format XUI

This commit is contained in:
Tropical
2026-03-22 12:40:22 -05:00
parent a403bf5a4a
commit 4b2f614326
175 changed files with 31285 additions and 30912 deletions

View File

@@ -12,364 +12,385 @@
//----------------------------------------------------------------------------------
// Performs initialization tasks - retrieves controls.
//----------------------------------------------------------------------------------
HRESULT CScene_FullscreenProgress::OnInit( XUIMessageInit* pInitData, BOOL& bHandled )
{
MapChildControls();
HRESULT CScene_FullscreenProgress::OnInit(XUIMessageInit* pInitData,
BOOL& bHandled) {
MapChildControls();
m_buttonConfirm.SetText( app.GetString( IDS_CONFIRM_OK ) );
m_buttonConfirm.SetText(app.GetString(IDS_CONFIRM_OK));
LoadingInputParams *params = (LoadingInputParams *)pInitData->pvInitData;
LoadingInputParams* params = (LoadingInputParams*)pInitData->pvInitData;
m_CompletionData = params->completionData;
m_iPad=params->completionData->iPad;
m_cancelFunc = params->cancelFunc;
m_cancelFuncParam = params->m_cancelFuncParam;
m_completeFunc = params->completeFunc;
m_completeFuncParam = params->m_completeFuncParam;
m_bWasCancelled=false;
m_CompletionData = params->completionData;
m_iPad = params->completionData->iPad;
m_cancelFunc = params->cancelFunc;
m_cancelFuncParam = params->m_cancelFuncParam;
m_completeFunc = params->completeFunc;
m_completeFuncParam = params->m_completeFuncParam;
m_bWasCancelled = false;
thread = new C4JThread(params->func, params->lpParam, "FullscreenProgress");
thread->SetProcessor(3); // TODO 4J Stu - Make sure this is a good thread/core to use
thread = new C4JThread(params->func, params->lpParam, "FullscreenProgress");
thread->SetProcessor(
3); // TODO 4J Stu - Make sure this is a good thread/core to use
m_threadCompleted = false;
threadStarted = false;
//ResumeThread( thread );
if( CXuiSceneBase::GetPlayerBasePosition(m_iPad) != CXuiSceneBase::e_BaseScene_Fullscreen && CXuiSceneBase::GetPlayerBasePosition(m_iPad) != CXuiSceneBase::e_BaseScene_NotSet)
{
app.AdjustSplitscreenScene(m_hObj,&m_OriginalPosition,m_iPad,false);
CXuiSceneBase::ShowLogo( m_iPad, FALSE );
}
else
{
CXuiSceneBase::ShowLogo( m_iPad, params->completionData->bShowLogo );
}
m_threadCompleted = false;
threadStarted = false;
// ResumeThread( thread );
if (CXuiSceneBase::GetPlayerBasePosition(m_iPad) !=
CXuiSceneBase::e_BaseScene_Fullscreen &&
CXuiSceneBase::GetPlayerBasePosition(m_iPad) !=
CXuiSceneBase::e_BaseScene_NotSet) {
app.AdjustSplitscreenScene(m_hObj, &m_OriginalPosition, m_iPad, false);
CXuiSceneBase::ShowLogo(m_iPad, FALSE);
} else {
CXuiSceneBase::ShowLogo(m_iPad, params->completionData->bShowLogo);
}
CXuiSceneBase::ShowBackground( m_iPad, params->completionData->bShowBackground );
ui.SetTooltips( m_iPad, -1, params->cancelText, -1, -1 );
CXuiSceneBase::ShowBackground(m_iPad,
params->completionData->bShowBackground);
ui.SetTooltips(m_iPad, -1, params->cancelText, -1, -1);
// Clear the progress text
Minecraft *pMinecraft=Minecraft::GetInstance();
pMinecraft->progressRenderer->progressStart(-1);
pMinecraft->progressRenderer->progressStage(-1);
// Clear the progress text
Minecraft* pMinecraft = Minecraft::GetInstance();
pMinecraft->progressRenderer->progressStart(-1);
pMinecraft->progressRenderer->progressStage(-1);
// set the tip
std::wstring wsText=app.FormatHTMLString(m_iPad,app.GetString(app.GetNextTip()));
wchar_t startTags[64];
swprintf(startTags,64,L"<font color=\"#%08x\" size=14><DIV ALIGN=CENTER>",app.GetHTMLColour(eHTMLColor_White));
wsText= startTags + wsText + L"</DIV>";
XuiControlSetText(m_tip, wsText.c_str());
// set the tip
std::wstring wsText =
app.FormatHTMLString(m_iPad, app.GetString(app.GetNextTip()));
wchar_t startTags[64];
swprintf(startTags, 64, L"<font color=\"#%08x\" size=14><DIV ALIGN=CENTER>",
app.GetHTMLColour(eHTMLColor_White));
wsText = startTags + wsText + L"</DIV>";
XuiControlSetText(m_tip, wsText.c_str());
m_tip.SetShow( m_CompletionData->bShowTips );
m_tip.SetShow(m_CompletionData->bShowTips);
return S_OK;
return S_OK;
}
// The framework calls this handler when the object is to be destroyed.
HRESULT CScene_FullscreenProgress::OnDestroy()
{
if( thread != NULL && thread != INVALID_HANDLE_VALUE )
delete thread;
// The framework calls this handler when the object is to be destroyed.
HRESULT CScene_FullscreenProgress::OnDestroy() {
if (thread != NULL && thread != INVALID_HANDLE_VALUE) delete thread;
if( m_CompletionData != NULL )
delete m_CompletionData;
if (m_CompletionData != NULL) delete m_CompletionData;
return S_OK;
return S_OK;
}
HRESULT CScene_FullscreenProgress::OnKeyDown(XUIMessageInput* pInputData, BOOL& rfHandled)
{
ui.AnimateKeyPress(pInputData->UserIndex, pInputData->dwKeyCode);
HRESULT CScene_FullscreenProgress::OnKeyDown(XUIMessageInput* pInputData,
BOOL& rfHandled) {
ui.AnimateKeyPress(pInputData->UserIndex, pInputData->dwKeyCode);
switch(pInputData->dwKeyCode)
{
switch (pInputData->dwKeyCode) {
case VK_PAD_B:
case VK_ESCAPE:
// 4J-JEV: Fix for Xbox360 #162749 - TU17: Save Upload: Content: UI:
// Player is presented with non-functional Tooltips after the Upload
// Save For Xbox One is completed.
if (m_cancelFunc != NULL && !m_threadCompleted) {
m_cancelFunc(m_cancelFuncParam);
m_bWasCancelled = true;
}
break;
}
case VK_PAD_B:
case VK_ESCAPE:
// 4J-JEV: Fix for Xbox360 #162749 - TU17: Save Upload: Content: UI: Player is presented with non-functional Tooltips after the Upload Save For Xbox One is completed.
if( m_cancelFunc != NULL && !m_threadCompleted )
{
m_cancelFunc( m_cancelFuncParam );
m_bWasCancelled=true;
}
break;
}
return S_OK;
return S_OK;
}
//----------------------------------------------------------------------------------
// Updates the UI when the list selection changes.
//----------------------------------------------------------------------------------
HRESULT CScene_FullscreenProgress::OnNotifySelChanged( HXUIOBJ hObjSource, XUINotifySelChanged* pNotifySelChangedData, BOOL& bHandled )
{
return S_OK;
HRESULT CScene_FullscreenProgress::OnNotifySelChanged(
HXUIOBJ hObjSource, XUINotifySelChanged* pNotifySelChangedData,
BOOL& bHandled) {
return S_OK;
}
//----------------------------------------------------------------------------------
// Handler for the button press message.
//----------------------------------------------------------------------------------
HRESULT CScene_FullscreenProgress::OnNotifyPressEx(HXUIOBJ hObjPressed, XUINotifyPress* pNotifyPressData, BOOL& rfHandled)
{
// This assumes all buttons can only be pressed with the A button
ui.AnimateKeyPress(pNotifyPressData->UserIndex, VK_PAD_A);
HRESULT CScene_FullscreenProgress::OnNotifyPressEx(
HXUIOBJ hObjPressed, XUINotifyPress* pNotifyPressData, BOOL& rfHandled) {
// This assumes all buttons can only be pressed with the A button
ui.AnimateKeyPress(pNotifyPressData->UserIndex, VK_PAD_A);
if(m_threadCompleted == true && hObjPressed == m_buttonConfirm)
{
// if there's a complete function, call it
if(m_completeFunc)
{
m_completeFunc(m_completeFuncParam);
}
switch(m_CompletionData->type)
{
case e_ProgressCompletion_NavigateBack:
CXuiSceneBase::ShowBackground( m_CompletionData->iPad, FALSE );
CXuiSceneBase::ShowBackground( m_CompletionData->iPad, TRUE );
app.NavigateBack(m_CompletionData->iPad);
// Show the other players scenes
CXuiSceneBase::ShowOtherPlayersBaseScene(m_CompletionData->iPad, true);
ui.UpdatePlayerBasePositions();
break;
case e_ProgressCompletion_NavigateBackToScene:
CXuiSceneBase::ShowBackground( m_CompletionData->iPad, FALSE );
CXuiSceneBase::ShowBackground( m_CompletionData->iPad, TRUE );
CXuiSceneBase::ShowOtherPlayersBaseScene(m_CompletionData->iPad, true);
// If the pause menu is still active, then navigate back
// Otherwise close everything then navigate forwads to the pause menu
if(app.IsSceneInStack(m_CompletionData->iPad, m_CompletionData->scene))
{
app.NavigateBack(m_CompletionData->iPad,false, m_CompletionData->scene);
}
else
{
app.CloseXuiScenesAndNavigateToScene(m_CompletionData->iPad,m_CompletionData->scene);
}
ui.UpdatePlayerBasePositions();
break;
case e_ProgressCompletion_CloseUIScenes:
app.CloseXuiScenes(m_CompletionData->iPad);
ui.UpdatePlayerBasePositions();
break;
case e_ProgressCompletion_CloseAllPlayersUIScenes:
app.CloseAllPlayersXuiScenes();
ui.UpdatePlayerBasePositions();
break;
case e_ProgressCompletion_NavigateToHomeMenu:
app.NavigateToHomeMenu();
ui.UpdatePlayerBasePositions();
break;
}
}
if (m_threadCompleted == true && hObjPressed == m_buttonConfirm) {
// if there's a complete function, call it
if (m_completeFunc) {
m_completeFunc(m_completeFuncParam);
}
switch (m_CompletionData->type) {
case e_ProgressCompletion_NavigateBack:
CXuiSceneBase::ShowBackground(m_CompletionData->iPad, FALSE);
CXuiSceneBase::ShowBackground(m_CompletionData->iPad, TRUE);
app.NavigateBack(m_CompletionData->iPad);
// Show the other players scenes
CXuiSceneBase::ShowOtherPlayersBaseScene(m_CompletionData->iPad,
true);
ui.UpdatePlayerBasePositions();
break;
case e_ProgressCompletion_NavigateBackToScene:
CXuiSceneBase::ShowBackground(m_CompletionData->iPad, FALSE);
CXuiSceneBase::ShowBackground(m_CompletionData->iPad, TRUE);
CXuiSceneBase::ShowOtherPlayersBaseScene(m_CompletionData->iPad,
true);
// If the pause menu is still active, then navigate back
// Otherwise close everything then navigate forwads to the pause
// menu
if (app.IsSceneInStack(m_CompletionData->iPad,
m_CompletionData->scene)) {
app.NavigateBack(m_CompletionData->iPad, false,
m_CompletionData->scene);
} else {
app.CloseXuiScenesAndNavigateToScene(
m_CompletionData->iPad, m_CompletionData->scene);
}
ui.UpdatePlayerBasePositions();
break;
case e_ProgressCompletion_CloseUIScenes:
app.CloseXuiScenes(m_CompletionData->iPad);
ui.UpdatePlayerBasePositions();
break;
case e_ProgressCompletion_CloseAllPlayersUIScenes:
app.CloseAllPlayersXuiScenes();
ui.UpdatePlayerBasePositions();
break;
case e_ProgressCompletion_NavigateToHomeMenu:
app.NavigateToHomeMenu();
ui.UpdatePlayerBasePositions();
break;
}
}
return S_OK;
return S_OK;
}
HRESULT CScene_FullscreenProgress::OnGetSourceDataText(XUIMessageGetSourceText *pGetSourceTextData, BOOL& bHandled)
{
// This gets called every frame, so use it to update our two text boxes
Minecraft *pMinecraft=Minecraft::GetInstance();
HRESULT CScene_FullscreenProgress::OnGetSourceDataText(
XUIMessageGetSourceText* pGetSourceTextData, BOOL& bHandled) {
// This gets called every frame, so use it to update our two text boxes
int title = pMinecraft->progressRenderer->getCurrentTitle();
if(title >= 0)
m_title.SetText( app.GetString( title ) );
else
m_title.SetText( L"" );
Minecraft* pMinecraft = Minecraft::GetInstance();
int status = pMinecraft->progressRenderer->getCurrentStatus();
if(status >= 0)
m_status.SetText( app.GetString( status ) );
else
m_status.SetText( L"" );
int title = pMinecraft->progressRenderer->getCurrentTitle();
if (title >= 0)
m_title.SetText(app.GetString(title));
else
m_title.SetText(L"");
return S_OK;
int status = pMinecraft->progressRenderer->getCurrentStatus();
if (status >= 0)
m_status.SetText(app.GetString(status));
else
m_status.SetText(L"");
return S_OK;
}
HRESULT CScene_FullscreenProgress::OnTransitionStart( XUIMessageTransition *pTransition, BOOL& bHandled )
{
if(!threadStarted)
{
thread->Run();
threadStarted = true;
XuiSetTimer(m_hObj,TIMER_FULLSCREEN_PROGRESS,TIMER_FULLSCREEN_PROGRESS_TIME);
XuiSetTimer(m_hObj,TIMER_FULLSCREEN_TIPS,TIMER_FULLSCREEN_TIPS_TIME);
}
return S_OK;
HRESULT CScene_FullscreenProgress::OnTransitionStart(
XUIMessageTransition* pTransition, BOOL& bHandled) {
if (!threadStarted) {
thread->Run();
threadStarted = true;
XuiSetTimer(m_hObj, TIMER_FULLSCREEN_PROGRESS,
TIMER_FULLSCREEN_PROGRESS_TIME);
XuiSetTimer(m_hObj, TIMER_FULLSCREEN_TIPS, TIMER_FULLSCREEN_TIPS_TIME);
}
return S_OK;
}
HRESULT CScene_FullscreenProgress::OnTimer( XUIMessageTimer *pTimer, BOOL& bHandled )
{
int code = thread->GetExitCode();
DWORD exitcode = *((DWORD *)&code);
HRESULT CScene_FullscreenProgress::OnTimer(XUIMessageTimer* pTimer,
BOOL& bHandled) {
int code = thread->GetExitCode();
DWORD exitcode = *((DWORD*)&code);
//app.DebugPrintf("CScene_FullscreenProgress Timer %d\n",pTimer->nId);
// app.DebugPrintf("CScene_FullscreenProgress Timer %d\n",pTimer->nId);
if( exitcode != STILL_ACTIVE )
{
// 4J-PB - need to kill the timers whatever happens
XuiKillTimer(m_hObj,TIMER_FULLSCREEN_PROGRESS);
XuiKillTimer(m_hObj,TIMER_FULLSCREEN_TIPS);
XuiControlSetText(m_tip,L"");
if (exitcode != STILL_ACTIVE) {
// 4J-PB - need to kill the timers whatever happens
XuiKillTimer(m_hObj, TIMER_FULLSCREEN_PROGRESS);
XuiKillTimer(m_hObj, TIMER_FULLSCREEN_TIPS);
XuiControlSetText(m_tip, L"");
// hide the tips bar in cause we're waiting for the user to press ok
m_tip.SetShow( FALSE );
// hide the tips bar in cause we're waiting for the user to press ok
m_tip.SetShow(FALSE);
// If we failed (currently used by network connection thread), navigate back
if( exitcode != S_OK )
{
if( exitcode == ERROR_CANCELLED )
{
// Current thread cancelled for whatever reason
// Currently used only for the CConsoleMinecraftApp::RemoteSaveThreadProc thread
// Assume to just ignore this thread as something else is now running that will
// cause another action
}
else
{
/*m_threadCompleted = true;
m_buttonConfirm.SetShow( TRUE );
m_buttonConfirm.SetFocus( m_CompletionData->iPad );
m_CompletionData->type = e_ProgressCompletion_NavigateToHomeMenu;
// If we failed (currently used by network connection thread), navigate
// back
if (exitcode != S_OK) {
if (exitcode == ERROR_CANCELLED) {
// Current thread cancelled for whatever reason
// Currently used only for the
// CConsoleMinecraftApp::RemoteSaveThreadProc thread Assume to
// just ignore this thread as something else is now running that
// will cause another action
} else {
/*m_threadCompleted = true;
m_buttonConfirm.SetShow( TRUE );
m_buttonConfirm.SetFocus( m_CompletionData->iPad );
m_CompletionData->type =
e_ProgressCompletion_NavigateToHomeMenu;
int exitReasonStringId;
switch( app.GetDisconnectReason() )
{
default:
exitReasonStringId = IDS_CONNECTION_FAILED;
}
Minecraft *pMinecraft=Minecraft::GetInstance();
pMinecraft->progressRenderer->progressStartNoAbort( exitReasonStringId );*/
//app.NavigateBack(m_CompletionData->iPad);
int exitReasonStringId;
switch( app.GetDisconnectReason() )
{
default:
exitReasonStringId = IDS_CONNECTION_FAILED;
}
Minecraft *pMinecraft=Minecraft::GetInstance();
pMinecraft->progressRenderer->progressStartNoAbort(
exitReasonStringId );*/
// app.NavigateBack(m_CompletionData->iPad);
unsigned int uiIDA[1];
uiIDA[0]=IDS_CONFIRM_OK;
StorageManager.RequestMessageBox( IDS_CONNECTION_FAILED, IDS_CONNECTION_LOST_SERVER, uiIDA,1,ProfileManager.GetPrimaryPad(),NULL,NULL, app.GetStringTable());
app.NavigateToHomeMenu();
ui.UpdatePlayerBasePositions();
}
}
else
{
if(( m_CompletionData->bRequiresUserAction == TRUE ) && (!m_bWasCancelled))
{
m_threadCompleted = true;
m_buttonConfirm.SetShow( TRUE );
m_buttonConfirm.SetFocus( ProfileManager.GetPrimaryPad() );
ui.SetTooltips( m_iPad, IDS_TOOLTIPS_SELECT, -1, -1, -1 );
}
else
{
if(m_bWasCancelled)
{
m_threadCompleted = true;
}
app.DebugPrintf("FullScreenProgress complete with action: ");
switch(m_CompletionData->type)
{
case e_ProgressCompletion_AutosaveNavigateBack:
app.DebugPrintf("e_ProgressCompletion_AutosaveNavigateBack\n");
{
// store these - they get wiped by the destroy caused by navigateback
int iPad=m_CompletionData->iPad;
//bool bAutosaveWasMenuDisplayed=m_CompletionData->bAutosaveWasMenuDisplayed;
CXuiSceneBase::ShowBackground( iPad, FALSE );
CXuiSceneBase::ShowLogo(iPad, FALSE );
app.NavigateBack(iPad);
unsigned int uiIDA[1];
uiIDA[0] = IDS_CONFIRM_OK;
StorageManager.RequestMessageBox(
IDS_CONNECTION_FAILED, IDS_CONNECTION_LOST_SERVER, uiIDA, 1,
ProfileManager.GetPrimaryPad(), NULL, NULL,
app.GetStringTable());
// 4J Stu - Fix for #65437 - Customer Encountered: Code: Settings: Autosave option doesn't work when the Host goes into idle state during gameplay.
// Autosave obviously cannot occur if an ignore autosave menu is displayed, so even if we navigate back to a scene and not empty
// then we still want to reset this flag which was set true by the navigate to the fullscreen progress
app.SetIgnoreAutosaveMenuDisplayed(iPad, false);
app.NavigateToHomeMenu();
ui.UpdatePlayerBasePositions();
}
} else {
if ((m_CompletionData->bRequiresUserAction == TRUE) &&
(!m_bWasCancelled)) {
m_threadCompleted = true;
m_buttonConfirm.SetShow(TRUE);
m_buttonConfirm.SetFocus(ProfileManager.GetPrimaryPad());
ui.SetTooltips(m_iPad, IDS_TOOLTIPS_SELECT, -1, -1, -1);
} else {
if (m_bWasCancelled) {
m_threadCompleted = true;
}
app.DebugPrintf("FullScreenProgress complete with action: ");
switch (m_CompletionData->type) {
case e_ProgressCompletion_AutosaveNavigateBack:
app.DebugPrintf(
"e_ProgressCompletion_AutosaveNavigateBack\n");
{
// store these - they get wiped by the destroy
// caused by navigateback
int iPad = m_CompletionData->iPad;
// bool
// bAutosaveWasMenuDisplayed=m_CompletionData->bAutosaveWasMenuDisplayed;
CXuiSceneBase::ShowBackground(iPad, FALSE);
CXuiSceneBase::ShowLogo(iPad, FALSE);
app.NavigateBack(iPad);
// the navigate back leaves SetMenuDisplayed as true, but there may not have been a menu up when autosave was kicked off
// if(bAutosaveWasMenuDisplayed==false)
// {
// app.SetMenuDisplayed(iPad,false);
// }
// Show the other players scenes
CXuiSceneBase::ShowOtherPlayersBaseScene(iPad, true);
// This just allows it to be shown
Minecraft *pMinecraft = Minecraft::GetInstance();
if(pMinecraft->localgameModes[ProfileManager.GetPrimaryPad()] != NULL) pMinecraft->localgameModes[ProfileManager.GetPrimaryPad()]->getTutorial()->showTutorialPopup(true);
ui.UpdatePlayerBasePositions();
}
break;
// 4J Stu - Fix for #65437 - Customer Encountered:
// Code: Settings: Autosave option doesn't work when
// the Host goes into idle state during gameplay.
// Autosave obviously cannot occur if an ignore
// autosave menu is displayed, so even if we
// navigate back to a scene and not empty then we
// still want to reset this flag which was set true
// by the navigate to the fullscreen progress
app.SetIgnoreAutosaveMenuDisplayed(iPad, false);
// the navigate back leaves SetMenuDisplayed as
// true, but there may not have been a menu up when
// autosave was kicked off
// if(bAutosaveWasMenuDisplayed==false)
// {
// app.SetMenuDisplayed(iPad,false);
// }
// Show the other players scenes
CXuiSceneBase::ShowOtherPlayersBaseScene(iPad,
true);
// This just allows it to be shown
Minecraft* pMinecraft = Minecraft::GetInstance();
if (pMinecraft->localgameModes
[ProfileManager.GetPrimaryPad()] != NULL)
pMinecraft
->localgameModes[ProfileManager
.GetPrimaryPad()]
->getTutorial()
->showTutorialPopup(true);
ui.UpdatePlayerBasePositions();
}
break;
case e_ProgressCompletion_NavigateBack:
app.DebugPrintf("e_ProgressCompletion_NavigateBack\n");
{
// store these - they get wiped by the destroy
// caused by navigateback
int iPad = m_CompletionData->iPad;
CXuiSceneBase::ShowBackground(iPad, FALSE);
CXuiSceneBase::ShowBackground(iPad, TRUE);
app.NavigateBack(iPad);
// Show the other players scenes
CXuiSceneBase::ShowOtherPlayersBaseScene(iPad,
true);
ui.UpdatePlayerBasePositions();
}
break;
case e_ProgressCompletion_NavigateBackToScene:
app.DebugPrintf(
"e_ProgressCompletion_NavigateBackToScene\n");
CXuiSceneBase::ShowBackground(m_CompletionData->iPad,
FALSE);
CXuiSceneBase::ShowBackground(m_CompletionData->iPad,
TRUE);
CXuiSceneBase::ShowOtherPlayersBaseScene(
m_CompletionData->iPad, true);
// If the pause menu is still active, then navigate back
// Otherwise close everything then navigate forwads to
// the pause menu
if (app.IsSceneInStack(m_CompletionData->iPad,
m_CompletionData->scene)) {
app.NavigateBack(m_CompletionData->iPad, false,
m_CompletionData->scene);
} else {
app.CloseXuiScenesAndNavigateToScene(
m_CompletionData->iPad,
m_CompletionData->scene);
}
ui.UpdatePlayerBasePositions();
break;
case e_ProgressCompletion_CloseUIScenes:
app.DebugPrintf("e_ProgressCompletion_CloseUIScenes\n");
app.CloseXuiScenes(m_CompletionData->iPad);
ui.UpdatePlayerBasePositions();
break;
case e_ProgressCompletion_CloseAllPlayersUIScenes:
app.DebugPrintf(
"e_ProgressCompletion_CloseAllPlayersUIScenes\n");
app.CloseAllPlayersXuiScenes();
ui.UpdatePlayerBasePositions();
break;
case e_ProgressCompletion_NavigateToHomeMenu:
app.DebugPrintf(
"e_ProgressCompletion_NavigateToHomeMenu\n");
app.NavigateToHomeMenu();
// ui.UpdatePlayerBasePositions();
break;
default:
app.DebugPrintf("Default\n");
break;
}
}
}
} else {
switch (pTimer->nId) {
case TIMER_FULLSCREEN_PROGRESS:
break;
case TIMER_FULLSCREEN_TIPS: {
// display the next tip
std::wstring wsText = app.FormatHTMLString(
m_iPad, app.GetString(app.GetNextTip()));
wchar_t startTags[64];
swprintf(startTags, 64,
L"<font color=\"#%08x\" size=14><DIV ALIGN=CENTER>",
app.GetHTMLColour(eHTMLColor_White));
wsText = startTags + wsText + L"</DIV>";
XuiControlSetText(m_tip, wsText.c_str());
} break;
}
}
case e_ProgressCompletion_NavigateBack:
app.DebugPrintf("e_ProgressCompletion_NavigateBack\n");
{
// store these - they get wiped by the destroy caused by navigateback
int iPad=m_CompletionData->iPad;
CXuiSceneBase::ShowBackground( iPad, FALSE );
CXuiSceneBase::ShowBackground( iPad, TRUE );
app.NavigateBack(iPad);
// Show the other players scenes
CXuiSceneBase::ShowOtherPlayersBaseScene(iPad, true);
ui.UpdatePlayerBasePositions();
}
break;
case e_ProgressCompletion_NavigateBackToScene:
app.DebugPrintf("e_ProgressCompletion_NavigateBackToScene\n");
CXuiSceneBase::ShowBackground( m_CompletionData->iPad, FALSE );
CXuiSceneBase::ShowBackground( m_CompletionData->iPad, TRUE );
CXuiSceneBase::ShowOtherPlayersBaseScene(m_CompletionData->iPad, true);
// If the pause menu is still active, then navigate back
// Otherwise close everything then navigate forwads to the pause menu
if(app.IsSceneInStack(m_CompletionData->iPad, m_CompletionData->scene))
{
app.NavigateBack(m_CompletionData->iPad,false, m_CompletionData->scene);
}
else
{
app.CloseXuiScenesAndNavigateToScene(m_CompletionData->iPad,m_CompletionData->scene);
}
ui.UpdatePlayerBasePositions();
break;
case e_ProgressCompletion_CloseUIScenes:
app.DebugPrintf("e_ProgressCompletion_CloseUIScenes\n");
app.CloseXuiScenes(m_CompletionData->iPad);
ui.UpdatePlayerBasePositions();
break;
case e_ProgressCompletion_CloseAllPlayersUIScenes:
app.DebugPrintf("e_ProgressCompletion_CloseAllPlayersUIScenes\n");
app.CloseAllPlayersXuiScenes();
ui.UpdatePlayerBasePositions();
break;
case e_ProgressCompletion_NavigateToHomeMenu:
app.DebugPrintf("e_ProgressCompletion_NavigateToHomeMenu\n");
app.NavigateToHomeMenu();
//ui.UpdatePlayerBasePositions();
break;
default:
app.DebugPrintf("Default\n");
break;
}
}
}
}
else
{
switch(pTimer->nId)
{
case TIMER_FULLSCREEN_PROGRESS:
break;
case TIMER_FULLSCREEN_TIPS:
{
// display the next tip
std::wstring wsText=app.FormatHTMLString(m_iPad,app.GetString(app.GetNextTip()));
wchar_t startTags[64];
swprintf(startTags,64,L"<font color=\"#%08x\" size=14><DIV ALIGN=CENTER>",app.GetHTMLColour(eHTMLColor_White));
wsText= startTags + wsText + L"</DIV>";
XuiControlSetText(m_tip,wsText.c_str());
}
break;
}
}
bHandled = TRUE;
return( S_OK );
return (S_OK);
}