MinecraftConsoles/Minecraft.Client/Common/UI/UIScene_CraftingMenu.cpp
MrTheShy 3c5613b8aa Overhaul mouse support and generalize direct text editing to all UI scenes
This is a large rework of the Windows64 KBM (keyboard+mouse) input layer.
It touches the mouse hover system, the mouse click dispatch, and the direct
text editing infrastructure, then applies all of it to every scene that has
text input fields or non-standard clickable elements.

MOUSE HOVER REWRITE (UIController.cpp tickInput)

The old hover code had two structural problems:

(a) Scene lookup was group-first: it iterated UI groups and checked all
layers within each group. The Tooltips layer on eUIGroup_Fullscreen (which
holds non-interactive overlays like button hints) would be found before
in-game menus on eUIGroup_Player1. The tooltip scene focusable objects
captured mouse input and prevented hover from reaching the actual menu.

Fixed by switching to layer-first lookup across all groups, and skipping
eUILayer_Tooltips entirely since those are never interactive.

(b) On tabbed menus (LaunchMoreOptionsMenu Game vs World tabs), all
controls from all tabs are registered in Flash at the same time. There was
no filtering, so controls from inactive tabs had phantom hitboxes that
overlapped the active tab controls, making certain buttons unhoverable.

Fixed by introducing parent panel tracking: each UIControl now has a
m_pParentPanel pointer, set automatically by the UI_MAP_ELEMENT macro
during mapElementsAndNames(). The hover code checks the control parent
panel against the scene GetMainPanel() and skips mismatches. This is the
same technique the Vita touch code used, but applied to mouse hover.

The coordinate conversion was also simplified. The old code had two separate
scaling paths (window dimensions for hover, display dimensions for sliders).
Now there is one conversion from window pixel coords to SWF coords using
the scene own render dimensions.

REUSING VITA TOUCH APIs FOR MOUSE (ButtonList, UIScene)

Several APIs originally gated behind __PSVITA__ are now enabled for Win64:

- UIControl_ButtonList::SetTouchFocus(x,y) and CanTouchTrigger(x,y): the
  Flash-side ActionScript methods were already registered on all platforms
  in setupControl(), only the C++ wrappers were ifdef-gated. Opening the
  ifdefs to include _WINDOWS64 lets the mouse hover code delegate to Flash
  for list item highlighting, which handles internal scrolling and item
  layout that would be impractical to replicate in C++.

- UIScene::SetFocusToElement(id): programmatic focus-by-control-ID, used as
  a fallback when Iggy focusable objects do not match the C++ hit test.

- UIScene_LaunchMoreOptionsMenu::GetMainPanel(): returns the active tab
  panel control, needed by the hover code to filter inactive tab controls.

MOUSE CLICK DISPATCH (UIScene.cpp handleMouseClick)

Left-clicking previously relied entirely on Iggy ACTION_MENU_OK dispatch,
which routes to whatever Flash considers focused. This broke for custom-
drawn elements that are not Flash buttons (crafting recipe slots), and for
scenes where Iggy focus did not match what the user visually clicked.

Added a virtual handleMouseClick(x, y) on UIScene with a default
implementation that hit-tests C++ controls. When multiple controls report
overlapping bounds (common in debug scenes where TextInputs report full
Flash-width), it picks the one whose left edge X is closest to the click.
Returns true to consume the click and suppress the normal ACTION_MENU_A
dispatch via a m_mouseClickConsumedByScene flag on UIController.

The default implementation handles buttons, text inputs, and checkboxes
(toggling state and calling handleCheckboxToggled directly).

CRAFTING MENU MOUSE CLICK (UIScene_CraftingMenu.cpp)

The crafting menu recipe slots (H slots) are rendered through Iggy custom
draw callback, not as Flash buttons. They have no focusable objects, so
mouse clicking did nothing.

The solution caches SWF-space positions during rendering: inside customDraw,
when H slot 0 and H slot 1 are drawn, the code extracts SWF coordinates
from the D3D11 transform matrix via gdraw_D3D11_CalculateCustomDraw_4J.
The X difference between slot 0 and slot 1 gives the uniform slot spacing.

handleMouseClick then uses these cached bounds to determine which recipe
slot was clicked, resets the vertical slot indices (same pattern as the
constructor), updates the highlight and vertical slots display, and re-shows
the old slot icon. This mirrors the existing controller LEFT/RIGHT
navigation in the base class handleKeyDown.

DIRECT EDIT REFACTORING (UIControl_TextInput)

The direct text editing feature (type directly into text fields instead of
opening the virtual keyboard) was originally implemented inline in
CreateWorldMenu with all the state, character consumption, cursor tracking,
caret visibility, and cooldown logic hardcoded in one scene.

Moved everything into UIControl_TextInput:
- beginDirectEdit(charLimit): captures current label, inits cursor at end
- tickDirectEdit(): consumes chars, handles Backspace/Enter/Escape, arrow
  keys (Left/Right/Home/End/Delete), enforces caret visibility every tick
  (because setLabel and Flash focus transitions continuously reset it),
  returns Confirmed/Cancelled/Continue
- cancelDirectEdit() / confirmDirectEdit(): programmatic control
- isDirectEditing() / getDirectEditCooldown() / getEditBuffer(): state query

For SWFs that lack the m_mcCaret MovieClip child (like AnvilMenu), the
existence check validates by reading a property from the resolved path,
since IggyValuePathMakeNameRef always succeeds even for undefined refs.
When no caret exists, the control inserts a _ character at the cursor
position as a visual fallback.

The caret check result is cached in m_bHasCaret/m_bCaretChecked to avoid
repeated Iggy calls that could corrupt internal state.

SCENES UPDATED WITH DIRECT EDIT + VIRTUAL KEYBOARD

Every scene with text input now supports both input modes: direct editing
when KBM is active, virtual keyboard (via NavigateToScene eUIScene_Keyboard)
when using a controller. The mode is chosen at press time based on
g_KBMInput.IsKBMActive().

- CreateWorldMenu: refactored to use the new UIControl_TextInput API,
  removing ~80 lines of inline editing code.

- AnvilMenu: item renaming now supports direct edit. The keyboard callback
  uses Win64_GetKeyboardText instead of InputManager.GetText (which reads
  from a different buffer on Win64). The virtual keyboard is opened with
  eUILayer_Fullscreen + eUIGroup_Fullscreen so it does not hide the anvil
  container menu underneath. Added null guards on getMovie() in setCostLabel
  and showCross since the AnvilMenu SWF may not fully load on Win64.

- SignEntryMenu: all 4 sign lines support direct edit. Clicking a different
  line while editing confirms the current one. Each line cooldown timer
  is checked independently to prevent Enter from re-opening the edit.

- LaunchMoreOptionsMenu: seed field direct edit with proper input blocking.

- DebugCreateSchematic: all 7 text inputs (name + start/end XYZ coords).
  handleMouseClick is overridden to always consume clicks during edit to
  prevent Iggy re-entry on empty space.

- DebugSetCamera: all 5 inputs (camera XYZ + Y rotation + elevation).
  Clicking a different field while editing confirms the current value and
  opens the new one. Float display formatting changed from %f to %.2f.

All keyboard completion callbacks on Win64 now use Win64_GetKeyboardText
(two params: buffer + size) instead of InputManager.GetText, which reads
from the correct g_Win64KeyboardResult global when using the in-game
keyboard scene.

SCROLL WHEEL

Mouse wheel events (ACTION_MENU_OTHER_STICK_UP/DOWN) are now centrally
remapped to ACTION_MENU_UP/DOWN in UIController::handleKeyPress when KBM
is active. Previously each scene would need to handle OTHER_STICK actions
separately, and most did not, so scroll wheel only worked in a few places.
2026-03-06 04:01:19 +01:00

855 lines
24 KiB
C++

#include "stdafx.h"
#include "UI.h"
#include "..\..\Minecraft.h"
#include "..\..\MultiplayerLocalPlayer.h"
#include "..\..\..\Minecraft.World\net.minecraft.world.inventory.h"
#include "UIScene_CraftingMenu.h"
#ifdef _WINDOWS64
#include "..\..\Windows64\Iggy\gdraw\gdraw_d3d11.h"
#endif
#ifdef __PSVITA__
#define GAME_CRAFTING_TOUCHUPDATE_TIMER_ID 0
#define GAME_CRAFTING_TOUCHUPDATE_TIMER_TIME 100
#endif
UIScene_CraftingMenu::UIScene_CraftingMenu(int iPad, void *_initData, UILayer *parentLayer) : UIScene(iPad, parentLayer)
{
#ifdef _WINDOWS64
m_hSlotBoundsValid = false;
m_hSlotX0 = m_hSlotY0 = m_hSlotY1 = 0;
m_hSlotSpacing = 0;
#endif
m_bIgnoreKeyPresses = false;
CraftingPanelScreenInput* initData = (CraftingPanelScreenInput*)_initData;
m_iContainerType=initData->iContainerType;
m_pPlayer=initData->player;
m_bSplitscreen=initData->bSplitscreen;
// Setup all the Iggy references we need for this scene
initialiseMovie();
for(unsigned int i = 0; i < 4; ++i) m_labelIngredientsDesc[i].init(L"");
m_labelDescription.init(L"");
m_labelGroupName.init(L"");
m_labelItemName.init(L"");
m_labelInventory.init( app.GetString(IDS_INVENTORY) );
m_labelIngredients.init( app.GetString(IDS_INGREDIENTS) );
if(m_iContainerType==RECIPE_TYPE_2x2)
{
m_menu = m_pPlayer->inventoryMenu;
m_iMenuInventoryStart = InventoryMenu::INV_SLOT_START;
m_iMenuHotBarStart = InventoryMenu::USE_ROW_SLOT_START;
}
else
{
CraftingMenu *menu = new CraftingMenu(m_pPlayer->inventory, m_pPlayer->level, initData->x, initData->y, initData->z);
Minecraft::GetInstance()->localplayers[m_iPad]->containerMenu = menu;
m_menu = menu;
m_iMenuInventoryStart = CraftingMenu::INV_SLOT_START;
m_iMenuHotBarStart = CraftingMenu::USE_ROW_SLOT_START;
}
m_slotListInventory.addSlots(CRAFTING_INVENTORY_SLOT_START,CRAFTING_INVENTORY_SLOT_END - CRAFTING_INVENTORY_SLOT_START);
m_slotListHotBar.addSlots(CRAFTING_HOTBAR_SLOT_START, CRAFTING_HOTBAR_SLOT_END - CRAFTING_HOTBAR_SLOT_START);
#if TO_BE_IMPLEMENTED
// if we are in splitscreen, then we need to figure out if we want to move this scene
if(m_bSplitscreen)
{
app.AdjustSplitscreenScene(m_hObj,&m_OriginalPosition,m_iPad);
}
XuiElementSetShow(m_hGrid,TRUE);
XuiElementSetShow(m_hPanel,TRUE);
#endif
if(m_iContainerType==RECIPE_TYPE_3x3)
{
m_iIngredientsMaxSlotC = m_iIngredients3x3SlotC;
m_pGroupA=(Recipy::_eGroupType *)&m_GroupTypeMapping9GridA;
m_pGroupTabA=(_eGroupTab *)&m_GroupTabBkgMapping3x3A;
m_iCraftablesMaxHSlotC=m_iMaxHSlot3x3C;
}
else
{
m_iIngredientsMaxSlotC = m_iIngredients2x2SlotC;
m_pGroupA=(Recipy::_eGroupType *)&m_GroupTypeMapping4GridA;
m_pGroupTabA=(_eGroupTab *)&m_GroupTabBkgMapping2x2A;
m_iCraftablesMaxHSlotC=m_iMaxHSlot2x2C;
}
#if TO_BE_IMPLEMENTED
// display the first group tab
m_hTabGroupA[m_iGroupIndex].SetShow(TRUE);
// store the slot 0 position
m_pHSlotsBrushImageControl[0]->GetPosition(&m_vSlot0Pos);
m_pHSlotsBrushImageControl[1]->GetPosition(&vec);
m_fSlotSize=vec.x-m_vSlot0Pos.x;
// store the slot 0 highlight position
m_hHighlight.GetPosition(&m_vSlot0HighlightPos);
// Store the V slot position
m_hScrollBar2.GetPosition(&m_vSlot0V2ScrollPos);
m_hScrollBar3.GetPosition(&m_vSlot0V3ScrollPos);
// get the position of the slot from the xui, and apply any offset needed
for(int i=0;i<m_iCraftablesMaxHSlotC;i++)
{
m_pHSlotsBrushImageControl[i]->SetShow(FALSE);
}
XuiElementSetShow(m_hGridInventory,FALSE);
m_hScrollBar2.SetShow(FALSE);
m_hScrollBar3.SetShow(FALSE);
#endif
app.SetRichPresenceContext(m_iPad,CONTEXT_GAME_STATE_CRAFTING);
setGroupText(GetGroupNameText(m_pGroupA[m_iGroupIndex]));
// Update the tutorial state
Minecraft *pMinecraft = Minecraft::GetInstance();
if( pMinecraft->localgameModes[m_iPad] != NULL )
{
TutorialMode *gameMode = (TutorialMode *)pMinecraft->localgameModes[m_iPad];
m_previousTutorialState = gameMode->getTutorial()->getCurrentState();
if(m_iContainerType==RECIPE_TYPE_2x2)
{
gameMode->getTutorial()->changeTutorialState(e_Tutorial_State_2x2Crafting_Menu, this);
}
else
{
gameMode->getTutorial()->changeTutorialState(e_Tutorial_State_3x3Crafting_Menu, this);
}
}
#ifdef _TO_BE_IMPLEMENTED
XuiSetTimer(m_hObj,IGNORE_KEYPRESS_TIMERID,IGNORE_KEYPRESS_TIME);
#endif
for(unsigned int i = 0; i < 4; ++i)
{
m_slotListIngredients[i].addSlot(CRAFTING_INGREDIENTS_DESCRIPTION_START + i);
}
m_slotListCraftingOutput.addSlot(CRAFTING_OUTPUT_SLOT_START);
m_slotListIngredientsLayout.addSlots(CRAFTING_INGREDIENTS_LAYOUT_START, m_iIngredientsMaxSlotC);
// 3 Slot vertical scroll
m_slotListCrafting3VSlots[0].addSlot(CRAFTING_V_SLOT_START + 0);
m_slotListCrafting3VSlots[1].addSlot(CRAFTING_V_SLOT_START + 1);
m_slotListCrafting3VSlots[2].addSlot(CRAFTING_V_SLOT_START + 2);
// 2 Slot vertical scroll
// 2 slot scroll has swapped order
m_slotListCrafting2VSlots[0].addSlot(CRAFTING_V_SLOT_START + 1);
m_slotListCrafting2VSlots[1].addSlot(CRAFTING_V_SLOT_START + 0);
// 1 Slot scroll (for 480 mainly)
m_slotListCrafting1VSlots.addSlot(CRAFTING_V_SLOT_START);
m_slotListCraftingHSlots.addSlots(CRAFTING_H_SLOT_START,m_iCraftablesMaxHSlotC);
// Check which recipes are available with the resources we have
CheckRecipesAvailable();
// reset the vertical slots
iVSlotIndexA[0]=CanBeMadeA[m_iCurrentSlotHIndex].iCount-1;
iVSlotIndexA[1]=0;
iVSlotIndexA[2]=1;
UpdateVerticalSlots();
UpdateHighlight();
if(initData) delete initData;
// in this scene, we override the press sound with our own for crafting success or fail
ui.OverrideSFX(m_iPad,ACTION_MENU_A,true);
ui.OverrideSFX(m_iPad,ACTION_MENU_OK,true);
#ifdef __ORBIS__
ui.OverrideSFX(m_iPad,ACTION_MENU_TOUCHPAD_PRESS,true);
#endif
ui.OverrideSFX(m_iPad,ACTION_MENU_LEFT_SCROLL,true);
ui.OverrideSFX(m_iPad,ACTION_MENU_RIGHT_SCROLL,true);
ui.OverrideSFX(m_iPad,ACTION_MENU_LEFT,true);
ui.OverrideSFX(m_iPad,ACTION_MENU_RIGHT,true);
ui.OverrideSFX(m_iPad,ACTION_MENU_UP,true);
ui.OverrideSFX(m_iPad,ACTION_MENU_DOWN,true);
// 4J-PB - Must be after the CanBeMade list has been set up with CheckRecipesAvailable
UpdateTooltips();
#ifdef __PSVITA__
// initialise vita touch controls with ids
for(unsigned int i = 0; i < ETouchInput_Count; ++i)
{
m_TouchInput[i].init(i);
}
ui.TouchBoxRebuild(this);
#endif
}
void UIScene_CraftingMenu::handleDestroy()
{
Minecraft *pMinecraft = Minecraft::GetInstance();
if( pMinecraft->localgameModes[m_iPad] != NULL )
{
TutorialMode *gameMode = (TutorialMode *)pMinecraft->localgameModes[m_iPad];
if(gameMode != NULL) gameMode->getTutorial()->changeTutorialState(m_previousTutorialState);
}
// We need to make sure that we call closeContainer() anytime this menu is closed, even if it is forced to close by some other reason (like the player dying)
if(Minecraft::GetInstance()->localplayers[m_iPad] != NULL && Minecraft::GetInstance()->localplayers[m_iPad]->containerMenu->containerId == m_menu->containerId)
{
Minecraft::GetInstance()->localplayers[m_iPad]->closeContainer();
}
ui.OverrideSFX(m_iPad,ACTION_MENU_A,false);
ui.OverrideSFX(m_iPad,ACTION_MENU_OK,false);
#ifdef __ORBIS__
ui.OverrideSFX(m_iPad,ACTION_MENU_TOUCHPAD_PRESS,false);
#endif
ui.OverrideSFX(m_iPad,ACTION_MENU_LEFT_SCROLL,false);
ui.OverrideSFX(m_iPad,ACTION_MENU_RIGHT_SCROLL,false);
ui.OverrideSFX(m_iPad,ACTION_MENU_LEFT,false);
ui.OverrideSFX(m_iPad,ACTION_MENU_RIGHT,false);
ui.OverrideSFX(m_iPad,ACTION_MENU_UP,false);
ui.OverrideSFX(m_iPad,ACTION_MENU_DOWN,false);
}
EUIScene UIScene_CraftingMenu::getSceneType()
{
if(m_iContainerType==RECIPE_TYPE_3x3)
{
return eUIScene_Crafting3x3Menu;
}
else
{
return eUIScene_Crafting2x2Menu;
}
}
wstring UIScene_CraftingMenu::getMoviePath()
{
if(app.GetLocalPlayerCount() > 1)
{
m_bSplitscreen = true;
if(m_iContainerType==RECIPE_TYPE_3x3)
{
return L"Crafting3x3MenuSplit";
}
else
{
return L"Crafting2x2MenuSplit";
}
}
else
{
if(m_iContainerType==RECIPE_TYPE_3x3)
{
return L"Crafting3x3Menu";
}
else
{
return L"Crafting2x2Menu";
}
}
}
#ifdef __PSVITA__
UIControl* UIScene_CraftingMenu::GetMainPanel()
{
return &m_controlMainPanel;
}
void UIScene_CraftingMenu::handleTouchInput(unsigned int iPad, S32 x, S32 y, int iId, bool bPressed, bool bRepeat, bool bReleased)
{
// perform action on release
if(bPressed)
{
if(iId == ETouchInput_CraftingHSlots)
{
m_iCraftingSlotTouchStartY = y;
}
}
else if(bRepeat)
{
if(iId == ETouchInput_CraftingHSlots)
{
if(y >= m_iCraftingSlotTouchStartY + m_TouchInput[ETouchInput_CraftingHSlots].getHeight()) // scroll list down
{
if(iVSlotIndexA[1]==(CanBeMadeA[m_iCurrentSlotHIndex].iCount-1))
{
iVSlotIndexA[1]=0;
}
else
{
iVSlotIndexA[1]++;
}
ui.PlayUISFX(eSFX_Focus);
UpdateVerticalSlots();
UpdateHighlight();
m_iCraftingSlotTouchStartY = y;
}
else if(y <= m_iCraftingSlotTouchStartY - m_TouchInput[ETouchInput_CraftingHSlots].getHeight()) // scroll list up
{
if(iVSlotIndexA[1]==0)
{
iVSlotIndexA[1]=CanBeMadeA[m_iCurrentSlotHIndex].iCount-1;
}
else
{
iVSlotIndexA[1]--;
}
ui.PlayUISFX(eSFX_Focus);
UpdateVerticalSlots();
UpdateHighlight();
m_iCraftingSlotTouchStartY = y;
}
}
}
else if(bReleased)
{
if(iId >= ETouchInput_TouchPanel_0 && iId <= ETouchInput_TouchPanel_6) // Touch Change Group
{
m_iGroupIndex = iId;
// turn on the new group
showTabHighlight(m_iGroupIndex,true);
m_iCurrentSlotHIndex=0;
m_iCurrentSlotVIndex=1;
CheckRecipesAvailable();
// reset the vertical slots
iVSlotIndexA[0]=CanBeMadeA[m_iCurrentSlotHIndex].iCount-1;
iVSlotIndexA[1]=0;
iVSlotIndexA[2]=1;
ui.PlayUISFX(eSFX_Focus);
UpdateVerticalSlots();
UpdateHighlight();
setGroupText(GetGroupNameText(m_pGroupA[m_iGroupIndex]));
}
else if(iId == ETouchInput_CraftingHSlots) // Touch Change Slot
{
int iMaxHSlots = 0;
if(m_iContainerType==RECIPE_TYPE_3x3)
{
iMaxHSlots = m_iMaxHSlot3x3C;
}
else
{
iMaxHSlots = m_iMaxHSlot2x2C;
}
int iNewSlot = (x - m_TouchInput[ETouchInput_CraftingHSlots].getXPos() - m_controlMainPanel.getXPos()) / m_TouchInput[ETouchInput_CraftingHSlots].getHeight();
int iOldHSlot=m_iCurrentSlotHIndex;
m_iCurrentSlotHIndex = iNewSlot;
if(m_iCurrentSlotHIndex>=m_iCraftablesMaxHSlotC) m_iCurrentSlotHIndex=0;
m_iCurrentSlotVIndex=1;
// clear the indices
iVSlotIndexA[0]=CanBeMadeA[m_iCurrentSlotHIndex].iCount-1;
iVSlotIndexA[1]=0;
iVSlotIndexA[2]=1;
UpdateVerticalSlots();
UpdateHighlight();
// re-enable the old hslot
if(CanBeMadeA[iOldHSlot].iCount>0)
{
setShowCraftHSlot(iOldHSlot,true);
}
ui.PlayUISFX(eSFX_Focus);
}
}
}
void UIScene_CraftingMenu::handleTouchBoxRebuild()
{
addTimer(GAME_CRAFTING_TOUCHUPDATE_TIMER_ID,GAME_CRAFTING_TOUCHUPDATE_TIMER_TIME);
}
void UIScene_CraftingMenu::handleTimerComplete(int id)
{
if(id == GAME_CRAFTING_TOUCHUPDATE_TIMER_ID)
{
// we cannot rebuild touch boxes in an iggy callback because it requires further iggy calls
GetMainPanel()->UpdateControl();
ui.TouchBoxRebuild(this);
killTimer(GAME_CRAFTING_TOUCHUPDATE_TIMER_ID);
}
}
#endif
#ifdef _WINDOWS64
bool UIScene_CraftingMenu::handleMouseClick(F32 x, F32 y)
{
if (!m_hSlotBoundsValid)
return false;
F32 rowWidth = m_hSlotSpacing * m_iCraftablesMaxHSlotC;
if (m_hSlotSpacing > 0 && x >= m_hSlotX0 && x < m_hSlotX0 + rowWidth &&
y >= m_hSlotY0 && y < m_hSlotY1)
{
int iNewSlot = (int)((x - m_hSlotX0) / m_hSlotSpacing);
if (iNewSlot >= 0 && iNewSlot < m_iCraftablesMaxHSlotC)
{
int iOldHSlot = m_iCurrentSlotHIndex;
m_iCurrentSlotHIndex = iNewSlot;
m_iCurrentSlotVIndex = 1;
iVSlotIndexA[0] = CanBeMadeA[m_iCurrentSlotHIndex].iCount - 1;
iVSlotIndexA[1] = 0;
iVSlotIndexA[2] = 1;
UpdateVerticalSlots();
UpdateHighlight();
if (CanBeMadeA[iOldHSlot].iCount > 0)
setShowCraftHSlot(iOldHSlot, true);
ui.PlayUISFX(eSFX_Focus);
return true;
}
}
return false;
}
#endif
void UIScene_CraftingMenu::handleReload()
{
m_slotListInventory.addSlots(CRAFTING_INVENTORY_SLOT_START,CRAFTING_INVENTORY_SLOT_END - CRAFTING_INVENTORY_SLOT_START);
m_slotListHotBar.addSlots(CRAFTING_HOTBAR_SLOT_START, CRAFTING_HOTBAR_SLOT_END - CRAFTING_HOTBAR_SLOT_START);
for(unsigned int i = 0; i < 4; ++i)
{
m_slotListIngredients[i].addSlot(CRAFTING_INGREDIENTS_DESCRIPTION_START + i);
}
m_slotListCraftingOutput.addSlot(CRAFTING_OUTPUT_SLOT_START);
m_slotListIngredientsLayout.addSlots(CRAFTING_INGREDIENTS_LAYOUT_START, m_iIngredientsMaxSlotC);
// 3 Slot vertical scroll
m_slotListCrafting3VSlots[0].addSlot(CRAFTING_V_SLOT_START + 0);
m_slotListCrafting3VSlots[1].addSlot(CRAFTING_V_SLOT_START + 1);
m_slotListCrafting3VSlots[2].addSlot(CRAFTING_V_SLOT_START + 2);
// 2 Slot vertical scroll
// 2 slot scroll has swapped order
m_slotListCrafting2VSlots[0].addSlot(CRAFTING_V_SLOT_START + 1);
m_slotListCrafting2VSlots[1].addSlot(CRAFTING_V_SLOT_START + 0);
// 1 Slot scroll (for 480 mainly)
m_slotListCrafting1VSlots.addSlot(CRAFTING_V_SLOT_START);
m_slotListCraftingHSlots.addSlots(CRAFTING_H_SLOT_START,m_iCraftablesMaxHSlotC);
app.DebugPrintf(app.USER_SR,"Reloading MultiPanel\n");
int temp = m_iDisplayDescription;
m_iDisplayDescription = m_iDisplayDescription==0?1:0;
UpdateMultiPanel();
m_iDisplayDescription = temp;
UpdateMultiPanel();
app.DebugPrintf(app.USER_SR,"Reloading Highlight and scroll\n");
// reset the vertical slots
m_iCurrentSlotHIndex = 0;
m_iCurrentSlotVIndex = 1;
iVSlotIndexA[0]=CanBeMadeA[m_iCurrentSlotHIndex].iCount-1;
iVSlotIndexA[1]=0;
iVSlotIndexA[2]=1;
UpdateVerticalSlots();
UpdateHighlight();
app.DebugPrintf(app.USER_SR,"Reloading tabs\n");
showTabHighlight(0,false);
showTabHighlight(m_iGroupIndex,true);
}
void UIScene_CraftingMenu::customDraw(IggyCustomDrawCallbackRegion *region)
{
Minecraft *pMinecraft = Minecraft::GetInstance();
if(pMinecraft->localplayers[m_iPad] == NULL || pMinecraft->localgameModes[m_iPad] == NULL) return;
shared_ptr<ItemInstance> item = nullptr;
int slotId = -1;
float alpha = 1.0f;
bool decorations = true;
bool inventoryItem = false;
swscanf((wchar_t*)region->name,L"slot_%d",&slotId);
if (slotId == -1)
{
app.DebugPrintf("This is not the control we are looking for\n");
}
else if(slotId >= CRAFTING_INVENTORY_SLOT_START && slotId < CRAFTING_INVENTORY_SLOT_END)
{
int iIndex = slotId - CRAFTING_INVENTORY_SLOT_START;
iIndex += m_iMenuInventoryStart;
Slot *slot = m_menu->getSlot(iIndex);
item = slot->getItem();
inventoryItem = true;
}
else if(slotId >= CRAFTING_HOTBAR_SLOT_START && slotId < CRAFTING_HOTBAR_SLOT_END)
{
int iIndex = slotId - CRAFTING_HOTBAR_SLOT_START;
iIndex += m_iMenuHotBarStart;
Slot *slot = m_menu->getSlot(iIndex);
item = slot->getItem();
inventoryItem = true;
}
else if(slotId >= CRAFTING_V_SLOT_START && slotId < CRAFTING_V_SLOT_END )
{
decorations = false;
int iIndex = slotId - CRAFTING_V_SLOT_START;
if(m_vSlotsInfo[iIndex].show)
{
item = m_vSlotsInfo[iIndex].item;
alpha = ((float)m_vSlotsInfo[iIndex].alpha)/31.0f;
}
}
else if(slotId >= CRAFTING_H_SLOT_START && slotId < (CRAFTING_H_SLOT_START + m_iCraftablesMaxHSlotC) )
{
decorations = false;
int iIndex = slotId - CRAFTING_H_SLOT_START;
#ifdef _WINDOWS64
// Cache H slot SWF-space positions from the custom draw transform matrix
if (iIndex == 0 || iIndex == 1)
{
F32 mat[16];
gdraw_D3D11_CalculateCustomDraw_4J(region, mat);
// Matrix to SWF coords (same formula as setupCustomDrawMatrices)
F32 sw = (F32)getRenderWidth();
F32 sh = (F32)getRenderHeight();
F32 swfX = sw * (1.0f + mat[3]) / 2.0f;
F32 swfY = sh * (1.0f - mat[7]) / 2.0f;
if (iIndex == 0)
{
m_hSlotX0 = swfX;
m_hSlotY0 = swfY;
// Slot visual height from matrix scale and region height
F32 slotH = sh * (-mat[5]) / 2.0f * region->y1;
m_hSlotY1 = swfY + slotH;
}
else
{
m_hSlotSpacing = swfX - m_hSlotX0;
m_hSlotBoundsValid = (m_hSlotSpacing > 0);
}
}
#endif
if(m_hSlotsInfo[iIndex].show)
{
item = m_hSlotsInfo[iIndex].item;
alpha = ((float)m_hSlotsInfo[iIndex].alpha)/31.0f;
}
}
else if(slotId >= CRAFTING_INGREDIENTS_LAYOUT_START && slotId < (CRAFTING_INGREDIENTS_LAYOUT_START + m_iIngredientsMaxSlotC) )
{
int iIndex = slotId - CRAFTING_INGREDIENTS_LAYOUT_START;
if(m_ingredientsSlotsInfo[iIndex].show)
{
item = m_ingredientsSlotsInfo[iIndex].item;
alpha = ((float)m_ingredientsSlotsInfo[iIndex].alpha)/31.0f;
}
}
else if(slotId >= CRAFTING_INGREDIENTS_DESCRIPTION_START && slotId < (CRAFTING_INGREDIENTS_DESCRIPTION_START + 4) )
{
int iIndex = slotId - CRAFTING_INGREDIENTS_DESCRIPTION_START;
if(m_ingredientsInfo[iIndex].show)
{
item = m_ingredientsInfo[iIndex].item;
alpha = ((float)m_ingredientsInfo[iIndex].alpha)/31.0f;
}
}
else if(slotId == CRAFTING_OUTPUT_SLOT_START )
{
if(m_craftingOutputSlotInfo.show)
{
item = m_craftingOutputSlotInfo.item;
alpha = ((float)m_craftingOutputSlotInfo.alpha)/31.0f;
}
}
if(item != NULL)
{
if(!inventoryItem)
{
if( item->id == Item::clock_Id || item->id == Item::compass_Id )
{
// 4J Stu - For clocks and compasses we set the aux value to a special one that signals we should use a default texture
// rather than the dynamic one for the player
item->setAuxValue(0xFF);
}
else if( (item->getAuxValue() & 0xFF) == 0xFF)
{
// 4J Stu - If the aux value is set to match any
item->setAuxValue(0);
}
}
customDrawSlotControl(region,m_iPad,item,alpha,item->isFoil(),decorations);
}
}
int UIScene_CraftingMenu::getPad()
{
return m_iPad;
}
bool UIScene_CraftingMenu::allowRepeat(int key)
{
switch(key)
{
// X is used to open this menu, so don't let it repeat
case ACTION_MENU_X:
return false;
}
return true;
}
void UIScene_CraftingMenu::handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled)
{
//app.DebugPrintf("UIScene_InventoryMenu handling input for pad %d, key %d, down- %s, pressed- %s, released- %s\n", iPad, key, down?"TRUE":"FALSE", pressed?"TRUE":"FALSE", released?"TRUE":"FALSE");
ui.AnimateKeyPress(m_iPad, key, repeat, pressed, released);
switch(key)
{
case ACTION_MENU_OTHER_STICK_UP:
case ACTION_MENU_OTHER_STICK_DOWN:
sendInputToMovie(key,repeat,pressed,released);
break;
default:
if(pressed)
{
handled = handleKeyDown(m_iPad, key, repeat);
}
break;
};
}
void UIScene_CraftingMenu::hideAllHSlots()
{
for(unsigned int iIndex = 0; iIndex < m_iMaxHSlotC; ++iIndex)
{
m_hSlotsInfo[iIndex].item = nullptr;
m_hSlotsInfo[iIndex].alpha = 31;
m_hSlotsInfo[iIndex].show = false;
}
}
void UIScene_CraftingMenu::hideAllVSlots()
{
for(unsigned int iIndex = 0; iIndex < m_iMaxDisplayedVSlotC; ++iIndex)
{
m_vSlotsInfo[iIndex].item = nullptr;
m_vSlotsInfo[iIndex].alpha = 31;
m_vSlotsInfo[iIndex].show = false;
}
}
void UIScene_CraftingMenu::hideAllIngredientsSlots()
{
for(int i=0;i<m_iIngredientsC;i++)
{
m_ingredientsInfo[i].item = nullptr;
m_ingredientsInfo[i].alpha = 31;
m_ingredientsInfo[i].show = false;
m_labelIngredientsDesc[i].setLabel(L"");
IggyDataValue result;
IggyDataValue value[2];
value[0].type = IGGY_DATATYPE_number;
value[0].number = i;
value[1].type = IGGY_DATATYPE_boolean;
value[1].boolval = false;
IggyResult out = IggyPlayerCallMethodRS ( getMovie() , &result, IggyPlayerRootPath( getMovie() ) , m_funcShowIngredientSlot , 2 , value );
}
}
void UIScene_CraftingMenu::setCraftHSlotItem(int iPad, int iIndex, shared_ptr<ItemInstance> item, unsigned int uiAlpha)
{
m_hSlotsInfo[iIndex].item = item;
m_hSlotsInfo[iIndex].alpha = uiAlpha;
m_hSlotsInfo[iIndex].show = true;
}
void UIScene_CraftingMenu::setCraftVSlotItem(int iPad, int iIndex, shared_ptr<ItemInstance> item, unsigned int uiAlpha)
{
m_vSlotsInfo[iIndex].item = item;
m_vSlotsInfo[iIndex].alpha = uiAlpha;
m_vSlotsInfo[iIndex].show = true;
}
void UIScene_CraftingMenu::setCraftingOutputSlotItem(int iPad, shared_ptr<ItemInstance> item)
{
m_craftingOutputSlotInfo.item = item;
m_craftingOutputSlotInfo.alpha = 31;
m_craftingOutputSlotInfo.show = item != NULL;
}
void UIScene_CraftingMenu::setCraftingOutputSlotRedBox(bool show)
{
m_slotListCraftingOutput.showSlotRedBox(0,show);
}
void UIScene_CraftingMenu::setIngredientSlotItem(int iPad, int index, shared_ptr<ItemInstance> item)
{
m_ingredientsSlotsInfo[index].item = item;
m_ingredientsSlotsInfo[index].alpha = 31;
m_ingredientsSlotsInfo[index].show = item != NULL;
}
void UIScene_CraftingMenu::setIngredientSlotRedBox(int index, bool show)
{
m_slotListIngredientsLayout.showSlotRedBox(index,show);
}
void UIScene_CraftingMenu::setIngredientDescriptionItem(int iPad, int index, shared_ptr<ItemInstance> item)
{
m_ingredientsInfo[index].item = item;
m_ingredientsInfo[index].alpha = 31;
m_ingredientsInfo[index].show = item != NULL;
IggyDataValue result;
IggyDataValue value[2];
value[0].type = IGGY_DATATYPE_number;
value[0].number = index;
value[1].type = IGGY_DATATYPE_boolean;
value[1].boolval = m_ingredientsInfo[index].show;
IggyResult out = IggyPlayerCallMethodRS ( getMovie() , &result, IggyPlayerRootPath( getMovie() ) , m_funcShowIngredientSlot , 2 , value );
}
void UIScene_CraftingMenu::setIngredientDescriptionRedBox(int index, bool show)
{
m_slotListIngredients[index].showSlotRedBox(0,show);
}
void UIScene_CraftingMenu::setIngredientDescriptionText(int index, LPCWSTR text)
{
m_labelIngredientsDesc[index].setLabel(text);
}
void UIScene_CraftingMenu::setShowCraftHSlot(int iIndex, bool show)
{
m_hSlotsInfo[iIndex].show = show;
}
void UIScene_CraftingMenu::showTabHighlight(int iIndex, bool show)
{
if(show)
{
IggyDataValue result;
IggyDataValue value[1];
value[0].type = IGGY_DATATYPE_number;
value[0].number = iIndex;
IggyResult out = IggyPlayerCallMethodRS ( getMovie() , &result, IggyPlayerRootPath( getMovie() ) , m_funcSetActiveTab , 1 , value );
}
}
void UIScene_CraftingMenu::setGroupText(LPCWSTR text)
{
m_labelGroupName.setLabel(text);
}
void UIScene_CraftingMenu::setDescriptionText(LPCWSTR text)
{
m_labelDescription.setLabel(text);
}
void UIScene_CraftingMenu::setItemText(LPCWSTR text)
{
m_labelItemName.setLabel(text);
}
void UIScene_CraftingMenu::UpdateMultiPanel()
{
// Call Iggy function to show the current panel
IggyDataValue result;
IggyDataValue value[1];
value[0].type = IGGY_DATATYPE_number;
value[0].number = m_iDisplayDescription;
IggyResult out = IggyPlayerCallMethodRS ( getMovie() , &result, IggyPlayerRootPath( getMovie() ) , m_funcShowPanelDisplay , 1 , value );
}
void UIScene_CraftingMenu::scrollDescriptionUp()
{
// handled differently
}
void UIScene_CraftingMenu::scrollDescriptionDown()
{
// handled differently
}
void UIScene_CraftingMenu::updateHighlightAndScrollPositions()
{
{
IggyDataValue result;
IggyDataValue value[2];
value[0].type = IGGY_DATATYPE_number;
value[0].number = m_iCurrentSlotHIndex;
int selectorType = 0;
if(CanBeMadeA[m_iCurrentSlotHIndex].iCount == 2)
{
selectorType = 1;
}
else if( CanBeMadeA[m_iCurrentSlotHIndex].iCount > 2)
{
selectorType = 2;
}
value[1].type = IGGY_DATATYPE_number;
value[1].number = selectorType;
IggyResult out = IggyPlayerCallMethodRS ( getMovie() , &result, IggyPlayerRootPath( getMovie() ) , m_funcMoveSelector , 2 , value );
}
{
IggyDataValue result;
IggyDataValue value[1];
value[0].type = IGGY_DATATYPE_number;
value[0].number = m_iCurrentSlotVIndex;
IggyResult out = IggyPlayerCallMethodRS ( getMovie() , &result, IggyPlayerRootPath( getMovie() ) , m_funcSelectVerticalItem , 1 , value );
}
}
void UIScene_CraftingMenu::HandleMessage(EUIMessage message, void *data)
{
switch(message)
{
case eUIMessage_InventoryUpdated:
handleInventoryUpdated(data);
break;
};
}
void UIScene_CraftingMenu::handleInventoryUpdated(LPVOID data)
{
HandleInventoryUpdated();
}
void UIScene_CraftingMenu::updateVSlotPositions(int iSlots, int i)
{
// Not needed
}