Add RmlUi: SettingsUIMenu. And the other menus that already use RmlUi have been cleaned up.

This commit is contained in:
Zero
2026-06-20 21:04:32 +02:00
parent f7e0465dc3
commit 2a5633b256
19 changed files with 921 additions and 806 deletions

View File

@@ -1,9 +1,7 @@
// Non-RmlUi includes that depend on Windows macros
#include "UI.h"
#include "../../MinecraftServer.h"
#include "../../MultiPlayerLocalPlayer.h"
// RmlUi includes (Windows macros temporarily suppressed)
#pragma push_macro("byte")
#pragma push_macro("GetNextSibling")
#pragma push_macro("GetFirstChild")
@@ -22,9 +20,7 @@
#pragma pop_macro("byte")
UIScene_PauseMenu::UIScene_PauseMenu(int iPad, void *initData, UILayer *parentLayer)
: UIScene(iPad, parentLayer)
, m_document(nullptr)
, m_bIgnoreInput(false)
: UIScene_RmlBase(iPad, parentLayer)
{
Rml::Context* ctx = RmlManager::Get().GetContext();
if (!ctx)
@@ -40,11 +36,8 @@ UIScene_PauseMenu::UIScene_PauseMenu(int iPad, void *initData, UILayer *parentLa
m_document->Show();
app.DebugPrintf("[RmlPauseMenu] Document shown, visible=%d, context docs=%d\n",
m_document->IsVisible(), ctx->GetNumDocuments());
m_document->GetElementById("resume")->AddEventListener(Rml::EventId::Click, this);
m_document->GetElementById("help_options")->AddEventListener(Rml::EventId::Click, this);
m_document->GetElementById("achievements")->AddEventListener(Rml::EventId::Click, this);
m_document->GetElementById("save_game")->AddEventListener(Rml::EventId::Click, this);
m_document->GetElementById("exit_game")->AddEventListener(Rml::EventId::Click, this);
RegisterEvents({ "resume", "help_options", "achievements", "save_game", "exit_game" });
m_document->GetElementById("resume")->Focus();
}
else
@@ -67,13 +60,8 @@ UIScene_PauseMenu::~UIScene_PauseMenu()
{
if (m_document)
{
m_document->GetElementById("resume")->RemoveEventListener(Rml::EventId::Click, this);
m_document->GetElementById("help_options")->RemoveEventListener(Rml::EventId::Click, this);
m_document->GetElementById("achievements")->RemoveEventListener(Rml::EventId::Click, this);
m_document->GetElementById("save_game")->RemoveEventListener(Rml::EventId::Click, this);
m_document->GetElementById("exit_game")->RemoveEventListener(Rml::EventId::Click, this);
UnregisterEvents({ "resume", "help_options", "achievements", "save_game", "exit_game" });
m_document->Close();
m_document = nullptr;
}
m_parentLayer->showComponent(m_iPad, eUIComponent_Panorama, false);
@@ -81,74 +69,6 @@ UIScene_PauseMenu::~UIScene_PauseMenu()
m_parentLayer->showComponent(m_iPad, eUIComponent_Logo, false);
}
void UIScene_PauseMenu::gainFocus()
{
if (!bHasFocus && stealsFocus())
{
bHasFocus = true;
updateTooltips();
updateComponents();
if (!m_bFocussedOnce)
// No Iggy set-focus call needed for RmlUi scene
handleGainFocus(m_bFocussedOnce);
if (bHasFocus)
m_bFocussedOnce = true;
if (m_document)
m_document->Show();
}
}
void UIScene_PauseMenu::handleLoseFocus()
{
if (m_document)
m_document->Hide();
}
void UIScene_PauseMenu::reloadMovie(bool force)
{
}
void UIScene_PauseMenu::tick()
{
// Signal the base class that we've ticked once, so it sets m_bCanHandleInput
// (the Iggy while-loop that normally sets this never runs without a loaded SWF)
m_hasTickedOnce = true;
UIScene::tick();
Rml::Context* ctx = RmlManager::Get().GetContext();
if (!ctx || !bHasFocus)
return;
// Forward mouse position (for hover effects and correct click targeting)
ctx->ProcessMouseMove(g_KBMInput.GetMouseX(), g_KBMInput.GetMouseY(), 0);
// Forward mouse button presses/releases
if (g_KBMInput.IsMouseButtonPressed(KeyboardMouseInput::MOUSE_LEFT))
ctx->ProcessMouseButtonDown(0, 0);
if (g_KBMInput.IsMouseButtonReleased(KeyboardMouseInput::MOUSE_LEFT))
ctx->ProcessMouseButtonUp(0, 0);
if (g_KBMInput.IsMouseButtonPressed(KeyboardMouseInput::MOUSE_RIGHT))
ctx->ProcessMouseButtonDown(1, 0);
if (g_KBMInput.IsMouseButtonReleased(KeyboardMouseInput::MOUSE_RIGHT))
ctx->ProcessMouseButtonUp(1, 0);
// Forward scroll wheel
int wheelDelta = g_KBMInput.GetMouseWheel();
if (wheelDelta != 0)
ctx->ProcessMouseWheel(wheelDelta / -120, 0);
ctx->Update();
}
void UIScene_PauseMenu::render(S32 width, S32 height, C4JRender::eViewportType viewport)
{
}
void UIScene_PauseMenu::handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled)
{
if (m_bIgnoreInput)
@@ -164,9 +84,6 @@ void UIScene_PauseMenu::handleInput(int iPad, int key, bool repeat, bool pressed
if (!ctx)
return;
// Translate game actions to RmlUi key events.
// Mouse clicks are forwarded in tick() via ProcessMouseButtonDown/Up,
// so here we only handle keyboard-originated actions.
if (!pressed)
return;
@@ -179,8 +96,6 @@ void UIScene_PauseMenu::handleInput(int iPad, int key, bool repeat, bool pressed
ctx->ProcessKeyDown(Rml::Input::KI_DOWN, 0);
break;
case ACTION_MENU_OK:
// Only forward as keyboard Enter if actually coming from keyboard,
// not from mouse click (mouse is handled in tick()).
if (g_KBMInput.IsKeyPressed(VK_RETURN))
ctx->ProcessKeyDown(Rml::Input::KI_RETURN, 0);
break;
@@ -253,11 +168,9 @@ void UIScene_PauseMenu::OnSaveGame()
if (m_iPad != ProfileManager.GetPrimaryPad())
return;
// Does the save exist?
bool bSaveExists;
StorageManager.DoesSaveExist(&bSaveExists);
// We need to ask if they are sure they want to overwrite the existing game
if (bSaveExists)
{
UINT uiIDA[2];
@@ -267,7 +180,6 @@ void UIScene_PauseMenu::OnSaveGame()
}
else
{
// Flag a app action of save game
app.SetAction(m_iPad, eAppAction_SaveGame);
}
}
@@ -278,7 +190,6 @@ void UIScene_PauseMenu::OnExitGame()
UINT uiIDA[3];
// Is it the primary player exiting?
if (m_iPad == ProfileManager.GetPrimaryPad())
{
int playTime = -1;
@@ -313,7 +224,7 @@ void UIScene_PauseMenu::OnExitGame()
}
}
}
else // Non-primary pad: exit directly without dialog
else
{
int playTime = -1;
if (pMinecraft->localplayers[m_iPad] != NULL)
@@ -325,4 +236,4 @@ void UIScene_PauseMenu::OnExitGame()
app.SetAction(m_iPad, eAppAction_ExitPlayer);
return;
}
}
}