Files
MinecraftConsoles/Minecraft.Client/Common/UI/UIController.cpp
MrTheShy 88798b501d Split screen, widescreen support, font rendering fixes, ui scaling fixes (#767)
* Sync keyboard text buffer from Flash before processing physical input

The native keyboard scene maintained a separate C++ buffer
(m_win64TextBuffer) for physical keyboard input, which was pushed
to the Flash text field via setLabel(). However, when the user typed
with the on-screen controller buttons, Flash updated its text field
directly through ActionScript without updating the C++ buffer.

This caused a desync: switching back to the physical keyboard would
overwrite any text entered via controller, since m_win64TextBuffer
still held the old value before the controller edits.

Fix: read the current Flash text field into m_win64TextBuffer at the
start of each tick(), before consuming new physical keyboard chars.
This ensures both input methods always operate on the same state.

* Use last active input device to decide keyboard mode instead of connection state

The keyboard UI mode (on-screen virtual keyboard vs direct text input)
was determined by Win64_IsControllerConnected(), which checks if any
XInput controller is physically plugged in. This meant that even if
the player was actively using mouse and keyboard, the virtual keyboard
would still appear as long as a controller was connected.

Replace the connection check with g_KBMInput.IsKBMActive(), which
tracks the actual last-used input device based on per-frame input
detection. Now the keyboard mode is determined by what the player is
currently using, not what hardware happens to be plugged in.

Affected scenes: CreateWorldMenu (world naming) and LoadOrJoinMenu
(world renaming).

* Fix TextInput caret behavior and add proper cursor editing for KBM direct edit

The direct text editing mode introduced for KBM users had several
issues with the TextInput control's caret (blinking cursor) and text
manipulation:

1. Caret visible when not editing:
   When navigating to the world name field with keyboard/mouse, Flash's
   Iggy focus system would show the blinking caret even though the field
   wasn't active for editing yet (Enter not pressed). This was misleading
   since typing had no effect in that state.

   Fix: access the FJ_TextInput's internal m_mcCaret MovieClip and
   force its visibility based on editing state. This is enforced every
   tick because setLabel() and Flash focus transitions continuously
   reset the caret state.

2. No cursor movement during editing:
   The direct edit implementation treated the text as a simple buffer
   with push_back/pop_back — there was no concept of cursor position.
   Backspace only deleted from the end, and arrow keys did nothing.

   Fix: track cursor position (m_iCursorPos) in C++ and use wstring
   insert/erase at that position. Arrow keys (Left/Right), Home, End,
   and Delete now work as expected. The visual caret position is synced
   to Flash via the FJ_TextInput's SetCaretIndex method.

3. setLabel() resetting caret position:
   Every call to setLabel() (when text changes) caused Flash to reset
   the caret to the end of the string, making the cursor jump visually
   even though the C++ position was correct.

   Fix: enforce caret position via setCaretIndex every tick during
   editing, so any Flash-side resets are immediately corrected.

New UIControl_TextInput API:
- setCaretVisible(bool): toggles m_mcCaret.visible in Flash
- setCaretIndex(int): calls FJ_TextInput.SetCaretIndex in Flash

* Fix keyboard/arrow navigation not working when no UI element is focused

On Windows64 with KBM, moving the mouse over empty space (outside any
button) would clear the Iggy focus entirely. After that, pressing arrow
keys did nothing because Flash had no starting element to navigate from.

Two changes here:

- Don't set focus to IGGY_FOCUS_NULL when the mouse hovers over empty
  space. The previous hover target stays focused, so switching back to
  arrows keeps working seamlessly.

- When a navigation key is pressed and nothing is focused at all (e.g.
  mouse was already on empty space when the menu opened), grab the first
  focusable element instead of silently dropping the input. The keypress
  is consumed to avoid jumping two elements at once.

This makes mixed mouse+keyboard navigation feel a lot more natural.
You can point at a button, then continue with arrows, or just start
pressing arrows right away without having to hover first.

* 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.

* Add mouse click support to CraftingMenu (tab switching, slot selection, craft)

The crafting screen's horizontal recipe slots and category tabs are custom-drawn
via Iggy callbacks rather than regular Flash buttons, so the standard mouse hover
system can't interact with them. This adds handleMouseClick to derive clickable
regions from the H slot positions cached during customDraw.

Tab clicking: tab hitboxes are computed relative to the H slot row since the
Vita TouchPanel overlays (full-screen invisible rectangles) aren't suitable
for direct hit-testing on Win64. The Y bounds were tuned empirically to match
the SWF tab icon positions. Clicking a tab runs the same switch logic as
LB/RB: hide old highlight, update group index, reset slot indices,
recalculate recipes, and refresh the display.

H slot clicking: clicking a different recipe slot selects it (updating V slots,
highlight, and re-showing the previous slot). Clicking the already-selected
slot crafts the item by dispatching ACTION_MENU_A through handleKeyDown,
reusing the existing crafting path. Empty slots (iCount == 0) are ignored.

All mouse clicks on the scene are consumed (return true) to prevent misses
from falling through as ACTION_MENU_A and accidentally triggering a craft.
This only suppresses mouse-originated A presses via m_mouseClickConsumedByScene;
keyboard and controller A remain fully functional.

Also enables GetMainPanel for Win64 (was Vita-only) so the mouse hover system
can filter controls by active panel, same as other tabbed menus.

* Fix mouse hover selecting wrong buttons from the third onward

The hover code was doing a redundant second hit-test against Iggy
focusable object bounds after the C++ control bounds had already
identified the correct control. Iggy focusable bounds are wider than
the actual visible buttons and overlap vertically, so the "pick
largest x0" heuristic would match focusables belonging to earlier
buttons when hovering the right side of buttons 3+.

Replaced the IggyPlayerGetFocusableObjects path with a direct
SetFocusToElement call using the already-correct hitControlId from
the C++ hit-test, same approach the click path uses in
handleMouseClick. Also switched the overlap tiebreaker from "largest
x0" to smallest area, consistent with how clicks resolve overlapping
controls. TextInput is excluded from hover focus to avoid showing
the caret on mere mouse-over (its Iggy focus is set on click).

* Use smallest-area tiebreaker for mouse click hit-testing too

Same overlap fix applied to handleMouseClick: when multiple controls
contain the click point, prefer the one with the smallest bounding
area instead of the one with the largest left-edge X. This is more
robust for any layout (vertical menus, grids, overlapping panels)
and matches the hover path logic.

Those changes were initially made in order to fix the teleport ui for the mouse but broke every other well working ui.

* Fix mouse cursor staying trapped in window on alt-tab

When the inventory or other UI with a hidden cursor was open,
alt-tabbing out would leave the cursor locked to the game window.
SetWindowFocused(false) from WM_KILLFOCUS correctly released the
clip and showed the cursor, but Tick() was unconditionally calling
SetCursorPos every frame to re-center it, overriding the release.

Added m_windowFocused to the Tick() condition so cursor manipulation
only happens while the window actually has focus.

* Map mouse right click to ACTION_MENU_X for inventory half-stack

Right clicking an item stack in Java Edition picks up half of it.
Console Edition already handles this via ACTION_MENU_X (the X button
on controller), which sets buttonNum=1 in handleKeyDown. This maps
mouse right click to that same action so KBM players get the same
behavior across all container menus (inventory, chests, furnaces,
hoppers, etc).

* Fix mouse hover hitting removed controls (ghost hitboxes)

When removeControl() removes a Flash element (e.g. the Reinstall
button in Help & Options, or the Debug button when disabled), the
C++ control object stays in the m_controls vector. On Vita this was
handled by calling setHidden(true) and checking getHidden() in the
touch hit-test, but on Windows64 none of that was happening.

The result: removed buttons kept phantom bounds that the hover code
would match against, stealing focus from the buttons that shifted
into their visual position. In the Help & Options menu with debug
enabled, the removed Reinstall button (Button6) had ghost bounds
overlapping where the Debug button (Button7) moved to after the
removal, making Debug un-hoverable and snapping focus to Button1.

The fix has three parts:

- removeControl() now calls setHidden(true) on all platforms, not
  just Vita. The m_bHidden member was already declared on all
  platforms, only the accessors were ifdef'd behind __PSVITA__.

- Removed the __PSVITA__ ifdef from setHidden/getHidden in
  UIControl.h so they're available everywhere.

- Added getHidden() checks in both the hover and click hit-test
  loops, matching what the Vita touch code already does. The check
  is a simple bool read (no Flash/Iggy call), placed before the
  getVisible() query which hits Flash and can return stale values
  for removed elements.

* Add right-click to open save options in world selection menu

On controller, RB (ACTION_MENU_RIGHT_SCROLL) opens the save options
dialog (rename/delete) when a save is selected. Mouse right-click
maps to ACTION_MENU_X, which had no Windows64 handler in this scene.

Added save options handling under ACTION_MENU_X for _WINDOWS64 so
right-clicking a save opens the same dialog. Also handles the mashup
world hide action for right-click consistency. Console-only options
(copy save, save transfer) are excluded since they don't apply here.

* Fix splitscreen mouse, keyboard cursor, and local player join

Mouse hover and click in split-screen was broken: the coordinate
conversion from window pixels to Flash/SWF space did not account for
the viewport tile-origin offset or the smaller display dimensions of
each splitscreen quadrant. Now the mouse position is mapped through
three steps: window pixels to UIController screen space, subtract the
viewport origin (which varies per quadrant/split type), then scale
from display size to SWF authoring size. This fixes hover highlighting
and click targeting in all splitscreen layouts.

Mouse input was also bleeding into other splitscreen players' UI groups
because the scene lookup iterated all groups. Now it only checks the
fullscreen group and the primary (KBM) player's group, so controller
players' menus are never affected by mouse movement.

Mouse grab/release (cursor lock for gameplay) was triggering for every
local player's tick, causing fights between splitscreen players over
the cursor state. Now only the primary pad player controls grab state.

The in-game keyboard scene in PC mode had no cursor movement: typing
always appended at the end and backspace always deleted from the end.
Added a cursor position tracker (m_iCursorPos) so that characters are
inserted at the cursor, backspace deletes behind it, and arrow keys,
Home, End, and Delete all work as expected. The Flash caret is synced
to the cursor position each tick. Also stopped syncing the text buffer
back from Flash in PC mode, which was resetting the cursor every tick.
Arrow keys in PC mode no longer get forwarded to Flash (which would
move the on-screen keyboard selector instead of the text cursor).

AddLocalPlayerByUserIndex was calling NotifyPlayerJoined before the
IQNet slot was actually registered, passing a pointer obtained via
GetLocalPlayerByUserIndex which checks customData (not set yet at that
point). Now AddLocalPlayerByUserIndex is called first, and if it
succeeds, the notification uses the static m_player array directly.
The stub AddLocalPlayerByUserIndex now properly initialises the slot
with gamertag and remote/host flags instead of being a no-op.

IsSignedIn was hardcoded to return true only for pad 0, preventing
splitscreen players from joining. Now it checks IsPadConnected so any
connected controller can sign in.

GetXUID returned INVALID_XUID for all pads except 0, which broke
splitscreen player identity. Now each pad gets a unique XUID derived
from the base value plus the pad index.

Pinned internal resolution to 1920x1080 and removed GetSystemMetrics
auto-detection which was picking up the native monitor resolution and
breaking the 16:9 assumption in the viewport math and Flash layout.
DPI awareness is kept for consistent pixel coordinates.

* Fix Escape key not opening pause menu during tutorial hints

The KBM pause check had a IsTutorialVisible guard that blocked
Escape entirely while any tutorial popup was on screen. The
controller path never had this restriction. Removed the check
so Escape behaves the same as Start on controller.

* Fix crash in WriteHeader when save buffer is too small for header table

When a player enters a new region, RegionFile's constructor calls
createFile which adds a FileEntry with length 0 to the file table.
This increases the header table size (appended at the end of the save
buffer) by sizeof(FileEntrySaveData) per entry, but since no actual
data is written to the file, MoveDataBeyond is never called and the
committed virtual memory pages are never grown to match.

On the next autosave tick, saveLevelData writes level.dat first
(before chunkSource->save which would have grown the buffer). If
level.dat doesn't need to grow, finalizeWrite calls WriteHeader which
tries to memcpy the now-larger header table past the end of committed
memory, causing an access violation.

This is especially likely in splitscreen where two players exploring
at the same time can create multiple new RegionFile entries within a
single tick, quickly exhausting the page-alignment slack in the buffer
(yes i am working at splitscreen in the meanwhile :) )

The fix was deduced by tracing the crash callstack through the save
system: FileHeader, ConsoleSaveFileOriginal, the stream chain, and
the RegionFile/RegionFileCache layer. The root cause turned out to be
a gap between createFile (which grows the header table) and
MoveDataBeyond (the only place that grows the buffer), with
finalizeWrite sitting right in between unprotected.

The buffer growth check added here mirrors the exact same VirtualAlloc
pattern already used in MoveDataBeyond (line 484-497) and in the
constructor's decompression path (line 176-190), so it integrates
naturally with the existing code. Same types, same page rounding,
same error handling. The fast path (no new entries, buffer already big
enough) is a single DWORD comparison that doesn't get taken, so there
is zero overhead in the common case.

This is the right place for the fix because finalizeWrite is the sole
caller of WriteHeader, meaning every code path that writes the header
(closeHandle, PrepareForWrite, deleteFile, Flush) is now protected by
a single check point.

* 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.

* Remap scroll wheel to LEFT/RIGHT for horizontal controls

The scroll wheel was always remapped to UP/DOWN, which is fine for
vertical lists but useless on horizontal controls like sliders and
the texture pack selector.

Track whether the mouse is hovering a horizontal control during the
hover hit-test (new bool m_bMouseHoverHorizontalList, set for
eTexturePackList and eSlider). When the flag is set, handleKeyPress
emits LEFT/RIGHT instead of UP/DOWN for wheel events.

TexturePackList is also now part of the mouse hover system with
proper hit-testing, relative-coord SetTouchFocus and GetRealHeight
for accurate bounds.

* Guard setCaretVisible and setCaretIndex against null movie

tickDirectEdit calls into Iggy every tick without checking if the
movie is still valid, which crashes inside iggy_w64.dll when the
Flash movie gets unloaded or isn't ready yet.

* Fix creative inventory scroll for both mouse wheel and controller

The mouse scroll wheel was not working in the creative inventory at
all. UIController remaps wheel input from OTHER_STICK to UP/DOWN for
KBM users, but the base container menu handler consumed UP/DOWN for
grid navigation before it could reach the creative menu's page
scrolling logic in handleAdditionalKeyPress. Fixed by detecting
scroll wheel input on UP/DOWN in the base handler and forwarding it
as OTHER_STICK to handleAdditionalKeyPress instead.

Also fixed the controller right stick scrolling way too fast: it was
jumping TabSpec::rows (5) rows per tick at 100ms repeat rate, which
blew through the entire item list almost instantly. Reduced to 1 row
per tick so scrolling feels controlled on both input methods.

* Fix split-screen world rendering aspect ratio

gluPerspective was hardcoded to use g_iAspectRatio (always 16:9)
instead of the aspect parameter from getFovAndAspect, which adjusts
for split-screen viewports. The 3D world was horizontally stretched
in top/bottom split because the projection used 16:9 while the
viewport was 32:9.

* Split-screen UI system with full ultrawide and multi-aspect-ratio support

Screen resolution is now auto-detected from the monitor at startup
instead of being hardcoded to 1920x1080. This fixes rendering on
ultrawide (21:9), super-ultrawide (32:9), 16:10, and any other
aspect ratio -- both in singleplayer and split-screen multiplayer.

The 3D world renders at native resolution so the full monitor is used.
Flash UI is 16:9-fitted and centered inside each viewport, pillarboxed
on wide displays and letterboxed on tall ones. Logical game dimensions
(used for ortho projection and HUD layout) are computed proportionally
from the real screen aspect ratio, fixing the stretched world projection
and HUD that the old hardcoded 1280x720 caused on non-16:9 monitors.

GameRenderer::ComputeViewportForPlayer uses the actual backbuffer size
instead of the logical game size, which was causing split-screen
viewports to be sized incorrectly.

UIScene::render fits menus to 16:9 within each split viewport using
GetViewportRect + Fit16x9, keeping inventory/crafting/options screens
at their designed aspect ratio instead of stretching.

Panorama and MenuBackground render at full viewport size with proper
tile scaling so the background fills the entire area without gaps in
vertical split and quadrant layouts.

HUD tile rendering uses ComputeTileScale to uniformly scale the SWF
and show the bottom portion (hotbar, hearts, hunger) in horizontal
and quadrant splits. repositionHud passes visible SWF-space dimensions
to ActionScript for proper element centering within each viewport.

Chat and Tooltips overlays use ComputeTileScale and
ComputeSplitContentOffset to anchor correctly to the bottom of each
player's viewport tile.

Container menus apply Fit16x9 to pointer coordinate mapping so the
cursor tracks correctly in split-screen. getMouseToSWFScale moved out
of the header into the .cpp. Mouse input in onMouseTick is gated to
pad 0 since raw mouse deltas should only drive player 1.

All shared viewport math lives in UISplitScreenHelpers.h:
- GetViewportRect: origin and dimensions for any viewport type
- Fit16x9: aspect-correct fitting with centering offsets
- ComputeTileScale: uniform scale and Y-offset for tile rendering
- ComputeSplitContentOffset: content centering for overlay components

* Fix XUID assignment for split-screen local players

Main's XUID refactor returned INVALID_XUID for pad != 0, which breaks
split-screen because each local player needs a distinct identity for
the save system and per-player inventory data.

Now pad 1-3 get unique XUIDs derived from the legacy embedded base
(base + iPad), same as the original console behavior. Only pad 0
uses the persistent uid.dat-backed XUID for networking.

* Use persistent XUID for all pads in GetXUID

All pads now get unique XUIDs derived from the persistent uid.dat value
(base + iPad offset). This gives each split-screen player a globally
unique identity that works for both local play and online multiplayer.

The host legacy XUID override for save compatibility still happens in
Minecraft.cpp after GetXUID is called, so old worlds are unaffected.

* Split-screen networking, window resize, bitmap font fix, and multiplayer stability

Adds the networking layer for non-host split-screen multiplayer, implements
live window resize with swap chain recreation, fixes bitmap font scaling at
small window sizes, and fixes several crash-causing bugs in the multiplayer
stack (compression buffer overflow, TCP stream desync, chunk visibility race,
CompressedTileStorage torn reads, reconnect stability).

== Non-host split-screen multiplayer ==

Each split-screen pad on a non-host client opens its own TCP connection to
the host. From the host's perspective each connection looks like a normal
remote player (gets its own smallId, Socket, PlayerConnection).

WinsockNetLayer: JoinSplitScreen(), CloseSplitScreenConnection(),
SplitScreenRecvThreadProc, per-pad socket/thread/smallId tracking
(s_splitScreenSocket[], s_splitScreenSmallId[], s_splitScreenRecvThread[]).
GetLocalSocket() returns the correct TCP socket for a given local sender's
smallId. GetSplitScreenSmallId() returns the host-assigned smallId for a pad.

GameNetworkManager::CreateSocket: non-host path (localPlayer && !IsHost() &&
IsInGameplay()) calls JoinSplitScreen, sets the IQNet slot's smallId and
resolvedXuid, creates a non-hostLocal Socket + ClientConnection, sends
PreLoginPacket, registers via addPendingLocalConnection.

PlatformNetworkManagerStub::RemoveLocalPlayerByUserIndex: implemented the
formerly-empty stub. Calls NotifyPlayerLeaving, CloseSplitScreenConnection,
and clears the IQNet slot fields so the pad can rejoin cleanly.

SmallId pool: s_nextSmallId starts at XUSER_MAX_COUNT (4), reserving
m_player[0-3] for local pads so remote players never collide.

IQNetPlayer::SendData: non-host local senders now route through
GetLocalSocket(m_smallId) instead of always using SendToSmallId.
IQNet::GetLocalPlayerByUserIndex: rewritten. Pad 0 on non-host uses
GetLocalSmallId() for direct lookup; pads 1-3 check m_player[padIdx].
C_4JProfile::IsSignedIn: pad 0 always returns true (was checking controller
connection, which is unreliable on Win64).

GetGamertag/GetDisplayName: for pads 1-3 with active local players, returns
the pad-specific gamertag from IQNet::m_player instead of always returning
the primary username.

ClientConnection: isPrimaryConnection() (true on host or for the primary pad
on non-host) guards relative-delta and world-modifying handlers to prevent
double-processing of shared state:
- Guarded: handleMoveEntity, handleMoveEntitySmall, handleChunkTilesUpdate,
  handleBlockRegionUpdate, handleTileUpdate, handleTakeItemEntity,
  handleSignUpdate, handleTileEntityData, handleTileEvent,
  handleTileDestruction, handleComplexItemData, handleLevelEvent,
  handleSoundEvent, handleParticleEvent, handleAddGlobalEntity.
- handleSetEntityMotion: secondary connections only accept motion targeting
  their own local player (knockback).
- handleExplosion: world modification (finalizeExplosion) guarded,
  per-player knockback unguarded. Added null check on localplayers[].
- Entity spawn/remove/teleport/data handlers left unguarded (putEntity is
  idempotent, absolute value setters).

handleLogin: added else clause to set level when the dimension already exists
(was leaving level NULL on reconnect).
handleChunkVisibilityArea/handleChunkVisibility: added null check on level.
handleContainerOpen: added null check on localplayers[m_userIndex].

== Reconnect stability ==

PendingConnection: duplicate XUID no longer rejects with eDisconnect_Banned.
Instead it force-disconnects the stale old connection via
stalePlayer->connection->disconnect(), queues the old smallId for recycling
via queueSmallIdForRecycle(), then calls handleAcceptedLogin for the new
connection.

MinecraftServer: swapped tick order so players->tick() (disconnect queue)
runs before connection->tick() (new logins). The old player is removed
from PlayerList before the new LoginPacket's XUID check runs.

PlayerList: PushFreeSmallId and ClearSocketForSmallId moved here from
DoWork, called only after PlayerConnection::disconnect() completes and
the read/write threads are dead. New queueSmallIdForRecycle() method lets
PendingConnection push smallIds into m_smallIdsToClose, which PlayerList::tick()
processes through closePlayerConnectionBySmallId() for deferred cleanup.
Prevents a race where the old write thread could resolve getPlayer() to a
recycled smallId's new connection and send stale packets on it.

SocketInputStreamLocal::close() and SocketOutputStreamLocal::close() now
actually clear their queues (std::swap with empty queue instead of calling
.empty() which is a read-only no-op).

ServerConnection::stop(): pending and players vectors are snapshot-copied
before iterating (prevents iterator invalidation). Remote players receive
a DisconnectPacket via disconnect(eDisconnect_Quitting) instead of raw
close(). tick(): added else clause so flush() only runs on live connections.

WinsockNetLayer::Shutdown(): accept thread stopped first (prevents new recv
threads from spawning), then all recv threads are collected and waited on,
then connections are closed and split-screen sockets cleaned up. Clears
disconnect and free-pool vectors before deleting critical sections.

WinsockNetLayer::JoinGame(): waits for old s_clientRecvThread to fully
exit before creating a new TCP connection. Prevents the old recv thread
from reading bytes off the new socket and desynchronizing the stream.

== Compression buffer overflow ==

CompressLZXRLE and CompressRLE wrote RLE intermediate output into a fixed
100KB buffer with no bounds checking. Full chunk columns are ~160KB and
the RLE step can expand 0xFF bytes to 2 bytes each, easily overflowing
into rleDecompressBuf and heap metadata. This caused delayed crashes in
unrelated code (Packet::readPacket, LevelRenderer::updateDirtyChunks) after
the first autosave, since that's when full chunks get compressed.

Fix: dynamic allocation when worst-case RLE output (SrcSize * 2) exceeds
the static buffer. Static buffer still used for small inputs (zero overhead).
CompressRLE: moved LeaveCriticalSection after dynamic buffer cleanup.

DecompressLZXRLE: now checks zlib return value (was completely ignored).
On failure, bails out immediately with *pDestSize = 0. Added RLE input
bounds checking (pucIn >= pucEnd before reading count/data bytes) and
output bounds checking (pucOut + count > pucOutEnd). Same bounds checks
applied to DecompressRLE.

== Stream desync (Connection write thread) ==

The write thread had two output paths to the same TCP socket: bufferedDos
(5KB buffered stream) and direct sos->writeWithFlags(). Chunk data sent
via queueSend() used the direct path with shouldDelay=true, while other
packets used bufferedDos. If bufferedDos had unflushed bytes, the direct
write arrived at the client first, reordering the TCP stream and producing
bad packet ID crashes.

Fix: flush bufferedDos immediately before every direct sos->writeWithFlags().

== Chunk visibility race (empty first chunk after 30s) ==

BlockRegionUpdatePacket (direct socket write via queueSend) could arrive
at the client before ChunkVisibilityAreaPacket (buffered). The client
called getChunk() on a chunk that didn't exist yet in the cache, got
EmptyLevelChunk (whose setBlocksAndData is a no-op), and silently lost
the block data. On superflat this left one invisible chunk; on normal
worlds it crashed the renderer.

Fix: handleBlockRegionUpdate calls dimensionLevel->setChunkVisible() for
full-chunk BRUPs before writing data, making it independent of packet
ordering. Added post-write verification logging.

CompressedTileStorage race: get() reads indicesAndData twice without a
lock. compress() can swap the pointer between reads, producing indices
from the old buffer paired with data from the new buffer. Fix: snapshot
indicesAndData into a local variable before deriving both pointers. Same
snapshot pattern applied to getData() (non-Vita path), isRenderChunkEmpty(),
getHighestNonEmptyY(), getAllocatedSize(), and write(). All methods now
also guard against NULL snapshots.

== Window resize ==

ResizeD3D() destroys the old swap chain, creates a new one at the target
size, then patches InternalRenderManager members directly via memory
offsets (0x20=swap chain, 0x28=RTV, 0x50=SRV, 0x98=DSV, 0x5138/0x513C=
backbuffer width/height). Offset verification cross-checks known pointers
(device at 0x10, swap chain at 0x20) before patching. Old RTV/SRV are
intentionally leaked (orphaned with the old swap chain) to avoid fighting
unknown ref holders in the precompiled RenderManager.

The flow: Suspend RenderManager, ClearState+Flush, release views,
gdraw_D3D11_PreReset, destroy old swap chain, create new swap chain via
IDXGIFactory, patch offsets, recreate RTV/SRV/DSV, rebind render targets,
update UIController (updateRenderTargets + updateScreenSize),
gdraw_D3D11_PostReset + SetRendertargetSize, IggyFlushInstalledFonts,
Resume, PostProcesser::Init.

WM_SIZE handling defers resize during window drag (WM_ENTERSIZEMOVE/
WM_EXITSIZEMOVE). Immediate resizes (maximize, programmatic) call
ResizeD3D directly. Removed the old UpdateAspectRatio() function.

CleanupDevice() was leaking g_pDepthStencilView and g_pDepthStencilBuffer.

InitDevice: swap chain BufferUsage now includes DXGI_USAGE_SHADER_INPUT
(needed for the SRV created from the backbuffer for CaptureThumbnail).

New globals: g_rScreenWidth/g_rScreenHeight (real window dimensions,
updated on resize) vs g_iScreenWidth/g_iScreenHeight (fixed logical
resolution, stays 1920x1080).

ComputeViewportForPlayer and getFovAndAspect now use g_rScreenWidth/
g_rScreenHeight instead of the fixed startup values, so 3D perspective
and split-screen viewports adapt to window size.

Main loop: rendering skipped when window is minimized (IsIconic check)
to avoid 100% GPU usage on a hidden swap chain.

Windows64_UIController: new updateRenderTargets(rtv, dsv) method updates
cached D3D pointers used by gdraw_D3D11_SetTileOrigin every frame.
UIController.h: new inline updateScreenSize(w, h) sets m_fScreenWidth/
m_fScreenHeight so all downstream UI code picks up the new size.

== Bitmap font scaling ==

At small window sizes, dynamic text (scrollable list items, HowToPlay
pages) showed overlapping characters. Static SWF text was unaffected
because it uses embedded vector glyphs.

Root cause in UIBitmapFont.cpp GetGlyphBitmap: when display scale is
smaller than the bitmap's native scale (pixel_scale < truePixelScale,
glyphScale stays at 1), Iggy displayed the glyph at native 1:1 pixel
size but advanced the cursor by the smaller display-scale amount.

At intermediate window sizes (e.g. 1678x756, scale factor ~0.7), a
second bug appeared: some SWF font sizes produced pixel_scale just above
truePixelScale (13 for Mojangles_11) while others fell just below,
splitting glyphs across the small-display and normal cache branches.
The normal branch cached all glyphs in a single [truePixelScale, 99]
range, so the first glyph cached set pixel_scale_correct for every
subsequent request regardless of font size. Different font sizes then
got scaled by wrong ratios (e.g. 18.9/13.3 = 1.42x with point sampling),
producing visibly inconsistent letter sizes. This only happened at
specific window sizes where the display scale put some fonts above and
others below the truePixelScale boundary. Full 1080p and very small
windows were unaffected because all fonts landed in the same branch.

Fix: on _WINDOWS64, always use pixel_scale_correct = truePixelScale so
every cache entry is consistent regardless of which font size creates it
first. Two cache ranges: downscale (pixel_scale < truePixelScale) uses
bilinear for smooth reduction, upscale uses point_sample for crisp
pixel-art rendering. At most two cache entries per glyph. The console
code path (fixed resolution, integer-multiple scaling) is preserved
behind #else.

UIScene.cpp loadMovie: always load 1080.swf on _WINDOWS64 regardless of
window size. The old height-based selection could pick 480 or 720 variants
which either crashed or loaded the wrong skin library (skinHD.swf vs
skin.swf). Display size is now set via Fit16x9 BEFORE the init tick so
Iggy's ActionScript text field creation sees the same scale that render()
will use. IggyFlushInstalledFonts() called after init tick to clear stale
glyph cache entries from previous scenes.

Font.cpp addCharacterQuad/renderCharacter: yOff was computed with
m_charWidth instead of m_charHeight, producing wrong texture coordinates
for non-square glyph cells. This is the world-rendering font (chat, signs,
name tags), not the Iggy UI font.

== XUID generation ==

Split-screen pad XUIDs derived by hashing baseXuid + iPad through Mix64
(DeriveXuidForPad in Windows64_Xuid.h) instead of simple addition. Pad 0
returns the base XUID unchanged for save compatibility. Includes validity
fallbacks if the hash produces an invalid XUID. (Suggested by rtm516)

== Misc ==

Packet::readPacket: thread-local ring buffer tracks last 8 good packet IDs.
On bad packet ID, dumps the history plus next 32 bytes of stream for
diagnosing TCP desynchronization.

PendingConnection/PlayerList: debug logging for the reconnect flow
(duplicate XUID handling, force-disconnect, handleAcceptedLogin,
placeNewPlayer with smallId/entityId/dimension).

ClientConnection::handleBlockRegionUpdate: warning log when a full chunk
arrives with ys==0 (empty full chunk, data loss indicator).

== Known issues / future work ==

SendOnSocket global lock (WinsockNetLayer.cpp): s_sendLock is a single
CriticalSection serializing ALL TCP sends across ALL connections. If one
client's send() blocks (TCP window full, slow network), every other write
thread stalls — no data flows to any player until the slow send completes.
Each PlayerConnection has its own write thread, so with 8+ players one slow
client can cause latency spikes or timeout disconnects for healthy players.
Fix: replace s_sendLock with per-socket locks indexed by smallId. The lock
only needs to prevent header+payload interleaving on the SAME socket; sends
to different sockets are independent. Deferred to a separate PR to keep
this one focused.

Textures::releaseTexture: early return for id <= 0, checks
TextureGetTexture(id) != NULL before calling glDeleteTextures. Prevents
crashes on stale texture IDs after RenderManager reset.

UIController TextureSubstitutionDestroyCallback: null guard on
Minecraft::GetInstance() and mc->textures before calling releaseTexture.
Prevents crash during shutdown.

StringTable: removed __debugbreak() on language load failure in debug builds.
2026-03-08 15:49:50 -05:00

3513 lines
112 KiB
C++

#include "stdafx.h"
#include "UIController.h"
#include "UI.h"
#include "UIScene.h"
#include "UIControl_Slider.h"
#include "UIControl_TexturePackList.h"
#include "..\..\..\Minecraft.World\StringHelpers.h"
#include "..\..\LocalPlayer.h"
#include "..\..\DLCTexturePack.h"
#include "..\..\TexturePackRepository.h"
#include "..\..\Minecraft.h"
#include "..\..\..\Minecraft.World\net.minecraft.world.entity.boss.enderdragon.h"
#include "..\..\EnderDragonRenderer.h"
#include "..\..\MultiPlayerLocalPlayer.h"
#include "UIFontData.h"
#include "UISplitScreenHelpers.h"
#ifdef _WINDOWS64
#include "..\..\Windows64\KeyboardMouseInput.h"
#endif
#ifdef __PSVITA__
#include <message_dialog.h>
#endif
// 4J Stu - Enable this to override the Iggy Allocator
//#define ENABLE_IGGY_ALLOCATOR
//#define EXCLUDE_IGGY_ALLOCATIONS_FROM_HEAP_INSPECTOR
//#define ENABLE_IGGY_EXPLORER
#ifdef ENABLE_IGGY_EXPLORER
#include "Windows64\Iggy\include\iggyexpruntime.h"
#endif
//#define ENABLE_IGGY_PERFMON
#ifdef ENABLE_IGGY_PERFMON
#define PM_ORIGIN_X 24
#define PM_ORIGIN_Y 34
#ifdef __ORBIS__
#include "Orbis\Iggy\include\iggyperfmon.h"
#include "Orbis\Iggy\include\iggyperfmon_orbis.h"
#elif defined _DURANGO
#include "Durango\Iggy\include\iggyperfmon.h"
#elif defined __PS3__
#include "PS3\Iggy\include\iggyperfmon.h"
#include "PS3\Iggy\include\iggyperfmon_ps3.h"
#elif defined __PSVITA__
#include "PSVita\Iggy\include\iggyperfmon.h"
#include "PSVita\Iggy\include\iggyperfmon_psp2.h"
#elif defined __WINDOWS64
#include "Windows64\Iggy\include\iggyperfmon.h"
#endif
#endif
CRITICAL_SECTION UIController::ms_reloadSkinCS;
bool UIController::ms_bReloadSkinCSInitialised = false;
DWORD UIController::m_dwTrialTimerLimitSecs=DYNAMIC_CONFIG_DEFAULT_TRIAL_TIME;
// GetViewportRect and Fit16x9 are now in UISplitScreenHelpers.h
#ifdef _WINDOWS64
static UIControl_Slider *FindSliderById(UIScene *pScene, int sliderId)
{
vector<UIControl *> *controls = pScene->GetControls();
if (!controls) return NULL;
for (size_t i = 0; i < controls->size(); ++i)
{
UIControl *ctrl = (*controls)[i];
if (ctrl && ctrl->getControlType() == UIControl::eSlider && ctrl->getId() == sliderId)
return (UIControl_Slider *)ctrl;
}
return NULL;
}
#endif
static void RADLINK WarningCallback(void *user_callback_data, Iggy *player, IggyResult code, const char *message)
{
//enum IggyResult{ IGGY_RESULT_SUCCESS = 0, IGGY_RESULT_Warning_None = 0,
// IGGY_RESULT_Warning_Misc = 100, IGGY_RESULT_Warning_GDraw = 101,
// IGGY_RESULT_Warning_ProgramFlow = 102,
// IGGY_RESULT_Warning_Actionscript = 103,
// IGGY_RESULT_Warning_Graphics = 104, IGGY_RESULT_Warning_Font = 105,
// IGGY_RESULT_Warning_Timeline = 106, IGGY_RESULT_Warning_Library = 107,
// IGGY_RESULT_Warning_CannotSustainFrameRate = 201,
// IGGY_RESULT_Warning_ThrewException = 202,
// IGGY_RESULT_Error_Threshhold = 400, IGGY_RESULT_Error_Misc = 400,
// IGGY_RESULT_Error_GDraw = 401, IGGY_RESULT_Error_ProgramFlow = 402,
// IGGY_RESULT_Error_Actionscript = 403, IGGY_RESULT_Error_Graphics = 404,
// IGGY_RESULT_Error_Font = 405, IGGY_RESULT_Error_Create = 406,
// IGGY_RESULT_Error_Library = 407, IGGY_RESULT_Error_ValuePath = 408,
// IGGY_RESULT_Error_Audio = 409, IGGY_RESULT_Error_Internal = 499,
// IGGY_RESULT_Error_InvalidIggy = 501,
// IGGY_RESULT_Error_InvalidArgument = 502,
// IGGY_RESULT_Error_InvalidEntity = 503,
// IGGY_RESULT_Error_UndefinedEntity = 504,
// IGGY_RESULT_Error_OutOfMemory = 1001,};
switch(code)
{
case IGGY_RESULT_Warning_CannotSustainFrameRate:
// Ignore warning
break;
default:
/* Normally, we'd want to issue this warning to some kind of
logging system or error reporting system, but since this is a
tutorial app, we just use Win32's default error stream. Since
ActionScript 3 exceptions are routed through this warning
callback, it's definitely a good idea to make sure these
warnings get printed somewhere that's easy for you to read and
use for debugging, otherwise debugging errors in the
ActionScript 3 code in your Flash content will be very
difficult! */
app.DebugPrintf(app.USER_SR, message);
app.DebugPrintf(app.USER_SR, "\n");
break;
};
}
/* Flash provides a way for ActionScript 3 code to print debug output
using a function called "trace". It's very useful for debugging
Flash programs, so ideally, when using Iggy, we'd like to see any
trace output alongside our own debugging output. To facilitate
this, Iggy allows us to install a callback that will be called
any time ActionScript code calls trace. */
static void RADLINK TraceCallback(void *user_callback_data, Iggy *player, char const *utf8_string, S32 length_in_bytes)
{
app.DebugPrintf(app.USER_UI, (char *)utf8_string);
}
#ifdef ENABLE_IGGY_PERFMON
static void *RADLINK perf_malloc(void *handle, U32 size)
{
return malloc(size);
}
static void RADLINK perf_free(void *handle, void *ptr)
{
return free(ptr);
}
#endif
#ifdef EXCLUDE_IGGY_ALLOCATIONS_FROM_HEAP_INSPECTOR
extern "C" void *__real_malloc(size_t t);
extern "C" void __real_free(void *t);
#endif
int64_t UIController::iggyAllocCount = 0;
static unordered_map<void *,size_t> allocations;
static void * RADLINK AllocateFunction ( void * alloc_callback_user_data , size_t size_requested , size_t * size_returned )
{
UIController *controller = (UIController *)alloc_callback_user_data;
EnterCriticalSection(&controller->m_Allocatorlock);
#ifdef EXCLUDE_IGGY_ALLOCATIONS_FROM_HEAP_INSPECTOR
void *alloc = __real_malloc(size_requested);
#else
void *alloc = malloc(size_requested);
#endif
*size_returned = size_requested;
UIController::iggyAllocCount += size_requested;
allocations[alloc] = size_requested;
app.DebugPrintf(app.USER_SR, "Allocating %d, new total: %d\n", size_requested, UIController::iggyAllocCount);
LeaveCriticalSection(&controller->m_Allocatorlock);
return alloc;
}
static void RADLINK DeallocateFunction ( void * alloc_callback_user_data , void * ptr )
{
UIController *controller = (UIController *)alloc_callback_user_data;
EnterCriticalSection(&controller->m_Allocatorlock);
size_t size = allocations[ptr];
UIController::iggyAllocCount -= size;
allocations.erase(ptr);
app.DebugPrintf(app.USER_SR, "Freeing %d, new total %d\n", size, UIController::iggyAllocCount);
#ifdef EXCLUDE_IGGY_ALLOCATIONS_FROM_HEAP_INSPECTOR
__real_free(ptr);
#else
free(ptr);
#endif
LeaveCriticalSection(&controller->m_Allocatorlock);
}
UIController::UIController()
{
m_uiDebugConsole = NULL;
m_reloadSkinThread = NULL;
m_navigateToHomeOnReload = false;
m_bCleanupOnReload = false;
m_mcTTFFont = NULL;
m_moj7 = NULL;
m_moj11 = NULL;
// 4J-JEV: It's important that these remain the same, unless updateCurrentLanguage is going to be called.
m_eCurrentFont = m_eTargetFont = eFont_NotLoaded;
#ifdef ENABLE_IGGY_ALLOCATOR
InitializeCriticalSection(&m_Allocatorlock);
#endif
// 4J Stu - This is a bit of a hack until we change the Minecraft initialisation to store the proper screen size for other platforms
#if defined _WINDOWS64 || defined _DURANGO || defined __ORBIS__
m_fScreenWidth = 1920.0f;
m_fScreenHeight = 1080.0f;
m_bScreenWidthSetup = false;
#else
m_fScreenWidth = 1280.0f;
m_fScreenHeight = 720.0f;
m_bScreenWidthSetup = false;
#endif
for(unsigned int i = 0; i < eLibrary_Count; ++i)
{
m_iggyLibraries[i] = IGGY_INVALID_LIBRARY;
}
for(unsigned int i = 0; i < XUSER_MAX_COUNT; ++i)
{
m_bMenuDisplayed[i] = false;
m_iCountDown[i]=0;
m_bMenuToBeClosed[i]=false;
for(unsigned int key = 0; key <= ACTION_MAX_MENU; ++key)
{
m_actionRepeatTimer[i][key] = 0;
}
}
for(unsigned int i = 0; i < eUIGroup_COUNT; ++i)
{
m_bCloseAllScenes[i] = false;
}
m_iPressStartQuadrantsMask = 0;
m_currentRenderViewport = C4JRender::VIEWPORT_TYPE_FULLSCREEN;
m_bCustomRenderPosition = false;
m_winUserIndex = 0;
m_mouseDraggingSliderScene = eUIScene_COUNT;
m_mouseDraggingSliderId = -1;
m_mouseClickConsumedByScene = false;
m_bMouseHoverHorizontalList = false;
m_lastHoverMouseX = -1;
m_lastHoverMouseY = -1;
m_accumulatedTicks = 0;
m_lastUiSfx = 0;
InitializeCriticalSection(&m_navigationLock);
InitializeCriticalSection(&m_registeredCallbackScenesCS);
//m_bSysUIShowing=false;
m_bSystemUIShowing=false;
#ifdef __PSVITA__
m_bTouchscreenPressed=false;
#endif
if(!ms_bReloadSkinCSInitialised)
{
// MGH - added to prevent crash loading Iggy movies while the skins were being reloaded
InitializeCriticalSection(&ms_reloadSkinCS);
ms_bReloadSkinCSInitialised = true;
}
}
void UIController::SetSysUIShowing(bool bVal)
{
if(bVal) app.DebugPrintf("System UI showing\n");
else app.DebugPrintf("System UI stopped showing\n");
m_bSystemUIShowing=bVal;
}
void UIController::SetSystemUIShowing(LPVOID lpParam,bool bVal)
{
UIController *pClass=(UIController *)lpParam;
pClass->SetSysUIShowing(bVal);
}
// SETUP
void UIController::preInit(S32 width, S32 height)
{
m_fScreenWidth = width;
m_fScreenHeight = height;
m_bScreenWidthSetup = true;
#ifdef ENABLE_IGGY_ALLOCATOR
IggyAllocator allocator;
allocator.user_callback_data = this;
allocator.mem_alloc = &AllocateFunction;
allocator.mem_free = &DeallocateFunction;
IggyInit(&allocator);
#else
IggyInit(0);
#endif
IggySetWarningCallback(WarningCallback, 0);
IggySetTraceCallbackUTF8(TraceCallback, 0);
setFontCachingCalculationBuffer(-1);
}
void UIController::postInit()
{
// set up a custom rendering callback
IggySetCustomDrawCallback(&UIController::CustomDrawCallback, this);
IggySetAS3ExternalFunctionCallbackUTF16 ( &UIController::ExternalFunctionCallback, this );
IggySetTextureSubstitutionCallbacks ( &UIController::TextureSubstitutionCreateCallback , &UIController::TextureSubstitutionDestroyCallback, this );
SetupFont();
//
loadSkins();
for(unsigned int i = 0; i < eUIGroup_COUNT; ++i)
{
m_groups[i] = new UIGroup((EUIGroup)i,i-1);
}
#ifdef ENABLE_IGGY_EXPLORER
iggy_explorer = IggyExpCreate("127.0.0.1", 9190, malloc(IGGYEXP_MIN_STORAGE), IGGYEXP_MIN_STORAGE);
if ( iggy_explorer == NULL )
{
// not normally an error, just an error for this demo!
app.DebugPrintf( "Couldn't connect to Iggy Explorer, did you run it first?" );
}
else
{
IggyUseExplorer( m_groups[1]->getHUD()->getMovie(), iggy_explorer);
}
#endif
#ifdef ENABLE_IGGY_PERFMON
m_iggyPerfmonEnabled = false;
iggy_perfmon = IggyPerfmonCreate(perf_malloc, perf_free, NULL);
IggyInstallPerfmon(iggy_perfmon);
#endif
NavigateToScene(0, eUIScene_Intro);
}
UIController::EFont UIController::getFontForLanguage(int language)
{
switch(language)
{
case XC_LANGUAGE_JAPANESE: return eFont_Japanese;
#ifdef _DURANGO
case XC_LANGUAGE_SCHINESE: return eFont_SimpChinese;
#endif
case XC_LANGUAGE_TCHINESE: return eFont_TradChinese;
case XC_LANGUAGE_KOREAN: return eFont_Korean;
default: return eFont_Bitmap;
}
}
UITTFFont *UIController::createFont(EFont fontLanguage)
{
switch(fontLanguage)
{
#if defined(__PS3__) || defined(__ORBIS__) || defined(__PSVITA__)
case eFont_Japanese: return new UITTFFont("Mojangles_TTF_jaJP", "Common/Media/font/JPN/DF-DotDotGothic16.ttf", 0x203B); // JPN
// case eFont_SimpChinese: Simplified Chinese is unsupported.
case eFont_TradChinese: return new UITTFFont("Mojangles_TTF_cnTD", "Common/Media/font/CHT/DFTT_R5.TTC", 0x203B); // CHT
case eFont_Korean: return new UITTFFont("Mojangles_TTF_koKR", "Common/Media/font/KOR/candadite2.ttf", 0x203B); // KOR
#else
case eFont_Japanese: return new UITTFFont("Mojangles_TTF_jaJP", "Common/Media/font/JPN/DFGMaruGothic-Md.ttf", 0x2022); // JPN
#ifdef _DURANGO
case eFont_SimpChinese: return new UITTFFont("Mojangled_TTF_cnCN", "Common/Media/font/CHS/MSYH.ttf", 0x2022); // CHS
#endif
case eFont_TradChinese: return new UITTFFont("Mojangles_TTF_cnTD", "Common/Media/font/CHT/DFHeiMedium-B5.ttf", 0x2022); // CHT
case eFont_Korean: return new UITTFFont("Mojangles_TTF_koKR", "Common/Media/font/KOR/BOKMSD.ttf", 0x2022); // KOR
#endif
// 4J-JEV, Cyrillic characters have been added to this font now, (4/July/14)
// XC_LANGUAGE_RUSSIAN and XC_LANGUAGE_GREEK:
default: return NULL;
}
}
void UIController::SetupFont()
{
// 4J-JEV: Language hasn't changed or is already changing.
if ( (m_eCurrentFont != m_eTargetFont) || !UIString::setCurrentLanguage() ) return;
DWORD nextLanguage = UIString::getCurrentLanguage();
m_eTargetFont = getFontForLanguage(nextLanguage);
// flag a language change to reload the string tables in the DLC
app.m_dlcManager.LanguageChanged();
app.loadStringTable(); // Switch to use new string table,
if (m_eTargetFont == m_eCurrentFont)
{
// 4J-JEV: If we're ingame, reload the font to update all the text.
if (app.GetGameStarted()) app.SetAction(ProfileManager.GetPrimaryPad(), eAppAction_ReloadFont);
return;
}
if (m_eCurrentFont != eFont_NotLoaded) app.DebugPrintf("[UIController] Font switch required for language transition to %i.\n", nextLanguage);
else app.DebugPrintf("[UIController] Initialising font for language %i.\n", nextLanguage);
if (m_mcTTFFont != NULL)
{
delete m_mcTTFFont;
m_mcTTFFont = NULL;
}
if(m_eTargetFont == eFont_Bitmap)
{
// these may have been set up by a previous language being chosen
if (m_moj7 == NULL) m_moj7 = new UIBitmapFont(SFontData::Mojangles_7);
if (m_moj11 == NULL) m_moj11 = new UIBitmapFont(SFontData::Mojangles_11);
// 4J-JEV: Ensure we redirect to them correctly, even if the objects were previously initialised.
m_moj7->registerFont();
m_moj11->registerFont();
}
else if (m_eTargetFont != eFont_NotLoaded)
{
m_mcTTFFont = createFont(m_eTargetFont);
app.DebugPrintf("[Iggy] Set font indirect to '%hs'.\n", m_mcTTFFont->getFontName().c_str());
IggyFontSetIndirectUTF8( "Mojangles7", -1, IGGY_FONTFLAG_all, m_mcTTFFont->getFontName().c_str(), -1, IGGY_FONTFLAG_none );
IggyFontSetIndirectUTF8( "Mojangles11", -1, IGGY_FONTFLAG_all, m_mcTTFFont->getFontName().c_str(), -1, IGGY_FONTFLAG_none );
}
else
{
assert(false);
}
// Reload ui to set new font.
if (m_eCurrentFont != eFont_NotLoaded)
{
app.SetAction(ProfileManager.GetPrimaryPad(), eAppAction_ReloadFont);
}
else
{
updateCurrentFont();
}
}
bool UIController::PendingFontChange()
{
return getFontForLanguage( XGetLanguage() ) != m_eCurrentFont;
}
void UIController::setCleanupOnReload()
{
m_bCleanupOnReload = true;
}
void UIController::updateCurrentFont()
{
m_eCurrentFont = m_eTargetFont;
}
bool UIController::UsingBitmapFont()
{
return m_eCurrentFont == eFont_Bitmap;
}
// TICKING
void UIController::tick()
{
SetupFont(); // If necessary, change font.
if ( (m_navigateToHomeOnReload || m_bCleanupOnReload) && !ui.IsReloadingSkin() )
{
ui.CleanUpSkinReload();
if (m_navigateToHomeOnReload || !g_NetworkManager.IsInSession())
{
ui.NavigateToScene(ProfileManager.GetPrimaryPad(),eUIScene_MainMenu);
}
else
{
ui.CloseAllPlayersScenes();
}
updateCurrentFont();
m_navigateToHomeOnReload = false;
m_bCleanupOnReload = false;
}
for(unsigned int i = 0; i < eUIGroup_COUNT; ++i)
{
if(m_bCloseAllScenes[i])
{
m_groups[i]->closeAllScenes();
m_groups[i]->getTooltips()->SetTooltips(-1);
m_bCloseAllScenes[i] = false;
}
}
if(m_accumulatedTicks == 0) tickInput();
m_accumulatedTicks = 0;
for(unsigned int i = 0; i < eUIGroup_COUNT; ++i)
{
m_groups[i]->tick();
// TODO: May wish to skip ticking other groups here
}
// Clear out the cached movie file data
int64_t currentTime = System::currentTimeMillis();
for (auto it = m_cachedMovieData.begin(); it != m_cachedMovieData.end();)
{
if(it->second.m_expiry < currentTime)
{
delete [] it->second.m_ba.data;
it = m_cachedMovieData.erase(it);
}
else
{
++it;
}
}
}
void UIController::loadSkins()
{
wstring platformSkinPath = L"";
#ifdef __PS3__
platformSkinPath = L"skinPS3.swf";
#elif defined __PSVITA__
platformSkinPath = L"skinVita.swf";
#elif defined _WINDOWS64
if(m_fScreenHeight>720.0f)
{
platformSkinPath = L"skinHDWin.swf";
}
else
{
platformSkinPath = L"skinWin.swf";
}
#elif defined _DURANGO
if(m_fScreenHeight>720.0f)
{
platformSkinPath = L"skinHDDurango.swf";
}
else
{
platformSkinPath = L"skinDurango.swf";
}
#elif defined __ORBIS__
if(m_fScreenHeight>720.0f)
{
platformSkinPath = L"skinHDOrbis.swf";
}
else
{
platformSkinPath = L"skinOrbis.swf";
}
#endif
// Every platform has one of these, so nothing shared
if(m_fScreenHeight>720.0f)
{
m_iggyLibraries[eLibrary_Platform] = loadSkin(platformSkinPath, L"platformskinHD.swf");
}
else
{
m_iggyLibraries[eLibrary_Platform] = loadSkin(platformSkinPath, L"platformskin.swf");
}
#if defined(__PS3__) || defined(__PSVITA__)
m_iggyLibraries[eLibrary_GraphicsDefault] = loadSkin(L"skinGraphics.swf", L"skinGraphics.swf");
m_iggyLibraries[eLibrary_GraphicsHUD] = loadSkin(L"skinGraphicsHud.swf", L"skinGraphicsHud.swf");
m_iggyLibraries[eLibrary_GraphicsInGame] = loadSkin(L"skinGraphicsInGame.swf", L"skinGraphicsInGame.swf");
m_iggyLibraries[eLibrary_GraphicsTooltips] = loadSkin(L"skinGraphicsTooltips.swf", L"skinGraphicsTooltips.swf");
m_iggyLibraries[eLibrary_GraphicsLabels] = loadSkin(L"skinGraphicsLabels.swf", L"skinGraphicsLabels.swf");
m_iggyLibraries[eLibrary_Labels] = loadSkin(L"skinLabels.swf", L"skinLabels.swf");
m_iggyLibraries[eLibrary_InGame] = loadSkin(L"skinInGame.swf", L"skinInGame.swf");
m_iggyLibraries[eLibrary_HUD] = loadSkin(L"skinHud.swf", L"skinHud.swf");
m_iggyLibraries[eLibrary_Tooltips] = loadSkin(L"skinTooltips.swf", L"skinTooltips.swf");
m_iggyLibraries[eLibrary_Default] = loadSkin(L"skin.swf", L"skin.swf");
#endif
#if ( defined(_WINDOWS64) || defined(_DURANGO) || defined(__ORBIS__) )
#if defined(_WINDOWS64)
// 4J Stu - Load the 720/480 skins so that we have something to fallback on during development
#ifndef _FINAL_BUILD
m_iggyLibraries[eLibraryFallback_GraphicsDefault] = loadSkin(L"skinGraphics.swf", L"skinGraphics.swf");
m_iggyLibraries[eLibraryFallback_GraphicsHUD] = loadSkin(L"skinGraphicsHud.swf", L"skinGraphicsHud.swf");
m_iggyLibraries[eLibraryFallback_GraphicsInGame] = loadSkin(L"skinGraphicsInGame.swf", L"skinGraphicsInGame.swf");
m_iggyLibraries[eLibraryFallback_GraphicsTooltips] = loadSkin(L"skinGraphicsTooltips.swf", L"skinGraphicsTooltips.swf");
m_iggyLibraries[eLibraryFallback_GraphicsLabels] = loadSkin(L"skinGraphicsLabels.swf", L"skinGraphicsLabels.swf");
m_iggyLibraries[eLibraryFallback_Labels] = loadSkin(L"skinLabels.swf", L"skinLabels.swf");
m_iggyLibraries[eLibraryFallback_InGame] = loadSkin(L"skinInGame.swf", L"skinInGame.swf");
m_iggyLibraries[eLibraryFallback_HUD] = loadSkin(L"skinHud.swf", L"skinHud.swf");
m_iggyLibraries[eLibraryFallback_Tooltips] = loadSkin(L"skinTooltips.swf", L"skinTooltips.swf");
m_iggyLibraries[eLibraryFallback_Default] = loadSkin(L"skin.swf", L"skin.swf");
#endif
#endif
m_iggyLibraries[eLibrary_GraphicsDefault] = loadSkin(L"skinHDGraphics.swf", L"skinHDGraphics.swf");
m_iggyLibraries[eLibrary_GraphicsHUD] = loadSkin(L"skinHDGraphicsHud.swf", L"skinHDGraphicsHud.swf");
m_iggyLibraries[eLibrary_GraphicsInGame] = loadSkin(L"skinHDGraphicsInGame.swf", L"skinHDGraphicsInGame.swf");
m_iggyLibraries[eLibrary_GraphicsTooltips] = loadSkin(L"skinHDGraphicsTooltips.swf", L"skinHDGraphicsTooltips.swf");
m_iggyLibraries[eLibrary_GraphicsLabels] = loadSkin(L"skinHDGraphicsLabels.swf", L"skinHDGraphicsLabels.swf");
m_iggyLibraries[eLibrary_Labels] = loadSkin(L"skinHDLabels.swf", L"skinHDLabels.swf");
m_iggyLibraries[eLibrary_InGame] = loadSkin(L"skinHDInGame.swf", L"skinHDInGame.swf");
m_iggyLibraries[eLibrary_HUD] = loadSkin(L"skinHDHud.swf", L"skinHDHud.swf");
m_iggyLibraries[eLibrary_Tooltips] = loadSkin(L"skinHDTooltips.swf", L"skinHDTooltips.swf");
m_iggyLibraries[eLibrary_Default] = loadSkin(L"skinHD.swf", L"skinHD.swf");
#endif // HD platforms
}
IggyLibrary UIController::loadSkin(const wstring &skinPath, const wstring &skinName)
{
IggyLibrary lib = IGGY_INVALID_LIBRARY;
// 4J Stu - We need to load the platformskin before the normal skin, as the normal skin requires some elements from the platform skin
if(!skinPath.empty() && app.hasArchiveFile(skinPath))
{
byteArray baFile = app.getArchiveFile(skinPath);
lib = IggyLibraryCreateFromMemoryUTF16( (IggyUTF16 *)skinName.c_str() , (void *)baFile.data, baFile.length, NULL );
delete[] baFile.data;
#ifdef _DEBUG
IggyMemoryUseInfo memoryInfo;
rrbool res;
int iteration = 0;
int64_t totalStatic = 0;
while(res = IggyDebugGetMemoryUseInfo ( NULL ,
lib ,
"" ,
0 ,
iteration ,
&memoryInfo ))
{
totalStatic += memoryInfo.static_allocation_bytes;
app.DebugPrintf(app.USER_SR, "%ls - %.*s, static: %dB, dynamic: %dB\n", skinPath.c_str(), memoryInfo.subcategory_stringlen, memoryInfo.subcategory, memoryInfo.static_allocation_bytes, memoryInfo.dynamic_allocation_bytes);
++iteration;
}
app.DebugPrintf(app.USER_SR, "%ls - Total static: %dB (%dKB)\n", skinPath.c_str(), totalStatic, totalStatic/1024);
#endif
}
return lib;
}
void UIController::ReloadSkin()
{
// Destroy all scene swf
for(unsigned int i = 0; i < eUIGroup_COUNT; ++i)
{
//m_bCloseAllScenes[i] = true;
m_groups[i]->DestroyAll();
}
// Unload the current libraries
// Some libraries reference others, so we destroy in reverse order
for(int i = eLibrary_Count - 1; i >= 0; --i)
{
if(m_iggyLibraries[i] != IGGY_INVALID_LIBRARY) IggyLibraryDestroy(m_iggyLibraries[i]);
m_iggyLibraries[i] = IGGY_INVALID_LIBRARY;
}
#ifdef _WINDOWS64
// 4J Stu - Don't load on a thread on windows. I haven't investigated this in detail, so a quick fix
reloadSkinThreadProc(this);
#else
m_reloadSkinThread = new C4JThread(reloadSkinThreadProc, (void*)this, "Reload skin thread");
m_reloadSkinThread->SetProcessor(CPU_CORE_UI_SCENE);
// Navigate to the timer scene so that we can display something while the loading is happening
ui.NavigateToScene(0,eUIScene_Timer,(void *)1,eUILayer_Tooltips,eUIGroup_Fullscreen);
//m_reloadSkinThread->Run();
//// Load new skin
//loadSkins();
//// Reload all scene swf
//for(int i = eUIGroup_Player1; i <= eUIGroup_Player4; ++i)
//{
// m_groups[i]->ReloadAll();
//}
//// Always reload the fullscreen group
//m_groups[eUIGroup_Fullscreen]->ReloadAll();
#endif
}
void UIController::StartReloadSkinThread()
{
if(m_reloadSkinThread) m_reloadSkinThread->Run();
}
int UIController::reloadSkinThreadProc(void* lpParam)
{
EnterCriticalSection(&ms_reloadSkinCS); // MGH - added to prevent crash loading Iggy movies while the skins were being reloaded
UIController *controller = (UIController *)lpParam;
// Load new skin
controller->loadSkins();
// Reload all scene swf
for(int i = eUIGroup_Player1; i < eUIGroup_COUNT; ++i)
{
controller->m_groups[i]->ReloadAll();
}
// Always reload the fullscreen group
controller->m_groups[eUIGroup_Fullscreen]->ReloadAll();
// 4J Stu - Don't do this on windows, as we never navigated forwards to start with
#ifndef _WINDOW64
controller->NavigateBack(0, false, eUIScene_COUNT, eUILayer_Tooltips);
#endif
LeaveCriticalSection(&ms_reloadSkinCS);
return 0;
}
bool UIController::IsReloadingSkin()
{
return m_reloadSkinThread && (!m_reloadSkinThread->hasStarted() || m_reloadSkinThread->isRunning());
}
bool UIController::IsExpectingOrReloadingSkin()
{
return Minecraft::GetInstance()->skins->getSelected()->isLoadingData() || Minecraft::GetInstance()->skins->needsUIUpdate() || IsReloadingSkin() || PendingFontChange();
}
void UIController::CleanUpSkinReload()
{
delete m_reloadSkinThread;
m_reloadSkinThread = NULL;
if(!Minecraft::GetInstance()->skins->isUsingDefaultSkin())
{
if(!Minecraft::GetInstance()->skins->getSelected()->hasAudio())
{
#ifdef _DURANGO
DWORD result = StorageManager.UnmountInstalledDLC(L"TPACK");
#else
DWORD result = StorageManager.UnmountInstalledDLC("TPACK");
#endif
}
}
for(auto queuedData : m_queuedMessageBoxData)
{
ui.NavigateToScene(queuedData->iPad, eUIScene_MessageBox, &queuedData->info, queuedData->layer, eUIGroup_Fullscreen);
delete queuedData->info.uiOptionA;
delete queuedData;
}
m_queuedMessageBoxData.clear();
}
byteArray UIController::getMovieData(const wstring &filename)
{
// Cache everything we load in the current tick
int64_t targetTime = System::currentTimeMillis() + (1000LL * 60);
auto it = m_cachedMovieData.find(filename);
if(it == m_cachedMovieData.end() )
{
byteArray baFile = app.getArchiveFile(filename);
CachedMovieData cmd;
cmd.m_ba = baFile;
cmd.m_expiry = targetTime;
m_cachedMovieData[filename] = cmd;
return baFile;
}
else
{
it->second.m_expiry = targetTime;
return it->second.m_ba;
}
}
// INPUT
void UIController::tickInput()
{
// If system/commerce UI up, don't handle input
//if(!m_bSysUIShowing && !m_bSystemUIShowing)
if(!m_bSystemUIShowing)
{
#ifdef ENABLE_IGGY_PERFMON
if (m_iggyPerfmonEnabled)
{
if(InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(), ACTION_MENU_STICK_PRESS)) m_iggyPerfmonEnabled = !m_iggyPerfmonEnabled;
}
else
#endif
{
#ifdef _WINDOWS64
m_mouseClickConsumedByScene = false;
if (!g_KBMInput.IsMouseGrabbed() && g_KBMInput.IsKBMActive())
{
UIScene *pScene = NULL;
// Search by layer priority across all groups (layer-first).
// Tooltip layer is skipped because it holds non-interactive
// overlays (button hints, timer) that should never capture mouse.
// Old group-first order found those tooltips on eUIGroup_Fullscreen
// before reaching in-game menus on eUIGroup_Player1.
static const EUILayer mouseLayers[] = {
#ifndef _CONTENT_PACKAGE
eUILayer_Debug,
#endif
eUILayer_Error,
eUILayer_Alert,
eUILayer_Popup,
eUILayer_Fullscreen,
eUILayer_Scene,
};
// Only check the fullscreen group and the primary (KBM) player's group.
// Other splitscreen players use controllers — mouse must not affect them.
const int mouseGroups[] = { (int)eUIGroup_Fullscreen, ProfileManager.GetPrimaryPad() + 1 };
for (int l = 0; l < _countof(mouseLayers) && !pScene; ++l)
{
for (int g = 0; g < _countof(mouseGroups) && !pScene; ++g)
{
pScene = m_groups[mouseGroups[g]]->GetTopScene(mouseLayers[l]);
}
}
if (pScene && pScene->getMovie())
{
int rawMouseX = g_KBMInput.GetMouseX();
int rawMouseY = g_KBMInput.GetMouseY();
// Only update hover focus when the mouse has actually moved,
// so that mouse-wheel scrolling can change list selection
// without the hover immediately snapping focus back.
bool mouseMoved = (rawMouseX != m_lastHoverMouseX || rawMouseY != m_lastHoverMouseY);
m_lastHoverMouseX = rawMouseX;
m_lastHoverMouseY = rawMouseY;
// Convert mouse window-pixel coords to Flash/SWF authoring coords.
// In split-screen the scene is rendered at a tile-origin offset
// and at a smaller display size, so we must:
// 1. Map window pixels -> UIController screen space
// 2. Subtract the viewport tile origin
// 3. Scale from display dimensions to SWF authoring dimensions
F32 sceneMouseX = (F32)rawMouseX;
F32 sceneMouseY = (F32)rawMouseY;
{
extern HWND g_hWnd;
RECT rc;
if (g_hWnd && GetClientRect(g_hWnd, &rc))
{
int winW = rc.right - rc.left;
int winH = rc.bottom - rc.top;
if (winW > 0 && winH > 0)
{
// Step 1: window pixels -> screen space
F32 screenX = sceneMouseX * (getScreenWidth() / (F32)winW);
F32 screenY = sceneMouseY * (getScreenHeight() / (F32)winH);
// Step 2 & 3: account for split-screen viewport
C4JRender::eViewportType vp = pScene->GetParentLayer()->getViewport();
S32 displayW = 0, displayH = 0;
getRenderDimensions(vp, displayW, displayH);
F32 vpOriginX, vpOriginY, vpW, vpH;
GetViewportRect(getScreenWidth(), getScreenHeight(), vp, vpOriginX, vpOriginY, vpW, vpH);
// All viewports use Fit16x9 for menu scenes
S32 fitW, fitH, fitOffsetX, fitOffsetY;
Fit16x9(vpW, vpH, fitW, fitH, fitOffsetX, fitOffsetY);
S32 originX = (S32)vpOriginX + fitOffsetX;
S32 originY = (S32)vpOriginY + fitOffsetY;
displayW = fitW;
displayH = fitH;
if (displayW > 0 && displayH > 0)
{
sceneMouseX = (screenX - originX) * ((F32)pScene->getRenderWidth() / (F32)displayW);
sceneMouseY = (screenY - originY) * ((F32)pScene->getRenderHeight() / (F32)displayH);
}
}
}
}
// Get main panel offset (controls are positioned relative to it)
S32 panelOffsetX = 0, panelOffsetY = 0;
UIControl *pMainPanel = pScene->GetMainPanel();
if (pMainPanel)
{
pMainPanel->UpdateControl();
panelOffsetX = pMainPanel->getXPos();
panelOffsetY = pMainPanel->getYPos();
}
// Mouse hover — hit test against C++ control bounds.
// Simple controls use SetFocusToElement; list controls
// use their own SetTouchFocus for Flash-side hit testing.
if (mouseMoved)
{
m_bMouseHoverHorizontalList = false;
vector<UIControl *> *controls = pScene->GetControls();
if (controls)
{
int hitControlId = -1;
S32 hitArea = INT_MAX;
UIControl *hitCtrl = NULL;
for (size_t i = 0; i < controls->size(); ++i)
{
UIControl *ctrl = (*controls)[i];
if (!ctrl || ctrl->getHidden() || !ctrl->getVisible() || ctrl->getId() < 0)
continue;
UIControl::eUIControlType type = ctrl->getControlType();
if (type != UIControl::eButton && type != UIControl::eTextInput &&
type != UIControl::eCheckBox && type != UIControl::eSlider &&
type != UIControl::eButtonList && type != UIControl::eTexturePackList)
continue;
// If the scene has an active panel (e.g. tab menus),
// skip controls that aren't children of that panel.
if (pMainPanel && ctrl->getParentPanel() != pMainPanel)
continue;
ctrl->UpdateControl();
S32 cx = ctrl->getXPos() + panelOffsetX;
S32 cy = ctrl->getYPos() + panelOffsetY;
S32 cw = ctrl->getWidth();
S32 ch = ctrl->getHeight();
// TexturePackList origin is where the slot area starts,
// not the top-left of the whole control — use GetRealHeight.
if (type == UIControl::eTexturePackList)
ch = ((UIControl_TexturePackList *)ctrl)->GetRealHeight();
if (cw <= 0 || ch <= 0)
continue;
if (sceneMouseX >= cx && sceneMouseX <= cx + cw &&
sceneMouseY >= cy && sceneMouseY <= cy + ch)
{
if (type == UIControl::eButtonList)
{
// ButtonList manages focus internally via Flash —
// pass mouse coords so it can highlight the right item.
((UIControl_ButtonList *)ctrl)->SetTouchFocus(
(S32)sceneMouseX, (S32)sceneMouseY, false);
hitControlId = -1;
hitArea = INT_MAX;
hitCtrl = NULL;
break; // ButtonList takes priority
}
if (type == UIControl::eTexturePackList)
{
// TexturePackList expects coords relative to its origin.
UIControl_TexturePackList *pList = (UIControl_TexturePackList *)ctrl;
pScene->SetFocusToElement(ctrl->getId());
pList->SetTouchFocus(
(S32)(sceneMouseX - cx), (S32)(sceneMouseY - cy), false);
m_bMouseHoverHorizontalList = true;
hitControlId = -1;
hitArea = INT_MAX;
hitCtrl = NULL;
break;
}
S32 area = cw * ch;
if (area < hitArea)
{
hitControlId = ctrl->getId();
hitArea = area;
hitCtrl = ctrl;
if (type == UIControl::eSlider)
m_bMouseHoverHorizontalList = true;
}
}
}
if (hitControlId >= 0 && pScene->getControlFocus() != hitControlId)
{
// During direct editing, don't let hover move focus
// away to other TextInputs (e.g. sign lines).
if (hitCtrl && hitCtrl->getControlType() == UIControl::eTextInput
&& pScene->isDirectEditBlocking())
{
// Skip — keep focus on the actively-edited input
}
else
{
pScene->SetFocusToElement(hitControlId);
// TextInput: SetFocusToElement triggers ChangeState which
// shows the caret. Hide it immediately — the render pass
// happens after both tickInput and scene tick, so no flicker.
if (hitCtrl && hitCtrl->getControlType() == UIControl::eTextInput)
{
((UIControl_TextInput *)hitCtrl)->setCaretVisible(false);
}
}
}
}
}
bool leftPressed = g_KBMInput.IsMouseButtonPressed(KeyboardMouseInput::MOUSE_LEFT);
bool leftDown = leftPressed || g_KBMInput.IsMouseButtonDown(KeyboardMouseInput::MOUSE_LEFT);
if (m_mouseDraggingSliderScene != eUIScene_COUNT && m_mouseDraggingSliderScene != pScene->getSceneType())
{
m_mouseDraggingSliderScene = eUIScene_COUNT;
m_mouseDraggingSliderId = -1;
}
if (leftPressed)
{
vector<UIControl *> *controls = pScene->GetControls();
if (controls)
{
// Set Iggy dispatch focus for TextInput on click (not hover)
// so ACTION_MENU_OK targets the correct text field.
for (size_t i = 0; i < controls->size(); ++i)
{
UIControl *ctrl = (*controls)[i];
if (!ctrl || ctrl->getControlType() != UIControl::eTextInput || !ctrl->getVisible())
continue;
if (pMainPanel && ctrl->getParentPanel() != pMainPanel)
continue;
ctrl->UpdateControl();
S32 cx = ctrl->getXPos() + panelOffsetX;
S32 cy = ctrl->getYPos() + panelOffsetY;
S32 cw = ctrl->getWidth();
S32 ch = ctrl->getHeight();
if (cw > 0 && ch > 0 &&
sceneMouseX >= cx && sceneMouseX <= cx + cw &&
sceneMouseY >= cy && sceneMouseY <= cy + ch)
{
Iggy *movie = pScene->getMovie();
IggyFocusHandle currentFocus = IGGY_FOCUS_NULL;
IggyFocusableObject focusables[64];
S32 numFocusables = 0;
IggyPlayerGetFocusableObjects(movie, &currentFocus, focusables, 64, &numFocusables);
for (S32 fi = 0; fi < numFocusables && fi < 64; ++fi)
{
if (sceneMouseX >= focusables[fi].x0 && sceneMouseX <= focusables[fi].x1 &&
sceneMouseY >= focusables[fi].y0 && sceneMouseY <= focusables[fi].y1)
{
IggyPlayerSetFocusRS(movie, focusables[fi].object, 0);
break;
}
}
break;
}
}
for (size_t i = 0; i < controls->size(); ++i)
{
UIControl *ctrl = (*controls)[i];
if (!ctrl || ctrl->getControlType() != UIControl::eSlider || !ctrl->getVisible())
continue;
if (pMainPanel && ctrl->getParentPanel() != pMainPanel)
continue;
UIControl_Slider *pSlider = (UIControl_Slider *)ctrl;
pSlider->UpdateControl();
S32 cx = pSlider->getXPos() + panelOffsetX;
S32 cy = pSlider->getYPos() + panelOffsetY;
S32 cw = pSlider->GetRealWidth();
S32 ch = pSlider->getHeight();
if (cw <= 0 || ch <= 0)
continue;
if (sceneMouseX >= cx && sceneMouseX <= cx + cw && sceneMouseY >= cy && sceneMouseY <= cy + ch)
{
m_mouseDraggingSliderScene = pScene->getSceneType();
m_mouseDraggingSliderId = pSlider->getId();
break;
}
}
}
}
if (leftDown && m_mouseDraggingSliderScene == pScene->getSceneType() && m_mouseDraggingSliderId >= 0)
{
UIControl_Slider *pSlider = FindSliderById(pScene, m_mouseDraggingSliderId);
if (pSlider && pSlider->getVisible())
{
pSlider->UpdateControl();
S32 sliderX = pSlider->getXPos() + panelOffsetX;
S32 sliderWidth = pSlider->GetRealWidth();
if (sliderWidth > 0)
{
float fNewSliderPos = (sceneMouseX - (float)sliderX) / (float)sliderWidth;
if (fNewSliderPos < 0.0f) fNewSliderPos = 0.0f;
if (fNewSliderPos > 1.0f) fNewSliderPos = 1.0f;
pSlider->SetSliderTouchPos(fNewSliderPos);
}
}
else
{
m_mouseDraggingSliderScene = eUIScene_COUNT;
m_mouseDraggingSliderId = -1;
}
}
else if (!leftDown)
{
m_mouseDraggingSliderScene = eUIScene_COUNT;
m_mouseDraggingSliderId = -1;
}
// Let the scene handle mouse clicks for custom navigation (e.g. crafting slots)
if (leftPressed && m_mouseDraggingSliderId < 0)
{
m_mouseClickConsumedByScene = pScene->handleMouseClick(sceneMouseX, sceneMouseY);
}
}
}
#endif
handleInput();
++m_accumulatedTicks;
}
}
}
void UIController::handleInput()
{
// For each user, loop over each key type and send messages based on the state
for(unsigned int iPad = 0; iPad < XUSER_MAX_COUNT; ++iPad)
{
#ifdef _DURANGO
// 4J-JEV: Added exception for primary play who migh've uttered speech commands.
if(iPad != ProfileManager.GetPrimaryPad()
&& (!InputManager.IsPadConnected(iPad) || !InputManager.IsPadLocked(iPad)) ) continue;
#endif
for(unsigned int key = 0; key <= ACTION_MAX_MENU; ++key)
{
handleKeyPress(iPad, key);
}
#ifdef __PSVITA__
//CD - Vita requires key press 40 - select [MINECRAFT_ACTION_GAME_INFO]
handleKeyPress(iPad, MINECRAFT_ACTION_GAME_INFO);
#endif
}
#ifdef _DURANGO
if(!app.GetGameStarted())
{
bool repeat = false;
int firstUnfocussedUnhandledPad = -1;
// For durango, check for unmapped controllers
for(unsigned int iPad = XUSER_MAX_COUNT; iPad < (XUSER_MAX_COUNT + InputManager.MAX_GAMEPADS); ++iPad)
{
if(InputManager.IsPadLocked(iPad) || !InputManager.IsPadConnected(iPad) ) continue;
for(unsigned int key = 0; key <= ACTION_MAX_MENU; ++key)
{
bool pressed = InputManager.ButtonPressed(iPad,key); // Toggle
bool released = InputManager.ButtonReleased(iPad,key); // Toggle
if(pressed || released)
{
bool handled = false;
// Send the key to the fullscreen group first
m_groups[(int)eUIGroup_Fullscreen]->handleInput(iPad, key, repeat, pressed, released, handled);
if(firstUnfocussedUnhandledPad < 0 && !m_groups[(int)eUIGroup_Fullscreen]->HasFocus(iPad))
{
firstUnfocussedUnhandledPad = iPad;
}
}
}
}
if(ProfileManager.GetLockedProfile() >= 0 && !InputManager.IsPadLocked( ProfileManager.GetLockedProfile() ) && firstUnfocussedUnhandledPad >= 0)
{
ProfileManager.RequestSignInUI(false, false, false, false, true, NULL, NULL, firstUnfocussedUnhandledPad );
}
}
#endif
}
void UIController::handleKeyPress(unsigned int iPad, unsigned int key)
{
bool down = false;
bool pressed = false; // Toggle
bool released = false; // Toggle
bool repeat = false;
#ifdef __PSVITA__
if(key==ACTION_MENU_OK)
{
bool bTouchScreenInput=false;
// check the touchscreen
// 4J-PB - use the touchscreen for quickselect
SceTouchData* pTouchData = InputManager.GetTouchPadData(iPad,false);
if((m_bTouchscreenPressed==false) && pTouchData->reportNum==1)
{
// no active touch? clear active and highlighted touch UI elements
m_ActiveUIElement = NULL;
m_HighlightedUIElement = NULL;
// fullscreen first
UIScene *pScene=m_groups[(int)eUIGroup_Fullscreen]->getCurrentScene();
// also check tooltip scene if we're not touching anything in the main scene
UIScene *pToolTips=m_groups[(int)eUIGroup_Fullscreen]->getTooltips();
if(pScene)
{
// scene touch check
if(TouchBoxHit(pScene,pTouchData->report[0].x,pTouchData->report[0].y))
{
down=pressed=m_bTouchscreenPressed=true;
bTouchScreenInput=true;
}
// tooltip touch check
else if(TouchBoxHit(pToolTips,pTouchData->report[0].x,pTouchData->report[0].y))
{
down=pressed=m_bTouchscreenPressed=true;
bTouchScreenInput=true;
}
}
else
{
pScene=m_groups[(EUIGroup)(iPad+1)]->getCurrentScene();
pToolTips=m_groups[(int)iPad+1]->getTooltips();
if(pScene)
{
// scene touch check
if(TouchBoxHit(pScene,pTouchData->report[0].x,pTouchData->report[0].y))
{
down=pressed=m_bTouchscreenPressed=true;
bTouchScreenInput=true;
}
// tooltip touch check (if scene exists but not component has been touched)
else if(TouchBoxHit(pToolTips,pTouchData->report[0].x,pTouchData->report[0].y))
{
down=pressed=m_bTouchscreenPressed=true;
bTouchScreenInput=true;
}
}
else if(pToolTips)
{
// tooltip touch check (if scene does not exist)
if(TouchBoxHit(pToolTips,pTouchData->report[0].x,pTouchData->report[0].y))
{
down=pressed=m_bTouchscreenPressed=true;
bTouchScreenInput=true;
}
}
}
}
else if(m_bTouchscreenPressed && pTouchData->reportNum==1)
{
// fullscreen first
UIScene *pScene=m_groups[(int)eUIGroup_Fullscreen]->getCurrentScene();
// also check tooltip scene if we're not touching anything in the main scene
UIScene *pToolTips=m_groups[(int)eUIGroup_Fullscreen]->getTooltips();
if(pScene)
{
// scene touch check
if(TouchBoxHit(pScene,pTouchData->report[0].x,pTouchData->report[0].y))
{
down=true;
bTouchScreenInput=true;
}
// tooltip touch check (if scene exists but not component has been touched)
else if(TouchBoxHit(pToolTips,pTouchData->report[0].x,pTouchData->report[0].y))
{
down=true;
bTouchScreenInput=true;
}
}
else
{
pScene=m_groups[(EUIGroup)(iPad+1)]->getCurrentScene();
pToolTips=m_groups[(int)iPad+1]->getTooltips();
if(pScene)
{
// scene touch check
if(TouchBoxHit(pScene,pTouchData->report[0].x,pTouchData->report[0].y))
{
down=true;
bTouchScreenInput=true;
}
// tooltip touch check (if scene exists but not component has been touched)
else if(TouchBoxHit(pToolTips,pTouchData->report[0].x,pTouchData->report[0].y))
{
down=true;
bTouchScreenInput=true;
}
}
else if(pToolTips)
{
// tooltip touch check (if scene does not exist)
if(TouchBoxHit(pToolTips,pTouchData->report[0].x,pTouchData->report[0].y))
{
down=true;
bTouchScreenInput=true;
}
}
}
}
else if(m_bTouchscreenPressed && pTouchData->reportNum==0)
{
// released
bTouchScreenInput=true;
m_bTouchscreenPressed=false;
released=true;
}
if(pressed)
{
// Start repeat timer
m_actionRepeatTimer[iPad][key] = GetTickCount() + UI_REPEAT_KEY_DELAY_MS;
}
else if (released)
{
// Stop repeat timer
m_actionRepeatTimer[iPad][key] = 0;
}
else if (down)
{
// Check is enough time has elapsed to be a repeat key
DWORD currentTime = GetTickCount();
if(m_actionRepeatTimer[iPad][key] > 0 && currentTime > m_actionRepeatTimer[iPad][key])
{
repeat = true;
pressed = true;
m_actionRepeatTimer[iPad][key] = currentTime + UI_REPEAT_KEY_REPEAT_RATE_MS;
}
}
// handle touch input
HandleTouchInput(iPad, key, pressed, repeat, released);
// ignore any other presses if the touchscreen has been used
if(bTouchScreenInput) return;
}
#endif
down = InputManager.ButtonDown(iPad,key);
pressed = InputManager.ButtonPressed(iPad,key); // Toggle
released = InputManager.ButtonReleased(iPad,key); // Toggle
#ifdef _WINDOWS64
if (iPad == 0)
{
int vk = 0;
switch (key)
{
case ACTION_MENU_OK: case ACTION_MENU_A: vk = VK_RETURN; break;
case ACTION_MENU_CANCEL: case ACTION_MENU_B: vk = VK_ESCAPE; break;
case ACTION_MENU_UP: vk = VK_UP; break;
case ACTION_MENU_DOWN: vk = VK_DOWN; break;
case ACTION_MENU_LEFT: vk = VK_LEFT; break;
case ACTION_MENU_RIGHT: vk = VK_RIGHT; break;
case ACTION_MENU_X: vk = 'R'; break;
case ACTION_MENU_Y: vk = VK_TAB; break;
case ACTION_MENU_LEFT_SCROLL: vk = 'Q'; break;
case ACTION_MENU_RIGHT_SCROLL: vk = 'E'; break;
case ACTION_MENU_PAGEUP: vk = VK_PRIOR; break;
case ACTION_MENU_PAGEDOWN: vk = VK_NEXT; break;
}
if (vk != 0)
{
if (g_KBMInput.IsKeyPressed(vk)) { pressed = true; down = true; }
if (g_KBMInput.IsKeyReleased(vk)) { released = true; down = false; }
if (!pressed && !released && g_KBMInput.IsKeyDown(vk)) { down = true; }
}
if ((key == ACTION_MENU_OK || key == ACTION_MENU_A) && !g_KBMInput.IsMouseGrabbed())
{
if (m_mouseDraggingSliderId < 0 && !m_mouseClickConsumedByScene)
{
if (g_KBMInput.IsMouseButtonPressed(KeyboardMouseInput::MOUSE_LEFT)) { pressed = true; down = true; }
if (g_KBMInput.IsMouseButtonReleased(KeyboardMouseInput::MOUSE_LEFT)) { released = true; down = false; }
if (!pressed && !released && g_KBMInput.IsMouseButtonDown(KeyboardMouseInput::MOUSE_LEFT)) { down = true; }
}
}
// Right click → ACTION_MENU_X (pick up half stack in inventory)
if (key == ACTION_MENU_X && !g_KBMInput.IsMouseGrabbed())
{
if (g_KBMInput.IsMouseButtonPressed(KeyboardMouseInput::MOUSE_RIGHT)) { pressed = true; down = true; }
if (g_KBMInput.IsMouseButtonReleased(KeyboardMouseInput::MOUSE_RIGHT)) { released = true; down = false; }
if (!pressed && !released && g_KBMInput.IsMouseButtonDown(KeyboardMouseInput::MOUSE_RIGHT)) { down = true; }
}
// Scroll wheel for list scrolling — only consume the wheel value when the
// action key actually matches, so the other direction isn't lost.
if (!g_KBMInput.IsMouseGrabbed() && (key == ACTION_MENU_OTHER_STICK_UP || key == ACTION_MENU_OTHER_STICK_DOWN))
{
int wheel = g_KBMInput.PeekMouseWheel();
if (key == ACTION_MENU_OTHER_STICK_UP && wheel > 0)
{
g_KBMInput.ConsumeMouseWheel();
pressed = true;
down = true;
}
else if (key == ACTION_MENU_OTHER_STICK_DOWN && wheel < 0)
{
g_KBMInput.ConsumeMouseWheel();
pressed = true;
down = true;
}
// Remap scroll wheel to navigation actions. Use LEFT/RIGHT when
// hovering a horizontal list (e.g. TexturePackList), UP/DOWN otherwise.
if (pressed && g_KBMInput.IsKBMActive())
{
if (m_bMouseHoverHorizontalList)
key = (key == ACTION_MENU_OTHER_STICK_UP) ? ACTION_MENU_LEFT : ACTION_MENU_RIGHT;
else
key = (key == ACTION_MENU_OTHER_STICK_UP) ? ACTION_MENU_UP : ACTION_MENU_DOWN;
}
}
}
#endif
if(pressed) app.DebugPrintf("Pressed %d\n",key);
if(released) app.DebugPrintf("Released %d\n",key);
// Repeat handling
if(pressed)
{
// Start repeat timer
m_actionRepeatTimer[iPad][key] = GetTickCount() + UI_REPEAT_KEY_DELAY_MS;
}
else if (released)
{
// Stop repeat timer
m_actionRepeatTimer[iPad][key] = 0;
}
else if (down)
{
// Check is enough time has elapsed to be a repeat key
DWORD currentTime = GetTickCount();
if(m_actionRepeatTimer[iPad][key] > 0 && currentTime > m_actionRepeatTimer[iPad][key])
{
repeat = true;
pressed = true;
m_actionRepeatTimer[iPad][key] = currentTime + UI_REPEAT_KEY_REPEAT_RATE_MS;
}
}
#ifndef _CONTENT_PACKAGE
#ifdef ENABLE_IGGY_PERFMON
if ( pressed && !repeat && key == ACTION_MENU_STICK_PRESS)
{
m_iggyPerfmonEnabled = !m_iggyPerfmonEnabled;
}
#endif
// 4J Stu - Removed this function
#if 0
#ifdef __PS3__
//if ( pressed &&
// !repeat &&
// //app.GetGameSettingsDebugMask(ProfileManager.GetPrimaryPad())&(1L<<eDebugSetting_ToggleFont) &&
// key == ACTION_MENU_STICK_PRESS)
//{
// static bool whichFont = true;
// if (whichFont)
// {
// IggyFontSetIndirectUTF8( "Mojangles_7", -1, IGGY_FONTFLAG_all, "Mojangles_TTF",-1 ,IGGY_FONTFLAG_none );
// IggyFontSetIndirectUTF8( "Mojangles_11", -1, IGGY_FONTFLAG_all, "Mojangles_TTF",-1 ,IGGY_FONTFLAG_none );
// whichFont = false;
// }
// else
// {
// IggyFontSetIndirectUTF8( "Mojangles_7", -1, IGGY_FONTFLAG_all, "Mojangles_7",-1 ,IGGY_FONTFLAG_none );
// IggyFontSetIndirectUTF8( "Mojangles_11", -1, IGGY_FONTFLAG_all, "Mojangles_11",-1 ,IGGY_FONTFLAG_none );
// whichFont = true;
// }
//}
//else
if ( pressed &&
!repeat &&
//!(app.GetGameSettingsDebugMask(ProfileManager.GetPrimaryPad())&(1L<<eDebugSetting_ToggleFont)) &&
key == ACTION_MENU_STICK_PRESS)
{
int64_t totalStatic = 0;
int64_t totalDynamic = 0;
app.DebugPrintf(app.USER_SR, "********************************\n");
app.DebugPrintf(app.USER_SR, "BEGIN TOTAL SWF MEMORY USAGE\n\n");
for(unsigned int i = 0; i < eUIGroup_COUNT; ++i)
{
m_groups[i]->PrintTotalMemoryUsage(totalStatic, totalDynamic);
}
for(unsigned int i = 0; i < eLibrary_Count; ++i)
{
int64_t libraryStatic = 0;
int64_t libraryDynamic = 0;
if(m_iggyLibraries[i] != IGGY_INVALID_LIBRARY)
{
IggyMemoryUseInfo memoryInfo;
rrbool res;
int iteration = 0;
while(res = IggyDebugGetMemoryUseInfo ( NULL ,
m_iggyLibraries[i] ,
"" ,
0 ,
iteration ,
&memoryInfo ))
{
libraryStatic += memoryInfo.static_allocation_bytes;
libraryDynamic += memoryInfo.dynamic_allocation_bytes;
totalStatic += memoryInfo.static_allocation_bytes;
totalDynamic += memoryInfo.dynamic_allocation_bytes;
++iteration;
}
}
app.DebugPrintf(app.USER_SR, "Library static: %dB , Library dynamic: %d, ID: %d\n", libraryStatic, libraryDynamic, i);
}
app.DebugPrintf(app.USER_SR, "Total static: %d , Total dynamic: %d\n", totalStatic, totalDynamic);
app.DebugPrintf(app.USER_SR, "\n\nEND TOTAL SWF MEMORY USAGE\n");
app.DebugPrintf(app.USER_SR, "********************************\n\n");
}
else
#endif
#endif
#endif
//#endif
if(repeat || pressed || released)
{
bool handled = false;
// Send the key to the fullscreen group first
m_groups[(int)eUIGroup_Fullscreen]->handleInput(iPad, key, repeat, pressed, released, handled);
if(!handled)
{
// If it's not been handled yet, then pass the event onto the players specific group
m_groups[(iPad+1)]->handleInput(iPad, key, repeat, pressed, released, handled);
}
}
}
rrbool RADLINK UIController::ExternalFunctionCallback( void * user_callback_data , Iggy * player , IggyExternalFunctionCallUTF16 * call)
{
UIScene *scene = (UIScene *)IggyPlayerGetUserdata(player);
if(scene != NULL)
{
scene->externalCallback(call);
}
return true;
}
// RENDERING
void UIController::renderScenes()
{
PIXBeginNamedEvent(0, "Rendering Iggy scenes");
// Only render player scenes if the game is started
if(app.GetGameStarted() && !m_groups[eUIGroup_Fullscreen]->hidesLowerScenes())
{
for(int i = eUIGroup_Player1; i < eUIGroup_COUNT; ++i)
{
PIXBeginNamedEvent(0, "Rendering layer %d scenes", i);
m_groups[i]->render();
PIXEndNamedEvent();
}
}
// Always render the fullscreen group
PIXBeginNamedEvent(0, "Rendering fullscreen scenes");
m_groups[eUIGroup_Fullscreen]->render();
PIXEndNamedEvent();
PIXEndNamedEvent();
#ifdef ENABLE_IGGY_PERFMON
if (m_iggyPerfmonEnabled)
{
IggyPerfmonPad pm_pad;
pm_pad.bits = 0;
pm_pad.field.dpad_up = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(),ACTION_MENU_UP);
pm_pad.field.dpad_down = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(),ACTION_MENU_DOWN);
pm_pad.field.dpad_left = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(),ACTION_MENU_LEFT);
pm_pad.field.dpad_right = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(),ACTION_MENU_RIGHT);
pm_pad.field.button_up = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(),ACTION_MENU_Y);
pm_pad.field.button_down = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(),ACTION_MENU_A);
pm_pad.field.button_left = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(),ACTION_MENU_X);
pm_pad.field.button_right = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(),ACTION_MENU_B);
pm_pad.field.shoulder_left_hi = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(),ACTION_MENU_LEFT_SCROLL);
pm_pad.field.shoulder_right_hi = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(),ACTION_MENU_RIGHT_SCROLL);
pm_pad.field.trigger_left_low = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(),ACTION_MENU_PAGEUP);
pm_pad.field.trigger_right_low = InputManager.ButtonPressed(ProfileManager.GetPrimaryPad(),ACTION_MENU_PAGEDOWN);
//IggyPerfmonPadFromXInputStatePointer(pm_pad, &xi_pad);
//gdraw_D3D_SetTileOrigin( fb,
// zb,
// PM_ORIGIN_X,
// PM_ORIGIN_Y );
IggyPerfmonTickAndDraw(iggy_perfmon, gdraw_funcs, &pm_pad,
PM_ORIGIN_X, PM_ORIGIN_Y, getScreenWidth(), getScreenHeight()); // perfmon draw area in window coords
}
#endif
}
void UIController::getRenderDimensions(C4JRender::eViewportType viewport, S32 &width, S32 &height)
{
F32 originX, originY, viewW, viewH;
GetViewportRect(getScreenWidth(), getScreenHeight(), viewport, originX, originY, viewW, viewH);
if(viewport == C4JRender::VIEWPORT_TYPE_FULLSCREEN)
{
S32 offsetX, offsetY;
Fit16x9(viewW, viewH, width, height, offsetX, offsetY);
}
else
{
// Split-screen: use raw viewport dims — the SWF tiling code handles non-16:9
width = (S32)viewW;
height = (S32)viewH;
}
}
void UIController::setupRenderPosition(C4JRender::eViewportType viewport)
{
m_currentRenderViewport = viewport;
m_bCustomRenderPosition = false;
F32 vpOriginX, vpOriginY, vpW, vpH;
GetViewportRect(getScreenWidth(), getScreenHeight(), viewport, vpOriginX, vpOriginY, vpW, vpH);
S32 xPos, yPos;
if(viewport == C4JRender::VIEWPORT_TYPE_FULLSCREEN)
{
S32 fitW, fitH, fitOffsetX, fitOffsetY;
Fit16x9(vpW, vpH, fitW, fitH, fitOffsetX, fitOffsetY);
xPos = (S32)vpOriginX + fitOffsetX;
yPos = (S32)vpOriginY + fitOffsetY;
}
else
{
// Split-screen: position at viewport origin, no 16:9 fitting
xPos = (S32)vpOriginX;
yPos = (S32)vpOriginY;
}
m_tileOriginX = xPos;
m_tileOriginY = yPos;
setTileOrigin(xPos, yPos);
}
void UIController::setupRenderPosition(S32 xOrigin, S32 yOrigin)
{
m_bCustomRenderPosition = true;
m_tileOriginX = xOrigin;
m_tileOriginY = yOrigin;
setTileOrigin(xOrigin, yOrigin);
}
void UIController::setupCustomDrawGameState()
{
// Rest the clear rect
m_customRenderingClearRect.left = LONG_MAX;
m_customRenderingClearRect.right = LONG_MIN;
m_customRenderingClearRect.top = LONG_MAX;
m_customRenderingClearRect.bottom = LONG_MIN;
#if defined _WINDOWS64 || _DURANGO
PIXBeginNamedEvent(0,"StartFrame");
RenderManager.StartFrame();
PIXEndNamedEvent();
gdraw_D3D11_setViewport_4J();
#elif defined __PS3__
RenderManager.StartFrame();
#elif defined __PSVITA__
RenderManager.StartFrame();
#elif defined __ORBIS__
RenderManager.StartFrame(false);
// Set up a viewport for the render that matches Iggy's own viewport, apart form using an opengl-style z-range (Iggy uses a DX-style range on PS4), so
// that the renderer orthographic projection will work
gdraw_orbis_setViewport_4J();
#endif
RenderManager.Set_matrixDirty();
// 4J Stu - We don't need to clear this here as iggy hasn't written anything to the depth buffer.
// We DO however clear after we render which is why we still setup the rectangle here
//RenderManager.Clear(GL_DEPTH_BUFFER_BIT, &m_customRenderingClearRect);
//glClear(GL_DEPTH_BUFFER_BIT);
PIXBeginNamedEvent(0,"Final setup");
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, m_fScreenWidth, m_fScreenHeight, 0, 1000, 3000);
glMatrixMode(GL_MODELVIEW);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.1f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glDepthMask(true);
PIXEndNamedEvent();
}
void UIController::setupCustomDrawMatrices(UIScene *scene, CustomDrawData *customDrawRegion)
{
Minecraft *pMinecraft=Minecraft::GetInstance();
// Clear just the region required for this control.
float sceneWidth = (float)scene->getRenderWidth();
float sceneHeight = (float)scene->getRenderHeight();
LONG left, right, top, bottom;
#ifdef __PS3__
if(!RenderManager.IsHiDef() && !RenderManager.IsWidescreen())
{
// 4J Stu - Our SD target on PS3 is double width
left = m_tileOriginX + (sceneWidth + customDrawRegion->mat[(0*4)+3]*sceneWidth);
right = left + ( (sceneWidth * customDrawRegion->mat[0]) ) * customDrawRegion->x1;
}
else
#endif
{
left = m_tileOriginX + (sceneWidth + customDrawRegion->mat[(0*4)+3]*sceneWidth)/2;
right = left + ( (sceneWidth * customDrawRegion->mat[0])/2 ) * customDrawRegion->x1;
}
top = m_tileOriginY + (sceneHeight - customDrawRegion->mat[(1*4)+3]*sceneHeight)/2;
bottom = top + (sceneHeight * -customDrawRegion->mat[(1*4) + 1])/2 * customDrawRegion->y1;
m_customRenderingClearRect.left = min(m_customRenderingClearRect.left, left);
m_customRenderingClearRect.right = max(m_customRenderingClearRect.right, right);;
m_customRenderingClearRect.top = min(m_customRenderingClearRect.top, top);
m_customRenderingClearRect.bottom = max(m_customRenderingClearRect.bottom, bottom);
if(!m_bScreenWidthSetup)
{
Minecraft *pMinecraft=Minecraft::GetInstance();
if(pMinecraft != NULL)
{
m_fScreenWidth=(float)pMinecraft->width_phys;
m_fScreenHeight=(float)pMinecraft->height_phys;
m_bScreenWidthSetup = true;
}
}
glLoadIdentity();
glTranslatef(0, 0, -2000);
// Iggy translations are based on a double-size target, with the origin in the centre
glTranslatef((m_fScreenWidth + customDrawRegion->mat[(0*4)+3]*m_fScreenWidth)/2,(m_fScreenHeight - customDrawRegion->mat[(1*4)+3]*m_fScreenHeight)/2,0);
// Iggy scales are based on a double-size target
glScalef( (m_fScreenWidth * customDrawRegion->mat[0])/2,(m_fScreenHeight * -customDrawRegion->mat[(1*4) + 1])/2,1.0f);
}
void UIController::setupCustomDrawGameStateAndMatrices(UIScene *scene, CustomDrawData *customDrawRegion)
{
setupCustomDrawGameState();
setupCustomDrawMatrices(scene, customDrawRegion);
}
void UIController::endCustomDrawGameState()
{
#ifdef __ORBIS__
// TO BE IMPLEMENTED
RenderManager.Clear(GL_DEPTH_BUFFER_BIT);
#else
RenderManager.Clear(GL_DEPTH_BUFFER_BIT, &m_customRenderingClearRect);
#endif
//glClear(GL_DEPTH_BUFFER_BIT);
glDepthMask(false);
glDisable(GL_ALPHA_TEST);
}
void UIController::endCustomDrawMatrices()
{
}
void UIController::endCustomDrawGameStateAndMatrices()
{
endCustomDrawMatrices();
endCustomDrawGameState();
}
void RADLINK UIController::CustomDrawCallback(void *user_callback_data, Iggy *player, IggyCustomDrawCallbackRegion *region)
{
UIScene *scene = (UIScene *)IggyPlayerGetUserdata(player);
if(scene != NULL)
{
scene->customDraw(region);
}
}
//Description
//Callback to create a user-defined texture to replace SWF-defined textures.
//Parameters
//width - Input value: optional number of pixels wide specified from AS3, or -1 if not defined. Output value: the number of pixels wide to pretend to Iggy that the bitmap is. SWF and AS3 scales bitmaps based on their pixel dimensions, so you can use this to substitute a texture that is higher or lower resolution that ActionScript thinks it is.
//height - Input value: optional number of pixels high specified from AS3, or -1 if not defined. Output value: the number of pixels high to pretend to Iggy that the bitmap is. SWF and AS3 scales bitmaps based on their pixel dimensions, so you can use this to substitute a texture that is higher or lower resolution that ActionScript thinks it is.
//destroy_callback_data - Optional additional output value you can set; the value will be passed along to the corresponding Iggy_TextureSubstitutionDestroyCallback (e.g. you can store the pointer to your own internal structure here).
//return - A platform-independent wrapped texture handle provided by GDraw, or NULL (NULL with throw an ActionScript 3 ArgumentError that the Flash developer can catch) Use by calling IggySetTextureSubstitutionCallbacks.
//
//Discussion
//
//If your texture includes an alpha channel, you must use a premultiplied alpha (where the R,G, and B channels have been multiplied by the alpha value); all Iggy shaders assume premultiplied alpha (and it looks better anyway).
GDrawTexture * RADLINK UIController::TextureSubstitutionCreateCallback ( void * user_callback_data , IggyUTF16 * texture_name , S32 * width , S32 * height , void * * destroy_callback_data )
{
UIController *uiController = static_cast<UIController *>(user_callback_data);
auto it = uiController->m_substitutionTextures.find(texture_name);
if(it != uiController->m_substitutionTextures.end())
{
app.DebugPrintf("Found substitution texture %ls, with %d bytes\n", texture_name,it->second.length);
BufferedImage image(it->second.data, it->second.length);
if( image.getData() != NULL )
{
image.preMultiplyAlpha();
Textures *t = Minecraft::GetInstance()->textures;
int id = t->getTexture(&image,C4JRender::TEXTURE_FORMAT_RxGyBzAw,false);
// 4J Stu - All our flash controls that allow replacing textures use a special 64x64 symbol
// Force this size here so that our images don't get scaled wildly
#if (defined __ORBIS__ || defined _DURANGO || defined _WINDOWS64 )
*width = 96;
*height = 96;
#else
*width = 64;
*height = 64;
#endif
*destroy_callback_data = (void *)id;
app.DebugPrintf("Found substitution texture %ls (%d) - %dx%d\n", (wchar_t *)texture_name, id, image.getWidth(), image.getHeight());
return ui.getSubstitutionTexture(id);
}
else
{
return NULL;
}
}
else
{
app.DebugPrintf("Could not find substitution texture %ls\n", (wchar_t *)texture_name);
return NULL;
}
}
//Description
//Callback received from Iggy when it stops using a user-defined texture.
void RADLINK UIController::TextureSubstitutionDestroyCallback ( void * user_callback_data , void * destroy_callback_data , GDrawTexture * handle )
{
// Orbis complains about casting a pointer to an int
LONGLONG llVal=(LONGLONG)destroy_callback_data;
int id=(int)llVal;
app.DebugPrintf("Destroying iggy texture %d\n", id);
ui.destroySubstitutionTexture(user_callback_data, handle);
Minecraft* mc = Minecraft::GetInstance();
if (mc && mc->textures)
{
mc->textures->releaseTexture( id );
}
}
void UIController::registerSubstitutionTexture(const wstring &textureName, PBYTE pbData, DWORD dwLength)
{
// Remove it if it already exists
unregisterSubstitutionTexture(textureName,false);
m_substitutionTextures[textureName] = byteArray(pbData, dwLength);
}
void UIController::unregisterSubstitutionTexture(const wstring &textureName, bool deleteData)
{
auto it = m_substitutionTextures.find(textureName);
if(it != m_substitutionTextures.end())
{
if(deleteData) delete [] it->second.data;
m_substitutionTextures.erase(it);
}
}
// NAVIGATION
bool UIController::NavigateToScene(int iPad, EUIScene scene, void *initData, EUILayer layer, EUIGroup group)
{
static bool bSeenUpdateTextThisSession = false;
#if 0 // Disable since we don't use this
// If you're navigating to the multigamejoinload, and the player hasn't seen the updates message yet, display it now
// display this message the first 3 times
if((scene==eUIScene_LoadOrJoinMenu) && (bSeenUpdateTextThisSession==false) && ( app.GetGameSettings(ProfileManager.GetPrimaryPad(),eGameSetting_DisplayUpdateMessage)!=0))
{
scene=eUIScene_NewUpdateMessage;
bSeenUpdateTextThisSession=true;
}
#endif
// if you're trying to navigate to the inventory,the crafting, pause or game info or any of the trigger scenes and there's already a menu up (because you were pressing a few buttons at the same time) then ignore the navigate
if(GetMenuDisplayed(iPad))
{
switch(scene)
{
case eUIScene_PauseMenu:
case eUIScene_Crafting2x2Menu:
case eUIScene_Crafting3x3Menu:
case eUIScene_FurnaceMenu:
case eUIScene_ContainerMenu:
case eUIScene_LargeContainerMenu:
case eUIScene_InventoryMenu:
case eUIScene_CreativeMenu:
case eUIScene_DispenserMenu:
case eUIScene_SignEntryMenu:
case eUIScene_InGameInfoMenu:
case eUIScene_EnchantingMenu:
case eUIScene_BrewingStandMenu:
case eUIScene_AnvilMenu:
case eUIScene_TradingMenu:
case eUIScene_BeaconMenu:
case eUIScene_HorseMenu:
app.DebugPrintf("IGNORING NAVIGATE - we're trying to navigate to a user selected scene when there's already a scene up: pad:%d, scene:%d\n", iPad, scene);
return false;
break;
}
}
switch(scene)
{
case eUIScene_FullscreenProgress:
{
// 4J Stu - The fullscreen progress scene should not interfere with any other scene stack, so should be placed in it's own group/layer
layer = eUILayer_Fullscreen;
group = eUIGroup_Fullscreen;
}
break;
case eUIScene_ConnectingProgress:
{
// The connecting progress scene shouldn't interfere with other scenes
layer = eUILayer_Fullscreen;
}
break;
case eUIScene_EndPoem:
{
// The end poem scene shouldn't interfere with other scenes, but will be underneath the autosave progress
group = eUIGroup_Fullscreen;
layer = eUILayer_Scene;
}
break;
};
int menuDisplayedPad = XUSER_INDEX_ANY;
if(group == eUIGroup_PAD)
{
if( app.GetGameStarted() )
{
// If the game isn't running treat as user 0, otherwise map index directly from pad
if( ( iPad != 255 ) && ( iPad >= 0 ) )
{
menuDisplayedPad = iPad;
group = (EUIGroup)(iPad+1);
}
else group = eUIGroup_Fullscreen;
}
else
{
layer = eUILayer_Fullscreen;
group = eUIGroup_Fullscreen;
}
}
PerformanceTimer timer;
EnterCriticalSection(&m_navigationLock);
SetMenuDisplayed(menuDisplayedPad,true);
bool success = m_groups[(int)group]->NavigateToScene(iPad, scene, initData, layer);
if(success && group == eUIGroup_Fullscreen) setFullscreenMenuDisplayed(true);
LeaveCriticalSection(&m_navigationLock);
timer.PrintElapsedTime(L"Navigate to scene");
return success;
//return true;
}
bool UIController::NavigateBack(int iPad, bool forceUsePad, EUIScene eScene, EUILayer eLayer)
{
bool navComplete = false;
if( app.GetGameStarted() )
{
bool navComplete = m_groups[(int)eUIGroup_Fullscreen]->NavigateBack(iPad, eScene, eLayer);
if(!navComplete && ( iPad != 255 ) && ( iPad >= 0 ) )
{
EUIGroup group = (EUIGroup)(iPad+1);
navComplete = m_groups[(int)group]->NavigateBack(iPad, eScene, eLayer);
if(!m_groups[(int)group]->GetMenuDisplayed())SetMenuDisplayed(iPad,false);
}
// 4J-PB - autosave in fullscreen doesn't clear the menuDisplayed flag
else
{
if(!m_groups[(int)eUIGroup_Fullscreen]->GetMenuDisplayed())
{
setFullscreenMenuDisplayed(false);
for(unsigned int i = 0; i < XUSER_MAX_COUNT; ++i)
{
SetMenuDisplayed(i,m_groups[i+1]->GetMenuDisplayed());
}
}
}
}
else
{
navComplete = m_groups[(int)eUIGroup_Fullscreen]->NavigateBack(iPad, eScene, eLayer);
if(!m_groups[(int)eUIGroup_Fullscreen]->GetMenuDisplayed()) SetMenuDisplayed(XUSER_INDEX_ANY,false);
}
return navComplete;
}
void UIController::NavigateToHomeMenu()
{
ui.CloseAllPlayersScenes();
// Alert the app the we no longer want to be informed of ethernet connections
app.SetLiveLinkRequired( false );
Minecraft *pMinecraft = Minecraft::GetInstance();
// 4J-PB - just about to switched to the default texture pack , so clean up anything texture pack related here
// unload any texture pack audio
// if there is audio in use, clear out the audio, and unmount the pack
TexturePack *pTexPack=Minecraft::GetInstance()->skins->getSelected();
DLCTexturePack *pDLCTexPack=NULL;
if(pTexPack->hasAudio())
{
// get the dlc texture pack, and store it
pDLCTexPack=(DLCTexturePack *)pTexPack;
}
// change to the default texture pack
pMinecraft->skins->selectTexturePackById(TexturePackRepository::DEFAULT_TEXTURE_PACK_ID);
if(pTexPack->hasAudio())
{
// need to stop the streaming audio - by playing streaming audio from the default texture pack now
// reset the streaming sounds back to the normal ones
pMinecraft->soundEngine->SetStreamingSounds(eStream_Overworld_Calm1,eStream_Overworld_piano3,
eStream_Nether1,eStream_Nether4,
eStream_end_dragon,eStream_end_end,
eStream_CD_1);
pMinecraft->soundEngine->playStreaming(L"", 0, 0, 0, 1, 1);
// if(pDLCTexPack->m_pStreamedWaveBank!=NULL)
// {
// pDLCTexPack->m_pStreamedWaveBank->Destroy();
// }
// if(pDLCTexPack->m_pSoundBank!=NULL)
// {
// pDLCTexPack->m_pSoundBank->Destroy();
// }
#ifdef _XBOX_ONE
DWORD result = StorageManager.UnmountInstalledDLC(L"TPACK");
#else
DWORD result = StorageManager.UnmountInstalledDLC("TPACK");
#endif
app.DebugPrintf("Unmount result is %d\n",result);
}
g_NetworkManager.ForceFriendsSessionRefresh();
if(pMinecraft->skins->needsUIUpdate())
{
m_navigateToHomeOnReload = true;
}
else
{
ui.NavigateToScene(ProfileManager.GetPrimaryPad(),eUIScene_MainMenu);
}
}
UIScene *UIController::GetTopScene(int iPad, EUILayer layer, EUIGroup group)
{
if(group == eUIGroup_PAD)
{
if( app.GetGameStarted() )
{
// If the game isn't running treat as user 0, otherwise map index directly from pad
if( ( iPad != 255 ) && ( iPad >= 0 ) )
{
group = (EUIGroup)(iPad+1);
}
else group = eUIGroup_Fullscreen;
}
else
{
layer = eUILayer_Fullscreen;
group = eUIGroup_Fullscreen;
}
}
return m_groups[(int)group]->GetTopScene(layer);
}
size_t UIController::RegisterForCallbackId(UIScene *scene)
{
EnterCriticalSection(&m_registeredCallbackScenesCS);
size_t newId = GetTickCount();
newId &= 0xFFFFFF; // Chop off the top byte, we don't need any more accuracy than that
newId |= (scene->getSceneType() << 24); // Add in the scene's type to help keep this unique
m_registeredCallbackScenes[newId] = scene;
LeaveCriticalSection(&m_registeredCallbackScenesCS);
return newId;
}
void UIController::UnregisterCallbackId(size_t id)
{
EnterCriticalSection(&m_registeredCallbackScenesCS);
auto it = m_registeredCallbackScenes.find(id);
if(it != m_registeredCallbackScenes.end() )
{
m_registeredCallbackScenes.erase(it);
}
LeaveCriticalSection(&m_registeredCallbackScenesCS);
}
UIScene *UIController::GetSceneFromCallbackId(size_t id)
{
UIScene *scene = NULL;
auto it = m_registeredCallbackScenes.find(id);
if(it != m_registeredCallbackScenes.end() )
{
scene = it->second;
}
return scene;
}
void UIController::EnterCallbackIdCriticalSection()
{
EnterCriticalSection(&m_registeredCallbackScenesCS);
}
void UIController::LeaveCallbackIdCriticalSection()
{
LeaveCriticalSection(&m_registeredCallbackScenesCS);
}
void UIController::CloseAllPlayersScenes()
{
m_groups[(int)eUIGroup_Fullscreen]->getTooltips()->SetTooltips(-1);
for(unsigned int i = 0; i < eUIGroup_COUNT; ++i)
{
//m_bCloseAllScenes[i] = true;
m_groups[i]->closeAllScenes();
m_groups[i]->getTooltips()->SetTooltips(-1);
}
if (!m_groups[eUIGroup_Fullscreen]->GetMenuDisplayed()) {
for(unsigned int i = 0; i < XUSER_MAX_COUNT; ++i)
{
SetMenuDisplayed(i,false);
}
}
setFullscreenMenuDisplayed(false);
}
void UIController::CloseUIScenes(int iPad, bool forceIPad)
{
EUIGroup group;
if( app.GetGameStarted() || forceIPad )
{
// If the game isn't running treat as user 0, otherwise map index directly from pad
if( ( iPad != 255 ) && ( iPad >= 0 ) ) group = (EUIGroup)(iPad+1);
else group = eUIGroup_Fullscreen;
}
else
{
group = eUIGroup_Fullscreen;
}
m_groups[(int)group]->closeAllScenes();
m_groups[(int)group]->getTooltips()->SetTooltips(-1);
// This should cause the popup to dissappear
TutorialPopupInfo popupInfo;
if(m_groups[(int)group]->getTutorialPopup()) m_groups[(int)group]->getTutorialPopup()->SetTutorialDescription(&popupInfo);
if(group==eUIGroup_Fullscreen) setFullscreenMenuDisplayed(false);
SetMenuDisplayed((group == eUIGroup_Fullscreen ? XUSER_INDEX_ANY : iPad), m_groups[(int)group]->GetMenuDisplayed());
}
void UIController::setFullscreenMenuDisplayed(bool displayed)
{
// Show/hide the tooltips for the fullscreen group
m_groups[(int)eUIGroup_Fullscreen]->showComponent(ProfileManager.GetPrimaryPad(),eUIComponent_Tooltips,eUILayer_Tooltips,displayed);
// Show/hide tooltips for the other layers
for(unsigned int i = (eUIGroup_Fullscreen+1); i < eUIGroup_COUNT; ++i)
{
m_groups[i]->showComponent(i,eUIComponent_Tooltips,eUILayer_Tooltips,!displayed);
}
}
bool UIController::IsPauseMenuDisplayed(int iPad)
{
EUIGroup group;
if( app.GetGameStarted() )
{
// If the game isn't running treat as user 0, otherwise map index directly from pad
if( ( iPad != 255 ) && ( iPad >= 0 ) ) group = (EUIGroup)(iPad+1);
else group = eUIGroup_Fullscreen;
}
else
{
group = eUIGroup_Fullscreen;
}
return m_groups[(int)group]->IsPauseMenuDisplayed();
}
bool UIController::IsContainerMenuDisplayed(int iPad)
{
EUIGroup group;
if( app.GetGameStarted() )
{
// If the game isn't running treat as user 0, otherwise map index directly from pad
if( ( iPad != 255 ) && ( iPad >= 0 ) ) group = (EUIGroup)(iPad+1);
else group = eUIGroup_Fullscreen;
}
else
{
group = eUIGroup_Fullscreen;
}
return m_groups[(int)group]->IsContainerMenuDisplayed();
}
bool UIController::IsIgnorePlayerJoinMenuDisplayed(int iPad)
{
EUIGroup group;
if( app.GetGameStarted() )
{
// If the game isn't running treat as user 0, otherwise map index directly from pad
if( ( iPad != 255 ) && ( iPad >= 0 ) ) group = (EUIGroup)(iPad+1);
else group = eUIGroup_Fullscreen;
}
else
{
group = eUIGroup_Fullscreen;
}
return m_groups[(int)group]->IsIgnorePlayerJoinMenuDisplayed();
}
bool UIController::IsIgnoreAutosaveMenuDisplayed(int iPad)
{
EUIGroup group;
if( app.GetGameStarted() )
{
// If the game isn't running treat as user 0, otherwise map index directly from pad
if( ( iPad != 255 ) && ( iPad >= 0 ) ) group = (EUIGroup)(iPad+1);
else group = eUIGroup_Fullscreen;
}
else
{
group = eUIGroup_Fullscreen;
}
return m_groups[(int)eUIGroup_Fullscreen]->IsIgnoreAutosaveMenuDisplayed() || (group != eUIGroup_Fullscreen && m_groups[(int)group]->IsIgnoreAutosaveMenuDisplayed());
}
void UIController::SetIgnoreAutosaveMenuDisplayed(int iPad, bool displayed)
{
app.DebugPrintf(app.USER_SR, "UIController::SetIgnoreAutosaveMenuDisplayed is not implemented\n");
}
bool UIController::IsSceneInStack(int iPad, EUIScene eScene)
{
EUIGroup group;
if( app.GetGameStarted() )
{
// If the game isn't running treat as user 0, otherwise map index directly from pad
if( ( iPad != 255 ) && ( iPad >= 0 ) ) group = (EUIGroup)(iPad+1);
else group = eUIGroup_Fullscreen;
}
else
{
group = eUIGroup_Fullscreen;
}
return m_groups[(int)group]->IsSceneInStack(eScene);
}
bool UIController::GetMenuDisplayed(int iPad)
{
return m_bMenuDisplayed[iPad];
}
void UIController::SetMenuDisplayed(int iPad,bool bVal)
{
if(bVal)
{
if(iPad==XUSER_INDEX_ANY)
{
for(int i=0;i<XUSER_MAX_COUNT;i++)
{
InputManager.SetMenuDisplayed(i,true);
m_bMenuDisplayed[i]=true;
// 4J Stu - Fix for #11018 - Functional: When the controller is unplugged during active gameplay and plugged back in at the resulting pause menu, it will demonstrate dual-functionality.
m_bMenuToBeClosed[i]=false;
}
}
else
{
InputManager.SetMenuDisplayed(iPad,true);
m_bMenuDisplayed[iPad]=true;
// 4J Stu - Fix for #11018 - Functional: When the controller is unplugged during active gameplay and plugged back in at the resulting pause menu, it will demonstrate dual-functionality.
m_bMenuToBeClosed[iPad]=false;
}
}
else
{
if(iPad==XUSER_INDEX_ANY)
{
for(int i=0;i<XUSER_MAX_COUNT;i++)
{
m_bMenuToBeClosed[i]=true;
m_iCountDown[i]=10;
}
}
else
{
m_bMenuToBeClosed[iPad]=true;
m_iCountDown[iPad]=10;
#ifdef _DURANGO
// 4J-JEV: When in-game, allow player to toggle the 'Pause' and 'IngameInfo' menus via Kinnect.
if (Minecraft::GetInstance()->running)
InputManager.SetEnabledGtcButtons(_360_GTC_MENU | _360_GTC_PAUSE | _360_GTC_VIEW);
#endif
}
}
}
void UIController::CheckMenuDisplayed()
{
for(int iPad=0;iPad<XUSER_MAX_COUNT;iPad++)
{
if(m_bMenuToBeClosed[iPad])
{
if(m_iCountDown[iPad]!=0)
{
m_iCountDown[iPad]--;
}
else
{
m_bMenuToBeClosed[iPad]=false;
m_bMenuDisplayed[iPad]=false;
InputManager.SetMenuDisplayed(iPad,false);
}
}
}
}
void UIController::SetTooltipText( unsigned int iPad, unsigned int tooltip, int iTextID )
{
EUIGroup group;
if( app.GetGameStarted() )
{
// If the game isn't running treat as user 0, otherwise map index directly from pad
if( ( iPad != 255 ) ) group = (EUIGroup)(iPad+1);
else group = eUIGroup_Fullscreen;
}
else
{
group = eUIGroup_Fullscreen;
}
if(m_groups[(int)group]->getTooltips()) m_groups[(int)group]->getTooltips()->SetTooltipText(tooltip, iTextID);
}
void UIController::SetEnableTooltips( unsigned int iPad, BOOL bVal )
{
EUIGroup group;
if( app.GetGameStarted() )
{
// If the game isn't running treat as user 0, otherwise map index directly from pad
if( ( iPad != 255 ) ) group = (EUIGroup)(iPad+1);
else group = eUIGroup_Fullscreen;
}
else
{
group = eUIGroup_Fullscreen;
}
if(m_groups[(int)group]->getTooltips()) m_groups[(int)group]->getTooltips()->SetEnableTooltips(bVal);
}
void UIController::ShowTooltip( unsigned int iPad, unsigned int tooltip, bool show )
{
EUIGroup group;
if( app.GetGameStarted() )
{
// If the game isn't running treat as user 0, otherwise map index directly from pad
if( ( iPad != 255 ) ) group = (EUIGroup)(iPad+1);
else group = eUIGroup_Fullscreen;
}
else
{
group = eUIGroup_Fullscreen;
}
if(m_groups[(int)group]->getTooltips()) m_groups[(int)group]->getTooltips()->ShowTooltip(tooltip,show);
}
void UIController::SetTooltips( unsigned int iPad, int iA, int iB, int iX, int iY, int iLT, int iRT, int iLB, int iRB, int iLS, int iRS, int iBack, bool forceUpdate)
{
EUIGroup group;
// 4J-PB - strip out any that are not applicable on the platform
#ifndef _XBOX
if(iX==IDS_TOOLTIPS_SELECTDEVICE) iX=-1;
if(iX==IDS_TOOLTIPS_CHANGEDEVICE) iX=-1;
#if defined(__PS3__) || defined(__ORBIS__) || defined(__PSVITA__)
if(iY==IDS_TOOLTIPS_VIEW_GAMERCARD) iY=-1;
if(iY==IDS_TOOLTIPS_VIEW_GAMERPROFILE) iY=-1;
#endif
#endif
if( app.GetGameStarted() )
{
// If the game isn't running treat as user 0, otherwise map index directly from pad
if( ( iPad != 255 ) ) group = (EUIGroup)(iPad+1);
else group = eUIGroup_Fullscreen;
}
else
{
group = eUIGroup_Fullscreen;
}
if(m_groups[(int)group]->getTooltips()) m_groups[(int)group]->getTooltips()->SetTooltips(iA, iB, iX, iY, iLT, iRT, iLB, iRB, iLS, iRS, iBack, forceUpdate);
}
void UIController::EnableTooltip( unsigned int iPad, unsigned int tooltip, bool enable )
{
EUIGroup group;
if( app.GetGameStarted() )
{
// If the game isn't running treat as user 0, otherwise map index directly from pad
if( ( iPad != 255 ) ) group = (EUIGroup)(iPad+1);
else group = eUIGroup_Fullscreen;
}
else
{
group = eUIGroup_Fullscreen;
}
if(m_groups[(int)group]->getTooltips()) m_groups[(int)group]->getTooltips()->EnableTooltip(tooltip,enable);
}
void UIController::RefreshTooltips(unsigned int iPad)
{
app.DebugPrintf(app.USER_SR, "UIController::RefreshTooltips is not implemented\n");
}
void UIController::AnimateKeyPress(int iPad, int iAction, bool bRepeat, bool bPressed, bool bReleased)
{
EUIGroup group;
if(bPressed==false)
{
// only animating button press
return;
}
if( app.GetGameStarted() )
{
// If the game isn't running treat as user 0, otherwise map index directly from pad
if( ( iPad != 255 ) && ( iPad >= 0 ) ) group = (EUIGroup)(iPad+1);
else group = eUIGroup_Fullscreen;
}
else
{
group = eUIGroup_Fullscreen;
}
bool handled = false;
if(m_groups[(int)group]->getTooltips()) m_groups[(int)group]->getTooltips()->handleInput(iPad, iAction, bRepeat, bPressed, bReleased, handled);
}
void UIController::OverrideSFX(int iPad, int iAction,bool bVal)
{
EUIGroup group;
if( app.GetGameStarted() )
{
// If the game isn't running treat as user 0, otherwise map index directly from pad
if( ( iPad != 255 ) && ( iPad >= 0 ) ) group = (EUIGroup)(iPad+1);
else group = eUIGroup_Fullscreen;
}
else
{
group = eUIGroup_Fullscreen;
}
bool handled = false;
if(m_groups[(int)group]->getTooltips()) m_groups[(int)group]->getTooltips()->overrideSFX(iPad, iAction,bVal);
}
void UIController::PlayUISFX(ESoundEffect eSound)
{
uint64_t time = System::currentTimeMillis();
// Don't play multiple SFX on the same tick
// (prevents horrible sounds when programmatically setting multiple checkboxes)
if (time - m_lastUiSfx < 10) { return; }
m_lastUiSfx = time;
float pitch = 1.0f;
if (eSound == eSFX_Focus)
{
pitch += (m_randomDistribution(m_randomGenerator) - 0.5f) / 10;
}
Minecraft::GetInstance()->soundEngine->playUI(eSound,1.0f,pitch);
}
void UIController::DisplayGamertag(unsigned int iPad, bool show)
{
// The host decides whether these are on or off
if( app.GetGameSettings(ProfileManager.GetPrimaryPad(),eGameSetting_DisplaySplitscreenGamertags) == 0)
{
show = false;
}
EUIGroup group = (EUIGroup)(iPad+1);
if(m_groups[(int)group]->getHUD()) m_groups[(int)group]->getHUD()->ShowDisplayName(show);
// Update TutorialPopup in Splitscreen if no container is displayed (to make sure the Popup does not overlap with the Gamertag!)
if(app.GetLocalPlayerCount() > 1 && m_groups[(int)group]->getTutorialPopup() && !m_groups[(int)group]->IsContainerMenuDisplayed())
{
m_groups[(int)group]->getTutorialPopup()->UpdateTutorialPopup();
}
}
void UIController::SetSelectedItem(unsigned int iPad, const wstring &name)
{
EUIGroup group;
if( app.GetGameStarted() )
{
// If the game isn't running treat as user 0, otherwise map index directly from pad
if( ( iPad != 255 ) && ( iPad >= 0 ) ) group = (EUIGroup)(iPad+1);
else group = eUIGroup_Fullscreen;
}
else
{
group = eUIGroup_Fullscreen;
}
bool handled = false;
if(m_groups[(int)group]->getHUD()) m_groups[(int)group]->getHUD()->SetSelectedLabel(name);
}
void UIController::UpdateSelectedItemPos(unsigned int iPad)
{
app.DebugPrintf(app.USER_SR, "UIController::UpdateSelectedItemPos not implemented\n");
}
void UIController::HandleDLCMountingComplete()
{
for(unsigned int i = 0; i < eUIGroup_COUNT; ++i)
{
app.DebugPrintf("UIController::HandleDLCMountingComplete - m_groups[%d]\n",i);
m_groups[i]->HandleDLCMountingComplete();
}
}
void UIController::HandleDLCInstalled(int iPad)
{
//app.DebugPrintf(app.USER_SR, "UIController::HandleDLCInstalled not implemented\n");
for(unsigned int i = 0; i < eUIGroup_COUNT; ++i)
{
m_groups[i]->HandleDLCInstalled();
}
}
#ifdef _XBOX_ONE
void UIController::HandleDLCLicenseChange()
{
for(unsigned int i = 0; i < eUIGroup_COUNT; ++i)
{
app.DebugPrintf("UIController::HandleDLCLicenseChange - m_groups[%d]\n",i);
m_groups[i]->HandleDLCLicenseChange();
}
}
#endif
void UIController::HandleTMSDLCFileRetrieved(int iPad)
{
app.DebugPrintf(app.USER_SR, "UIController::HandleTMSDLCFileRetrieved not implemented\n");
}
void UIController::HandleTMSBanFileRetrieved(int iPad)
{
app.DebugPrintf(app.USER_SR, "UIController::HandleTMSBanFileRetrieved not implemented\n");
}
void UIController::HandleInventoryUpdated(int iPad)
{
EUIGroup group = eUIGroup_Fullscreen;
if( app.GetGameStarted() && ( iPad != 255 ) && ( iPad >= 0 ) )
{
group = (EUIGroup)(iPad+1);
}
m_groups[group]->HandleMessage(eUIMessage_InventoryUpdated, NULL);
}
void UIController::HandleGameTick()
{
tickInput();
for(unsigned int i = 0; i < eUIGroup_COUNT; ++i)
{
if(m_groups[i]->getHUD()) m_groups[i]->getHUD()->handleGameTick();
}
}
void UIController::SetTutorial(int iPad, Tutorial *tutorial)
{
EUIGroup group;
if( app.GetGameStarted() )
{
// If the game isn't running treat as user 0, otherwise map index directly from pad
if( ( iPad != 255 ) && ( iPad >= 0 ) ) group = (EUIGroup)(iPad+1);
else group = eUIGroup_Fullscreen;
}
else
{
group = eUIGroup_Fullscreen;
}
if(m_groups[(int)group]->getTutorialPopup()) m_groups[(int)group]->getTutorialPopup()->SetTutorial(tutorial);
}
void UIController::SetTutorialDescription(int iPad, TutorialPopupInfo *info)
{
EUIGroup group;
if( app.GetGameStarted() )
{
// If the game isn't running treat as user 0, otherwise map index directly from pad
if( ( iPad != 255 ) && ( iPad >= 0 ) ) group = (EUIGroup)(iPad+1);
else group = eUIGroup_Fullscreen;
}
else
{
group = eUIGroup_Fullscreen;
}
if(m_groups[(int)group]->getTutorialPopup())
{
// tutorial popup needs to know if a container menu is being displayed
m_groups[(int)group]->getTutorialPopup()->SetContainerMenuVisible(m_groups[(int)group]->IsContainerMenuDisplayed());
m_groups[(int)group]->getTutorialPopup()->SetTutorialDescription(info);
}
}
#ifndef _XBOX
void UIController::RemoveInteractSceneReference(int iPad, UIScene *scene)
{
EUIGroup group;
if( ( iPad != 255 ) && ( iPad >= 0 ) ) group = (EUIGroup)(iPad+1);
else group = eUIGroup_Fullscreen;
if(m_groups[(int)group]->getTutorialPopup()) m_groups[(int)group]->getTutorialPopup()->RemoveInteractSceneReference(scene);
}
#endif
void UIController::SetTutorialVisible(int iPad, bool visible)
{
EUIGroup group;
if( app.GetGameStarted() )
{
// If the game isn't running treat as user 0, otherwise map index directly from pad
if( ( iPad != 255 ) && ( iPad >= 0 ) ) group = (EUIGroup)(iPad+1);
else group = eUIGroup_Fullscreen;
}
else
{
group = eUIGroup_Fullscreen;
}
if(m_groups[(int)group]->getTutorialPopup()) m_groups[(int)group]->getTutorialPopup()->SetVisible(visible);
}
bool UIController::IsTutorialVisible(int iPad)
{
EUIGroup group;
if( app.GetGameStarted() )
{
// If the game isn't running treat as user 0, otherwise map index directly from pad
if( ( iPad != 255 ) && ( iPad >= 0 ) ) group = (EUIGroup)(iPad+1);
else group = eUIGroup_Fullscreen;
}
else
{
group = eUIGroup_Fullscreen;
}
bool visible = false;
if(m_groups[(int)group]->getTutorialPopup()) visible = m_groups[(int)group]->getTutorialPopup()->IsVisible();
return visible;
}
void UIController::UpdatePlayerBasePositions()
{
Minecraft *pMinecraft = Minecraft::GetInstance();
for( BYTE idx = 0; idx < XUSER_MAX_COUNT; ++idx)
{
if(pMinecraft->localplayers[idx] != NULL)
{
if(pMinecraft->localplayers[idx]->m_iScreenSection==C4JRender::VIEWPORT_TYPE_FULLSCREEN)
{
DisplayGamertag(idx,false);
}
else
{
DisplayGamertag(idx,true);
}
m_groups[idx+1]->SetViewportType((C4JRender::eViewportType)pMinecraft->localplayers[idx]->m_iScreenSection);
}
else
{
// 4J Stu - This is a legacy thing from our XUI implementation that we don't need
// Changing the viewport to fullscreen for users that no longer exist is SLOW
// This should probably be on all platforms, but I don't have time to test them all just now!
#ifndef __ORBIS__
m_groups[idx+1]->SetViewportType(C4JRender::VIEWPORT_TYPE_FULLSCREEN);
#endif
DisplayGamertag(idx,false);
}
}
}
void UIController::SetEmptyQuadrantLogo(int iSection)
{
// 4J Stu - We shouldn't need to implement this
}
void UIController::HideAllGameUIElements()
{
// 4J Stu - We might not need to implement this
app.DebugPrintf(app.USER_SR, "UIController::HideAllGameUIElements not implemented\n");
}
void UIController::ShowOtherPlayersBaseScene(unsigned int iPad, bool show)
{
// 4J Stu - We shouldn't need to implement this
}
void UIController::ShowTrialTimer(bool show)
{
if(m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()) m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()->showTrialTimer(show);
}
void UIController::SetTrialTimerLimitSecs(unsigned int uiSeconds)
{
UIController::m_dwTrialTimerLimitSecs = uiSeconds;
}
void UIController::UpdateTrialTimer(unsigned int iPad)
{
WCHAR wcTime[20];
DWORD dwTimeTicks=(DWORD)app.getTrialTimer();
if(dwTimeTicks>m_dwTrialTimerLimitSecs)
{
dwTimeTicks=m_dwTrialTimerLimitSecs;
}
dwTimeTicks=m_dwTrialTimerLimitSecs-dwTimeTicks;
#ifndef _CONTENT_PACKAGE
if(true)
#else
// display the time - only if there's less than 3 minutes
if(dwTimeTicks<180)
#endif
{
int iMins=dwTimeTicks/60;
int iSeconds=dwTimeTicks%60;
swprintf( wcTime, 20, L"%d:%02d",iMins,iSeconds);
if(m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()) m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()->setTrialTimer(wcTime);
}
else
{
if(m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()) m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()->setTrialTimer(L"");
}
// are we out of time?
if((dwTimeTicks==0))
{
// Trial over
// bring up the pause menu to stop the trial over message box being called again?
if(!ui.GetMenuDisplayed( iPad ) )
{
ui.NavigateToScene(iPad, eUIScene_PauseMenu, NULL, eUILayer_Scene);
app.SetAction(iPad,eAppAction_TrialOver);
}
}
}
void UIController::ReduceTrialTimerValue()
{
DWORD dwTimeTicks=(int)app.getTrialTimer();
if(dwTimeTicks>m_dwTrialTimerLimitSecs)
{
dwTimeTicks=m_dwTrialTimerLimitSecs;
}
m_dwTrialTimerLimitSecs-=dwTimeTicks;
}
void UIController::ShowAutosaveCountdownTimer(bool show)
{
if(m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()) m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()->showTrialTimer(show);
}
void UIController::UpdateAutosaveCountdownTimer(unsigned int uiSeconds)
{
#if !(defined(_XBOX_ONE) || defined(__ORBIS__))
WCHAR wcAutosaveCountdown[100];
swprintf( wcAutosaveCountdown, 100, app.GetString(IDS_AUTOSAVE_COUNTDOWN),uiSeconds);
if(m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()) m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()->setTrialTimer(wcAutosaveCountdown);
#endif
}
void UIController::ShowSavingMessage(unsigned int iPad, C4JStorage::ESavingMessage eVal)
{
bool show = false;
switch(eVal)
{
case C4JStorage::ESavingMessage_None:
show = false;
break;
case C4JStorage::ESavingMessage_Short:
case C4JStorage::ESavingMessage_Long:
show = true;
break;
}
if(m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()) m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()->showSaveIcon(show);
}
void UIController::ShowPlayerDisplayname(bool show)
{
if(m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()) m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()->showPlayerDisplayName(show);
}
void UIController::SetWinUserIndex(unsigned int iPad)
{
m_winUserIndex = iPad;
}
unsigned int UIController::GetWinUserIndex()
{
return m_winUserIndex;
}
void UIController::ShowUIDebugConsole(bool show)
{
#ifndef _CONTENT_PACKAGE
if(show)
{
m_uiDebugConsole = (UIComponent_DebugUIConsole *)m_groups[eUIGroup_Fullscreen]->addComponent(0, eUIComponent_DebugUIConsole, eUILayer_Debug);
}
else
{
m_groups[eUIGroup_Fullscreen]->removeComponent(eUIComponent_DebugUIConsole, eUILayer_Debug);
m_uiDebugConsole = NULL;
}
#endif
}
void UIController::ShowUIDebugMarketingGuide(bool show)
{
#ifndef _CONTENT_PACKAGE
if(show)
{
m_uiDebugMarketingGuide = (UIComponent_DebugUIMarketingGuide *)m_groups[eUIGroup_Fullscreen]->addComponent(0, eUIComponent_DebugUIMarketingGuide, eUILayer_Debug);
}
else
{
m_groups[eUIGroup_Fullscreen]->removeComponent(eUIComponent_DebugUIMarketingGuide, eUILayer_Debug);
m_uiDebugMarketingGuide = NULL;
}
#endif
}
void UIController::logDebugString(const string &text)
{
if(m_uiDebugConsole) m_uiDebugConsole->addText(text);
}
bool UIController::PressStartPlaying(unsigned int iPad)
{
return m_iPressStartQuadrantsMask&(1<<iPad)?true:false;
}
void UIController::ShowPressStart(unsigned int iPad)
{
m_iPressStartQuadrantsMask|=1<<iPad;
if(m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()) m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()->showPressStart(iPad, true);
}
void UIController::HidePressStart()
{
ClearPressStart();
if(m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()) m_groups[(int)eUIGroup_Fullscreen]->getPressStartToPlay()->showPressStart(0, false);
}
void UIController::ClearPressStart()
{
m_iPressStartQuadrantsMask = 0;
}
C4JStorage::EMessageResult UIController::RequestAlertMessage(UINT uiTitle, UINT uiText, UINT *uiOptionA,UINT uiOptionC, DWORD dwPad, int( *Func)(LPVOID,int,const C4JStorage::EMessageResult),LPVOID lpParam, WCHAR *pwchFormatString)
{
return RequestMessageBox(uiTitle, uiText, uiOptionA, uiOptionC, dwPad, Func, lpParam, pwchFormatString, 0, false);
}
C4JStorage::EMessageResult UIController::RequestErrorMessage(UINT uiTitle, UINT uiText, UINT *uiOptionA,UINT uiOptionC, DWORD dwPad, int( *Func)(LPVOID,int,const C4JStorage::EMessageResult),LPVOID lpParam, WCHAR *pwchFormatString)
{
return RequestMessageBox(uiTitle, uiText, uiOptionA, uiOptionC, dwPad, Func, lpParam, pwchFormatString, 0, true);
}
C4JStorage::EMessageResult UIController::RequestMessageBox(UINT uiTitle, UINT uiText, UINT *uiOptionA,UINT uiOptionC, DWORD dwPad,
int( *Func)(LPVOID,int,const C4JStorage::EMessageResult),LPVOID lpParam, WCHAR *pwchFormatString,DWORD dwFocusButton, bool bIsError)
{
MessageBoxInfo param;
param.uiTitle = uiTitle;
param.uiText = uiText;
param.uiOptionA = uiOptionA;
param.uiOptionC = uiOptionC;
param.dwPad = dwPad;
param.Func = Func;
param.lpParam = lpParam;
param.pwchFormatString = pwchFormatString;
param.dwFocusButton = dwFocusButton;
EUILayer layer = bIsError?eUILayer_Error:eUILayer_Alert;
bool completed = false;
if(ui.IsReloadingSkin())
{
// Queue this message box
QueuedMessageBoxData *queuedData = new QueuedMessageBoxData();
queuedData->info = param;
queuedData->info.uiOptionA = new UINT[param.uiOptionC];
memcpy(queuedData->info.uiOptionA, param.uiOptionA, param.uiOptionC * sizeof(UINT));
queuedData->iPad = dwPad;
queuedData->layer = eUILayer_Error; // Ensures that these don't get wiped out by a CloseAllScenes call
m_queuedMessageBoxData.push_back(queuedData);
}
else
{
completed = ui.NavigateToScene(dwPad, eUIScene_MessageBox, &param, layer, eUIGroup_Fullscreen);
}
if( completed )
{
// This may happen if we had to queue the message box, or there was already a message box displaying and so the NavigateToScene returned false;
return C4JStorage::EMessage_Pending;
}
else
{
return C4JStorage::EMessage_Busy;
}
}
C4JStorage::EMessageResult UIController::RequestUGCMessageBox(UINT title/* = -1 */, UINT message/* = -1 */, int iPad/* = -1*/, int( *Func)(LPVOID,int,const C4JStorage::EMessageResult)/* = NULL*/, LPVOID lpParam/* = NULL*/)
{
// Default title / messages
if (title == -1)
{
title = IDS_FAILED_TO_CREATE_GAME_TITLE;
}
if (message == -1)
{
message = IDS_NO_USER_CREATED_CONTENT_PRIVILEGE_CREATE;
}
// Default pad to primary player
if (iPad == -1) iPad = ProfileManager.GetPrimaryPad();
#ifdef __ORBIS__
// Show the vague UGC system message in addition to our message
ProfileManager.DisplaySystemMessage( SCE_MSG_DIALOG_SYSMSG_TYPE_TRC_PSN_UGC_RESTRICTION, iPad );
return C4JStorage::EMessage_ResultAccept;
#elif defined(__PSVITA__)
ProfileManager.ShowSystemMessage( SCE_MSG_DIALOG_SYSMSG_TYPE_TRC_PSN_CHAT_RESTRICTION, iPad );
UINT uiIDA[1];
uiIDA[0]=IDS_CONFIRM_OK;
return ui.RequestAlertMessage( title, IDS_CHAT_RESTRICTION_UGC, uiIDA, 1, iPad, Func, lpParam);
#else
UINT uiIDA[1];
uiIDA[0]=IDS_CONFIRM_OK;
return ui.RequestAlertMessage( title, message, uiIDA, 1, iPad, Func, lpParam);
#endif
}
C4JStorage::EMessageResult UIController::RequestContentRestrictedMessageBox(UINT title/* = -1 */, UINT message/* = -1 */, int iPad/* = -1*/, int( *Func)(LPVOID,int,const C4JStorage::EMessageResult)/* = NULL*/, LPVOID lpParam/* = NULL*/)
{
// Default title / messages
if (title == -1)
{
title = IDS_FAILED_TO_CREATE_GAME_TITLE;
}
if (message == -1)
{
#if defined(_XBOX_ONE) || defined(_WINDOWS64)
// IDS_CONTENT_RESTRICTION doesn't exist on XB1
message = IDS_NO_USER_CREATED_CONTENT_PRIVILEGE_CREATE;
#else
message = IDS_CONTENT_RESTRICTION;
#endif
}
// Default pad to primary player
if (iPad == -1) iPad = ProfileManager.GetPrimaryPad();
#ifdef __ORBIS__
// Show the vague UGC system message in addition to our message
ProfileManager.DisplaySystemMessage( SCE_MSG_DIALOG_SYSMSG_TYPE_TRC_PSN_UGC_RESTRICTION, iPad );
return C4JStorage::EMessage_ResultAccept;
#elif defined(__PSVITA__)
ProfileManager.ShowSystemMessage( SCE_MSG_DIALOG_SYSMSG_TYPE_TRC_PSN_AGE_RESTRICTION, iPad );
return C4JStorage::EMessage_ResultAccept;
#else
UINT uiIDA[1];
uiIDA[0]=IDS_CONFIRM_OK;
return ui.RequestAlertMessage( title, message, uiIDA, 1, iPad, Func, lpParam);
#endif
}
void UIController::setFontCachingCalculationBuffer(int length)
{
/* 4J-JEV: As described in an email from Sean.
If your `optional_temp_buffer` is NULL, Iggy will allocate the temp
buffer on the stack during Iggy draw calls. The size of the buffer it
will allocate is 16 bytes times `max_chars` in 32-bit, and 24 bytes
times `max_chars` in 64-bit. If the stack of the thread making the
draw call is not large enough, Iggy will crash or otherwise behave
incorrectly.
*/
#if defined __ORBIS__ || defined _DURANGO || defined _WIN64
static const int CHAR_SIZE = 24;
#else
static const int CHAR_SIZE = 16;
#endif
if (m_tempBuffer != NULL) delete [] m_tempBuffer;
if (length<0)
{
if (m_defaultBuffer == NULL) m_defaultBuffer = new char[CHAR_SIZE*5000];
IggySetFontCachingCalculationBuffer(5000, m_defaultBuffer, CHAR_SIZE*5000);
}
else
{
m_tempBuffer = new char[CHAR_SIZE*length];
IggySetFontCachingCalculationBuffer(length, m_tempBuffer, CHAR_SIZE*length);
}
}
// Returns the first scene of given type if it exists, NULL otherwise
UIScene *UIController::FindScene(EUIScene sceneType)
{
UIScene *pScene = NULL;
for (int i = 0; i < eUIGroup_COUNT; i++)
{
pScene = m_groups[i]->FindScene(sceneType);
#ifdef __PS3__
if (pScene != NULL) return pScene;
#else
if (pScene != nullptr) return pScene;
#endif
}
return pScene;
}
#ifdef __PSVITA__
void UIController::TouchBoxAdd(UIControl *pControl,UIScene *pUIScene)
{
EUIGroup eUIGroup=pUIScene->GetParentLayerGroup();
EUILayer eUILayer=pUIScene->GetParentLayer()->m_iLayer;
EUIScene eUIscene=pUIScene->getSceneType();
TouchBoxAdd(pControl,eUIGroup,eUILayer,eUIscene, pUIScene->GetMainPanel());
}
void UIController::TouchBoxAdd(UIControl *pControl,EUIGroup eUIGroup,EUILayer eUILayer,EUIScene eUIscene, UIControl *pMainPanelControl)
{
UIELEMENT *puiElement = new UIELEMENT;
puiElement->pControl = pControl;
S32 iControlWidth = pControl->getWidth();
S32 iControlHeight = pControl->getHeight();
S32 iMainPanelOffsetX = 0;
S32 iMainPanelOffsetY= 0;
// 4J-TomK add main panel offset if controls do not live in the root scene
if(pMainPanelControl)
{
iMainPanelOffsetX = pMainPanelControl->getXPos();
iMainPanelOffsetY = pMainPanelControl->getYPos();
}
// 4J-TomK override control width / height where needed
if(puiElement->pControl->getControlType() == UIControl::eSlider)
{
// Sliders are never scaled but masked, so we have to get the real width from AS
UIControl_Slider *pSlider = (UIControl_Slider *)puiElement->pControl;
iControlWidth = pSlider->GetRealWidth();
}
else if(puiElement->pControl->getControlType() == UIControl::eTexturePackList)
{
// The origin of the TexturePackList is NOT in the top left corner but where the slot area starts. therefore we need the height of the slot area itself.
UIControl_TexturePackList *pTexturePackList = (UIControl_TexturePackList *)puiElement->pControl;
iControlHeight = pTexturePackList->GetRealHeight();
}
else if(puiElement->pControl->getControlType() == UIControl::eDynamicLabel)
{
// The height and width of this control changes per how to play page
UIControl_DynamicLabel *pDynamicLabel = (UIControl_DynamicLabel *)puiElement->pControl;
iControlWidth = pDynamicLabel->GetRealWidth();
iControlHeight = pDynamicLabel->GetRealHeight();
}
else if(puiElement->pControl->getControlType() == UIControl::eHTMLLabel)
{
// The height and width of this control changes per how to play page
UIControl_HTMLLabel *pHtmlLabel = (UIControl_HTMLLabel *)puiElement->pControl;
iControlWidth = pHtmlLabel->GetRealWidth();
iControlHeight = pHtmlLabel->GetRealHeight();
}
puiElement->x1=(S32)((float)pControl->getXPos() + (float)iMainPanelOffsetX);
puiElement->y1=(S32)((float)pControl->getYPos() + (float)iMainPanelOffsetY);
puiElement->x2=(S32)(((float)pControl->getXPos() + (float)iControlWidth + (float)iMainPanelOffsetX));
puiElement->y2=(S32)(((float)pControl->getYPos() + (float)iControlHeight + (float)iMainPanelOffsetY));
if(puiElement->pControl->getControlType() == UIControl::eNoControl)
{
app.DebugPrintf("NO CONTROL!");
}
if(puiElement->x1 == puiElement->x2 || puiElement->y1 == puiElement->y2)
{
app.DebugPrintf("NOT adding touchbox %d,%d,%d,%d\n",puiElement->x1,puiElement->y1,puiElement->x2,puiElement->y2);
}
else
{
app.DebugPrintf("Adding touchbox %d,%d,%d,%d\n",puiElement->x1,puiElement->y1,puiElement->x2,puiElement->y2);
m_TouchBoxes[eUIGroup][eUILayer][eUIscene].push_back(puiElement);
}
}
void UIController::TouchBoxRebuild(UIScene *pUIScene)
{
EUIGroup eUIGroup=pUIScene->GetParentLayerGroup();
EUILayer eUILayer=pUIScene->GetParentLayer()->m_iLayer;
EUIScene eUIscene=pUIScene->getSceneType();
// if we delete an element, it's possible that the scene has re-arranged all the elements, so we need to rebuild the boxes
ui.TouchBoxesClear(pUIScene);
// rebuild boxes
for ( UIControl *control : *pUIScene->GetControls() )
{
if(control->getControlType() == UIControl::eButton ||
control->getControlType() == UIControl::eSlider ||
control->getControlType() == UIControl::eCheckBox ||
control->getControlType() == UIControl::eTexturePackList ||
control->getControlType() == UIControl::eButtonList ||
control->getControlType() == UIControl::eTextInput ||
control->getControlType() == UIControl::eDynamicLabel ||
control->getControlType() == UIControl::eHTMLLabel ||
control->getControlType() == UIControl::eLeaderboardList ||
control->getControlType() == UIControl::eTouchControl)
{
if(control->getVisible())
{
// 4J-TomK update the control (it might have been moved by flash / AS)
control->UpdateControl();
ui.TouchBoxAdd(control,eUIGroup,eUILayer,eUIscene, pUIScene->GetMainPanel());
}
}
}
}
void UIController::TouchBoxesClear(UIScene *pUIScene)
{
EUIGroup eUIGroup=pUIScene->GetParentLayerGroup();
EUILayer eUILayer=pUIScene->GetParentLayer()->m_iLayer;
EUIScene eUIscene=pUIScene->getSceneType();
for ( UIELEMENT *element : m_TouchBoxes[eUIGroup][eUILayer][eUIscene] )
{
delete element;
}
m_TouchBoxes[eUIGroup][eUILayer][eUIscene].clear();
}
bool UIController::TouchBoxHit(UIScene *pUIScene,S32 x, S32 y)
{
EUIGroup eUIGroup=pUIScene->GetParentLayerGroup();
EUILayer eUILayer=pUIScene->GetParentLayer()->m_iLayer;
EUIScene eUIscene=pUIScene->getSceneType();
// 4J-TomK let's do the transformation from touch resolution to screen resolution here, so our touchbox values always are in screen resolution!
x *= (m_fScreenWidth/1920.0f);
y *= (m_fScreenHeight/1080.0f);
if(m_TouchBoxes[eUIGroup][eUILayer][eUIscene].size()>0)
{
for ( UIELEMENT *element : m_TouchBoxes[eUIGroup][eUILayer][eUIscene] )
{
if(element->pControl->getHidden() == false && element->pControl->getVisible()) // ignore removed controls
{
if((x>=element->x1) &&(x<=element->x2) && (y>=element->y1) && (y<=element->y2))
{
if(!m_bTouchscreenPressed)
{
app.DebugPrintf("SET m_ActiveUIElement (Layer: %i) at x = %i y = %i\n", (int)eUILayer, (int)x, (int)y);
m_ActiveUIElement = element;
}
// remember the currently highlighted element
m_HighlightedUIElement = element;
return true;
}
}
}
}
//app.DebugPrintf("MISS at x = %i y = %i\n", (int)x, (int)y);
m_HighlightedUIElement = NULL;
return false;
}
//
// Handle Touch Input
//
void UIController::HandleTouchInput(unsigned int iPad, unsigned int key, bool bPressed, bool bRepeat, bool bReleased)
{
// no input? no handling!
if(!bPressed && !bRepeat && !bReleased)
{
// override for instand repeat without delay!
if(m_bTouchscreenPressed && m_ActiveUIElement && (
m_ActiveUIElement->pControl->getControlType() == UIControl::eSlider ||
m_ActiveUIElement->pControl->getControlType() == UIControl::eButtonList ||
m_ActiveUIElement->pControl->getControlType() == UIControl::eTexturePackList ||
m_ActiveUIElement->pControl->getControlType() == UIControl::eDynamicLabel ||
m_ActiveUIElement->pControl->getControlType() == UIControl::eHTMLLabel ||
m_ActiveUIElement->pControl->getControlType() == UIControl::eLeaderboardList ||
m_ActiveUIElement->pControl->getControlType() == UIControl::eTouchControl))
bRepeat = true; // the above controls need to be controllable without having the finger over them
else
return;
}
SceTouchData* pTouchData = InputManager.GetTouchPadData(iPad,false);
S32 x = pTouchData->report[0].x * (m_fScreenWidth/1920.0f);
S32 y = pTouchData->report[0].y * (m_fScreenHeight/1080.0f);
if(bPressed && !bRepeat && !bReleased) // PRESSED HANDLING
{
app.DebugPrintf("touch input pressed\n");
switch(m_ActiveUIElement->pControl->getControlType())
{
case UIControl::eButton:
// set focus
UIControl_Button *pButton=(UIControl_Button *)m_ActiveUIElement->pControl;
pButton->getParentScene()->SetFocusToElement(m_ActiveUIElement->pControl->getId());
// override bPressed to false. we only want the button to trigger on touch release!
bPressed = false;
break;
case UIControl::eSlider:
// set focus
UIControl_Slider *pSlider=(UIControl_Slider *)m_ActiveUIElement->pControl;
pSlider->getParentScene()->SetFocusToElement(m_ActiveUIElement->pControl->getId());
break;
case UIControl::eCheckBox:
// set focus
UIControl_CheckBox *pCheckbox=(UIControl_CheckBox *)m_ActiveUIElement->pControl;
pCheckbox->getParentScene()->SetFocusToElement(m_ActiveUIElement->pControl->getId());
// override bPressed. we only want the checkbox to trigger on touch release!
bPressed = false;
break;
case UIControl::eButtonList:
// set focus to list
UIControl_ButtonList *pButtonList=(UIControl_ButtonList *)m_ActiveUIElement->pControl;
//pButtonList->getParentScene()->SetFocusToElement(m_ActiveUIElement->pControl->getId());
// tell list where we tapped it so it can set focus to the correct button
pButtonList->SetTouchFocus((float)x, (float)y, false);
// override bPressed. we only want the ButtonList to trigger on touch release!
bPressed = false;
break;
case UIControl::eTexturePackList:
// set focus to list
UIControl_TexturePackList *pTexturePackList=(UIControl_TexturePackList *)m_ActiveUIElement->pControl;
pTexturePackList->getParentScene()->SetFocusToElement(m_ActiveUIElement->pControl->getId());
// tell list where we tapped it so it can set focus to the correct texture pack
pTexturePackList->SetTouchFocus((float)x - (float)m_ActiveUIElement->x1, (float)y - (float)m_ActiveUIElement->y1, false);
// override bPressed. we only want the TexturePack List to trigger on touch release!
bPressed = false;
break;
case UIControl::eTextInput:
// set focus
UIControl_TextInput *pTextInput=(UIControl_TextInput *)m_ActiveUIElement->pControl;
pTextInput->getParentScene()->SetFocusToElement(m_ActiveUIElement->pControl->getId());
// override bPressed to false. we only want the textinput to trigger on touch release!
bPressed = false;
break;
case UIControl::eDynamicLabel:
// handle dynamic label scrolling
UIControl_DynamicLabel *pDynamicLabel=(UIControl_DynamicLabel *)m_ActiveUIElement->pControl;
pDynamicLabel->TouchScroll(y, true);
// override bPressed to false
bPressed = false;
break;
case UIControl::eHTMLLabel:
// handle dynamic label scrolling
UIControl_HTMLLabel *pHtmlLabel=(UIControl_HTMLLabel *)m_ActiveUIElement->pControl;
pHtmlLabel->TouchScroll(y, true);
// override bPressed to false
bPressed = false;
break;
case UIControl::eLeaderboardList:
// set focus to list
UIControl_LeaderboardList *pLeaderboardList=(UIControl_LeaderboardList *)m_ActiveUIElement->pControl;
// tell list where we tapped it so it can set focus to the correct button
pLeaderboardList->SetTouchFocus((float)x, (float)y, false);
// override bPressed. we only want the ButtonList to trigger on touch release!
bPressed = false;
break;
case UIControl::eTouchControl:
// pass on touch input to relevant parent scene so we can handle it there!
m_ActiveUIElement->pControl->getParentScene()->handleTouchInput(iPad, x, y, m_ActiveUIElement->pControl->getId(), bPressed, bRepeat, bReleased);
// override bPressed to false
bPressed = false;
break;
default:
app.DebugPrintf("PRESSED - UNHANDLED UI ELEMENT\n");
break;
}
}
else if(bRepeat) // REPEAT HANDLING
{
switch(m_ActiveUIElement->pControl->getControlType())
{
case UIControl::eButton:
/* no action */
break;
case UIControl::eSlider:
// handle slider movement
UIControl_Slider *pSlider=(UIControl_Slider *)m_ActiveUIElement->pControl;
float fNewSliderPos = ((float)x - (float)m_ActiveUIElement->x1) / (float)pSlider->GetRealWidth();
pSlider->SetSliderTouchPos(fNewSliderPos);
break;
case UIControl::eCheckBox:
/* no action */
bRepeat = false;
bPressed = false;
break;
case UIControl::eButtonList:
// handle button list scrolling
UIControl_ButtonList *pButtonList=(UIControl_ButtonList *)m_ActiveUIElement->pControl;
pButtonList->SetTouchFocus((float)x, (float)y, true);
break;
case UIControl::eTexturePackList:
// handle texturepack list scrolling
UIControl_TexturePackList *pTexturePackList=(UIControl_TexturePackList *)m_ActiveUIElement->pControl;
pTexturePackList->SetTouchFocus((float)x - (float)m_ActiveUIElement->x1, (float)y - (float)m_ActiveUIElement->y1, true);
break;
case UIControl::eTextInput:
/* no action */
bRepeat = false;
bPressed = false;
break;
case UIControl::eDynamicLabel:
// handle dynamic label scrolling
UIControl_DynamicLabel *pDynamicLabel=(UIControl_DynamicLabel *)m_ActiveUIElement->pControl;
pDynamicLabel->TouchScroll(y, true);
// override bPressed & bRepeat to false
bPressed = false;
bRepeat = false;
break;
case UIControl::eHTMLLabel:
// handle dynamic label scrolling
UIControl_HTMLLabel *pHtmlLabel=(UIControl_HTMLLabel *)m_ActiveUIElement->pControl;
pHtmlLabel->TouchScroll(y, true);
// override bPressed & bRepeat to false
bPressed = false;
bRepeat = false;
break;
case UIControl::eLeaderboardList:
// handle button list scrolling
UIControl_LeaderboardList *pLeaderboardList=(UIControl_LeaderboardList *)m_ActiveUIElement->pControl;
pLeaderboardList->SetTouchFocus((float)x, (float)y, true);
break;
case UIControl::eTouchControl:
// override bPressed to false
bPressed = false;
// pass on touch input to relevant parent scene so we can handle it there!
m_ActiveUIElement->pControl->getParentScene()->handleTouchInput(iPad, x, y, m_ActiveUIElement->pControl->getId(), bPressed, bRepeat, bReleased);
// override bRepeat to false
bRepeat = false;
break;
default:
app.DebugPrintf("REPEAT - UNHANDLED UI ELEMENT\n");
break;
}
}
if(bReleased) // RELEASED HANDLING
{
app.DebugPrintf("touch input released\n");
switch(m_ActiveUIElement->pControl->getControlType())
{
case UIControl::eButton:
// trigger button on release (ONLY if the finger is still on it!)
if(m_HighlightedUIElement && m_ActiveUIElement->pControl == m_HighlightedUIElement->pControl)
bPressed = true;
break;
case UIControl::eSlider:
/* no action */
break;
case UIControl::eCheckBox:
// trigger checkbox on release (ONLY if the finger is still on it!)
if(m_HighlightedUIElement && m_ActiveUIElement->pControl == m_HighlightedUIElement->pControl)
{
UIControl_CheckBox *pCheckbox=(UIControl_CheckBox *)m_ActiveUIElement->pControl;
if(pCheckbox->IsEnabled()) // only proceed if checkbox is enabled!
pCheckbox->TouchSetCheckbox(!pCheckbox->IsChecked());
}
bReleased = false;
break;
case UIControl::eButtonList:
// trigger buttonlist on release (ONLY if the finger is still on it!)
if(m_HighlightedUIElement && m_ActiveUIElement->pControl == m_HighlightedUIElement->pControl)
{
UIControl_ButtonList *pButtonList=(UIControl_ButtonList *)m_ActiveUIElement->pControl;
if(pButtonList->CanTouchTrigger(x,y))
bPressed = true;
}
break;
case UIControl::eTexturePackList:
// trigger texturepack list on release (ONLY if the finger is still on it!)
if(m_HighlightedUIElement && m_ActiveUIElement->pControl == m_HighlightedUIElement->pControl)
{
UIControl_TexturePackList *pTexturePackList=(UIControl_TexturePackList *)m_ActiveUIElement->pControl;
if(pTexturePackList->CanTouchTrigger((float)x - (float)m_ActiveUIElement->x1, (float)y - (float)m_ActiveUIElement->y1))
bPressed = true;
}
break;
case UIControl::eTextInput:
// trigger TextInput on release (ONLY if the finger is still on it!)
if(m_HighlightedUIElement && m_ActiveUIElement->pControl == m_HighlightedUIElement->pControl)
bPressed = true;
break;
case UIControl::eDynamicLabel:
// handle dynamic label scrolling
UIControl_DynamicLabel *pDynamicLabel=(UIControl_DynamicLabel *)m_ActiveUIElement->pControl;
pDynamicLabel->TouchScroll(y, false);
break;
case UIControl::eHTMLLabel:
// handle dynamic label scrolling
UIControl_HTMLLabel *pHtmlLabel=(UIControl_HTMLLabel *)m_ActiveUIElement->pControl;
pHtmlLabel->TouchScroll(y, false);
break;
case UIControl::eLeaderboardList:
/* no action */
break;
case UIControl::eTouchControl:
// trigger only if touch is released over the same component!
if(m_HighlightedUIElement && m_ActiveUIElement->pControl == m_HighlightedUIElement->pControl)
{
// pass on touch input to relevant parent scene so we can handle it there!
m_ActiveUIElement->pControl->getParentScene()->handleTouchInput(iPad, x, y, m_ActiveUIElement->pControl->getId(), bPressed, bRepeat, bReleased);
}
// override bReleased to false
bReleased = false;
break;
default:
app.DebugPrintf("RELEASED - UNHANDLED UI ELEMENT\n");
break;
}
}
// only proceed if there's input to be handled
if(bPressed || bRepeat || bReleased)
{
SendTouchInput(iPad, key, bPressed, bRepeat, bReleased);
}
}
void UIController::SendTouchInput(unsigned int iPad, unsigned int key, bool bPressed, bool bRepeat, bool bReleased)
{
bool handled = false;
// Send the key to the fullscreen group first
m_groups[(int)eUIGroup_Fullscreen]->handleInput(iPad, key, bRepeat, bPressed, bReleased, handled);
if(!handled)
{
// If it's not been handled yet, then pass the event onto the players specific group
m_groups[(iPad+1)]->handleInput(iPad, key, bRepeat, bPressed, bReleased, handled);
}
}
#endif