MinecraftConsoles/Minecraft.Client/Common/UI/UIScene.h
MrTheShy 8b23c71b93 Fix TextInput bugs and refactor direct edit handling into UIScene base class
The fake cursor character (_) used for SWFs without m_mcCaret was leaking
into saved sign and anvil text. This happened because setLabel() with
instant=false only updates the C++-side cache, deferring the Flash write
to the next control tick. Any getLabel() call before that tick reads the
old Flash value still containing the underscore. Fixed by passing
instant=true in confirmDirectEdit, cancelDirectEdit, and the Enter key
path inside tickDirectEdit, so the cleaned text hits Flash immediately.

Mouse hover over TextInput controls (world name, anvil name, seed field)
was not showing the yellow highlight border. The hover code used
IggyPlayerSetFocusRS which sets Iggy's internal dispatch focus but does
not trigger Flash's ChangeState callback, so no visual feedback appeared.
Buttons worked fine because Iggy draws its own focus ring on them, but
TextInput relies entirely on ChangeState(0) for the yellow border.
Switched to SetFocusToElement which goes through the Flash-side SetFocus
path, then immediately call setCaretVisible(false) to suppress the
blinking caret that comes with focus. No visual flicker since rendering
happens after both tickInput and scene tick complete.

While direct editing, mouse hover was able to move focus away to other
TextInputs on the same scene (most noticeably on the sign editor, where
hovering a different line would steal focus from the line being typed).
Added an isDirectEditBlocking() check in the hover path to skip focus
changes when any input on the scene is actively being edited.

The Done button in SignEntryMenu was unresponsive to mouse clicks during
direct editing. The root cause is execution order: handleMouseClick runs
before handleInput in the frame. The base handleMouseClick found the Done
button and called handlePress, but handlePress bailed out because of the
isDirectEditing guard. The click was marked consumed, so handleInput
never saw it. Fixed by overriding handleMouseClick in SignEntryMenu to
detect the Done button hit while editing and confirm + close directly.

Added click-outside-to-deselect for anvil and world name text inputs.
Both scenes previously required Enter to confirm the edit, which felt
wrong. Now clicking anywhere outside the text field bounds confirms the
current text, matching standard UI behavior.

The anvil menu now updates the item name in real time while typing, like
Java edition. Previously the name was only applied on Enter, so the
repair cost display was stale until confirmation.

The biggest change is structural: every scene that used direct editing
(AnvilMenu, CreateWorldMenu, SignEntryMenu, LaunchMoreOptionsMenu,
DebugCreateSchematic, DebugSetCamera) had its own copy of the same
boilerplate -- tickDirectEdit loops in tick(), click-outside hit testing
in handleMouseClick(), cooldown guard checks in handleInput/handlePress,
and result dispatch with switch/if chains. This was around 200 lines of
near-identical code scattered across 6 files, each with its own slight
variations and its own bugs waiting to happen.

Pulled all of it into UIScene with two virtual methods: getDirectEditInputs()
where scenes register their text inputs, and onDirectEditFinished() where
they handle confirmed/cancelled results. The base class tick() drives
tickDirectEdit on all registered inputs, handleMouseClick() does the
click-outside-to-deselect hit test generically using panel offsets, and
isDirectEditBlocking() replaces all the inline cooldown checks. Scenes
now just override those two methods and get everything for free.

Also removed the m_activeDirectEditControl enum tracking from the debug
scenes (DebugCreateSchematic, DebugSetCamera) since the base class
handles lifecycle tracking through the controls themselves.
2026-03-06 16:15:24 +01:00

300 lines
8.8 KiB
C++

#pragma once
// 4J-PB - remove the inherits via dominance warnings
#pragma warning( disable : 4250 )
using namespace std;
// A scene map directly to an Iggy movie (or more accurately a collection of different sized movies)
#include "UIEnums.h"
#include "UIControl_Base.h"
#include "UIControl_TextInput.h"
class ItemRenderer;
class UILayer;
// 4J Stu - Setup some defines for quickly mapping elements in the scene
#define UI_BEGIN_MAP_ELEMENTS_AND_NAMES(parentClass) \
virtual bool mapElementsAndNames() \
{ \
parentClass::mapElementsAndNames(); \
IggyValuePath *currentRoot = IggyPlayerRootPath ( getMovie() ); \
UIControl *_mapPanel = NULL;
#define UI_END_MAP_ELEMENTS_AND_NAMES() \
return true; \
}
#define UI_MAP_ELEMENT( var, name) \
{ var.setupControl(this, currentRoot , name ); var.m_pParentPanel = _mapPanel; m_controls.push_back(&var); }
#define UI_BEGIN_MAP_CHILD_ELEMENTS( parent ) \
{ \
IggyValuePath *lastRoot = currentRoot; \
UIControl *_lastPanel = _mapPanel; \
currentRoot = parent.getIggyValuePath(); \
_mapPanel = &parent;
#define UI_END_MAP_CHILD_ELEMENTS() \
currentRoot = lastRoot; \
_mapPanel = _lastPanel; \
}
#define UI_MAP_NAME( var, name ) \
{ var = registerFastName(name); }
class UIScene
{
friend class UILayer;
public:
IggyValuePath *m_rootPath;
private:
Iggy *swf;
IggyName m_funcRemoveObject, m_funcSlideLeft, m_funcSlideRight, m_funcSetSafeZone, m_funcSetFocus, m_funcHorizontalResizeCheck;
IggyName m_funcSetAlpha;
ItemRenderer *m_pItemRenderer;
unordered_map<wstring, IggyName> m_fastNames;
unordered_map<wstring, bool> m_registeredTextures;
typedef struct _TimerInfo
{
int duration;
int targetTime;
bool running;
} TimerInfo;
unordered_map<int,TimerInfo> m_timers;
int m_iFocusControl, m_iFocusChild;
float m_lastOpacity;
bool m_bUpdateOpacity;
bool m_bVisible;
bool m_bCanHandleInput;
UIScene *m_backScene;
size_t m_callbackUniqueId;
public:
enum ESceneResolution
{
eSceneResolution_1080,
eSceneResolution_720,
eSceneResolution_480,
eSceneResolution_Vita,
};
protected:
ESceneResolution m_loadedResolution;
bool m_bIsReloading;
bool m_bFocussedOnce;
int m_movieWidth, m_movieHeight;
int m_renderWidth, m_renderHeight;
vector<UIControl *> m_controls;
protected:
UILayer *m_parentLayer;
bool bHasFocus;
int m_iPad;
bool m_hasTickedOnce;
public:
virtual Iggy *getMovie() { return swf; }
void destroyMovie();
virtual void reloadMovie(bool force = false);
virtual bool needsReloaded();
virtual bool hasMovie();
virtual void updateSafeZone();
int getRenderWidth() { return m_renderWidth; }
int getRenderHeight() { return m_renderHeight; }
#ifdef __PSVITA__
EUIGroup GetParentLayerGroup() {return m_parentLayer->m_parentGroup->GetGroup();}
#endif
#if defined(__PSVITA__) || defined(_WINDOWS64)
UILayer *GetParentLayer() {return m_parentLayer;}
vector<UIControl *> *GetControls() {return &m_controls;}
#endif
protected:
virtual F64 getSafeZoneHalfHeight();
virtual F64 getSafeZoneHalfWidth();
void setSafeZone(S32 top, S32 bottom, S32 left, S32 right);
void doHorizontalResizeCheck();
virtual wstring getMoviePath() = 0;
virtual bool mapElementsAndNames();
void initialiseMovie();
void loadMovie();
private:
void getDebugMemoryUseRecursive(const wstring &moviePath, IggyMemoryUseInfo &memoryInfo);
public:
void PrintTotalMemoryUsage(__int64 &totalStatic, __int64 &totalDynamic);
public:
UIScene(int iPad, UILayer *parentLayer);
virtual ~UIScene();
virtual EUIScene getSceneType() = 0;
ESceneResolution getSceneResolution() { return m_loadedResolution; }
virtual void tick();
IggyName registerFastName(const wstring &name);
#if defined(__PSVITA__) || defined(_WINDOWS64)
void SetFocusToElement(int iID);
#endif
#ifdef __PSVITA__
void UpdateSceneControls();
#endif
protected:
void addTimer(int id, int ms);
void killTimer(int id);
void tickTimers();
TimerInfo* getTimer(int id) { return &m_timers[id]; }
virtual void handleTimerComplete(int id) {}
public:
// FOCUS
// Returns true if this scene handles input
virtual bool stealsFocus() { return true; }
// Returns true if this scene has focus for the pad passed in
virtual bool hasFocus(int iPad) { return bHasFocus && iPad == m_iPad; }
void gainFocus();
void loseFocus();
virtual void updateTooltips();
virtual void updateComponents() {}
virtual void handleGainFocus(bool navBack);
virtual void handleLoseFocus() {}
// Returns true if lower scenes in this scenes layer, or in any layer below this scenes layers should be hidden
virtual bool hidesLowerScenes() { return m_hasTickedOnce; }
// Returns true if this scene should block input to lower scenes (works like hidesLowerScenes but doesn't interfere with rendering)
virtual bool blocksInput() { return false; }
// returns main panel if controls are not living in the root
virtual UIControl* GetMainPanel();
#ifdef _WINDOWS64
// Direct edit support: scenes override to register their text inputs.
// Base class handles tickDirectEdit in tick(), click-outside-to-deselect
// in handleMouseClick(), and provides isDirectEditBlocking() for guards.
virtual void getDirectEditInputs(vector<UIControl_TextInput*> &inputs) {}
virtual void onDirectEditFinished(UIControl_TextInput *input, UIControl_TextInput::EDirectEditResult result) {}
bool isDirectEditBlocking();
// Mouse click dispatch. Hit-tests C++ controls and picks the smallest-area
// match, then calls handlePress. Override for custom behaviour (e.g. crafting).
virtual bool handleMouseClick(F32 x, F32 y);
#endif
void removeControl( UIControl_Base *control, bool centreScene);
void slideLeft();
void slideRight();
// RENDERING
virtual void render(S32 width, S32 height, C4JRender::eViewportType viewpBort);
virtual void customDraw(IggyCustomDrawCallbackRegion *region);
void setOpacity(float percent);
void setVisible(bool visible);
bool isVisible() { return m_bVisible; }
protected:
//void customDrawSlotControl(IggyCustomDrawCallbackRegion *region, int iPad, int iID, int iCount, int iAuxVal, float fAlpha, bool isFoil, bool bDecorations);
void customDrawSlotControl(IggyCustomDrawCallbackRegion *region, int iPad, shared_ptr<ItemInstance> item, float fAlpha, bool isFoil, bool bDecorations);
bool m_cacheSlotRenders;
bool m_needsCacheRendered;
int m_expectedCachedSlotCount;
private:
typedef struct _CachedSlotDrawData
{
CustomDrawData *customDrawRegion;
shared_ptr<ItemInstance> item;
float fAlpha;
bool isFoil;
bool bDecorations;
} CachedSlotDrawData;
vector<CachedSlotDrawData *> m_cachedSlotDraw;
void _customDrawSlotControl(CustomDrawData *region, int iPad, shared_ptr<ItemInstance> item, float fAlpha, bool isFoil, bool bDecorations, bool usingCommandBuffer);
public:
// INPUT
bool canHandleInput() { return m_bCanHandleInput; }
virtual bool allowRepeat(int key);
virtual void handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled) {}
void externalCallback(IggyExternalFunctionCallUTF16 * call);
virtual void handleDestroy() {}
protected:
void sendInputToMovie(int key, bool repeat, bool pressed, bool released);
virtual void handlePreReload() {}
virtual void handleReload() {}
virtual void handlePress(F64 controlId, F64 childId) {}
virtual void handleFocusChange(F64 controlId, F64 childId) {}
virtual void handleInitFocus(F64 controlId, F64 childId) {}
virtual void handleCheckboxToggled(F64 controlId, bool selected) {}
virtual void handleSliderMove(F64 sliderId, F64 currentValue) {}
virtual void handleAnimationEnd() {}
virtual void handleSelectionChanged(F64 selectedId) {}
virtual void handleRequestMoreData(F64 startIndex, bool up) {}
virtual void handleTouchBoxRebuild() {}
private:
void _handleFocusChange(F64 controlId, F64 childId);
void _handleInitFocus(F64 controlId, F64 childId);
int convertGameActionToIggyKeycode(int action);
public:
bool controlHasFocus(int iControlId);
bool controlHasFocus(UIControl_Base *control);
int getControlFocus();
int getControlChildFocus();
// NAVIGATION
protected:
//void navigateForward(int iPad, EUIScene scene, void *initData = NULL);
void navigateBack();
public:
void setBackScene(UIScene *scene);
UIScene *getBackScene();
virtual void HandleDLCMountingComplete() {}
virtual void HandleDLCInstalled() {}
#ifdef _XBOX_ONE
virtual void HandleDLCLicenseChange() {}
#endif
virtual void HandleMessage(EUIMessage message, void *data);
void registerSubstitutionTexture(const wstring &textureName, PBYTE pbData, DWORD dwLength, bool deleteData = false);
bool hasRegisteredSubstitutionTexture(const wstring &textureName);
virtual void handleUnlockFullVersion() {}
virtual void handleTouchInput(unsigned int iPad, S32 x, S32 y, int iId, bool bPressed, bool bRepeat, bool bReleased) {}
protected:
#ifdef _DURANGO
virtual long long getDefaultGtcButtons() { return _360_GTC_BACK; }
#endif
size_t GetCallbackUniqueId();
virtual bool isReadyToDelete();
};