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374
Minecraft.Client/Common/UI/UIScene_FullscreenProgress.cpp
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374
Minecraft.Client/Common/UI/UIScene_FullscreenProgress.cpp
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#include "stdafx.h"
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#include "UI.h"
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#include "UIScene_FullscreenProgress.h"
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#include "..\..\Minecraft.h"
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#include "..\..\ProgressRenderer.h"
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UIScene_FullscreenProgress::UIScene_FullscreenProgress(int iPad, void *initData, UILayer *parentLayer) : UIScene(iPad, parentLayer)
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{
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// Setup all the Iggy references we need for this scene
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initialiseMovie();
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parentLayer->addComponent(iPad,eUIComponent_Panorama);
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parentLayer->addComponent(iPad,eUIComponent_Logo);
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parentLayer->showComponent(iPad,eUIComponent_Logo,true);
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parentLayer->showComponent(iPad,eUIComponent_MenuBackground,false);
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m_controlTimer.setVisible( false );
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m_titleText = L"";
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m_statusText = L"";
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m_lastTitle = -1;
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m_lastStatus = -1;
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m_lastProgress = 0;
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m_buttonConfirm.init( app.GetString( IDS_CONFIRM_OK ), eControl_Confirm );
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m_buttonConfirm.setVisible(false);
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LoadingInputParams *params = (LoadingInputParams *)initData;
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m_CompletionData = params->completionData;
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m_iPad=params->completionData->iPad;
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m_cancelFunc = params->cancelFunc;
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m_cancelFuncParam = params->m_cancelFuncParam;
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m_completeFunc = params->completeFunc;
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m_completeFuncParam = params->m_completeFuncParam;
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m_cancelText = params->cancelText;
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m_bWasCancelled=false;
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m_bWaitForThreadToDelete = params->waitForThreadToDelete;
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// Clear the progress text
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Minecraft *pMinecraft=Minecraft::GetInstance();
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pMinecraft->progressRenderer->progressStart(-1);
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pMinecraft->progressRenderer->progressStage(-1);
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m_progressBar.init(L"",0,0,100,0);
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// set the tip
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wstring wsText= app.FormatHTMLString(m_iPad,app.GetString(app.GetNextTip()));
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wchar_t startTags[64];
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swprintf(startTags,64,L"<font color=\"#%08x\"><p align=center>",app.GetHTMLColour(eHTMLColor_White));
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wsText= startTags + wsText + L"</p>";
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m_labelTip.init(wsText);
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addTimer(TIMER_FULLSCREEN_TIPS, TIMER_FULLSCREEN_TIPS_TIME);
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m_labelTitle.init(L"");
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m_labelTip.setVisible( m_CompletionData->bShowTips );
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thread = new C4JThread(params->func, params->lpParam, "FullscreenProgress");
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thread->SetProcessor(CPU_CORE_UI_SCENE); // TODO 4J Stu - Make sure this is a good thread/core to use
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m_threadCompleted = false;
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thread->Run();
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threadStarted = true;
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#ifdef __PSVITA__
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ui.TouchBoxRebuild(this);
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#endif
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#ifdef _XBOX_ONE
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ui.ShowPlayerDisplayname(false);
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#endif
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}
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UIScene_FullscreenProgress::~UIScene_FullscreenProgress()
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{
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m_parentLayer->removeComponent(eUIComponent_Panorama);
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m_parentLayer->removeComponent(eUIComponent_Logo);
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delete thread;
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delete m_CompletionData;
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}
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wstring UIScene_FullscreenProgress::getMoviePath()
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{
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return L"FullscreenProgress";
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}
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void UIScene_FullscreenProgress::updateTooltips()
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{
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ui.SetTooltips( m_parentLayer->IsFullscreenGroup()?XUSER_INDEX_ANY:m_iPad, m_threadCompleted?IDS_TOOLTIPS_SELECT:-1, m_threadCompleted?-1:m_cancelText, -1, -1 );
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}
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void UIScene_FullscreenProgress::handleDestroy()
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{
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int code = thread->GetExitCode();
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DWORD exitcode = *((DWORD *)&code);
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// If we're active, have a cancel func, and haven't already cancelled, call cancel func
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if( exitcode == STILL_ACTIVE && m_cancelFunc != NULL && !m_bWasCancelled)
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{
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m_bWasCancelled = true;
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m_cancelFunc(m_cancelFuncParam);
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}
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}
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void UIScene_FullscreenProgress::tick()
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{
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UIScene::tick();
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Minecraft *pMinecraft=Minecraft::GetInstance();
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int currentProgress = pMinecraft->progressRenderer->getCurrentPercent();
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if(currentProgress < 0) currentProgress = 0;
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if(currentProgress != m_lastProgress)
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{
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m_lastProgress = currentProgress;
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m_progressBar.setProgress(currentProgress);
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//app.DebugPrintf("Updated progress value\n");
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}
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int title = pMinecraft->progressRenderer->getCurrentTitle();
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if(title >= 0 && title != m_lastTitle)
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{
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m_lastTitle = title;
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m_titleText = app.GetString( title );
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m_labelTitle.setLabel(m_titleText);
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}
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ProgressRenderer::eProgressStringType eProgressType=pMinecraft->progressRenderer->getType();
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if(eProgressType==ProgressRenderer::eProgressStringType_ID)
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{
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int status = pMinecraft->progressRenderer->getCurrentStatus();
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if(status >= 0 && status != m_lastStatus)
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{
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m_lastStatus = status;
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m_statusText = app.GetString( status );
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m_progressBar.setLabel(m_statusText.c_str());
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}
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}
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else
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{
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wstring& wstrText = pMinecraft->progressRenderer->getProgressString();
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m_progressBar.setLabel(wstrText.c_str());
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}
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int code = thread->GetExitCode();
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DWORD exitcode = *((DWORD *)&code);
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//app.DebugPrintf("CScene_FullscreenProgress Timer %d\n",pTimer->nId);
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if( exitcode != STILL_ACTIVE )
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{
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// If we failed (currently used by network connection thread), navigate back
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if( exitcode != S_OK )
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{
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if( exitcode == ERROR_CANCELLED )
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{
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// Current thread cancelled for whatever reason
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// Currently used only for the CConsoleMinecraftApp::RemoteSaveThreadProc thread
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// Assume to just ignore this thread as something else is now running that will
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// cause another action
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}
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else
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{
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/*m_threadCompleted = true;
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m_buttonConfirm.SetShow( TRUE );
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m_buttonConfirm.SetFocus( m_CompletionData->iPad );
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m_CompletionData->type = e_ProgressCompletion_NavigateToHomeMenu;
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int exitReasonStringId;
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switch( app.GetDisconnectReason() )
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{
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default:
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exitReasonStringId = IDS_CONNECTION_FAILED;
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}
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Minecraft *pMinecraft=Minecraft::GetInstance();
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pMinecraft->progressRenderer->progressStartNoAbort( exitReasonStringId );*/
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//app.NavigateBack(m_CompletionData->iPad);
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UINT uiIDA[1];
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uiIDA[0]=IDS_CONFIRM_OK;
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ui.RequestMessageBox( g_NetworkManager.CorrectErrorIDS(IDS_CONNECTION_FAILED), g_NetworkManager.CorrectErrorIDS(IDS_CONNECTION_LOST_SERVER), uiIDA,1, XUSER_INDEX_ANY,NULL,NULL, app.GetStringTable());
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ui.NavigateToHomeMenu();
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ui.UpdatePlayerBasePositions();
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}
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}
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else
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{
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if(( m_CompletionData->bRequiresUserAction == TRUE ) && (!m_bWasCancelled))
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{
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m_threadCompleted = true;
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m_buttonConfirm.setVisible( true );
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updateTooltips();
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}
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else
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{
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if(m_bWasCancelled)
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{
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m_threadCompleted = true;
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}
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app.DebugPrintf("FullScreenProgress complete with action: ");
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switch(m_CompletionData->type)
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{
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case e_ProgressCompletion_AutosaveNavigateBack:
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app.DebugPrintf("e_ProgressCompletion_AutosaveNavigateBack\n");
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{
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// 4J Stu - Fix for #65437 - Customer Encountered: Code: Settings: Autosave option doesn't work when the Host goes into idle state during gameplay.
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// Autosave obviously cannot occur if an ignore autosave menu is displayed, so even if we navigate back to a scene and not empty
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// then we still want to reset this flag which was set true by the navigate to the fullscreen progress
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ui.SetIgnoreAutosaveMenuDisplayed(m_iPad, false);
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// This just allows it to be shown
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Minecraft *pMinecraft = Minecraft::GetInstance();
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if(pMinecraft->localgameModes[ProfileManager.GetPrimaryPad()] != NULL) pMinecraft->localgameModes[ProfileManager.GetPrimaryPad()]->getTutorial()->showTutorialPopup(true);
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ui.UpdatePlayerBasePositions();
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navigateBack();
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}
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break;
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case e_ProgressCompletion_NavigateBack:
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app.DebugPrintf("e_ProgressCompletion_NavigateBack\n");
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{
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ui.UpdatePlayerBasePositions();
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navigateBack();
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}
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break;
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case e_ProgressCompletion_NavigateBackToScene:
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app.DebugPrintf("e_ProgressCompletion_NavigateBackToScene\n");
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ui.UpdatePlayerBasePositions();
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// 4J Stu - If used correctly this scene will not have interfered with any other scene at all, so just navigate back
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navigateBack();
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break;
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case e_ProgressCompletion_CloseUIScenes:
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app.DebugPrintf("e_ProgressCompletion_CloseUIScenes\n");
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ui.CloseUIScenes(m_CompletionData->iPad);
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ui.UpdatePlayerBasePositions();
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break;
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case e_ProgressCompletion_CloseAllPlayersUIScenes:
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app.DebugPrintf("e_ProgressCompletion_CloseAllPlayersUIScenes\n");
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ui.CloseAllPlayersScenes();
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ui.UpdatePlayerBasePositions();
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break;
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case e_ProgressCompletion_NavigateToHomeMenu:
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app.DebugPrintf("e_ProgressCompletion_NavigateToHomeMenu\n");
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ui.NavigateToHomeMenu();
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ui.UpdatePlayerBasePositions();
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break;
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default:
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app.DebugPrintf("Default\n");
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break;
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}
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}
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}
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}
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}
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void UIScene_FullscreenProgress::handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled)
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{
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//if( m_showTooltips )
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{
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//ui.AnimateKeyPress(m_iPad, key, repeat, pressed, released);
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switch(key)
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{
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case ACTION_MENU_OK:
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#ifdef __ORBIS__
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case ACTION_MENU_TOUCHPAD_PRESS:
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#endif
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if(pressed)
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{
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sendInputToMovie(key, repeat, pressed, released);
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}
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break;
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case ACTION_MENU_B:
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case ACTION_MENU_CANCEL:
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if( pressed && m_cancelFunc != NULL && !m_bWasCancelled )
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{
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m_bWasCancelled = true;
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m_cancelFunc( m_cancelFuncParam );
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}
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break;
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}
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}
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}
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void UIScene_FullscreenProgress::handlePress(F64 controlId, F64 childId)
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{
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if(m_threadCompleted && (int)controlId == eControl_Confirm)
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{
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// This assumes all buttons can only be pressed with the A button
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ui.AnimateKeyPress(m_iPad, ACTION_MENU_A, false, true, false);
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// if there's a complete function, call it
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if(m_completeFunc)
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{
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m_completeFunc(m_completeFuncParam);
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}
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switch(m_CompletionData->type)
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{
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case e_ProgressCompletion_NavigateBack:
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app.DebugPrintf("e_ProgressCompletion_NavigateBack\n");
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{
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ui.UpdatePlayerBasePositions();
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navigateBack();
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}
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break;
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case e_ProgressCompletion_NavigateBackToScene:
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app.DebugPrintf("e_ProgressCompletion_NavigateBackToScene\n");
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ui.UpdatePlayerBasePositions();
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// 4J Stu - If used correctly this scene will not have interfered with any other scene at all, so just navigate back
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navigateBack();
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break;
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case e_ProgressCompletion_CloseUIScenes:
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app.DebugPrintf("e_ProgressCompletion_CloseUIScenes\n");
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ui.CloseUIScenes(m_CompletionData->iPad);
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ui.UpdatePlayerBasePositions();
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break;
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case e_ProgressCompletion_CloseAllPlayersUIScenes:
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app.DebugPrintf("e_ProgressCompletion_CloseAllPlayersUIScenes\n");
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ui.CloseAllPlayersScenes();
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ui.UpdatePlayerBasePositions();
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break;
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case e_ProgressCompletion_NavigateToHomeMenu:
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app.DebugPrintf("e_ProgressCompletion_NavigateToHomeMenu\n");
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ui.NavigateToHomeMenu();
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ui.UpdatePlayerBasePositions();
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break;
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}
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}
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}
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void UIScene_FullscreenProgress::handleTimerComplete(int id)
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{
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switch(id)
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{
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case TIMER_FULLSCREEN_TIPS:
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{
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// display the next tip
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wstring wsText=app.FormatHTMLString(m_iPad,app.GetString(app.GetNextTip()));
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wchar_t startTags[64];
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swprintf(startTags,64,L"<font color=\"#%08x\"><p align=center>",app.GetHTMLColour(eHTMLColor_White));
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wsText= startTags + wsText + L"</p>";
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m_labelTip.setLabel(wsText);
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}
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break;
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}
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}
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void UIScene_FullscreenProgress::SetWasCancelled(bool wasCancelled)
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{
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m_bWasCancelled = wasCancelled;
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}
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bool UIScene_FullscreenProgress::isReadyToDelete()
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{
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if( m_bWaitForThreadToDelete )
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{
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return !thread->isRunning();
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}
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else
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{
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return true;
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}
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}
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