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authordaoge <3523206925@qq.com>2026-03-03 03:04:10 +0800
committerGitHub <noreply@github.com>2026-03-03 03:04:10 +0800
commitb3feddfef372618c8a9d7a0abcaf18cfad866c18 (patch)
tree267761c3bb39241ba5c347bfbe2254d06686e287 /Minecraft.Client/Common/UI/UILayer.cpp
parent84c31a2331f7a0ec85b9d438992e244f60e5020f (diff)
feat: TU19 (Dec 2014) Features & Content (#155)
* try to resolve merge conflict * feat: TU19 (Dec 2014) Features & Content (#32) * December 2014 files * Working release build * Fix compilation issues * Add sound to Windows64Media * Add DLC content and force Tutorial DLC * Revert "Add DLC content and force Tutorial DLC" This reverts commit 97a43994725008e35fceb984d5549df9c8cea470. * Disable broken light packing * Disable breakpoint during DLC texture map load Allows DLC loading but the DLC textures are still broken * Fix post build not working * ... * fix vs2022 build * fix cmake build --------- Co-authored-by: Loki <lokirautio@gmail.com>
Diffstat (limited to 'Minecraft.Client/Common/UI/UILayer.cpp')
-rw-r--r--Minecraft.Client/Common/UI/UILayer.cpp43
1 files changed, 41 insertions, 2 deletions
diff --git a/Minecraft.Client/Common/UI/UILayer.cpp b/Minecraft.Client/Common/UI/UILayer.cpp
index 15bde2fa..13b26c84 100644
--- a/Minecraft.Client/Common/UI/UILayer.cpp
+++ b/Minecraft.Client/Common/UI/UILayer.cpp
@@ -189,7 +189,7 @@ void UILayer::ReloadAll(bool force)
int lowestRenderable = 0;
for(;lowestRenderable < m_sceneStack.size(); ++lowestRenderable)
{
- m_sceneStack[lowestRenderable]->reloadMovie();
+ m_sceneStack[lowestRenderable]->reloadMovie(force);
}
}
}
@@ -253,6 +253,18 @@ bool UILayer::NavigateToScene(int iPad, EUIScene scene, void *initData)
case eUIScene_AnvilMenu:
newScene = new UIScene_AnvilMenu(iPad, initData, this);
break;
+ case eUIScene_HopperMenu:
+ newScene = new UIScene_HopperMenu(iPad, initData, this);
+ break;
+ case eUIScene_BeaconMenu:
+ newScene = new UIScene_BeaconMenu(iPad, initData, this);
+ break;
+ case eUIScene_HorseMenu:
+ newScene = new UIScene_HorseInventoryMenu(iPad, initData, this);
+ break;
+ case eUIScene_FireworksMenu:
+ newScene = new UIScene_FireworksMenu(iPad, initData, this);
+ break;
// Help and Options
case eUIScene_HelpAndOptionsMenu:
@@ -282,6 +294,9 @@ bool UILayer::NavigateToScene(int iPad, EUIScene scene, void *initData)
case eUIScene_HowToPlayMenu:
newScene = new UIScene_HowToPlayMenu(iPad, initData, this);
break;
+ case eUIScene_LanguageSelector:
+ newScene = new UIScene_LanguageSelector(iPad, initData, this);
+ break;
case eUIScene_HowToPlay:
newScene = new UIScene_HowToPlay(iPad, initData, this);
break;
@@ -386,6 +401,9 @@ bool UILayer::NavigateToScene(int iPad, EUIScene scene, void *initData)
case eUIScene_EULA:
newScene = new UIScene_EULA(iPad, initData, this);
break;
+ case eUIScene_NewUpdateMessage:
+ newScene = new UIScene_NewUpdateMessage(iPad, initData, this);
+ break;
// Other
case eUIScene_Keyboard:
@@ -700,6 +718,12 @@ bool UILayer::updateFocusState(bool allowedFocus /* = false */)
m_scenesToDestroy.push_back(scene);
#endif
}
+
+ if (scene->getSceneType() == eUIScene_SettingsOptionsMenu)
+ {
+ scene->loseFocus();
+ m_scenesToDestroy.push_back(scene);
+ }
}
/// UPDATE STACK STATES
@@ -723,6 +747,12 @@ bool UILayer::updateFocusState(bool allowedFocus /* = false */)
case eUIScene_DispenserMenu:
case eUIScene_BrewingStandMenu:
case eUIScene_EnchantingMenu:
+ case eUIScene_TradingMenu:
+ case eUIScene_HopperMenu:
+ case eUIScene_HorseMenu:
+ case eUIScene_FireworksMenu:
+ case eUIScene_BeaconMenu:
+ case eUIScene_AnvilMenu:
m_bContainerMenuDisplayed=true;
// Intentional fall-through
@@ -786,7 +816,7 @@ void UILayer::handleInput(int iPad, int key, bool repeat, bool pressed, bool rel
}
// Fix for PS3 #444 - [IN GAME] If the user keeps pressing CROSS while on the 'Save Game' screen the title will crash.
- handled = handled || scene->hidesLowerScenes();
+ handled = handled || scene->hidesLowerScenes() || scene->blocksInput();
if(handled ) break;
}
@@ -823,6 +853,15 @@ void UILayer::HandleDLCLicenseChange()
}
#endif
+void UILayer::HandleMessage(EUIMessage message, void *data)
+{
+ for(AUTO_VAR(it,m_sceneStack.rbegin()); it != m_sceneStack.rend(); ++it)
+ {
+ UIScene *topScene = *it;
+ topScene->HandleMessage(message, data);
+ }
+}
+
bool UILayer::IsFullscreenGroup()
{
return m_parentGroup->IsFullscreenGroup();