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-rw-r--r--Minecraft.Client/Common/UI/UIController.cpp3015
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diff --git a/Minecraft.Client/Common/UI/UIController.cpp b/Minecraft.Client/Common/UI/UIController.cpp
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+++ b/Minecraft.Client/Common/UI/UIController.cpp
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+#include "stdafx.h"
+#include "UIController.h"
+#include "UI.h"
+#include "UIScene.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"
+#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;
+
+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 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_mcTTFFont= NULL;
+ m_moj7 = NULL;
+ m_moj11 = NULL;
+
+#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 = true;
+#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_accumulatedTicks = 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);
+}
+
+void UIController::SetupFont()
+{
+ bool bBitmapFont=false;
+
+ if(m_mcTTFFont!=NULL)
+ {
+ delete m_mcTTFFont;
+ }
+
+ switch(XGetLanguage())
+ {
+#if defined(__PS3__) || defined(__ORBIS__) || defined(__PSVITA__)
+ case XC_LANGUAGE_JAPANESE:
+ m_mcTTFFont = new UITTFFont("Common/Media/font/JPN/DF-DotDotGothic16.ttf", 0x203B); // JPN
+ break;
+ case XC_LANGUAGE_SCHINESE: //TODO
+ case XC_LANGUAGE_TCHINESE:
+ m_mcTTFFont = new UITTFFont("Common/Media/font/CHT/DFTT_R5.TTC", 0x203B); // CHT
+ break;
+ case XC_LANGUAGE_KOREAN:
+ m_mcTTFFont = new UITTFFont("Common/Media/font/KOR/candadite2.ttf", 0x203B); // KOR
+ break;
+ // 4J-JEV, Cyrillic characters have been added to this font now, (4/July/14)
+ //case XC_LANGUAGE_RUSSIAN:
+ //case XC_LANGUAGE_GREEK:
+#else
+ case XC_LANGUAGE_JAPANESE:
+ m_mcTTFFont = new UITTFFont("Common/Media/font/JPN/DFGMaruGothic-Md.ttf", 0x2022); // JPN
+ break;
+ case XC_LANGUAGE_SCHINESE: //TODO
+ case XC_LANGUAGE_TCHINESE:
+ m_mcTTFFont = new UITTFFont("Common/Media/font/CHT/DFHeiMedium-B5.ttf", 0x2022); // CHT
+ break;
+ case XC_LANGUAGE_KOREAN:
+ m_mcTTFFont = new UITTFFont("Common/Media/font/KOR/BOKMSD.ttf", 0x2022); // KOR
+ break;
+#endif
+ default:
+ bBitmapFont=true;
+ // m_mcTTFFont = new UITTFFont("Common/Media/font/Mojangles.ttf", 0x2022); // 4J-JEV: Shouldn't be using this.
+ break;
+ }
+
+ if(bBitmapFont)
+ {
+ // these may have been set up by a previous language being chosen
+ if(m_moj7==NULL)
+ {
+ m_moj7 = new UIBitmapFont(SFontData::Mojangles_7);
+ m_moj7->registerFont();
+ }
+ if(m_moj11==NULL)
+ {
+ m_moj11 = new UIBitmapFont(SFontData::Mojangles_11);
+ m_moj11->registerFont();
+ }
+ }
+ else
+ {
+ app.DebugPrintf("IggyFontSetIndirectUTF8\n");
+ IggyFontSetIndirectUTF8( "Mojangles7", -1, IGGY_FONTFLAG_all, "Mojangles_TTF",-1 ,IGGY_FONTFLAG_none );
+ IggyFontSetIndirectUTF8( "Mojangles11", -1, IGGY_FONTFLAG_all, "Mojangles_TTF",-1 ,IGGY_FONTFLAG_none );
+ }
+}
+
+// TICKING
+void UIController::tick()
+{
+ if(m_navigateToHomeOnReload && !ui.IsReloadingSkin())
+ {
+ ui.CleanUpSkinReload();
+ m_navigateToHomeOnReload = false;
+ ui.NavigateToScene(ProfileManager.GetPrimaryPad(),eUIScene_MainMenu);
+ }
+
+ 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
+ }
+
+ // Fix for HUD ticks so that they all tick before this reference is cleared
+ EnderDragonRenderer::bossInstance = nullptr;
+
+ // Clear out the cached movie file data
+ __int64 currentTime = System::currentTimeMillis();
+ for(AUTO_VAR(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==1080.0f)
+ {
+ platformSkinPath = L"skinHDWin.swf";
+ }
+ else
+ {
+ platformSkinPath = L"skinWin.swf";
+ }
+#elif defined _DURANGO
+ if(m_fScreenHeight==1080.0f)
+ {
+ platformSkinPath = L"skinHDDurango.swf";
+ }
+ else
+ {
+ platformSkinPath = L"skinDurango.swf";
+ }
+#elif defined __ORBIS__
+ if(m_fScreenHeight==1080.0f)
+ {
+ platformSkinPath = L"skinHDOrbis.swf";
+ }
+ else
+ {
+ platformSkinPath = L"skinOrbis.swf";
+ }
+
+#endif
+ // Every platform has one of these, so nothing shared
+ if(m_fScreenHeight==1080.0f)
+ {
+ 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 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
+ // 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 = new C4JThread(reloadSkinThreadProc, (void*)this, "Reload skin thread");
+ m_reloadSkinThread->SetProcessor(CPU_CORE_UI_SCENE);
+ //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();
+}
+
+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_VAR(it,m_queuedMessageBoxData.begin()); it != m_queuedMessageBoxData.end(); ++it)
+ {
+ QueuedMessageBoxData *queuedData = *it;
+ 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 targetTime = System::currentTimeMillis() + (1000LL * 60);
+ AUTO_VAR(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
+ {
+ 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
+
+ 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 totalStatic = 0;
+ __int64 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 libraryStatic = 0;
+ __int64 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)
+{
+ switch( viewport )
+ {
+ case C4JRender::VIEWPORT_TYPE_FULLSCREEN:
+ width = (S32)(getScreenWidth());
+ height = (S32)(getScreenHeight());
+ break;
+ case C4JRender::VIEWPORT_TYPE_SPLIT_TOP:
+ case C4JRender::VIEWPORT_TYPE_SPLIT_BOTTOM:
+ width = (S32)(getScreenWidth() / 2);
+ height = (S32)(getScreenHeight() / 2);
+ break;
+ case C4JRender::VIEWPORT_TYPE_SPLIT_LEFT:
+ case C4JRender::VIEWPORT_TYPE_SPLIT_RIGHT:
+ width = (S32)(getScreenWidth() / 2);
+ height = (S32)(getScreenHeight() / 2);
+ break;
+ case C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_LEFT:
+ case C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_RIGHT:
+ case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_LEFT:
+ case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_RIGHT:
+ width = (S32)(getScreenWidth() / 2);
+ height = (S32)(getScreenHeight() / 2);
+ break;
+ }
+}
+
+void UIController::setupRenderPosition(C4JRender::eViewportType viewport)
+{
+ if(m_bCustomRenderPosition || m_currentRenderViewport != viewport)
+ {
+ m_currentRenderViewport = viewport;
+ m_bCustomRenderPosition = false;
+ S32 xPos = 0;
+ S32 yPos = 0;
+ switch( viewport )
+ {
+ case C4JRender::VIEWPORT_TYPE_SPLIT_TOP:
+ xPos = (S32)(getScreenWidth() / 4);
+ break;
+ case C4JRender::VIEWPORT_TYPE_SPLIT_BOTTOM:
+ xPos = (S32)(getScreenWidth() / 4);
+ yPos = (S32)(getScreenHeight() / 2);
+ break;
+ case C4JRender::VIEWPORT_TYPE_SPLIT_LEFT:
+ yPos = (S32)(getScreenHeight() / 4);
+ break;
+ case C4JRender::VIEWPORT_TYPE_SPLIT_RIGHT:
+ xPos = (S32)(getScreenWidth() / 2);
+ yPos = (S32)(getScreenHeight() / 4);
+ break;
+ case C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_LEFT:
+ break;
+ case C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_RIGHT:
+ xPos = (S32)(getScreenWidth() / 2);
+ break;
+ case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_LEFT:
+ yPos = (S32)(getScreenHeight() / 2);
+ break;
+ case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_RIGHT:
+ xPos = (S32)(getScreenWidth() / 2);
+ yPos = (S32)(getScreenHeight() / 2);
+ break;
+ }
+ 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 = (UIController *)user_callback_data;
+ AUTO_VAR(it,uiController->m_substitutionTextures.find((wchar_t *)texture_name));
+
+ if(it != uiController->m_substitutionTextures.end())
+ {
+ app.DebugPrintf("Found substitution texture %ls, with %d bytes\n", (wchar_t *)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 )
+ *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);
+
+ Textures *t = Minecraft::GetInstance()->textures;
+ t->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_VAR(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)
+{
+ // 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:
+ 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_VAR(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_VAR(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, 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, 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)
+{
+ Minecraft::GetInstance()->soundEngine->playUI(eSound,1.0f,1.0f);
+}
+
+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)
+{
+ app.DebugPrintf(app.USER_SR, "UIController::HandleInventoryUpdated not implemented\n");
+}
+
+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( 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()->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;
+}
+
+// 4J Stu - For the different StringTable classes. Should really fix the libraries.
+#ifndef __PS3__
+C4JStorage::EMessageResult UIController::RequestMessageBox(UINT uiTitle, UINT uiText, UINT *uiOptionA,UINT uiOptionC, DWORD dwPad,
+ int( *Func)(LPVOID,int,const C4JStorage::EMessageResult),LPVOID lpParam, C4JStringTable *pStringTable, WCHAR *pwchFormatString,DWORD dwFocusButton, bool bIsError)
+#else
+C4JStorage::EMessageResult UIController::RequestMessageBox(UINT uiTitle, UINT uiText, UINT *uiOptionA,UINT uiOptionC, DWORD dwPad,
+ int( *Func)(LPVOID,int,const C4JStorage::EMessageResult),LPVOID lpParam, StringTable *pStringTable, WCHAR *pwchFormatString,DWORD dwFocusButton, bool bIsError)
+#endif
+{
+ 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.RequestMessageBox( title, IDS_CHAT_RESTRICTION_UGC, uiIDA, 1, iPad, Func, lpParam, app.GetStringTable(), NULL, 0, false);
+#else
+ UINT uiIDA[1];
+ uiIDA[0]=IDS_CONFIRM_OK;
+ return ui.RequestMessageBox( title, message, uiIDA, 1, iPad, Func, lpParam, app.GetStringTable(), NULL, 0, false);
+#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.RequestMessageBox( title, message, uiIDA, 1, iPad, Func, lpParam, app.GetStringTable(), NULL, 0, false);
+#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
+ AUTO_VAR(itEnd, pUIScene->GetControls()->end());
+ for (AUTO_VAR(it, pUIScene->GetControls()->begin()); it != itEnd; it++)
+ {
+ UIControl *control=(UIControl *)*it;
+
+ 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)
+ {
+ // 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();
+
+ AUTO_VAR(itEnd, m_TouchBoxes[eUIGroup][eUILayer][eUIscene].end());
+ for (AUTO_VAR(it, m_TouchBoxes[eUIGroup][eUILayer][eUIscene].begin()); it != itEnd; it++)
+ {
+ UIELEMENT *element=(UIELEMENT *)*it;
+ 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)
+ {
+ AUTO_VAR(itEnd, m_TouchBoxes[eUIGroup][eUILayer][eUIscene].end());
+ for (AUTO_VAR(it, m_TouchBoxes[eUIGroup][eUILayer][eUIscene].begin()); it != itEnd; it++)
+ {
+ UIELEMENT *element=(UIELEMENT *)*it;
+ 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;
+ 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 \ No newline at end of file