MinecraftConsoles/Minecraft.Client/Common/UI/UIController.h
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

403 lines
14 KiB
C++

#pragma once
using namespace std;
#include "IUIController.h"
#include "UIEnums.h"
#include "UIGroup.h"
class UIAbstractBitmapFont;
class UIBitmapFont;
class UITTFFont;
class UIComponent_DebugUIConsole;
class UIComponent_DebugUIMarketingGuide;
class UIControl;
// Base class for all shared functions between UIControllers
class UIController : public IUIController
{
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;
protected:
UIComponent_DebugUIConsole *m_uiDebugConsole;
UIComponent_DebugUIMarketingGuide *m_uiDebugMarketingGuide;
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];
float m_fScreenWidth;
float m_fScreenHeight;
bool m_bScreenWidthSetup;
S32 m_tileOriginX, m_tileOriginY;
enum EFont
{
eFont_NotLoaded = 0,
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: 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);
UIAbstractBitmapFont *m_mcBitmapFont;
UITTFFont *m_mcTTFFont;
UIBitmapFont *m_moj7, *m_moj11;
public:
void setCleanupOnReload();
void updateCurrentFont();
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<UIELEMENT *> 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,
#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,
#endif
#endif
eLibrary_Count,
};
IggyLibrary m_iggyLibraries[eLibrary_Count];
protected:
GDrawFunctions *gdraw_funcs;
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_bCloseAllScenes[eUIGroup_COUNT];
int m_iPressStartQuadrantsMask;
C4JRender::eViewportType m_currentRenderViewport;
bool m_bCustomRenderPosition;
static DWORD m_dwTrialTimerLimitSecs;
unordered_map<wstring, byteArray> m_substitutionTextures;
typedef struct _CachedMovieData
{
byteArray m_ba;
__int64 m_expiry;
} CachedMovieData;
unordered_map<wstring, CachedMovieData> m_cachedMovieData;
typedef struct _QueuedMessageBoxData
{
MessageBoxInfo info;
int iPad;
EUILayer layer;
} QueuedMessageBoxData;
vector<QueuedMessageBoxData *> m_queuedMessageBoxData;
unsigned int m_winUserIndex;
EUIScene m_mouseDraggingSliderScene;
int m_mouseDraggingSliderId;
bool m_mouseClickConsumedByScene;
int m_lastHoverMouseX;
int m_lastHoverMouseY;
//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
D3D11_RECT m_customRenderingClearRect;
unordered_map<size_t, UIScene *> 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 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;
#endif
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);
}
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();
public:
CRITICAL_SECTION m_Allocatorlock;
void SetupFont();
bool PendingFontChange();
bool UsingBitmapFont();
public:
// TICKING
virtual void tick();
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();
private:
static int reloadSkinThreadProc(void* lpParam);
public:
byteArray getMovieData(const wstring &filename);
// 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 );
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);
void SetSysUIShowing(bool bVal);
static void SetSystemUIShowing(LPVOID lpParam,bool bVal);
protected:
virtual void setTileOrigin(S32 xPos, S32 yPos) = 0;
public:
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();
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:
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) {}
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);
size_t RegisterForCallbackId(UIScene *scene);
void UnregisterCallbackId(size_t id);
UIScene *GetSceneFromCallbackId(size_t id);
void EnterCallbackIdCriticalSection();
void LeaveCallbackIdCriticalSection();
private:
void setFullscreenMenuDisplayed(bool displayed);
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);
// 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 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);
#ifdef _XBOX_ONE
virtual void HandleDLCLicenseChange();
#endif
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 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 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 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);
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 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);
};