mirror of
https://github.com/GabsPuNs/Project-Zenith-Main.git
synced 2026-07-09 22:28:12 +00:00
349 lines
10 KiB
C++
349 lines
10 KiB
C++
// Non-RmlUi includes that depend on Windows macros
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#include "UI.h"
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#include "../../MinecraftServer.h"
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#include "../../MultiPlayerLocalPlayer.h"
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// RmlUi includes (Windows macros temporarily suppressed)
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#pragma push_macro("byte")
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#pragma push_macro("GetNextSibling")
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#pragma push_macro("GetFirstChild")
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#undef byte
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#undef GetNextSibling
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#undef GetFirstChild
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#include "UIScene_PauseMenu.h"
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#include "RmlManager.h"
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#include "../../Windows64/KeyboardMouseInput.h"
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#include <RmlUi/Core/Input.h>
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#include <RmlUi/Core/Context.h>
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#pragma pop_macro("GetFirstChild")
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#pragma pop_macro("GetNextSibling")
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#pragma pop_macro("byte")
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UIScene_PauseMenu::UIScene_PauseMenu(int iPad, void *initData, UILayer *parentLayer)
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: UIScene(iPad, parentLayer)
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, m_document(nullptr)
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, m_bIgnoreInput(false)
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{
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Rml::Context* ctx = RmlManager::Get().GetContext();
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if (!ctx)
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{
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app.DebugPrintf("[RmlPauseMenu] No RmlUi context available\n");
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return;
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}
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m_document = ctx->LoadDocument("PauseMenu.rml");
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if (m_document)
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{
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app.DebugPrintf("[RmlPauseMenu] Document loaded OK, showing...\n");
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m_document->Show();
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app.DebugPrintf("[RmlPauseMenu] Document shown, visible=%d, context docs=%d\n",
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m_document->IsVisible(), ctx->GetNumDocuments());
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m_document->GetElementById("resume")->AddEventListener(Rml::EventId::Click, this);
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m_document->GetElementById("help_options")->AddEventListener(Rml::EventId::Click, this);
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m_document->GetElementById("achievements")->AddEventListener(Rml::EventId::Click, this);
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m_document->GetElementById("save_game")->AddEventListener(Rml::EventId::Click, this);
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m_document->GetElementById("exit_game")->AddEventListener(Rml::EventId::Click, this);
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m_document->GetElementById("resume")->Focus();
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}
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else
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app.DebugPrintf("[RmlPauseMenu] Failed to load PauseMenu.rml\n");
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ui.HidePressStart();
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m_parentLayer->showComponent(m_iPad, eUIComponent_Panorama, false);
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m_parentLayer->showComponent(m_iPad, eUIComponent_MenuBackground, true);
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m_parentLayer->showComponent(m_iPad, eUIComponent_Logo, true);
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if (g_NetworkManager.IsLocalGame() && g_NetworkManager.GetPlayerCount() == 1)
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app.SetXuiServerAction(ProfileManager.GetPrimaryPad(), eXuiServerAction_PauseServer, (void*)TRUE);
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TelemetryManager->RecordMenuShown(m_iPad, eUIScene_PauseMenu, 0);
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TelemetryManager->RecordPauseOrInactive(m_iPad);
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}
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UIScene_PauseMenu::~UIScene_PauseMenu()
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{
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if (m_document)
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{
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m_document->GetElementById("resume")->RemoveEventListener(Rml::EventId::Click, this);
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m_document->GetElementById("help_options")->RemoveEventListener(Rml::EventId::Click, this);
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m_document->GetElementById("achievements")->RemoveEventListener(Rml::EventId::Click, this);
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m_document->GetElementById("save_game")->RemoveEventListener(Rml::EventId::Click, this);
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m_document->GetElementById("exit_game")->RemoveEventListener(Rml::EventId::Click, this);
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m_document->Close();
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m_document = nullptr;
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}
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m_parentLayer->showComponent(m_iPad, eUIComponent_Panorama, false);
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m_parentLayer->showComponent(m_iPad, eUIComponent_MenuBackground, false);
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m_parentLayer->showComponent(m_iPad, eUIComponent_Logo, false);
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}
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void UIScene_PauseMenu::gainFocus()
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{
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if (!bHasFocus && stealsFocus())
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{
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bHasFocus = true;
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updateTooltips();
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updateComponents();
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if (!m_bFocussedOnce)
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// No Iggy set-focus call needed for RmlUi scene
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handleGainFocus(m_bFocussedOnce);
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if (bHasFocus)
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m_bFocussedOnce = true;
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if (m_document)
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m_document->Show();
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}
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}
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void UIScene_PauseMenu::handleLoseFocus()
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{
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if (m_document)
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m_document->Hide();
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}
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void UIScene_PauseMenu::reloadMovie(bool force)
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{
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}
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//GabsPuN: When Iggy is completely replaced, some functions should be moved to UIScene.cpp.
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//This way, the tick() function won't be repeated in every UIScene_ cpp file.
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//Also, since iggy no longer exists, we can take liberties with optimization or code
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//that is easier to work with.
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void UIScene_PauseMenu::tick()
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{
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// Signal the base class that we've ticked once, so it sets m_bCanHandleInput
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// (the Iggy while-loop that normally sets this never runs without a loaded SWF)
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m_hasTickedOnce = true;
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UIScene::tick();
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Rml::Context* ctx = RmlManager::Get().GetContext();
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if (!ctx || !bHasFocus)
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return;
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//GabsPuN: Once the above comment is made, we can do something like this to increase performance.
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/*
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int currentX = g_KBMInput.GetMouseX();
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int currentY = g_KBMInput.GetMouseY();
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if (currentX != m_lastMouseX || currentY != m_lastMouseY)
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{
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ctx->ProcessMouseMove(currentX, currentY, 0);
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m_lastMouseX = currentX;
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m_lastMouseY = currentY;
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}
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*/
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// Forward mouse position (for hover effects and correct click targeting)
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ctx->ProcessMouseMove(g_KBMInput.GetMouseX(), g_KBMInput.GetMouseY(), 0);
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// Forward mouse button presses/releases
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if (g_KBMInput.IsMouseButtonPressed(KeyboardMouseInput::MOUSE_LEFT))
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ctx->ProcessMouseButtonDown(0, 0);
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if (g_KBMInput.IsMouseButtonReleased(KeyboardMouseInput::MOUSE_LEFT))
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ctx->ProcessMouseButtonUp(0, 0);
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if (g_KBMInput.IsMouseButtonPressed(KeyboardMouseInput::MOUSE_RIGHT))
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ctx->ProcessMouseButtonDown(1, 0);
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if (g_KBMInput.IsMouseButtonReleased(KeyboardMouseInput::MOUSE_RIGHT))
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ctx->ProcessMouseButtonUp(1, 0);
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// Forward scroll wheel
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int wheelDelta = g_KBMInput.GetMouseWheel();
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if (wheelDelta != 0)
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ctx->ProcessMouseWheel(wheelDelta / -120, 0);
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ctx->Update();
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}
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void UIScene_PauseMenu::render(S32 width, S32 height, C4JRender::eViewportType viewport)
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{
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}
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void UIScene_PauseMenu::handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled)
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{
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if (m_bIgnoreInput)
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return;
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if (pressed)
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{
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if (iPad == ProfileManager.GetPrimaryPad() && g_NetworkManager.IsLocalGame())
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app.SetXuiServerAction(ProfileManager.GetPrimaryPad(), eXuiServerAction_PauseServer, (void*)FALSE);
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}
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Rml::Context* ctx = RmlManager::Get().GetContext();
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if (!ctx)
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return;
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// Translate game actions to RmlUi key events.
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// Mouse clicks are forwarded in tick() via ProcessMouseButtonDown/Up,
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// so here we only handle keyboard-originated actions.
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if (!pressed)
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return;
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switch (key)
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{
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case ACTION_MENU_UP:
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ctx->ProcessKeyDown(Rml::Input::KI_UP, 0);
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handled = true;
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break;
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case ACTION_MENU_DOWN:
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ctx->ProcessKeyDown(Rml::Input::KI_DOWN, 0);
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handled = true;
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break;
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case ACTION_MENU_OK:
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// Only forward as keyboard Enter if actually coming from keyboard,
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// not from mouse click (mouse is handled in tick()).
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if (g_KBMInput.IsKeyPressed(VK_RETURN))
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{
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ctx->ProcessKeyDown(Rml::Input::KI_RETURN, 0);
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handled = true;
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}
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break;
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case ACTION_MENU_CANCEL:
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case ACTION_MENU_PAUSEMENU:
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navigateBack();
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handled = true;
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break;
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default:
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break;
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}
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}
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void UIScene_PauseMenu::ProcessEvent(Rml::Event& event)
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{
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if (m_bIgnoreInput)
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return;
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const Rml::String& id = event.GetCurrentElement()->GetId();
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if (event == Rml::EventId::Click)
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{
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if (id == "resume") OnResume();
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else if (id == "help_options") OnHelpAndOptions();
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else if (id == "achievements") OnAchievements();
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else if (id == "save_game") OnSaveGame();
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else if (id == "exit_game") OnExitGame();
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}
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}
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void UIScene_PauseMenu::ShowScene(bool show)
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{
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if (m_document)
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{
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if (show)
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m_document->Show();
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else
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m_document->Hide();
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}
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}
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void UIScene_PauseMenu::navigateBack()
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{
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if (m_iPad == ProfileManager.GetPrimaryPad() && g_NetworkManager.IsLocalGame())
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app.SetXuiServerAction(ProfileManager.GetPrimaryPad(), eXuiServerAction_PauseServer, (void*)FALSE);
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ui.PlayUISFX(eSFX_Back);
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UIScene::navigateBack();
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}
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void UIScene_PauseMenu::OnResume()
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{
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ui.PlayUISFX(eSFX_Back);
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navigateBack();
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}
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void UIScene_PauseMenu::OnHelpAndOptions()
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{
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ui.NavigateToScene(m_iPad, eUIScene_HelpAndOptionsMenu);
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}
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void UIScene_PauseMenu::OnAchievements()
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{
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ui.NavigateToScene(m_iPad, eUIScene_AchievementsMenu);
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}
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void UIScene_PauseMenu::OnSaveGame()
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{
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if (m_iPad != ProfileManager.GetPrimaryPad())
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return;
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// Does the save exist?
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bool bSaveExists;
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StorageManager.DoesSaveExist(&bSaveExists);
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// We need to ask if they are sure they want to overwrite the existing game
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if (bSaveExists)
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{
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UINT uiIDA[2];
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uiIDA[0] = IDS_CONFIRM_CANCEL;
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uiIDA[1] = IDS_CONFIRM_OK;
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ui.RequestAlertMessage(IDS_TITLE_SAVE_GAME, IDS_CONFIRM_SAVE_GAME, uiIDA, 2, m_iPad, &IUIScene_PauseMenu::SaveGameDialogReturned, (LPVOID)GetCallbackUniqueId());
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}
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else
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{
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// Flag a app action of save game
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app.SetAction(m_iPad, eAppAction_SaveGame);
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}
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}
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void UIScene_PauseMenu::OnExitGame()
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{
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Minecraft* pMinecraft = Minecraft::GetInstance();
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UINT uiIDA[3];
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// Is it the primary player exiting?
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if (m_iPad == ProfileManager.GetPrimaryPad())
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{
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int playTime = -1;
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if (pMinecraft->localplayers[m_iPad] != NULL)
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playTime = (int)pMinecraft->localplayers[m_iPad]->getSessionTimer();
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if (StorageManager.GetSaveDisabled())
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{
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uiIDA[0] = IDS_CONFIRM_CANCEL;
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uiIDA[1] = IDS_CONFIRM_OK;
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ui.RequestAlertMessage(IDS_EXIT_GAME, IDS_CONFIRM_EXIT_GAME_PROGRESS_LOST, uiIDA, 2, m_iPad, &IUIScene_PauseMenu::ExitGameDialogReturned, (LPVOID)GetCallbackUniqueId());
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}
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else
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{
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if (g_NetworkManager.IsHost())
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{
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uiIDA[0] = IDS_CONFIRM_CANCEL;
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uiIDA[1] = IDS_EXIT_GAME_SAVE;
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uiIDA[2] = IDS_EXIT_GAME_NO_SAVE;
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if (g_NetworkManager.GetPlayerCount() > 1)
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ui.RequestAlertMessage(IDS_EXIT_GAME, IDS_CONFIRM_EXIT_GAME_CONFIRM_DISCONNECT_SAVE, uiIDA, 3, m_iPad, &UIScene_PauseMenu::ExitGameSaveDialogReturned, (LPVOID)GetCallbackUniqueId());
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else
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ui.RequestAlertMessage(IDS_EXIT_GAME, IDS_CONFIRM_EXIT_GAME, uiIDA, 3, m_iPad, &UIScene_PauseMenu::ExitGameSaveDialogReturned, (LPVOID)GetCallbackUniqueId());
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}
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else
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{
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uiIDA[0] = IDS_CONFIRM_CANCEL;
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uiIDA[1] = IDS_CONFIRM_OK;
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ui.RequestAlertMessage(IDS_EXIT_GAME, IDS_CONFIRM_EXIT_GAME, uiIDA, 2, m_iPad, &IUIScene_PauseMenu::ExitGameDialogReturned, (LPVOID)GetCallbackUniqueId());
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}
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}
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}
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else // Non-primary pad: exit directly without dialog
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{
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int playTime = -1;
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if (pMinecraft->localplayers[m_iPad] != NULL)
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playTime = (int)pMinecraft->localplayers[m_iPad]->getSessionTimer();
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if (pMinecraft->localplayers[m_iPad] != nullptr)
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TelemetryManager->RecordLevelExit(m_iPad, eSen_LevelExitStatus_Exited);
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app.SetAction(m_iPad, eAppAction_ExitPlayer);
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return;
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}
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} |