initial minigame loading + ui stuff

thank you rockefeler
This commit is contained in:
Fireblade 2026-05-19 19:31:21 -04:00
parent 6fba0c7d72
commit 0ccc633551
11 changed files with 4245 additions and 4116 deletions

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@ -1,425 +1,431 @@
#pragma once
using namespace std;
#include "IUIController.h"
#include "UIEnums.h"
#include "UIGroup.h"
#include <random>
class UIAbstractBitmapFont;
class UIBitmapFont;
class UIUnicodeBitmapFont;
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_t iggyAllocCount;
bool toastOn = false;
// 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;
UIUnicodeBitmapFont *m_unicodeBitmapFont;
std::mt19937 m_randomGenerator;
std::uniform_real_distribution<float> m_randomDistribution;
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,
eLibrary_LCDefault,
eLibrary_LCInGame,
eLibrary_LCGraphics,
eLibrary_LCLabels,
#if defined(_WINDOWS64)
// Non-HD skin libraries needed by 720p/480p scene SWFs.
eLibraryFallback_Platform,
eLibraryFallback_GraphicsDefault,
eLibraryFallback_GraphicsHUD,
eLibraryFallback_GraphicsInGame,
eLibraryFallback_GraphicsTooltips,
eLibraryFallback_GraphicsLabels,
eLibraryFallback_Labels,
eLibraryFallback_InGame,
eLibraryFallback_HUD,
eLibraryFallback_Tooltips,
eLibraryFallback_Default,
// Optional DR-specific HD libraries used by some 1080p menu SWFs.
// Keep these after the normal HD and fallback sets so they don't disturb
// existing references and can be loaded only when the files exist.
eLibraryDR_GraphicsDefault,
eLibraryDR_Labels,
eLibraryDR_Default,
#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_t 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;
bool m_bMouseHoverHorizontalList;
int m_lastHoverMouseX;
int m_lastHoverMouseY;
//bool m_bSysUIShowing;
bool m_bSystemUIShowing;
C4JThread *m_reloadSkinThread;
bool m_navigateToHomeOnReload;
int m_accumulatedTicks;
uint64_t 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:
auto& getGroups() { return m_groups; }
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 UpdateCursorIcon(UIControl *hitCtrl);
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; }
void updateScreenSize(S32 w, S32 h) { m_fScreenWidth = (float)w; m_fScreenHeight = (float)h; app.DebugPrintf("[UI-INIT] updateScreenSize: %d x %d\n", w, h); }
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 nullptr; }
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 = nullptr, 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 ShowAchievementToast(string achievementName, string achievementDescription, byteArray b, string achT = "");
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)=nullptr,LPVOID lpParam=nullptr, WCHAR *pwchFormatString=nullptr);
virtual C4JStorage::EMessageResult RequestErrorMessage(UINT uiTitle, UINT uiText, UINT *uiOptionA,UINT uiOptionC, DWORD dwPad=XUSER_INDEX_ANY, int( *Func)(LPVOID,int,const C4JStorage::EMessageResult)=nullptr,LPVOID lpParam=nullptr, WCHAR *pwchFormatString=nullptr);
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) = nullptr, LPVOID lpParam = nullptr);
C4JStorage::EMessageResult RequestContentRestrictedMessageBox(UINT title = -1, UINT message = -1, int iPad = -1, int( *Func)(LPVOID,int,const C4JStorage::EMessageResult) = nullptr, LPVOID lpParam = nullptr);
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);
};
#pragma once
using namespace std;
#include "IUIController.h"
#include "UIEnums.h"
#include "UIGroup.h"
#include <random>
class UIAbstractBitmapFont;
class UIBitmapFont;
class UIUnicodeBitmapFont;
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_t iggyAllocCount;
bool toastOn = false;
// 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;
UIUnicodeBitmapFont *m_unicodeBitmapFont;
std::mt19937 m_randomGenerator;
std::uniform_real_distribution<float> m_randomDistribution;
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,
eLibrary_LCDefault,
eLibrary_LCInGame,
eLibrary_LCGraphics,
eLibrary_LCLabels,
eLibrary_LCGraphicsLabels,
eLibrary_LCGraphicsHud,
eLibrary_LCGraphicsInGame,
eLibrary_LCGraphicsTooltips,
eLibrary_LCHud,
eLibrary_LCTooltips,
#if defined(_WINDOWS64)
// Non-HD skin libraries needed by 720p/480p scene SWFs.
eLibraryFallback_Platform,
eLibraryFallback_GraphicsDefault,
eLibraryFallback_GraphicsHUD,
eLibraryFallback_GraphicsInGame,
eLibraryFallback_GraphicsTooltips,
eLibraryFallback_GraphicsLabels,
eLibraryFallback_Labels,
eLibraryFallback_InGame,
eLibraryFallback_HUD,
eLibraryFallback_Tooltips,
eLibraryFallback_Default,
// Optional DR-specific HD libraries used by some 1080p menu SWFs.
// Keep these after the normal HD and fallback sets so they don't disturb
// existing references and can be loaded only when the files exist.
eLibraryDR_GraphicsDefault,
eLibraryDR_Labels,
eLibraryDR_Default,
#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_t 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;
bool m_bMouseHoverHorizontalList;
int m_lastHoverMouseX;
int m_lastHoverMouseY;
//bool m_bSysUIShowing;
bool m_bSystemUIShowing;
C4JThread *m_reloadSkinThread;
bool m_navigateToHomeOnReload;
int m_accumulatedTicks;
uint64_t 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:
auto& getGroups() { return m_groups; }
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 UpdateCursorIcon(UIControl *hitCtrl);
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; }
void updateScreenSize(S32 w, S32 h) { m_fScreenWidth = (float)w; m_fScreenHeight = (float)h; app.DebugPrintf("[UI-INIT] updateScreenSize: %d x %d\n", w, h); }
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 nullptr; }
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 = nullptr, 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 ShowAchievementToast(string achievementName, string achievementDescription, byteArray b, string achT = "");
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)=nullptr,LPVOID lpParam=nullptr, WCHAR *pwchFormatString=nullptr);
virtual C4JStorage::EMessageResult RequestErrorMessage(UINT uiTitle, UINT uiText, UINT *uiOptionA,UINT uiOptionC, DWORD dwPad=XUSER_INDEX_ANY, int( *Func)(LPVOID,int,const C4JStorage::EMessageResult)=nullptr,LPVOID lpParam=nullptr, WCHAR *pwchFormatString=nullptr);
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) = nullptr, LPVOID lpParam = nullptr);
C4JStorage::EMessageResult RequestContentRestrictedMessageBox(UINT title = -1, UINT message = -1, int iPad = -1, int( *Func)(LPVOID,int,const C4JStorage::EMessageResult) = nullptr, LPVOID lpParam = nullptr);
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);
};

View file

@ -6,12 +6,68 @@
UIScene_FullscreenProgress::UIScene_FullscreenProgress(int iPad, void *initData, UILayer *parentLayer) : UIScene(iPad, parentLayer)
{
LoadingInputParams *params = static_cast<LoadingInputParams *>(initData);
m_CompletionData = params->completionData;
m_iPad = params->completionData->iPad;
m_cancelFunc = params->cancelFunc;
m_cancelFuncParam = params->m_cancelFuncParam;
m_completeFunc = params->completeFunc;
m_completeFuncParam = params->m_completeFuncParam;
m_cancelText = params->cancelText;
m_bWasCancelled = false;
m_bWaitForThreadToDelete = params->waitForThreadToDelete;
// Setup all the Iggy references we need for this scene
initialiseMovie();
if (m_CompletionData && m_CompletionData->bIsMinigame)
{
byteArray iconBytes = app.getArchiveFile(L"Graphics\\BattleModeIcon.png");
if (iconBytes.data && iconBytes.length > 0)
{
registerSubstitutionTexture(L"mini_game_battle", iconBytes.data, iconBytes.length, true);
}
IggyName funcSetType = registerFastName( L"SetLoadingScreenType" );
IggyDataValue result;
IggyDataValue value[1];
value[0].type = IGGY_DATATYPE_number;
value[0].number = 1.0;
IggyResult out = IggyPlayerCallMethodRS( getMovie(), &result, IggyPlayerRootPath( getMovie() ), funcSetType, 1, value );
// set the texture for the minigame logo inside the SWF dynamically
IggyValuePath gmIconPath;
if (IggyValuePathMakeNameRef(&gmIconPath, IggyPlayerRootPath(getMovie()), "GMIcon"))
{
// this is to make the logo smaller
// by default it looks huge
// 5.0 is the original scale
IggyName nameScaleX = registerFastName(L"scaleX");
IggyName nameScaleY = registerFastName(L"scaleY");
IggyValueSetF64RS(&gmIconPath, nameScaleX, nullptr, 3.45);
IggyValueSetF64RS(&gmIconPath, nameScaleY, nullptr, 3.5);
IggyValuePath mgLogoPath;
if (IggyValuePathMakeNameRef(&mgLogoPath, &gmIconPath, "MG_Logo"))
{
IggyName funcSetTextureName = registerFastName(L"SetTextureName");
IggyDataValue resultLogo;
IggyDataValue valueLogo[1];
IggyStringUTF16 stringVal;
stringVal.string = (IggyUTF16*)L"mini_game_battle";
stringVal.length = wcslen(L"mini_game_battle");
valueLogo[0].type = IGGY_DATATYPE_string_UTF16;
valueLogo[0].string16 = stringVal;
IggyPlayerCallMethodRS(getMovie(), &resultLogo, &mgLogoPath, funcSetTextureName, 1, valueLogo);
}
}
}
parentLayer->addComponent(iPad,eUIComponent_Panorama);
parentLayer->addComponent(iPad,eUIComponent_Logo);
parentLayer->showComponent(iPad,eUIComponent_Logo,true);
parentLayer->showComponent(iPad,eUIComponent_Logo, true);
parentLayer->showComponent(iPad,eUIComponent_MenuBackground,false);
m_controlTimer.setVisible( false );
@ -26,19 +82,6 @@ UIScene_FullscreenProgress::UIScene_FullscreenProgress(int iPad, void *initData,
m_buttonConfirm.init( app.GetString( IDS_CONFIRM_OK ), eControl_Confirm );
m_buttonConfirm.setVisible(false);
LoadingInputParams *params = static_cast<LoadingInputParams *>(initData);
m_CompletionData = params->completionData;
m_iPad=params->completionData->iPad;
m_cancelFunc = params->cancelFunc;
m_cancelFuncParam = params->m_cancelFuncParam;
m_completeFunc = params->completeFunc;
m_completeFuncParam = params->m_completeFuncParam;
m_cancelText = params->cancelText;
m_bWasCancelled=false;
m_bWaitForThreadToDelete = params->waitForThreadToDelete;
// Clear the progress text
Minecraft *pMinecraft=Minecraft::GetInstance();
pMinecraft->progressRenderer->progressStart(-1);

View file

@ -1,11 +1,34 @@
#include "stdafx.h"
#include "UI.h"
#include "UIScene_MinigamesCreateMenu.h"
#include "UIScene_FullscreenProgress.h"
#include "../../Minecraft.h"
#include "../../MinecraftServer.h"
#include "../../../Minecraft.World/File.h"
#include "../../../Minecraft.World/InputOutputStream.h"
#include "../../TexturePackRepository.h"
// mini gaimes menus By aRockefeler o aRockefort
// string localization by Fireblade
namespace
{
LoadSaveDataThreadParam* LoadLobbySaveData()
{
File lobbySave(L"Windows64Media\\Lobby\\Lobby.mcs");
if (!lobbySave.exists())
lobbySave = File(L"Windows64\\Lobby\\Lobby.mcs");
if (!lobbySave.exists())
return nullptr;
int64_t fileSize = lobbySave.length();
FileInputStream fis(lobbySave);
byteArray ba(static_cast<unsigned int>(fileSize));
fis.read(ba);
fis.close();
return new LoadSaveDataThreadParam(ba.data, ba.length, lobbySave.getName());
}
const wchar_t* GetBattleModeLabel(int mode)
{
switch (mode)
@ -385,13 +408,61 @@ void UIScene_MinigamesCreateMenu::checkStateAndStartGame()
void UIScene_MinigamesCreateMenu::LaunchGame()
{
// this is for debugging
// if the menu is already complete you can remove this
app.DebugPrintf("[MGDBG] MiniGamesCreateMenu Create pressed for type=%d mode=%d online=%d public=%d friends=%d invite=%d\n",
m_iMiniGameType,
m_iBattleModeSelection,
m_MoreOptionsParams.bOnlineGame ? 1 : 0,
m_bPublicGame ? 1 : 0,
m_MoreOptionsParams.bAllowFriendsOfFriends ? 1 : 0,
m_MoreOptionsParams.bInviteOnly ? 1 : 0);
SyncBattleCheckboxStates();
m_bIgnoreInput = true;
LoadSaveDataThreadParam* saveData = LoadLobbySaveData();
if (!saveData)
{
app.DebugPrintf("[MGDBG] Failed to load Lobby.mcs (Windows64Media/Lobby).\n");
m_bIgnoreInput = false;
return;
}
app.SetTutorialMode(false);
StorageManager.ResetSaveData();
StorageManager.SetSaveTitle(L"Lobby");
app.SetAutosaveTimerTime();
app.SetGameHostOption(eGameHostOption_FriendsOfFriends, m_MoreOptionsParams.bAllowFriendsOfFriends);
app.SetGameHostOption(eGameHostOption_Gamertags, app.GetGameSettings(m_iPad, eGameSetting_GamertagsVisible) ? 1 : 0);
app.SetGameHostOption(eGameHostOption_PvP, m_MoreOptionsParams.bPVP);
app.SetGameHostOption(eGameHostOption_TrustPlayers, m_MoreOptionsParams.bTrust);
app.SetGameHostOption(eGameHostOption_FireSpreads, m_MoreOptionsParams.bFireSpreads);
app.SetGameHostOption(eGameHostOption_TNT, m_MoreOptionsParams.bTNT);
app.SetGameHostOption(eGameHostOption_HostCanFly, m_MoreOptionsParams.bHostPrivileges);
app.SetGameHostOption(eGameHostOption_HostCanChangeHunger, m_MoreOptionsParams.bHostPrivileges);
app.SetGameHostOption(eGameHostOption_HostCanBeInvisible, m_MoreOptionsParams.bHostPrivileges);
app.SetGameHostOption(eGameHostOption_WasntSaveOwner, false);
bool isClientSide = ProfileManager.IsSignedInLive(ProfileManager.GetPrimaryPad())
&& m_MoreOptionsParams.bOnlineGame;
bool isPrivate = m_MoreOptionsParams.bInviteOnly ? true : false;
g_NetworkManager.HostGame(0, isClientSide, isPrivate, MINECRAFT_NET_MAX_PLAYERS, 0);
#ifndef _XBOX
g_NetworkManager.FakeLocalPlayerJoined();
#endif
NetworkGameInitData* param = new NetworkGameInitData();
param->seed = 0;
param->saveData = saveData;
param->settings = app.GetGameHostOption(eGameHostOption_All);
param->savePlatform = SAVE_FILE_PLATFORM_LOCAL;
LoadingInputParams* loadingParams = new LoadingInputParams();
loadingParams->func = &CGameNetworkManager::RunNetworkGameThreadProc;
loadingParams->lpParam = static_cast<LPVOID>(param);
UIFullscreenProgressCompletionData* completionData = new UIFullscreenProgressCompletionData();
completionData->bShowBackground = TRUE;
completionData->bShowLogo = TRUE;
completionData->bShowTips = TRUE;
completionData->type = e_ProgressCompletion_CloseAllPlayersUIScenes;
completionData->iPad = DEFAULT_XUI_MENU_USER;
completionData->bIsMinigame = TRUE;
loadingParams->completionData = completionData;
ui.NavigateToScene(m_iPad, eUIScene_FullscreenProgress, loadingParams);
}

View file

@ -28,8 +28,8 @@ UIScene_MinigamesMenu::UIScene_MinigamesMenu(int iPad, void *initData, UILayer *
// here the code ask for the swf
std::wstring UIScene_MinigamesMenu::getMoviePath()
{
app.DebugPrintf("[MGDBG] UIScene_MinigamesMenu getMoviePath -> MiniGamesMenu\n");// and this is for debugging too
return L"MiniGamesMenu";
app.DebugPrintf("[MGDBG] UIScene_MinigamesMenu getMoviePath -> LoadCreateJoinMenu\n");// and this is for debugging too
return L"LoadCreateJoinMenu";
}
void UIScene_MinigamesMenu::ApplyMiniGamesLabels()

View file

@ -218,6 +218,7 @@ typedef struct _UIFullscreenProgressCompletionData
BOOL bShowBackground;
BOOL bShowLogo;
BOOL bShowTips;
BOOL bIsMinigame;
ProgressionCompletionType type;
int iPad;
EUIScene scene;