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https://git.huckle.dev/Huckles-Minecraft-Archive/4jcraft.git
synced 2026-06-30 21:11:40 +00:00
restructure codebase according to vcproj filters
This commit is contained in:
351
Minecraft.Client/Common/Source Files/UI/UIGroup.cpp
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351
Minecraft.Client/Common/Source Files/UI/UIGroup.cpp
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#include "../../../../Minecraft.World/Header Files/stdafx.h"
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#include "UIGroup.h"
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UIGroup::UIGroup(EUIGroup group, int iPad) {
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m_group = group;
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m_iPad = iPad;
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m_bMenuDisplayed = false;
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m_bPauseMenuDisplayed = false;
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m_bContainerMenuDisplayed = false;
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m_bIgnoreAutosaveMenuDisplayed = false;
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m_bIgnorePlayerJoinMenuDisplayed = false;
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// 4jcraft, moved this to the top
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// uninitialized memory was read.
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m_viewportType = C4JRender::VIEWPORT_TYPE_FULLSCREEN;
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m_updateFocusStateCountdown = 0;
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for (unsigned int i = 0; i < eUILayer_COUNT; ++i) {
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m_layers[i] = new UILayer(this);
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}
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m_tooltips =
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(UIComponent_Tooltips*)m_layers[(int)eUILayer_Tooltips]->addComponent(
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0, eUIComponent_Tooltips);
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m_tutorialPopup = nullptr;
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m_hud = nullptr;
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m_pressStartToPlay = nullptr;
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if (m_group != eUIGroup_Fullscreen) {
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m_tutorialPopup =
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(UIComponent_TutorialPopup*)m_layers[(int)eUILayer_Popup]
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->addComponent(m_iPad, eUIComponent_TutorialPopup);
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m_hud = (UIScene_HUD*)m_layers[(int)eUILayer_HUD]->addComponent(
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m_iPad, eUIScene_HUD);
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// m_layers[(int)eUILayer_Chat]->addComponent(m_iPad,
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// eUIComponent_Chat);
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} else {
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m_pressStartToPlay =
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(UIComponent_PressStartToPlay*)m_layers[(int)eUILayer_Tooltips]
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->addComponent(0, eUIComponent_PressStartToPlay);
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}
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// 4J Stu - Pre-allocate this for cached rendering in scenes. It's horribly
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// slow to do dynamically, but we should only need one per group as we will
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// only be displaying one of these types of scenes at a time
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m_commandBufferList = MemoryTracker::genLists(1);
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}
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void UIGroup::DestroyAll() {
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for (unsigned int i = 0; i < eUILayer_COUNT; ++i) {
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m_layers[i]->DestroyAll();
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}
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}
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void UIGroup::ReloadAll() {
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// We only need to reload things when they are likely to be rendered
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int highestRenderable = 0;
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for (; highestRenderable < eUILayer_COUNT; ++highestRenderable) {
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if (m_layers[highestRenderable]->hidesLowerScenes()) break;
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}
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if (highestRenderable < eUILayer_Fullscreen)
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highestRenderable = eUILayer_Fullscreen;
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for (; highestRenderable >= 0; --highestRenderable) {
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if (highestRenderable < eUILayer_COUNT)
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m_layers[highestRenderable]->ReloadAll(highestRenderable !=
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(int)eUILayer_Fullscreen);
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}
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}
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void UIGroup::tick() {
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// Ignore this group if the player isn't signed in
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if (m_iPad >= 0 && !ProfileManager.IsSignedIn(m_iPad)) return;
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for (unsigned int i = 0; i < eUILayer_COUNT; ++i) {
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m_layers[i]->tick();
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// TODO: May wish to ignore ticking other layers here based on current
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// layer
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}
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// Handle deferred update focus
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if (m_updateFocusStateCountdown > 0) {
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m_updateFocusStateCountdown--;
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if (m_updateFocusStateCountdown == 0) _UpdateFocusState();
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}
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}
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void UIGroup::render() {
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// Ignore this group if the player isn't signed in
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if (m_iPad >= 0 && !ProfileManager.IsSignedIn(m_iPad)) return;
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S32 width = 0;
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S32 height = 0;
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ui.getRenderDimensions(m_viewportType, width, height);
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int highestRenderable = 0;
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for (; highestRenderable < eUILayer_COUNT; ++highestRenderable) {
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if (m_layers[highestRenderable]->hidesLowerScenes()) break;
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}
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for (; highestRenderable >= 0; --highestRenderable) {
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if (highestRenderable < eUILayer_COUNT)
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m_layers[highestRenderable]->render(width, height, m_viewportType);
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}
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}
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bool UIGroup::hidesLowerScenes() {
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// Ignore this group if the player isn't signed in
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if (m_iPad >= 0 && !ProfileManager.IsSignedIn(m_iPad)) return false;
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bool hidesScenes = false;
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for (int i = eUILayer_COUNT - 1; i >= 0; --i) {
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hidesScenes = m_layers[i]->hidesLowerScenes();
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if (hidesScenes) break;
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}
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return hidesScenes;
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}
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void UIGroup::getRenderDimensions(S32& width, S32& height) {
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ui.getRenderDimensions(m_viewportType, width, height);
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}
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// NAVIGATION
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bool UIGroup::NavigateToScene(int iPad, EUIScene scene, void* initData,
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EUILayer layer) {
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bool succeeded =
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m_layers[(int)layer]->NavigateToScene(iPad, scene, initData);
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updateStackStates();
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return succeeded;
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}
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bool UIGroup::NavigateBack(int iPad, EUIScene eScene, EUILayer eLayer) {
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// Keep navigating back on every layer until we hit the target scene
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bool foundTarget = false;
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for (unsigned int i = 0; i < eUILayer_COUNT; ++i) {
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if (eLayer < eUILayer_COUNT && eLayer != i) continue;
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foundTarget = m_layers[i]->NavigateBack(iPad, eScene);
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if (foundTarget) break;
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}
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updateStackStates();
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return foundTarget;
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}
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void UIGroup::closeAllScenes() {
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Minecraft* pMinecraft = Minecraft::GetInstance();
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if (m_iPad >= 0) {
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if (pMinecraft != nullptr &&
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pMinecraft->localgameModes[m_iPad] != nullptr) {
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TutorialMode* gameMode =
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(TutorialMode*)pMinecraft->localgameModes[m_iPad];
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// This just allows it to be shown
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gameMode->getTutorial()->showTutorialPopup(true);
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}
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}
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for (unsigned int i = 0; i < eUILayer_COUNT; ++i) {
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// Ignore the error layer
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if (i != (int)eUILayer_Error) m_layers[i]->closeAllScenes();
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}
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updateStackStates();
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}
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UIScene* UIGroup::GetTopScene(EUILayer layer) {
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return m_layers[(int)layer]->GetTopScene();
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}
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bool UIGroup::GetMenuDisplayed() { return m_bMenuDisplayed; }
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bool UIGroup::IsSceneInStack(EUIScene scene) {
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bool found = false;
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for (unsigned int i = 0; i < eUILayer_COUNT; ++i) {
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found = m_layers[i]->IsSceneInStack(scene);
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if (found) break;
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}
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return found;
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}
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bool UIGroup::HasFocus(int iPad) {
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bool hasFocus = false;
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for (unsigned int i = 0; i < eUILayer_COUNT; ++i) {
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if (m_layers[i]->m_hasFocus) {
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if (m_layers[i]->HasFocus(iPad)) {
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hasFocus = true;
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}
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break;
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}
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}
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return hasFocus;
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}
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// INPUT
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void UIGroup::handleInput(int iPad, int key, bool repeat, bool pressed,
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bool released, bool& handled) {
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// Ignore this group if the player isn't signed in
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if (m_iPad >= 0 && !ProfileManager.IsSignedIn(m_iPad)) return;
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for (unsigned int i = 0; i < eUILayer_COUNT; ++i) {
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m_layers[i]->handleInput(iPad, key, repeat, pressed, released, handled);
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if (handled) break;
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}
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}
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// FOCUS
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// Check that a layer may recieve focus, specifically that there is no infocus
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// layer above
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bool UIGroup::RequestFocus(UILayer* layerPtr) {
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// Find the layer
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unsigned int layerIndex = GetLayerIndex(layerPtr);
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// Top layer is always allowed focus
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if (layerIndex == 0) return true;
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// Check layers above to see if any of them have focus
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for (int i = layerIndex - 1; i >= 0; i--) {
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if (m_layers[i]->m_hasFocus) return false;
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}
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return true;
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}
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void UIGroup::showComponent(int iPad, EUIScene scene, EUILayer layer,
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bool show) {
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m_layers[layer]->showComponent(iPad, scene, show);
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}
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UIScene* UIGroup::addComponent(int iPad, EUIScene scene, EUILayer layer) {
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return m_layers[layer]->addComponent(iPad, scene);
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}
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void UIGroup::removeComponent(EUIScene scene, EUILayer layer) {
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m_layers[layer]->removeComponent(scene);
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}
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void UIGroup::SetViewportType(C4JRender::eViewportType type) {
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if (m_viewportType != type) {
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m_viewportType = type;
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for (unsigned int i = 0; i < eUILayer_COUNT; ++i) {
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m_layers[i]->ReloadAll(true);
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}
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}
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}
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C4JRender::eViewportType UIGroup::GetViewportType() { return m_viewportType; }
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void UIGroup::HandleDLCMountingComplete() {
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// Ignore this group if the player isn't signed in
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if (m_iPad >= 0 && !ProfileManager.IsSignedIn(m_iPad)) return;
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for (unsigned int i = 0; i < eUILayer_COUNT; ++i) {
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app.DebugPrintf("UIGroup::HandleDLCMountingComplete - m_layers[%d]\n",
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i);
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m_layers[i]->HandleDLCMountingComplete();
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}
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}
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void UIGroup::HandleDLCInstalled() {
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// Ignore this group if the player isn't signed in
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if (m_iPad >= 0 && !ProfileManager.IsSignedIn(m_iPad)) return;
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for (unsigned int i = 0; i < eUILayer_COUNT; ++i) {
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m_layers[i]->HandleDLCInstalled();
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}
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}
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void UIGroup::HandleMessage(EUIMessage message, void* data) {
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// Ignore this group if the player isn't signed in
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if (m_iPad >= 0 && !ProfileManager.IsSignedIn(m_iPad)) return;
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for (unsigned int i = 0; i < eUILayer_COUNT; ++i) {
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m_layers[i]->HandleMessage(message, data);
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}
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}
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bool UIGroup::IsFullscreenGroup() { return m_group == eUIGroup_Fullscreen; }
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void UIGroup::handleUnlockFullVersion() {
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for (unsigned int i = 0; i < eUILayer_COUNT; ++i) {
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m_layers[i]->handleUnlockFullVersion();
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}
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}
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void UIGroup::updateStackStates() {
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m_bMenuDisplayed = false;
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m_bPauseMenuDisplayed = false;
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m_bContainerMenuDisplayed = false;
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m_bIgnoreAutosaveMenuDisplayed = false;
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m_bIgnorePlayerJoinMenuDisplayed = false;
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for (unsigned int i = 0; i < eUILayer_COUNT; ++i) {
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m_bMenuDisplayed = m_bMenuDisplayed || m_layers[i]->m_bMenuDisplayed;
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m_bPauseMenuDisplayed =
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m_bPauseMenuDisplayed || m_layers[i]->m_bPauseMenuDisplayed;
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m_bContainerMenuDisplayed =
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m_bContainerMenuDisplayed || m_layers[i]->m_bContainerMenuDisplayed;
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m_bIgnoreAutosaveMenuDisplayed =
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m_bIgnoreAutosaveMenuDisplayed ||
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m_layers[i]->m_bIgnoreAutosaveMenuDisplayed;
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m_bIgnorePlayerJoinMenuDisplayed =
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m_bIgnorePlayerJoinMenuDisplayed ||
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m_layers[i]->m_bIgnorePlayerJoinMenuDisplayed;
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}
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}
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// Defer update focus till for 10 UI ticks
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void UIGroup::UpdateFocusState() { m_updateFocusStateCountdown = 10; }
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// Pass focus to uppermost layer that accepts focus
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void UIGroup::_UpdateFocusState() {
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bool groupFocusSet = false;
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for (unsigned int i = 0; i < eUILayer_COUNT; ++i) {
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groupFocusSet = m_layers[i]->updateFocusState(true);
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if (groupFocusSet) break;
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}
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}
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// Get the index of the layer
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unsigned int UIGroup::GetLayerIndex(UILayer* layerPtr) {
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for (unsigned int i = 0; i < eUILayer_COUNT; ++i) {
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if (m_layers[i] == layerPtr) return i;
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}
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// can't get here...
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return 0;
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}
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void UIGroup::PrintTotalMemoryUsage(int64_t& totalStatic,
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int64_t& totalDynamic) {
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int64_t groupStatic = 0;
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int64_t groupDynamic = 0;
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app.DebugPrintf(app.USER_SR, "-- BEGIN GROUP %d\n", m_group);
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for (unsigned int i = 0; i < eUILayer_COUNT; ++i) {
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app.DebugPrintf(app.USER_SR, " \\- BEGIN LAYER %d\n", i);
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m_layers[i]->PrintTotalMemoryUsage(groupStatic, groupDynamic);
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app.DebugPrintf(app.USER_SR, " \\- END LAYER %d\n", i);
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}
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app.DebugPrintf(app.USER_SR, "-- Group static: %d, Group dynamic: %d\n",
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groupStatic, groupDynamic);
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totalStatic += groupStatic;
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totalDynamic += groupDynamic;
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app.DebugPrintf(app.USER_SR, "-- END GROUP %d\n", m_group);
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}
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int UIGroup::getCommandBufferList() { return m_commandBufferList; }
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// Returns the first scene of given type if it exists, nullptr otherwise
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UIScene* UIGroup::FindScene(EUIScene sceneType) {
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UIScene* pScene = nullptr;
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for (int i = 0; i < eUILayer_COUNT; i++) {
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pScene = m_layers[i]->FindScene(sceneType);
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if (pScene != nullptr) return pScene;
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}
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return pScene;
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}
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