HandleDLCLicenseChange(); #endif - virtual void HandleTMSDLCFileRetrieved(int iPad); - virtual void HandleTMSBanFileRetrieved(int iPad); - virtual void HandleInventoryUpdated(int iPad); - virtual void HandleGameTick(); + virtual void HandleTMSDLCFileRetrieved(int iPad); + virtual void HandleTMSBanFileRetrieved(int iPad); + virtual void HandleInventoryUpdated(int iPad); + virtual void HandleGameTick(); - virtual void SetTutorial(int iPad, Tutorial *tutorial); - virtual void SetTutorialDescription(int iPad, TutorialPopupInfo *info); - virtual void RemoveInteractSceneReference(int iPad, UIScene *scene); - virtual void SetTutorialVisible(int iPad, bool visible); - virtual bool IsTutorialVisible(int iPad); + virtual void SetTutorial(int iPad, Tutorial *tutorial); + virtual void SetTutorialDescription(int iPad, TutorialPopupInfo *info); + virtual void RemoveInteractSceneReference(int iPad, UIScene *scene); + virtual void SetTutorialVisible(int iPad, bool visible); + virtual bool IsTutorialVisible(int iPad); - virtual void UpdatePlayerBasePositions(); - virtual void SetEmptyQuadrantLogo(int iSection); - virtual void HideAllGameUIElements(); - virtual void ShowOtherPlayersBaseScene(unsigned int iPad, bool show); + virtual void UpdatePlayerBasePositions(); + virtual void SetEmptyQuadrantLogo(int iSection); + virtual void HideAllGameUIElements(); + virtual void ShowOtherPlayersBaseScene(unsigned int iPad, bool show); - virtual void ShowTrialTimer(bool show); - virtual void SetTrialTimerLimitSecs(unsigned int uiSeconds); - virtual void UpdateTrialTimer(unsigned int iPad); - virtual void ReduceTrialTimerValue(); + virtual void ShowTrialTimer(bool show); + virtual void SetTrialTimerLimitSecs(unsigned int uiSeconds); + virtual void UpdateTrialTimer(unsigned int iPad); + virtual void ReduceTrialTimerValue(); - virtual void ShowAutosaveCountdownTimer(bool show); - virtual void UpdateAutosaveCountdownTimer(unsigned int uiSeconds); - virtual void ShowSavingMessage(unsigned int iPad, C4JStorage::ESavingMessage eVal); + virtual void ShowAutosaveCountdownTimer(bool show); + virtual void UpdateAutosaveCountdownTimer(unsigned int uiSeconds); + virtual void ShowSavingMessage(unsigned int iPad, C4JStorage::ESavingMessage eVal); - virtual void ShowPlayerDisplayname(bool show); - virtual bool PressStartPlaying(unsigned int iPad); - virtual void ShowPressStart(unsigned int iPad); - virtual void HidePressStart(); - void ClearPressStart(); + virtual void ShowPlayerDisplayname(bool show); + virtual bool PressStartPlaying(unsigned int iPad); + virtual void ShowPressStart(unsigned int iPad); + virtual void HidePressStart(); + void ClearPressStart(); - virtual C4JStorage::EMessageResult RequestAlertMessage(UINT uiTitle, UINT uiText, UINT *uiOptionA,UINT uiOptionC, DWORD dwPad=XUSER_INDEX_ANY, int( *Func)(LPVOID,int,const C4JStorage::EMessageResult)=NULL,LPVOID lpParam=NULL, WCHAR *pwchFormatString=NULL); - virtual C4JStorage::EMessageResult RequestErrorMessage(UINT uiTitle, UINT uiText, UINT *uiOptionA,UINT uiOptionC, DWORD dwPad=XUSER_INDEX_ANY, int( *Func)(LPVOID,int,const C4JStorage::EMessageResult)=NULL,LPVOID lpParam=NULL, WCHAR *pwchFormatString=NULL); -private: - virtual C4JStorage::EMessageResult RequestMessageBox(UINT uiTitle, UINT uiText, UINT *uiOptionA,UINT uiOptionC, DWORD dwPad,int( *Func)(LPVOID,int,const C4JStorage::EMessageResult),LPVOID lpParam, WCHAR *pwchFormatString,DWORD dwFocusButton, bool bIsError); + virtual C4JStorage::EMessageResult RequestAlertMessage(UINT uiTitle, UINT uiText, UINT *uiOptionA, UINT uiOptionC, DWORD dwPad = XUSER_INDEX_ANY, int (*Func)(LPVOID, int, const C4JStorage::EMessageResult) = NULL, LPVOID lpParam = NULL, WCHAR *pwchFormatString = NULL); + virtual C4JStorage::EMessageResult RequestErrorMessage(UINT uiTitle, UINT uiText, UINT *uiOptionA, UINT uiOptionC, DWORD dwPad = XUSER_INDEX_ANY, int (*Func)(LPVOID, int, const C4JStorage::EMessageResult) = NULL, LPVOID lpParam = NULL, WCHAR *pwchFormatString = NULL); -public: - C4JStorage::EMessageResult RequestUGCMessageBox(UINT title = -1, UINT message = -1, int iPad = -1, int( *Func)(LPVOID,int,const C4JStorage::EMessageResult) = NULL, LPVOID lpParam = NULL); - C4JStorage::EMessageResult RequestContentRestrictedMessageBox(UINT title = -1, UINT message = -1, int iPad = -1, int( *Func)(LPVOID,int,const C4JStorage::EMessageResult) = NULL, LPVOID lpParam = NULL); + private: + virtual C4JStorage::EMessageResult RequestMessageBox(UINT uiTitle, UINT uiText, UINT *uiOptionA, UINT uiOptionC, DWORD dwPad, int (*Func)(LPVOID, int, const C4JStorage::EMessageResult), LPVOID lpParam, WCHAR *pwchFormatString, DWORD dwFocusButton, bool bIsError); - virtual void SetWinUserIndex(unsigned int iPad); - unsigned int GetWinUserIndex(); + public: + C4JStorage::EMessageResult RequestUGCMessageBox(UINT title = -1, UINT message = -1, int iPad = -1, int (*Func)(LPVOID, int, const C4JStorage::EMessageResult) = NULL, LPVOID lpParam = NULL); + C4JStorage::EMessageResult RequestContentRestrictedMessageBox(UINT title = -1, UINT message = -1, int iPad = -1, int (*Func)(LPVOID, int, const C4JStorage::EMessageResult) = NULL, LPVOID lpParam = NULL); - virtual void ShowUIDebugConsole(bool show); - virtual void ShowUIDebugMarketingGuide(bool show); - void logDebugString(const string &text); - UIScene* FindScene(EUIScene sceneType); - -public: - char *m_defaultBuffer, *m_tempBuffer; - void setFontCachingCalculationBuffer(int length); + virtual void SetWinUserIndex(unsigned int iPad); + unsigned int GetWinUserIndex(); + virtual void ShowUIDebugConsole(bool show); + virtual void ShowUIDebugMarketingGuide(bool show); + void logDebugString(const string &text); + UIScene *FindScene(EUIScene sceneType); + public: + char *m_defaultBuffer, *m_tempBuffer; + void setFontCachingCalculationBuffer(int length); }; diff --git a/Minecraft.Client/Windows64/Windows64_UIController.cpp b/Minecraft.Client/Windows64/Windows64_UIController.cpp index c4aa73f7a..10ae20aff 100644 --- a/Minecraft.Client/Windows64/Windows64_UIController.cpp +++ b/Minecraft.Client/Windows64/Windows64_UIController.cpp @@ -9,7 +9,6 @@ ConsoleUIController ui; - void ConsoleUIController::init(ID3D11Device *dev, ID3D11DeviceContext *ctx, ID3D11RenderTargetView* pRenderTargetView, ID3D11DepthStencilView* pDepthStencilView, S32 w, S32 h) { #ifdef _ENABLEIGGY