smartcmd-MinecraftConsoles/Minecraft.Client/Common/UI/UIScene_LoadOrJoinMenu.cpp

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#include "stdafx.h"
#include "UI.h"
#include "UIScene_LoadOrJoinMenu.h"
#include "../../../Minecraft.World/StringHelpers.h"
#include "../../../Minecraft.World/net.minecraft.world.item.h"
#include "../../../Minecraft.World/net.minecraft.world.level.h"
#include "../../../Minecraft.World/net.minecraft.world.level.chunk.storage.h"
#include "../../../Minecraft.World/ConsoleSaveFile.h"
#include "../../../Minecraft.World/ConsoleSaveFileOriginal.h"
#include "../../ProgressRenderer.h"
#include "../../MinecraftServer.h"
#include "../../TexturePackRepository.h"
#include "../../TexturePack.h"
#include "../Network/SessionInfo.h"
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#if defined(__PS3__) || defined(__ORBIS__) || defined(__PSVITA__)
#include "Common/Network/Sony/SonyHttp.h"
#include "Common/Network/Sony/SonyRemoteStorage.h"
#include "DLCTexturePack.h"
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#endif
#if defined(__ORBIS__) || defined(__PSVITA__)
#include <ces.h>
#endif
#ifdef __PSVITA__
#include "message_dialog.h"
#endif
#ifdef _WINDOWS64
#include "../../../Minecraft.World/NbtIo.h"
#include "../../../Minecraft.World/compression.h"
static wstring ReadLevelNameFromSaveFile(const wstring& filePath)
{
// Check for a worldname.txt sidecar written by the rename feature first
size_t slashPos = filePath.rfind(L'\\');
if (slashPos != wstring::npos)
{
wstring sidecarPath = filePath.substr(0, slashPos + 1) + L"worldname.txt";
FILE *fr = nullptr;
if (_wfopen_s(&fr, sidecarPath.c_str(), L"r") == 0 && fr)
{
char buf[128] = {};
if (fgets(buf, sizeof(buf), fr))
{
int len = static_cast<int>(strlen(buf));
while (len > 0 && (buf[len-1] == '\n' || buf[len-1] == '\r' || buf[len-1] == ' '))
buf[--len] = '\0';
fclose(fr);
if (len > 0)
{
wchar_t wbuf[128] = {};
mbstowcs(wbuf, buf, 127);
return wstring(wbuf);
}
}
else fclose(fr);
}
}
HANDLE hFile = CreateFileW(filePath.c_str(), GENERIC_READ, FILE_SHARE_READ, nullptr, OPEN_EXISTING, FILE_FLAG_SEQUENTIAL_SCAN, nullptr);
if (hFile == INVALID_HANDLE_VALUE) return L"";
DWORD fileSize = GetFileSize(hFile, nullptr);
if (fileSize < 12 || fileSize == INVALID_FILE_SIZE) { CloseHandle(hFile); return L""; }
unsigned char *rawData = new unsigned char[fileSize];
DWORD bytesRead = 0;
if (!ReadFile(hFile, rawData, fileSize, &bytesRead, nullptr) || bytesRead != fileSize)
{
CloseHandle(hFile);
delete[] rawData;
return L"";
}
CloseHandle(hFile);
unsigned char *saveData = nullptr;
unsigned int saveSize = 0;
bool freeSaveData = false;
if (*(unsigned int*)rawData == 0)
{
// Compressed format: bytes 0-3=0, bytes 4-7=decompressed size, bytes 8+=compressed data
unsigned int decompSize = *(unsigned int*)(rawData + 4);
if (decompSize == 0 || decompSize > 128 * 1024 * 1024)
{
delete[] rawData;
return L"";
}
saveData = new unsigned char[decompSize];
Compression::getCompression()->Decompress(saveData, &decompSize, rawData + 8, fileSize - 8);
saveSize = decompSize;
freeSaveData = true;
}
else
{
saveData = rawData;
saveSize = fileSize;
}
wstring result = L"";
if (saveSize >= 12)
{
unsigned int headerOffset = *(unsigned int*)saveData;
unsigned int numEntries = *(unsigned int*)(saveData + 4);
const unsigned int entrySize = sizeof(FileEntrySaveData);
if (headerOffset < saveSize && numEntries > 0 && numEntries < 10000 &&
headerOffset + numEntries * entrySize <= saveSize)
{
FileEntrySaveData *table = (FileEntrySaveData *)(saveData + headerOffset);
for (unsigned int i = 0; i < numEntries; i++)
{
if (wcscmp(table[i].filename, L"level.dat") == 0)
{
unsigned int off = table[i].startOffset;
unsigned int len = table[i].length;
if (off >= 12 && off + len <= saveSize && len > 0 && len < 4 * 1024 * 1024)
{
byteArray ba;
ba.data = (byte*)(saveData + off);
ba.length = len;
CompoundTag *root = NbtIo::decompress(ba);
if (root != nullptr)
{
CompoundTag *dataTag = root->getCompound(L"Data");
if (dataTag != nullptr)
result = dataTag->getString(L"LevelName");
delete root;
}
}
break;
}
}
}
}
if (freeSaveData) delete[] saveData;
delete[] rawData;
// "world" is the engine default - it means no real name was ever set,
// so return empty to let the caller fall back to the save filename (timestamp).
if (result == L"world") result = L"";
return result;
}
#endif
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#ifdef SONY_REMOTE_STORAGE_DOWNLOAD
unsigned long UIScene_LoadOrJoinMenu::m_ulFileSize=0L;
wstring UIScene_LoadOrJoinMenu::m_wstrStageText=L"";
bool UIScene_LoadOrJoinMenu::m_bSaveTransferRunning = false;
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#endif
#define JOIN_LOAD_ONLINE_TIMER_ID 0
#define JOIN_LOAD_ONLINE_TIMER_TIME 100
#ifdef _XBOX
#define CHECKFORAVAILABLETEXTUREPACKS_TIMER_ID 3
#define CHECKFORAVAILABLETEXTUREPACKS_TIMER_TIME 50
#endif
#ifdef _XBOX_ONE
UIScene_LoadOrJoinMenu::ESaveTransferFiles UIScene_LoadOrJoinMenu::s_eSaveTransferFile;
unsigned long UIScene_LoadOrJoinMenu::s_ulFileSize=0L;
byteArray UIScene_LoadOrJoinMenu::s_transferData = byteArray();
wstring UIScene_LoadOrJoinMenu::m_wstrStageText=L"";
#ifdef _DEBUG_MENUS_ENABLED
C4JStorage::SAVETRANSFER_FILE_DETAILS UIScene_LoadOrJoinMenu::m_debugTransferDetails;
#endif
#endif
int UIScene_LoadOrJoinMenu::LoadSaveDataThumbnailReturned(LPVOID lpParam,PBYTE pbThumbnail,DWORD dwThumbnailBytes)
{
UIScene_LoadOrJoinMenu *pClass= static_cast<UIScene_LoadOrJoinMenu *>(lpParam);
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app.DebugPrintf("Received data for save thumbnail\n");
if(pbThumbnail && dwThumbnailBytes)
{
pClass->m_saveDetails[pClass->m_iRequestingThumbnailId].pbThumbnailData = new BYTE[dwThumbnailBytes];
memcpy(pClass->m_saveDetails[pClass->m_iRequestingThumbnailId].pbThumbnailData, pbThumbnail, dwThumbnailBytes);
pClass->m_saveDetails[pClass->m_iRequestingThumbnailId].dwThumbnailSize = dwThumbnailBytes;
}
else
{
pClass->m_saveDetails[pClass->m_iRequestingThumbnailId].pbThumbnailData = nullptr;
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pClass->m_saveDetails[pClass->m_iRequestingThumbnailId].dwThumbnailSize = 0;
app.DebugPrintf("Save thumbnail data is nullptr, or has size 0\n");
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}
pClass->m_bSaveThumbnailReady = true;
return 0;
}
int UIScene_LoadOrJoinMenu::LoadSaveCallback(LPVOID lpParam,bool bRes)
{
//UIScene_LoadOrJoinMenu *pClass= (UIScene_LoadOrJoinMenu *)lpParam;
// Get the save data now
if(bRes)
{
app.DebugPrintf("Loaded save OK\n");
}
return 0;
}
UIScene_LoadOrJoinMenu::UIScene_LoadOrJoinMenu(int iPad, void *initData, UILayer *parentLayer) : UIScene(iPad, parentLayer)
{
constexpr uint64_t MAXIMUM_SAVE_STORAGE = 4LL * 1024LL * 1024LL * 1024LL;
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// Setup all the Iggy references we need for this scene
initialiseMovie();
app.SetLiveLinkRequired( true );
m_iRequestingThumbnailId = 0;
m_iSaveInfoC=0;
m_bIgnoreInput = false;
m_bShowingPartyGamesOnly = false;
m_bInParty = false;
m_currentSessions = nullptr;
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m_iState=e_SavesIdle;
//m_bRetrievingSaveInfo=false;
m_buttonListSaves.init(eControl_SavesList);
m_buttonListGames.init(eControl_GamesList);
m_labelSavesListTitle.init( IDS_START_GAME );
m_labelJoinListTitle.init( IDS_JOIN_GAME );
m_labelNoGames.init( IDS_NO_GAMES_FOUND );
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m_labelNoGames.setVisible( false );
m_controlSavesTimer.setVisible( true );
m_controlJoinTimer.setVisible( true );
#if defined(_XBOX_ONE) || defined(__ORBIS__) || defined(_WINDOWS64)
m_spaceIndicatorSaves.init(L"",eControl_SpaceIndicator,0, MAXIMUM_SAVE_STORAGE);
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#endif
m_bUpdateSaveSize = false;
m_bAllLoaded = false;
m_bRetrievingSaveThumbnails = false;
m_bSaveThumbnailReady = false;
m_bExitScene=false;
m_pSaveDetails=nullptr;
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m_bSavesDisplayed=false;
m_saveDetails = nullptr;
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m_iSaveDetailsCount = 0;
m_iTexturePacksNotInstalled = 0;
m_bCopying = false;
m_bCopyingCancelled = false;
#ifndef _XBOX_ONE
m_bSaveTransferCancelled=false;
m_bSaveTransferInProgress=false;
#endif
m_eAction = eAction_None;
m_bMultiplayerAllowed = ProfileManager.IsSignedInLive( m_iPad ) && ProfileManager.AllowedToPlayMultiplayer(m_iPad);
#ifdef _XBOX_ONE
// 4J-PB - in order to buy the skin packs & texture packs, we need the signed offer ids for them, which we get in the availability info
// we need to retrieve this info though, so do it here
app.AddDLCRequest(e_Marketplace_Content); // content is skin packs, texture packs and mash-up packs
#endif
int iLB = -1;
#ifdef _XBOX
XPARTY_USER_LIST partyList;
if((XPartyGetUserList( &partyList ) != XPARTY_E_NOT_IN_PARTY ) && (partyList.dwUserCount>1))
{
m_bInParty=true;
}
else
{
m_bInParty=false;
}
#endif
#if defined(__PS3__) || defined(__ORBIS__) || defined(__PSVITA__) || defined(_DURANGO) || defined(_WINDOWS64)
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// Always clear the saves when we enter this menu
StorageManager.ClearSavesInfo();
#endif
// block input if we're waiting for DLC to install, and wipe the saves list. The end of dlc mounting custom message will fill the list again
if(app.StartInstallDLCProcess(m_iPad)==true || app.DLCInstallPending())
{
// if we're waiting for DLC to mount, don't fill the save list. The custom message on end of dlc mounting will do that
m_bIgnoreInput = true;
}
else
{
Initialise();
}
#ifdef __PSVITA__
if(CGameNetworkManager::usingAdhocMode() && SQRNetworkManager_AdHoc_Vita::GetAdhocStatus())
{
g_NetworkManager.startAdhocMatching(); // create the client matching context and clear out the friends list
}
#endif
UpdateGamesList();
g_NetworkManager.SetSessionsUpdatedCallback( &UpdateGamesListCallback, this );
m_initData= new JoinMenuInitData();
// 4J Stu - Fix for #12530 -TCR 001 BAS Game Stability: Title will crash if the player disconnects while starting a new world and then opts to play the tutorial once they have been returned to the Main Menu.
MinecraftServer::resetFlags();
// If we're not ignoring input, then we aren't still waiting for the DLC to mount, and can now check for corrupt dlc. Otherwise this will happen when the dlc has finished mounting.
if( !m_bIgnoreInput)
{
app.m_dlcManager.checkForCorruptDLCAndAlert();
}
// 4J-PB - Only Xbox will not have trial DLC patched into the game
#ifdef _XBOX
// 4J-PB - there may be texture packs we don't have, so use the info from TMS for this
DLC_INFO *pDLCInfo=nullptr;
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// first pass - look to see if there are any that are not in the list
bool bTexturePackAlreadyListed;
bool bNeedToGetTPD=false;
Minecraft *pMinecraft = Minecraft::GetInstance();
int texturePacksCount = pMinecraft->skins->getTexturePackCount();
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for(unsigned int i = 0; i < app.GetDLCInfoTexturesOffersCount(); ++i)
{
bTexturePackAlreadyListed=false;
#if defined(__PS3__) || defined(__ORBIS__)
char *pchDLCName=app.GetDLCInfoTextures(i);
pDLCInfo=app.GetDLCInfo(pchDLCName);
#else
ULONGLONG ull=app.GetDLCInfoTexturesFullOffer(i);
pDLCInfo=app.GetDLCInfoForFullOfferID(ull);
#endif
for(unsigned int i = 0; i < texturePacksCount; ++i)
{
TexturePack *tp = pMinecraft->skins->getTexturePackByIndex(i);
if(pDLCInfo && pDLCInfo->iConfig==tp->getDLCParentPackId())
{
bTexturePackAlreadyListed=true;
}
}
if(bTexturePackAlreadyListed==false)
{
// some missing
bNeedToGetTPD=true;
m_iTexturePacksNotInstalled++;
}
}
if(bNeedToGetTPD==true)
{
// add a TMS request for them
app.DebugPrintf("+++ Adding TMSPP request for texture pack data\n");
app.AddTMSPPFileTypeRequest(e_DLC_TexturePackData);
m_iConfigA= new int [m_iTexturePacksNotInstalled];
m_iTexturePacksNotInstalled=0;
for(unsigned int i = 0; i < app.GetDLCInfoTexturesOffersCount(); ++i)
{
bTexturePackAlreadyListed=false;
#if defined(__PS3__) || defined(__ORBIS__)
char *pchDLCName=app.GetDLCInfoTextures(i);
pDLCInfo=app.GetDLCInfo(pchDLCName);
#else
ULONGLONG ull=app.GetDLCInfoTexturesFullOffer(i);
pDLCInfo=app.GetDLCInfoForFullOfferID(ull);
#endif
for(unsigned int i = 0; i < texturePacksCount; ++i)
{
TexturePack *tp = pMinecraft->skins->getTexturePackByIndex(i);
if(pDLCInfo->iConfig==tp->getDLCParentPackId())
{
bTexturePackAlreadyListed=true;
}
}
if(bTexturePackAlreadyListed==false)
{
m_iConfigA[m_iTexturePacksNotInstalled++]=pDLCInfo->iConfig;
}
}
}
addTimer(CHECKFORAVAILABLETEXTUREPACKS_TIMER_ID,CHECKFORAVAILABLETEXTUREPACKS_TIMER_TIME);
#endif
#ifdef SONY_REMOTE_STORAGE_DOWNLOAD
m_eSaveTransferState = eSaveTransfer_Idle;
#endif
}
UIScene_LoadOrJoinMenu::~UIScene_LoadOrJoinMenu()
{
g_NetworkManager.SetSessionsUpdatedCallback( nullptr, nullptr );
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app.SetLiveLinkRequired( false );
if (m_currentSessions)
{
for (const auto& it : *m_currentSessions)
delete it;
delete m_currentSessions;
m_currentSessions = nullptr;
}
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#if TO_BE_IMPLEMENTED
// Reset the background downloading, in case we changed it by attempting to download a texture pack
XBackgroundDownloadSetMode(XBACKGROUND_DOWNLOAD_MODE_AUTO);
#endif
if(m_saveDetails)
{
for(int i = 0; i < m_iSaveDetailsCount; ++i)
{
delete m_saveDetails[i].pbThumbnailData;
}
delete [] m_saveDetails;
}
}
void UIScene_LoadOrJoinMenu::updateTooltips()
{
#if defined __PS3__ || defined __ORBIS__ || defined __PSVITA__
if(m_eSaveTransferState!=eSaveTransfer_Idle)
{
// we're in a full screen progress for the save download here, so don't change the tooltips
return;
}
#endif
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// update the tooltips
// if the saves list has focus, then we should show the Delete Save tooltip
// if the games list has focus, then we should the the View Gamercard tooltip
int iRB=-1;
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int iY = -1;
int iLB = -1;
int iX=-1;
if (DoesGamesListHaveFocus() && m_buttonListGames.getItemCount() > 0)
{
iY = IDS_TOOLTIPS_VIEW_GAMERCARD;
}
else if (DoesSavesListHaveFocus())
{
if((m_iDefaultButtonsC > 0) && (m_iSaveListIndex >= m_iDefaultButtonsC))
{
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if(StorageManager.GetSaveDisabled())
{
iRB=IDS_TOOLTIPS_DELETESAVE;
}
else
{
if(StorageManager.EnoughSpaceForAMinSaveGame())
{
iRB=IDS_TOOLTIPS_SAVEOPTIONS;
}
else
{
iRB=IDS_TOOLTIPS_DELETESAVE;
}
}
}
}
else if(DoesMashUpWorldHaveFocus())
{
// If it's a mash-up pack world, give the Hide option
iRB=IDS_TOOLTIPS_HIDE;
}
if(m_bInParty)
{
if( m_bShowingPartyGamesOnly ) iLB = IDS_TOOLTIPS_ALL_GAMES;
else iLB = IDS_TOOLTIPS_PARTY_GAMES;
}
#if defined(__PS3__) || defined(__ORBIS__) || defined(__PSVITA__)
if(m_iPad == ProfileManager.GetPrimaryPad() ) iY = IDS_TOOLTIPS_GAME_INVITES;
#endif
if(ProfileManager.IsFullVersion()==false )
{
iRB = -1;
}
else if(StorageManager.GetSaveDisabled())
{
#ifdef _XBOX
iX = IDS_TOOLTIPS_SELECTDEVICE;
#endif
}
else
{
#if defined _XBOX_ONE
if(ProfileManager.IsSignedInLive( m_iPad ))
{
// Is there a save from 360 on TMS?
iX=IDS_TOOLTIPS_SAVETRANSFER_DOWNLOAD;
}
#elif defined SONY_REMOTE_STORAGE_DOWNLOAD
// Is there a save from PS3 or PSVita available?
// Sony asked that this be displayed at all times so users are aware of the functionality. We'll display some text when there's no save available
//if(app.getRemoteStorage()->saveIsAvailable())
{
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bool bSignedInLive = ProfileManager.IsSignedInLive(m_iPad);
if(bSignedInLive)
{
iX=IDS_TOOLTIPS_SAVETRANSFER_DOWNLOAD;
}
}
#else
iX = IDS_TOOLTIPS_CHANGEDEVICE;
#endif
}
ui.SetTooltips( DEFAULT_XUI_MENU_USER, IDS_TOOLTIPS_SELECT, IDS_TOOLTIPS_BACK, iX, iY,-1,-1,iLB,iRB);
}
//
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void UIScene_LoadOrJoinMenu::Initialise()
{
m_iSaveListIndex = 0;
m_iGameListIndex = 0;
#ifdef _WINDOWS64
m_addServerPhase = eAddServer_Idle;
#endif
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m_iDefaultButtonsC = 0;
m_iMashUpButtonsC=0;
// Check if we're in the trial version
if(ProfileManager.IsFullVersion()==false)
{
AddDefaultButtons();
#if TO_BE_IMPLEMENTED
m_pSavesList->SetCurSelVisible(0);
#endif
}
else if(StorageManager.GetSaveDisabled())
{
#if defined(__PS3__) || defined(__ORBIS__) || defined (__PSVITA__)
GetSaveInfo();
#else
#if TO_BE_IMPLEMENTED
if(StorageManager.GetSaveDeviceSelected(m_iPad))
#endif
{
// saving is disabled, but we should still be able to load from a selected save device
GetSaveInfo();
}
#if TO_BE_IMPLEMENTED
else
{
AddDefaultButtons();
m_controlSavesTimer.setVisible( false );
}
#endif
#endif // __PS3__ || __ORBIS
}
else
{
// 4J-PB - we need to check that there is enough space left to create a copy of the save (for a rename)
bool bCanRename = StorageManager.EnoughSpaceForAMinSaveGame();
GetSaveInfo();
}
m_bIgnoreInput=false;
app.m_dlcManager.checkForCorruptDLCAndAlert();
}
void UIScene_LoadOrJoinMenu::updateComponents()
{
m_parentLayer->showComponent(m_iPad,eUIComponent_Panorama,true);
m_parentLayer->showComponent(m_iPad,eUIComponent_Logo,true);
}
void UIScene_LoadOrJoinMenu::handleDestroy()
{
#ifdef __PSVITA__
app.DebugPrintf("missing InputManager.DestroyKeyboard on Vita !!!!!!\n");
#endif
// shut down the keyboard if it is displayed
#if ( defined __PS3__ || defined __ORBIS__ || defined _DURANGO)
InputManager.DestroyKeyboard();
#endif
}
void UIScene_LoadOrJoinMenu::handleGainFocus(bool navBack)
{
UIScene::handleGainFocus(navBack);
updateTooltips();
// Add load online timer
addTimer(JOIN_LOAD_ONLINE_TIMER_ID,JOIN_LOAD_ONLINE_TIMER_TIME);
if(navBack)
{
app.SetLiveLinkRequired( true );
m_bMultiplayerAllowed = ProfileManager.IsSignedInLive( m_iPad ) && ProfileManager.AllowedToPlayMultiplayer(m_iPad);
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// re-enable button presses
m_bIgnoreInput=false;
// block input if we're waiting for DLC to install, and wipe the saves list. The end of dlc mounting custom message will fill the list again
if(app.StartInstallDLCProcess(m_iPad)==false)
{
// not doing a mount, so re-enable input
m_bIgnoreInput=false;
}
else
{
m_bIgnoreInput=true;
m_buttonListSaves.clearList();
m_controlSavesTimer.setVisible(true);
}
if( m_bMultiplayerAllowed )
{
#if TO_BE_IMPLEMENTED
HXUICLASS hClassFullscreenProgress = XuiFindClass( L"CScene_FullscreenProgress" );
HXUICLASS hClassConnectingProgress = XuiFindClass( L"CScene_ConnectingProgress" );
// If we are navigating back from a full screen progress scene, then that means a connection attempt failed
if( XuiIsInstanceOf( hSceneFrom, hClassFullscreenProgress ) || XuiIsInstanceOf( hSceneFrom, hClassConnectingProgress ) )
{
UpdateGamesList();
}
#endif
}
else
{
m_buttonListGames.clearList();
m_controlJoinTimer.setVisible(true);
m_labelNoGames.setVisible(false);
#if TO_BE_IMPLEMENTED
m_SavesList.InitFocus(m_iPad);
#endif
}
// are we back here because of a delete of a corrupt save?
if(app.GetCorruptSaveDeleted())
{
// wipe the list and repopulate it
m_iState=e_SavesRepopulateAfterDelete;
app.SetCorruptSaveDeleted(false);
}
}
}
void UIScene_LoadOrJoinMenu::handleLoseFocus()
{
// Kill load online timer
killTimer(JOIN_LOAD_ONLINE_TIMER_ID);
}
wstring UIScene_LoadOrJoinMenu::getMoviePath()
{
return L"LoadOrJoinMenu";
}
void UIScene_LoadOrJoinMenu::tick()
{
UIScene::tick();
#if (defined __PS3__ || defined __ORBIS__ || defined _DURANGO || defined _WINDOWS64 || defined __PSVITA__)
if(m_bExitScene) // navigate forward or back
{
if(!m_bRetrievingSaveThumbnails)
{
// need to wait for any callback retrieving thumbnail to complete
navigateBack();
}
}
// Stop loading thumbnails if we navigate forwards
if(hasFocus(m_iPad))
{
#ifdef SONY_REMOTE_STORAGE_DOWNLOAD
// if the loadOrJoin menu has focus again, we can clear the saveTransfer flag now. Added so we can delay the ehternet disconnect till it's cleaned up
if(m_eSaveTransferState == eSaveTransfer_Idle)
m_bSaveTransferRunning = false;
#endif
#if defined(_XBOX_ONE) || defined(__ORBIS__) || defined(_WINDOWS64)
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if(m_bUpdateSaveSize)
{
if((m_iDefaultButtonsC > 0) && (m_iSaveListIndex >= m_iDefaultButtonsC))
{
m_spaceIndicatorSaves.selectSave(m_iSaveListIndex-m_iDefaultButtonsC);
}
else
{
m_spaceIndicatorSaves.selectSave(-1);
}
m_bUpdateSaveSize = false;
}
#endif
// Display the saves if we have them
if(!m_bSavesDisplayed)
{
m_pSaveDetails=StorageManager.ReturnSavesInfo();
if(m_pSaveDetails!=nullptr)
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{
//CD - Fix - Adding define for ORBIS/XBOXONE
#if defined(_XBOX_ONE) || defined(__ORBIS__) || defined(_WINDOWS64)
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m_spaceIndicatorSaves.reset();
#endif
AddDefaultButtons();
m_bSavesDisplayed=true;
UpdateGamesList();
if(m_saveDetails!=nullptr)
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{
for(unsigned int i = 0; i < m_iSaveDetailsCount; ++i)
{
if(m_saveDetails[i].pbThumbnailData!=nullptr)
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{
delete m_saveDetails[i].pbThumbnailData;
}
}
delete m_saveDetails;
}
m_saveDetails = new SaveListDetails[m_pSaveDetails->iSaveC];
m_iSaveDetailsCount = m_pSaveDetails->iSaveC;
#ifdef _WINDOWS64
// Build sorted index array (newest-first by filename timestamp YYYYMMDDHHMMSS)
int *sortedIdx = new int[m_pSaveDetails->iSaveC];
for (int si = 0; si < (int)m_pSaveDetails->iSaveC; ++si) sortedIdx[si] = si;
for (int si = 1; si < (int)m_pSaveDetails->iSaveC; ++si)
{
int key = sortedIdx[si];
int sj = si - 1;
while (sj >= 0 && strcmp(m_pSaveDetails->SaveInfoA[sortedIdx[sj]].UTF8SaveFilename, m_pSaveDetails->SaveInfoA[key].UTF8SaveFilename) < 0)
{
sortedIdx[sj + 1] = sortedIdx[sj];
--sj;
}
sortedIdx[sj + 1] = key;
}
#endif
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for(unsigned int i = 0; i < m_pSaveDetails->iSaveC; ++i)
{
#if defined(_XBOX_ONE)
m_spaceIndicatorSaves.addSave(m_pSaveDetails->SaveInfoA[i].totalSize);
#elif defined(_WINDOWS64)
int origIdx = sortedIdx[i];
wchar_t wFilename[MAX_SAVEFILENAME_LENGTH];
ZeroMemory(wFilename, sizeof(wFilename));
mbstowcs(wFilename, m_pSaveDetails->SaveInfoA[origIdx].UTF8SaveFilename, MAX_SAVEFILENAME_LENGTH - 1);
wstring filePath = wstring(L"Windows64\\GameHDD\\") + wstring(wFilename) + wstring(L"\\saveData.ms");
HANDLE hFile = CreateFileW(filePath.c_str(), GENERIC_READ, FILE_SHARE_READ, nullptr, OPEN_EXISTING, FILE_FLAG_SEQUENTIAL_SCAN, nullptr);
DWORD fileSize = 0;
if (hFile != INVALID_HANDLE_VALUE) {
fileSize = GetFileSize(hFile, nullptr);
if (fileSize < 12 || fileSize == INVALID_FILE_SIZE) fileSize = 0;
CloseHandle(hFile);
}
m_spaceIndicatorSaves.addSave(fileSize);
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#elif defined(__ORBIS__)
m_spaceIndicatorSaves.addSave(m_pSaveDetails->SaveInfoA[i].blocksUsed * (32 * 1024) );
#endif
#ifdef _DURANGO
m_buttonListSaves.addItem(m_pSaveDetails->SaveInfoA[i].UTF16SaveTitle, L"");
m_saveDetails[i].saveId = i;
memcpy(m_saveDetails[i].UTF16SaveName, m_pSaveDetails->SaveInfoA[i].UTF16SaveTitle, 128);
memcpy(m_saveDetails[i].UTF16SaveFilename, m_pSaveDetails->SaveInfoA[i].UTF16SaveFilename, MAX_SAVEFILENAME_LENGTH);
#else
#ifdef _WINDOWS64
{
wstring levelName = ReadLevelNameFromSaveFile(filePath);
if (!levelName.empty())
{
m_buttonListSaves.addItem(levelName, wstring(L""));
wcstombs(m_saveDetails[i].UTF8SaveName, levelName.c_str(), 127);
m_saveDetails[i].UTF8SaveName[127] = '\0';
}
else
{
m_buttonListSaves.addItem(m_pSaveDetails->SaveInfoA[origIdx].UTF8SaveTitle, L"");
memcpy(m_saveDetails[i].UTF8SaveName, m_pSaveDetails->SaveInfoA[origIdx].UTF8SaveTitle, 128);
}
m_saveDetails[i].saveId = origIdx;
memcpy(m_saveDetails[i].UTF8SaveFilename, m_pSaveDetails->SaveInfoA[origIdx].UTF8SaveFilename, MAX_SAVEFILENAME_LENGTH);
}
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#else
m_buttonListSaves.addItem(m_pSaveDetails->SaveInfoA[i].UTF8SaveTitle, L"");
memcpy(m_saveDetails[i].UTF8SaveName, m_pSaveDetails->SaveInfoA[i].UTF8SaveTitle, 128);
m_saveDetails[i].saveId = i;
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memcpy(m_saveDetails[i].UTF8SaveFilename, m_pSaveDetails->SaveInfoA[i].UTF8SaveFilename, MAX_SAVEFILENAME_LENGTH);
#endif
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#endif
}
#ifdef _WINDOWS64
delete[] sortedIdx;
#endif
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m_controlSavesTimer.setVisible( false );
// set focus on the first button
}
}
if(!m_bExitScene && m_bSavesDisplayed && !m_bRetrievingSaveThumbnails && !m_bAllLoaded)
{
if( m_iRequestingThumbnailId < (m_buttonListSaves.getItemCount() - m_iDefaultButtonsC ))
{
m_bRetrievingSaveThumbnails = true;
app.DebugPrintf("Requesting the first thumbnail\n");
// set the save to load
PSAVE_DETAILS pSaveDetails=StorageManager.ReturnSavesInfo();
#ifdef _WINDOWS64
C4JStorage::ESaveGameState eLoadStatus=StorageManager.LoadSaveDataThumbnail(&pSaveDetails->SaveInfoA[m_saveDetails[m_iRequestingThumbnailId].saveId],&LoadSaveDataThumbnailReturned,this);
#else
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C4JStorage::ESaveGameState eLoadStatus=StorageManager.LoadSaveDataThumbnail(&pSaveDetails->SaveInfoA[(int)m_iRequestingThumbnailId],&LoadSaveDataThumbnailReturned,this);
#endif
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if(eLoadStatus!=C4JStorage::ESaveGame_GetSaveThumbnail)
{
// something went wrong
m_bRetrievingSaveThumbnails=false;
m_bAllLoaded = true;
}
}
}
else if (m_bSavesDisplayed && m_bSaveThumbnailReady)
{
m_bSaveThumbnailReady = false;
// check we're not waiting to exit the scene
if(!m_bExitScene)
{
// convert to utf16
uint16_t u16Message[MAX_SAVEFILENAME_LENGTH];
#ifdef _DURANGO
// Already utf16 on durango
memcpy(u16Message, m_saveDetails[m_iRequestingThumbnailId].UTF16SaveFilename, MAX_SAVEFILENAME_LENGTH);
#elif defined(_WINDOWS64)
int result = ::MultiByteToWideChar(
CP_UTF8, // convert from UTF-8
MB_ERR_INVALID_CHARS, // error on invalid chars
m_saveDetails[m_iRequestingThumbnailId].UTF8SaveFilename, // source UTF-8 string
MAX_SAVEFILENAME_LENGTH, // total length of source UTF-8 string,
// in CHAR's (= bytes), including end-of-string \0
(wchar_t *)u16Message, // destination buffer
MAX_SAVEFILENAME_LENGTH // size of destination buffer, in WCHAR's
);
#else
#ifdef __PS3
size_t srcmax,dstmax;
#else
uint32_t srcmax,dstmax;
uint32_t srclen,dstlen;
#endif
srcmax=MAX_SAVEFILENAME_LENGTH;
dstmax=MAX_SAVEFILENAME_LENGTH;
#if defined(__PS3__)
L10nResult lres= UTF8stoUTF16s((uint8_t *)m_saveDetails[m_iRequestingThumbnailId].UTF8SaveFilename,&srcmax,u16Message,&dstmax);
#else
SceCesUcsContext context;
sceCesUcsContextInit(&context);
sceCesUtf8StrToUtf16Str(&context, (uint8_t *)m_saveDetails[m_iRequestingThumbnailId].UTF8SaveFilename,srcmax,&srclen,u16Message,dstmax,&dstlen);
#endif
#endif
if( m_saveDetails[m_iRequestingThumbnailId].pbThumbnailData )
{
registerSubstitutionTexture((wchar_t *)u16Message,m_saveDetails[m_iRequestingThumbnailId].pbThumbnailData,m_saveDetails[m_iRequestingThumbnailId].dwThumbnailSize);
}
m_buttonListSaves.setTextureName(m_iRequestingThumbnailId + m_iDefaultButtonsC, (wchar_t *)u16Message);
++m_iRequestingThumbnailId;
if( m_iRequestingThumbnailId < (m_buttonListSaves.getItemCount() - m_iDefaultButtonsC ))
{
app.DebugPrintf("Requesting another thumbnail\n");
// set the save to load
PSAVE_DETAILS pSaveDetails=StorageManager.ReturnSavesInfo();
#ifdef _WINDOWS64
C4JStorage::ESaveGameState eLoadStatus=StorageManager.LoadSaveDataThumbnail(&pSaveDetails->SaveInfoA[m_saveDetails[m_iRequestingThumbnailId].saveId],&LoadSaveDataThumbnailReturned,this);
#else
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C4JStorage::ESaveGameState eLoadStatus=StorageManager.LoadSaveDataThumbnail(&pSaveDetails->SaveInfoA[(int)m_iRequestingThumbnailId],&LoadSaveDataThumbnailReturned,this);
#endif
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if(eLoadStatus!=C4JStorage::ESaveGame_GetSaveThumbnail)
{
// something went wrong
m_bRetrievingSaveThumbnails=false;
m_bAllLoaded = true;
}
}
else
{
m_bRetrievingSaveThumbnails = false;
m_bAllLoaded = true;
}
}
else
{
// stop retrieving thumbnails, and exit
m_bRetrievingSaveThumbnails = false;
}
}
}
switch(m_iState)
{
case e_SavesIdle:
break;
case e_SavesRepopulate:
m_bIgnoreInput = false;
m_iState=e_SavesIdle;
m_bAllLoaded=false;
m_bRetrievingSaveThumbnails=false;
m_iRequestingThumbnailId = 0;
GetSaveInfo();
break;
case e_SavesRepopulateAfterMashupHide:
m_bIgnoreInput = false;
m_iRequestingThumbnailId = 0;
m_bAllLoaded=false;
m_bRetrievingSaveThumbnails=false;
m_bSavesDisplayed=false;
m_iSaveInfoC=0;
m_buttonListSaves.clearList();
GetSaveInfo();
m_iState=e_SavesIdle;
break;
case e_SavesRepopulateAfterDelete:
case e_SavesRepopulateAfterTransferDownload:
m_bIgnoreInput = false;
m_iRequestingThumbnailId = 0;
m_bAllLoaded=false;
m_bRetrievingSaveThumbnails=false;
m_bSavesDisplayed=false;
m_iSaveInfoC=0;
m_buttonListSaves.clearList();
StorageManager.ClearSavesInfo();
GetSaveInfo();
m_iState=e_SavesIdle;
break;
}
#else
if(!m_bSavesDisplayed)
{
AddDefaultButtons();
m_bSavesDisplayed=true;
m_controlSavesTimer.setVisible( false );
}
#endif
#ifdef _XBOX_ONE
if(g_NetworkManager.ShouldMessageForFullSession())
{
UINT uiIDA[1];
uiIDA[0]=IDS_CONFIRM_OK;
ui.RequestErrorMessage( IDS_CONNECTION_FAILED, IDS_IN_PARTY_SESSION_FULL, uiIDA,1,ProfileManager.GetPrimaryPad());
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}
#endif
// SAVE TRANSFERS
#ifdef __ORBIS__
// check the status of the PSPlus common dialog
switch (sceNpCommerceDialogUpdateStatus())
{
case SCE_COMMON_DIALOG_STATUS_FINISHED:
{
SceNpCommerceDialogResult Result;
sceNpCommerceDialogGetResult(&Result);
sceNpCommerceDialogTerminate();
if(Result.authorized)
{
// they just became a PSPlus member
ProfileManager.PsPlusUpdate(ProfileManager.GetPrimaryPad(), &Result);
}
else
{
}
// 4J-JEV: Fix for PS4 #5148 - [ONLINE] If the user attempts to join a game when they do not have Playstation Plus, the title will lose all functionality.
m_bIgnoreInput = false;
}
break;
default:
break;
}
#endif
}
void UIScene_LoadOrJoinMenu::GetSaveInfo()
{
unsigned int uiSaveC=0;
// This will return with the number retrieved in uiSaveC
if(app.DebugSettingsOn() && app.GetLoadSavesFromFolderEnabled())
{
#ifdef __ORBIS__
// We need to make sure this is non-null so that we have an idea of free space
m_pSaveDetails=StorageManager.ReturnSavesInfo();
if(m_pSaveDetails==nullptr)
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{
C4JStorage::ESaveGameState eSGIStatus= StorageManager.GetSavesInfo(m_iPad,nullptr,this,"save");
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}
#endif
uiSaveC = 0;
#ifdef _XBOX
File savesDir(L"GAME:\\Saves");
#else
File savesDir(L"Saves");
#endif
if( savesDir.exists() )
{
m_saves = savesDir.listFiles();
uiSaveC = static_cast<unsigned int>(m_saves->size());
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}
// add the New Game and Tutorial after the saves list is retrieved, if there are any saves
// Add two for New Game and Tutorial
unsigned int listItems = uiSaveC;
AddDefaultButtons();
for(unsigned int i=0;i<listItems;i++)
{
wstring wName = m_saves->at(i)->getName();
wchar_t *name = new wchar_t[wName.size()+1];
for(unsigned int j = 0; j < wName.size(); ++j)
{
name[j] = wName[j];
}
name[wName.size()] = 0;
m_buttonListSaves.addItem(name,L"");
}
m_bSavesDisplayed = true;
m_bAllLoaded = true;
m_bIgnoreInput = false;
}
else
{
// clear the saves list
m_bSavesDisplayed = false; // we're blocking the exit from this scene until complete
m_buttonListSaves.clearList();
m_iSaveInfoC=0;
m_controlSavesTimer.setVisible(true);
m_pSaveDetails=StorageManager.ReturnSavesInfo();
if(m_pSaveDetails==nullptr)
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{
C4JStorage::ESaveGameState eSGIStatus= StorageManager.GetSavesInfo(m_iPad, nullptr,this,"save");
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}
#if TO_BE_IMPLEMENTED
if(eSGIStatus==C4JStorage::ESGIStatus_NoSaves)
{
uiSaveC=0;
m_controlSavesTimer.setVisible( false );
m_SavesList.SetEnable(TRUE);
}
#endif
}
return;
}
void UIScene_LoadOrJoinMenu::AddDefaultButtons()
{
m_iDefaultButtonsC = 0;
m_iMashUpButtonsC=0;
m_generators.clear();
m_buttonListSaves.addItem(app.GetString(IDS_CREATE_NEW_WORLD));
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m_iDefaultButtonsC++;
int i = 0;
for ( LevelGenerationOptions *levelGen : *app.getLevelGenerators() )
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{
// retrieve the save icon from the texture pack, if there is one
unsigned int uiTexturePackID=levelGen->getRequiredTexturePackId();
if(uiTexturePackID!=0)
{
unsigned int uiMashUpWorldsBitmask=app.GetMashupPackWorlds(m_iPad);
if((uiMashUpWorldsBitmask & (1<<(uiTexturePackID-1024)))==0)
{
// this world is hidden, so skip
continue;
}
}
// 4J-JEV: For debug. Ignore worlds with no name.
LPCWSTR wstr = levelGen->getWorldName();
m_buttonListSaves.addItem( wstr );
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m_generators.push_back(levelGen);
if(uiTexturePackID!=0)
{
// increment the count of the mash-up pack worlds in the save list
m_iMashUpButtonsC++;
TexturePack *tp = Minecraft::GetInstance()->skins->getTexturePackById(levelGen->getRequiredTexturePackId());
DWORD dwImageBytes;
PBYTE pbImageData = tp->getPackIcon(dwImageBytes);
if(dwImageBytes > 0 && pbImageData)
{
wchar_t imageName[64];
swprintf(imageName,64,L"tpack%08x",tp->getId());
registerSubstitutionTexture(imageName, pbImageData, dwImageBytes);
m_buttonListSaves.setTextureName( m_buttonListSaves.getItemCount() - 1, imageName );
}
}
++i;
}
m_iDefaultButtonsC += i;
}
void UIScene_LoadOrJoinMenu::handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled)
{
if(m_bIgnoreInput) return;
// if we're retrieving save info, ignore key presses
if(!m_bSavesDisplayed) return;
ui.AnimateKeyPress(m_iPad, key, repeat, pressed, released);
switch(key)
{
case ACTION_MENU_CANCEL:
if(pressed)
{
#if defined(__PS3__) || defined(__ORBIS__) || defined(__PSVITA__)
m_bExitScene=true;
#else
navigateBack();
#endif
handled = true;
}
break;
case ACTION_MENU_X:
#if TO_BE_IMPLEMENTED
// Change device
// Fix for #12531 - TCR 001: BAS Game Stability: When a player selects to change a storage
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// device, and repeatedly backs out of the SD screen, disconnects from LIVE, and then selects a SD, the title crashes.
m_bIgnoreInput=true;
StorageManager.SetSaveDevice(&CScene_MultiGameJoinLoad::DeviceSelectReturned,this,true);
ui.PlayUISFX(eSFX_Press);
#endif
// Save Transfer
#ifdef _XBOX_ONE
if(ProfileManager.IsSignedInLive( m_iPad ))
{
UIScene_LoadOrJoinMenu::s_ulFileSize=0;
LaunchSaveTransfer();
}
#endif
#ifdef SONY_REMOTE_STORAGE_DOWNLOAD
{
bool bSignedInLive = ProfileManager.IsSignedInLive(iPad);
if(bSignedInLive)
{
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LaunchSaveTransfer();
}
}
Overhaul Keyboard/Mouse Support (#612) * Sync keyboard text buffer from Flash before processing physical input The native keyboard scene maintained a separate C++ buffer (m_win64TextBuffer) for physical keyboard input, which was pushed to the Flash text field via setLabel(). However, when the user typed with the on-screen controller buttons, Flash updated its text field directly through ActionScript without updating the C++ buffer. This caused a desync: switching back to the physical keyboard would overwrite any text entered via controller, since m_win64TextBuffer still held the old value before the controller edits. Fix: read the current Flash text field into m_win64TextBuffer at the start of each tick(), before consuming new physical keyboard chars. This ensures both input methods always operate on the same state. * Use last active input device to decide keyboard mode instead of connection state The keyboard UI mode (on-screen virtual keyboard vs direct text input) was determined by Win64_IsControllerConnected(), which checks if any XInput controller is physically plugged in. This meant that even if the player was actively using mouse and keyboard, the virtual keyboard would still appear as long as a controller was connected. Replace the connection check with g_KBMInput.IsKBMActive(), which tracks the actual last-used input device based on per-frame input detection. Now the keyboard mode is determined by what the player is currently using, not what hardware happens to be plugged in. Affected scenes: CreateWorldMenu (world naming) and LoadOrJoinMenu (world renaming). * Fix TextInput caret behavior and add proper cursor editing for KBM direct edit The direct text editing mode introduced for KBM users had several issues with the TextInput control's caret (blinking cursor) and text manipulation: 1. Caret visible when not editing: When navigating to the world name field with keyboard/mouse, Flash's Iggy focus system would show the blinking caret even though the field wasn't active for editing yet (Enter not pressed). This was misleading since typing had no effect in that state. Fix: access the FJ_TextInput's internal m_mcCaret MovieClip and force its visibility based on editing state. This is enforced every tick because setLabel() and Flash focus transitions continuously reset the caret state. 2. No cursor movement during editing: The direct edit implementation treated the text as a simple buffer with push_back/pop_back — there was no concept of cursor position. Backspace only deleted from the end, and arrow keys did nothing. Fix: track cursor position (m_iCursorPos) in C++ and use wstring insert/erase at that position. Arrow keys (Left/Right), Home, End, and Delete now work as expected. The visual caret position is synced to Flash via the FJ_TextInput's SetCaretIndex method. 3. setLabel() resetting caret position: Every call to setLabel() (when text changes) caused Flash to reset the caret to the end of the string, making the cursor jump visually even though the C++ position was correct. Fix: enforce caret position via setCaretIndex every tick during editing, so any Flash-side resets are immediately corrected. New UIControl_TextInput API: - setCaretVisible(bool): toggles m_mcCaret.visible in Flash - setCaretIndex(int): calls FJ_TextInput.SetCaretIndex in Flash * Fix keyboard/arrow navigation not working when no UI element is focused On Windows64 with KBM, moving the mouse over empty space (outside any button) would clear the Iggy focus entirely. After that, pressing arrow keys did nothing because Flash had no starting element to navigate from. Two changes here: - Don't set focus to IGGY_FOCUS_NULL when the mouse hovers over empty space. The previous hover target stays focused, so switching back to arrows keeps working seamlessly. - When a navigation key is pressed and nothing is focused at all (e.g. mouse was already on empty space when the menu opened), grab the first focusable element instead of silently dropping the input. The keypress is consumed to avoid jumping two elements at once. This makes mixed mouse+keyboard navigation feel a lot more natural. You can point at a button, then continue with arrows, or just start pressing arrows right away without having to hover first. * Overhaul mouse support and generalize direct text editing to all UI scenes This is a large rework of the Windows64 KBM (keyboard+mouse) input layer. It touches the mouse hover system, the mouse click dispatch, and the direct text editing infrastructure, then applies all of it to every scene that has text input fields or non-standard clickable elements. MOUSE HOVER REWRITE (UIController.cpp tickInput) The old hover code had two structural problems: (a) Scene lookup was group-first: it iterated UI groups and checked all layers within each group. The Tooltips layer on eUIGroup_Fullscreen (which holds non-interactive overlays like button hints) would be found before in-game menus on eUIGroup_Player1. The tooltip scene focusable objects captured mouse input and prevented hover from reaching the actual menu. Fixed by switching to layer-first lookup across all groups, and skipping eUILayer_Tooltips entirely since those are never interactive. (b) On tabbed menus (LaunchMoreOptionsMenu Game vs World tabs), all controls from all tabs are registered in Flash at the same time. There was no filtering, so controls from inactive tabs had phantom hitboxes that overlapped the active tab controls, making certain buttons unhoverable. Fixed by introducing parent panel tracking: each UIControl now has a m_pParentPanel pointer, set automatically by the UI_MAP_ELEMENT macro during mapElementsAndNames(). The hover code checks the control parent panel against the scene GetMainPanel() and skips mismatches. This is the same technique the Vita touch code used, but applied to mouse hover. The coordinate conversion was also simplified. The old code had two separate scaling paths (window dimensions for hover, display dimensions for sliders). Now there is one conversion from window pixel coords to SWF coords using the scene own render dimensions. REUSING VITA TOUCH APIs FOR MOUSE (ButtonList, UIScene) Several APIs originally gated behind __PSVITA__ are now enabled for Win64: - UIControl_ButtonList::SetTouchFocus(x,y) and CanTouchTrigger(x,y): the Flash-side ActionScript methods were already registered on all platforms in setupControl(), only the C++ wrappers were ifdef-gated. Opening the ifdefs to include _WINDOWS64 lets the mouse hover code delegate to Flash for list item highlighting, which handles internal scrolling and item layout that would be impractical to replicate in C++. - UIScene::SetFocusToElement(id): programmatic focus-by-control-ID, used as a fallback when Iggy focusable objects do not match the C++ hit test. - UIScene_LaunchMoreOptionsMenu::GetMainPanel(): returns the active tab panel control, needed by the hover code to filter inactive tab controls. MOUSE CLICK DISPATCH (UIScene.cpp handleMouseClick) Left-clicking previously relied entirely on Iggy ACTION_MENU_OK dispatch, which routes to whatever Flash considers focused. This broke for custom- drawn elements that are not Flash buttons (crafting recipe slots), and for scenes where Iggy focus did not match what the user visually clicked. Added a virtual handleMouseClick(x, y) on UIScene with a default implementation that hit-tests C++ controls. When multiple controls report overlapping bounds (common in debug scenes where TextInputs report full Flash-width), it picks the one whose left edge X is closest to the click. Returns true to consume the click and suppress the normal ACTION_MENU_A dispatch via a m_mouseClickConsumedByScene flag on UIController. The default implementation handles buttons, text inputs, and checkboxes (toggling state and calling handleCheckboxToggled directly). CRAFTING MENU MOUSE CLICK (UIScene_CraftingMenu.cpp) The crafting menu recipe slots (H slots) are rendered through Iggy custom draw callback, not as Flash buttons. They have no focusable objects, so mouse clicking did nothing. The solution caches SWF-space positions during rendering: inside customDraw, when H slot 0 and H slot 1 are drawn, the code extracts SWF coordinates from the D3D11 transform matrix via gdraw_D3D11_CalculateCustomDraw_4J. The X difference between slot 0 and slot 1 gives the uniform slot spacing. handleMouseClick then uses these cached bounds to determine which recipe slot was clicked, resets the vertical slot indices (same pattern as the constructor), updates the highlight and vertical slots display, and re-shows the old slot icon. This mirrors the existing controller LEFT/RIGHT navigation in the base class handleKeyDown. DIRECT EDIT REFACTORING (UIControl_TextInput) The direct text editing feature (type directly into text fields instead of opening the virtual keyboard) was originally implemented inline in CreateWorldMenu with all the state, character consumption, cursor tracking, caret visibility, and cooldown logic hardcoded in one scene. Moved everything into UIControl_TextInput: - beginDirectEdit(charLimit): captures current label, inits cursor at end - tickDirectEdit(): consumes chars, handles Backspace/Enter/Escape, arrow keys (Left/Right/Home/End/Delete), enforces caret visibility every tick (because setLabel and Flash focus transitions continuously reset it), returns Confirmed/Cancelled/Continue - cancelDirectEdit() / confirmDirectEdit(): programmatic control - isDirectEditing() / getDirectEditCooldown() / getEditBuffer(): state query For SWFs that lack the m_mcCaret MovieClip child (like AnvilMenu), the existence check validates by reading a property from the resolved path, since IggyValuePathMakeNameRef always succeeds even for undefined refs. When no caret exists, the control inserts a _ character at the cursor position as a visual fallback. The caret check result is cached in m_bHasCaret/m_bCaretChecked to avoid repeated Iggy calls that could corrupt internal state. SCENES UPDATED WITH DIRECT EDIT + VIRTUAL KEYBOARD Every scene with text input now supports both input modes: direct editing when KBM is active, virtual keyboard (via NavigateToScene eUIScene_Keyboard) when using a controller. The mode is chosen at press time based on g_KBMInput.IsKBMActive(). - CreateWorldMenu: refactored to use the new UIControl_TextInput API, removing ~80 lines of inline editing code. - AnvilMenu: item renaming now supports direct edit. The keyboard callback uses Win64_GetKeyboardText instead of InputManager.GetText (which reads from a different buffer on Win64). The virtual keyboard is opened with eUILayer_Fullscreen + eUIGroup_Fullscreen so it does not hide the anvil container menu underneath. Added null guards on getMovie() in setCostLabel and showCross since the AnvilMenu SWF may not fully load on Win64. - SignEntryMenu: all 4 sign lines support direct edit. Clicking a different line while editing confirms the current one. Each line cooldown timer is checked independently to prevent Enter from re-opening the edit. - LaunchMoreOptionsMenu: seed field direct edit with proper input blocking. - DebugCreateSchematic: all 7 text inputs (name + start/end XYZ coords). handleMouseClick is overridden to always consume clicks during edit to prevent Iggy re-entry on empty space. - DebugSetCamera: all 5 inputs (camera XYZ + Y rotation + elevation). Clicking a different field while editing confirms the current value and opens the new one. Float display formatting changed from %f to %.2f. All keyboard completion callbacks on Win64 now use Win64_GetKeyboardText (two params: buffer + size) instead of InputManager.GetText, which reads from the correct g_Win64KeyboardResult global when using the in-game keyboard scene. SCROLL WHEEL Mouse wheel events (ACTION_MENU_OTHER_STICK_UP/DOWN) are now centrally remapped to ACTION_MENU_UP/DOWN in UIController::handleKeyPress when KBM is active. Previously each scene would need to handle OTHER_STICK actions separately, and most did not, so scroll wheel only worked in a few places. * Add mouse click support to CraftingMenu (tab switching, slot selection, craft) The crafting screen's horizontal recipe slots and category tabs are custom-drawn via Iggy callbacks rather than regular Flash buttons, so the standard mouse hover system can't interact with them. This adds handleMouseClick to derive clickable regions from the H slot positions cached during customDraw. Tab clicking: tab hitboxes are computed relative to the H slot row since the Vita TouchPanel overlays (full-screen invisible rectangles) aren't suitable for direct hit-testing on Win64. The Y bounds were tuned empirically to match the SWF tab icon positions. Clicking a tab runs the same switch logic as LB/RB: hide old highlight, update group index, reset slot indices, recalculate recipes, and refresh the display. H slot clicking: clicking a different recipe slot selects it (updating V slots, highlight, and re-showing the previous slot). Clicking the already-selected slot crafts the item by dispatching ACTION_MENU_A through handleKeyDown, reusing the existing crafting path. Empty slots (iCount == 0) are ignored. All mouse clicks on the scene are consumed (return true) to prevent misses from falling through as ACTION_MENU_A and accidentally triggering a craft. This only suppresses mouse-originated A presses via m_mouseClickConsumedByScene; keyboard and controller A remain fully functional. Also enables GetMainPanel for Win64 (was Vita-only) so the mouse hover system can filter controls by active panel, same as other tabbed menus. * Fix mouse hover selecting wrong buttons from the third onward The hover code was doing a redundant second hit-test against Iggy focusable object bounds after the C++ control bounds had already identified the correct control. Iggy focusable bounds are wider than the actual visible buttons and overlap vertically, so the "pick largest x0" heuristic would match focusables belonging to earlier buttons when hovering the right side of buttons 3+. Replaced the IggyPlayerGetFocusableObjects path with a direct SetFocusToElement call using the already-correct hitControlId from the C++ hit-test, same approach the click path uses in handleMouseClick. Also switched the overlap tiebreaker from "largest x0" to smallest area, consistent with how clicks resolve overlapping controls. TextInput is excluded from hover focus to avoid showing the caret on mere mouse-over (its Iggy focus is set on click). * Use smallest-area tiebreaker for mouse click hit-testing too Same overlap fix applied to handleMouseClick: when multiple controls contain the click point, prefer the one with the smallest bounding area instead of the one with the largest left-edge X. This is more robust for any layout (vertical menus, grids, overlapping panels) and matches the hover path logic. Those changes were initially made in order to fix the teleport ui for the mouse but broke every other well working ui. * Fix mouse cursor staying trapped in window on alt-tab When the inventory or other UI with a hidden cursor was open, alt-tabbing out would leave the cursor locked to the game window. SetWindowFocused(false) from WM_KILLFOCUS correctly released the clip and showed the cursor, but Tick() was unconditionally calling SetCursorPos every frame to re-center it, overriding the release. Added m_windowFocused to the Tick() condition so cursor manipulation only happens while the window actually has focus. * Map mouse right click to ACTION_MENU_X for inventory half-stack Right clicking an item stack in Java Edition picks up half of it. Console Edition already handles this via ACTION_MENU_X (the X button on controller), which sets buttonNum=1 in handleKeyDown. This maps mouse right click to that same action so KBM players get the same behavior across all container menus (inventory, chests, furnaces, hoppers, etc). * Fix mouse hover hitting removed controls (ghost hitboxes) When removeControl() removes a Flash element (e.g. the Reinstall button in Help & Options, or the Debug button when disabled), the C++ control object stays in the m_controls vector. On Vita this was handled by calling setHidden(true) and checking getHidden() in the touch hit-test, but on Windows64 none of that was happening. The result: removed buttons kept phantom bounds that the hover code would match against, stealing focus from the buttons that shifted into their visual position. In the Help & Options menu with debug enabled, the removed Reinstall button (Button6) had ghost bounds overlapping where the Debug button (Button7) moved to after the removal, making Debug un-hoverable and snapping focus to Button1. The fix has three parts: - removeControl() now calls setHidden(true) on all platforms, not just Vita. The m_bHidden member was already declared on all platforms, only the accessors were ifdef'd behind __PSVITA__. - Removed the __PSVITA__ ifdef from setHidden/getHidden in UIControl.h so they're available everywhere. - Added getHidden() checks in both the hover and click hit-test loops, matching what the Vita touch code already does. The check is a simple bool read (no Flash/Iggy call), placed before the getVisible() query which hits Flash and can return stale values for removed elements. * Add right-click to open save options in world selection menu On controller, RB (ACTION_MENU_RIGHT_SCROLL) opens the save options dialog (rename/delete) when a save is selected. Mouse right-click maps to ACTION_MENU_X, which had no Windows64 handler in this scene. Added save options handling under ACTION_MENU_X for _WINDOWS64 so right-clicking a save opens the same dialog. Also handles the mashup world hide action for right-click consistency. Console-only options (copy save, save transfer) are excluded since they don't apply here. * Fix Escape key not opening pause menu during tutorial hints The KBM pause check had a IsTutorialVisible guard that blocked Escape entirely while any tutorial popup was on screen. The controller path never had this restriction. Removed the check so Escape behaves the same as Start on controller. * Fix crash in WriteHeader when save buffer is too small for header table When a player enters a new region, RegionFile's constructor calls createFile which adds a FileEntry with length 0 to the file table. This increases the header table size (appended at the end of the save buffer) by sizeof(FileEntrySaveData) per entry, but since no actual data is written to the file, MoveDataBeyond is never called and the committed virtual memory pages are never grown to match. On the next autosave tick, saveLevelData writes level.dat first (before chunkSource->save which would have grown the buffer). If level.dat doesn't need to grow, finalizeWrite calls WriteHeader which tries to memcpy the now-larger header table past the end of committed memory, causing an access violation. This is especially likely in splitscreen where two players exploring at the same time can create multiple new RegionFile entries within a single tick, quickly exhausting the page-alignment slack in the buffer (yes i am working at splitscreen in the meanwhile :) ) The fix was deduced by tracing the crash callstack through the save system: FileHeader, ConsoleSaveFileOriginal, the stream chain, and the RegionFile/RegionFileCache layer. The root cause turned out to be a gap between createFile (which grows the header table) and MoveDataBeyond (the only place that grows the buffer), with finalizeWrite sitting right in between unprotected. The buffer growth check added here mirrors the exact same VirtualAlloc pattern already used in MoveDataBeyond (line 484-497) and in the constructor's decompression path (line 176-190), so it integrates naturally with the existing code. Same types, same page rounding, same error handling. The fast path (no new entries, buffer already big enough) is a single DWORD comparison that doesn't get taken, so there is zero overhead in the common case. This is the right place for the fix because finalizeWrite is the sole caller of WriteHeader, meaning every code path that writes the header (closeHandle, PrepareForWrite, deleteFile, Flush) is now protected by a single check point. * Fix TextInput bugs and refactor direct edit handling into UIScene base class The fake cursor character (_) used for SWFs without m_mcCaret was leaking into saved sign and anvil text. This happened because setLabel() with instant=false only updates the C++-side cache, deferring the Flash write to the next control tick. Any getLabel() call before that tick reads the old Flash value still containing the underscore. Fixed by passing instant=true in confirmDirectEdit, cancelDirectEdit, and the Enter key path inside tickDirectEdit, so the cleaned text hits Flash immediately. Mouse hover over TextInput controls (world name, anvil name, seed field) was not showing the yellow highlight border. The hover code used IggyPlayerSetFocusRS which sets Iggy's internal dispatch focus but does not trigger Flash's ChangeState callback, so no visual feedback appeared. Buttons worked fine because Iggy draws its own focus ring on them, but TextInput relies entirely on ChangeState(0) for the yellow border. Switched to SetFocusToElement which goes through the Flash-side SetFocus path, then immediately call setCaretVisible(false) to suppress the blinking caret that comes with focus. No visual flicker since rendering happens after both tickInput and scene tick complete. While direct editing, mouse hover was able to move focus away to other TextInputs on the same scene (most noticeably on the sign editor, where hovering a different line would steal focus from the line being typed). Added an isDirectEditBlocking() check in the hover path to skip focus changes when any input on the scene is actively being edited. The Done button in SignEntryMenu was unresponsive to mouse clicks during direct editing. The root cause is execution order: handleMouseClick runs before handleInput in the frame. The base handleMouseClick found the Done button and called handlePress, but handlePress bailed out because of the isDirectEditing guard. The click was marked consumed, so handleInput never saw it. Fixed by overriding handleMouseClick in SignEntryMenu to detect the Done button hit while editing and confirm + close directly. Added click-outside-to-deselect for anvil and world name text inputs. Both scenes previously required Enter to confirm the edit, which felt wrong. Now clicking anywhere outside the text field bounds confirms the current text, matching standard UI behavior. The anvil menu now updates the item name in real time while typing, like Java edition. Previously the name was only applied on Enter, so the repair cost display was stale until confirmation. The biggest change is structural: every scene that used direct editing (AnvilMenu, CreateWorldMenu, SignEntryMenu, LaunchMoreOptionsMenu, DebugCreateSchematic, DebugSetCamera) had its own copy of the same boilerplate -- tickDirectEdit loops in tick(), click-outside hit testing in handleMouseClick(), cooldown guard checks in handleInput/handlePress, and result dispatch with switch/if chains. This was around 200 lines of near-identical code scattered across 6 files, each with its own slight variations and its own bugs waiting to happen. Pulled all of it into UIScene with two virtual methods: getDirectEditInputs() where scenes register their text inputs, and onDirectEditFinished() where they handle confirmed/cancelled results. The base class tick() drives tickDirectEdit on all registered inputs, handleMouseClick() does the click-outside-to-deselect hit test generically using panel offsets, and isDirectEditBlocking() replaces all the inline cooldown checks. Scenes now just override those two methods and get everything for free. Also removed the m_activeDirectEditControl enum tracking from the debug scenes (DebugCreateSchematic, DebugSetCamera) since the base class handles lifecycle tracking through the controls themselves. * Remap scroll wheel to LEFT/RIGHT for horizontal controls The scroll wheel was always remapped to UP/DOWN, which is fine for vertical lists but useless on horizontal controls like sliders and the texture pack selector. Track whether the mouse is hovering a horizontal control during the hover hit-test (new bool m_bMouseHoverHorizontalList, set for eTexturePackList and eSlider). When the flag is set, handleKeyPress emits LEFT/RIGHT instead of UP/DOWN for wheel events. TexturePackList is also now part of the mouse hover system with proper hit-testing, relative-coord SetTouchFocus and GetRealHeight for accurate bounds. * Guard setCaretVisible and setCaretIndex against null movie tickDirectEdit calls into Iggy every tick without checking if the movie is still valid, which crashes inside iggy_w64.dll when the Flash movie gets unloaded or isn't ready yet. * Fix creative inventory scroll for both mouse wheel and controller The mouse scroll wheel was not working in the creative inventory at all. UIController remaps wheel input from OTHER_STICK to UP/DOWN for KBM users, but the base container menu handler consumed UP/DOWN for grid navigation before it could reach the creative menu's page scrolling logic in handleAdditionalKeyPress. Fixed by detecting scroll wheel input on UP/DOWN in the base handler and forwarding it as OTHER_STICK to handleAdditionalKeyPress instead. Also fixed the controller right stick scrolling way too fast: it was jumping TabSpec::rows (5) rows per tick at 100ms repeat rate, which blew through the entire item list almost instantly. Reduced to 1 row per tick so scrolling feels controlled on both input methods.
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#endif
#ifdef _WINDOWS64
// Right click on a save opens save options (same as RB / ACTION_MENU_RIGHT_SCROLL)
if(pressed && !repeat && ProfileManager.IsFullVersion() && !StorageManager.GetSaveDisabled())
{
if(DoesSavesListHaveFocus() && (m_iDefaultButtonsC > 0) && (m_iSaveListIndex >= m_iDefaultButtonsC))
{
m_bIgnoreInput = true;
if(StorageManager.EnoughSpaceForAMinSaveGame())
{
UINT uiIDA[3];
uiIDA[0]=IDS_CONFIRM_CANCEL;
uiIDA[1]=IDS_TITLE_RENAMESAVE;
uiIDA[2]=IDS_TOOLTIPS_DELETESAVE;
ui.RequestAlertMessage(IDS_TOOLTIPS_SAVEOPTIONS, IDS_TEXT_SAVEOPTIONS, uiIDA, 3, iPad,&UIScene_LoadOrJoinMenu::SaveOptionsDialogReturned,this);
}
else
{
UINT uiIDA[2];
uiIDA[0]=IDS_CONFIRM_CANCEL;
uiIDA[1]=IDS_CONFIRM_OK;
ui.RequestAlertMessage(IDS_TOOLTIPS_DELETESAVE, IDS_TEXT_DELETE_SAVE, uiIDA, 2, iPad,&UIScene_LoadOrJoinMenu::DeleteSaveDialogReturned,this);
}
ui.PlayUISFX(eSFX_Press);
}
else if(DoesMashUpWorldHaveFocus() && (m_iSaveListIndex != JOIN_LOAD_CREATE_BUTTON_INDEX))
{
LevelGenerationOptions *levelGen = m_generators.at(m_iSaveListIndex - 1);
if(!levelGen->isTutorial() && levelGen->requiresTexturePack())
{
m_bIgnoreInput = true;
app.HideMashupPackWorld(m_iPad, levelGen->getRequiredTexturePackId());
m_iState = e_SavesRepopulateAfterMashupHide;
}
ui.PlayUISFX(eSFX_Press);
}
}
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#endif
break;
case ACTION_MENU_Y:
#if defined(__PS3__) || defined(__PSVITA__) || defined(__ORBIS__)
m_eAction = eAction_ViewInvites;
if(pressed && iPad == ProfileManager.GetPrimaryPad())
{
#ifdef __ORBIS__
// Check if PSN is unavailable because of age restriction
int npAvailability = ProfileManager.getNPAvailability(iPad);
if (npAvailability == SCE_NP_ERROR_AGE_RESTRICTION)
{
UINT uiIDA[1];
uiIDA[0] = IDS_OK;
ui.RequestErrorMessage(IDS_ONLINE_SERVICE_TITLE, IDS_CONTENT_RESTRICTION, uiIDA, 1, iPad);
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break;
}
#endif
// are we offline?
if(!ProfileManager.IsSignedInLive(iPad))
{
// get them to sign in to online
UINT uiIDA[2];
uiIDA[0]=IDS_PRO_NOTONLINE_ACCEPT;
uiIDA[1]=IDS_PRO_NOTONLINE_DECLINE;
ui.RequestAlertMessage(IDS_PRO_NOTONLINE_TITLE, IDS_PRO_NOTONLINE_TEXT, uiIDA, 2, ProfileManager.GetPrimaryPad(), &UIScene_LoadOrJoinMenu::MustSignInReturnedPSN, this);
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}
else
{
#ifdef __ORBIS__
SQRNetworkManager_Orbis::RecvInviteGUI();
#elif defined __PSVITA__
SQRNetworkManager_Vita::RecvInviteGUI();
#else
int ret = sceNpBasicRecvMessageCustom(SCE_NP_BASIC_MESSAGE_MAIN_TYPE_INVITE, SCE_NP_BASIC_RECV_MESSAGE_OPTIONS_INCLUDE_BOOTABLE, SYS_MEMORY_CONTAINER_ID_INVALID);
app.DebugPrintf("sceNpBasicRecvMessageCustom return %d ( %08x )\n", ret, ret);
#endif
}
}
#elif defined(_DURANGO)
if(getControlFocus() == eControl_GamesList && m_buttonListGames.getItemCount() > 0)
{
DWORD nIndex = m_buttonListGames.getCurrentSelection();
FriendSessionInfo *pSelectedSession = m_currentSessions->at( nIndex );
PlayerUID uid = pSelectedSession->searchResult.m_playerXuids[0];
if( uid != INVALID_XUID ) ProfileManager.ShowProfileCard(ProfileManager.GetLockedProfile(),uid);
ui.PlayUISFX(eSFX_Press);
}
#endif // __PS3__ || __ORBIS__
break;
case ACTION_MENU_RIGHT_SCROLL:
if(DoesSavesListHaveFocus())
{
// 4J-PB - check we are on a valid save
if((m_iDefaultButtonsC != 0) && (m_iSaveListIndex >= m_iDefaultButtonsC))
{
m_bIgnoreInput = true;
// Could be delete save or Save Options
if(StorageManager.GetSaveDisabled())
{
// delete the save game
// Have to ask the player if they are sure they want to delete this game
UINT uiIDA[2];
uiIDA[0]=IDS_CONFIRM_CANCEL;
uiIDA[1]=IDS_CONFIRM_OK;
ui.RequestAlertMessage(IDS_TOOLTIPS_DELETESAVE, IDS_TEXT_DELETE_SAVE, uiIDA, 2, iPad,&UIScene_LoadOrJoinMenu::DeleteSaveDialogReturned,this);
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}
else
{
if(StorageManager.EnoughSpaceForAMinSaveGame())
{
UINT uiIDA[4];
uiIDA[0]=IDS_CONFIRM_CANCEL;
uiIDA[1]=IDS_TITLE_RENAMESAVE;
uiIDA[2]=IDS_TOOLTIPS_DELETESAVE;
int numOptions = 3;
#ifdef SONY_REMOTE_STORAGE_UPLOAD
if(ProfileManager.IsSignedInLive(ProfileManager.GetPrimaryPad()))
{
numOptions = 4;
uiIDA[3]=IDS_TOOLTIPS_SAVETRANSFER_UPLOAD;
}
#endif
#if defined _XBOX_ONE || defined __ORBIS__
numOptions = 4;
uiIDA[3]=IDS_COPYSAVE;
#endif
ui.RequestAlertMessage(IDS_TOOLTIPS_SAVEOPTIONS, IDS_TEXT_SAVEOPTIONS, uiIDA, numOptions, iPad,&UIScene_LoadOrJoinMenu::SaveOptionsDialogReturned,this);
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}
else
{
// delete the save game
// Have to ask the player if they are sure they want to delete this game
UINT uiIDA[2];
uiIDA[0]=IDS_CONFIRM_CANCEL;
uiIDA[1]=IDS_CONFIRM_OK;
ui.RequestAlertMessage(IDS_TOOLTIPS_DELETESAVE, IDS_TEXT_DELETE_SAVE, uiIDA, 2,iPad,&UIScene_LoadOrJoinMenu::DeleteSaveDialogReturned,this);
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}
}
ui.PlayUISFX(eSFX_Press);
}
}
else if(DoesMashUpWorldHaveFocus())
{
// hiding a mash-up world
if((m_iSaveListIndex != JOIN_LOAD_CREATE_BUTTON_INDEX))
{
LevelGenerationOptions *levelGen = m_generators.at(m_iSaveListIndex - 1);
if(!levelGen->isTutorial())
{
if(levelGen->requiresTexturePack())
{
unsigned int uiPackID=levelGen->getRequiredTexturePackId();
m_bIgnoreInput = true;
app.HideMashupPackWorld(m_iPad,uiPackID);
// update the saves list
m_iState = e_SavesRepopulateAfterMashupHide;
}
}
}
ui.PlayUISFX(eSFX_Press);
}
break;
case ACTION_MENU_LEFT_SCROLL:
#ifdef _XBOX
if( m_bInParty )
{
m_bShowingPartyGamesOnly = !m_bShowingPartyGamesOnly;
UpdateGamesList();
CXuiSceneBase::PlayUISFX(eSFX_Press);
}
#endif
break;
case ACTION_MENU_LEFT:
case ACTION_MENU_RIGHT:
{
// if we are on the saves menu, check there are games in the games list to move to
if(DoesSavesListHaveFocus())
{
if( m_buttonListGames.getItemCount() > 0)
{
sendInputToMovie(key, repeat, pressed, released);
}
}
else
{
sendInputToMovie(key, repeat, pressed, released);
}
}
break;
case ACTION_MENU_OK:
#ifdef __ORBIS__
case ACTION_MENU_TOUCHPAD_PRESS:
#endif
case ACTION_MENU_UP:
case ACTION_MENU_DOWN:
case ACTION_MENU_PAGEUP:
case ACTION_MENU_PAGEDOWN:
sendInputToMovie(key, repeat, pressed, released);
handled = true;
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break;
case ACTION_MENU_OTHER_STICK_UP:
sendInputToMovie(ACTION_MENU_UP, repeat, pressed, released);
handled = true;
break;
case ACTION_MENU_OTHER_STICK_DOWN:
sendInputToMovie(ACTION_MENU_DOWN, repeat, pressed, released);
handled = true;
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break;
}
}
int UIScene_LoadOrJoinMenu::KeyboardCompleteWorldNameCallback(LPVOID lpParam,bool bRes)
{
// 4J HEG - No reason to set value if keyboard was cancelled
UIScene_LoadOrJoinMenu *pClass=static_cast<UIScene_LoadOrJoinMenu *>(lpParam);
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pClass->m_bIgnoreInput=false;
if (bRes)
{
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uint16_t ui16Text[128];
ZeroMemory(ui16Text, 128 * sizeof(uint16_t) );
#ifdef _WINDOWS64
Win64_GetKeyboardText(ui16Text, 128);
#else
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InputManager.GetText(ui16Text);
#endif
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// check the name is valid
if(ui16Text[0]!=0)
{
#if (defined __PS3__ || defined __ORBIS__ || defined _DURANGO || defined(__PSVITA__))
// open the save and overwrite the metadata
StorageManager.RenameSaveData(pClass->m_iSaveListIndex - pClass->m_iDefaultButtonsC, ui16Text,&UIScene_LoadOrJoinMenu::RenameSaveDataReturned,pClass);
#elif defined(_WINDOWS64)
{
int listPos = pClass->m_iSaveListIndex - pClass->m_iDefaultButtonsC;
// Convert the ui16Text input to a wide string
wchar_t wNewName[128] = {};
for (int k = 0; k < 127 && ui16Text[k]; k++)
wNewName[k] = static_cast<wchar_t>(ui16Text[k]);
// Convert to narrow for storage and in-memory update
char narrowName[128] = {};
wcstombs(narrowName, wNewName, 127);
// Build the sidecar path: Windows64\GameHDD\{folder}\worldname.txt
wchar_t wFilename[MAX_SAVEFILENAME_LENGTH] = {};
mbstowcs(wFilename, pClass->m_saveDetails[listPos].UTF8SaveFilename, MAX_SAVEFILENAME_LENGTH - 1);
wstring sidecarPath = wstring(L"Windows64\\GameHDD\\") + wstring(wFilename) + wstring(L"\\worldname.txt");
FILE *fw = nullptr;
if (_wfopen_s(&fw, sidecarPath.c_str(), L"w") == 0 && fw)
{
fputs(narrowName, fw);
fclose(fw);
}
// Update the in-memory display name so the list reflects it immediately
strncpy_s(pClass->m_saveDetails[listPos].UTF8SaveName, narrowName, 127);
pClass->m_saveDetails[listPos].UTF8SaveName[127] = '\0';
// Reuse the existing callback to trigger the list repopulate
UIScene_LoadOrJoinMenu::RenameSaveDataReturned(pClass, true);
}
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#endif
}
else
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{
pClass->m_bIgnoreInput=false;
pClass->updateTooltips();
}
}
else
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{
pClass->m_bIgnoreInput=false;
pClass->updateTooltips();
}
return 0;
}
void UIScene_LoadOrJoinMenu::handleInitFocus(F64 controlId, F64 childId)
{
app.DebugPrintf(app.USER_SR, "UIScene_LoadOrJoinMenu::handleInitFocus - %d , %d\n", static_cast<int>(controlId), static_cast<int>(childId));
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}
void UIScene_LoadOrJoinMenu::handleFocusChange(F64 controlId, F64 childId)
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{
app.DebugPrintf(app.USER_SR, "UIScene_LoadOrJoinMenu::handleFocusChange - %d , %d\n", static_cast<int>(controlId), static_cast<int>(childId));
switch(static_cast<int>(controlId))
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{
case eControl_GamesList:
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m_iGameListIndex = childId;
#ifdef _WINDOWS64
// Offset past the "Add Server" button so m_iGameListIndex is a session index
m_iGameListIndex -= 1;
#endif
m_buttonListGames.updateChildFocus( static_cast<int>(childId) );
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break;
case eControl_SavesList:
m_iSaveListIndex = childId;
m_bUpdateSaveSize = true;
break;
};
updateTooltips();
}
#ifdef SONY_REMOTE_STORAGE_DOWNLOAD
void UIScene_LoadOrJoinMenu::remoteStorageGetSaveCallback(LPVOID lpParam, SonyRemoteStorage::Status s, int error_code)
{
app.DebugPrintf("remoteStorageGetCallback err : 0x%08x\n", error_code);
assert(error_code == 0);
((UIScene_LoadOrJoinMenu*)lpParam)->LoadSaveFromCloud();
}
#endif
void UIScene_LoadOrJoinMenu::handlePress(F64 controlId, F64 childId)
{
switch(static_cast<int>(controlId))
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{
case eControl_SavesList:
{
m_bIgnoreInput=true;
int lGenID = static_cast<int>(childId) - 1;
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//CD - Added for audio
ui.PlayUISFX(eSFX_Press);
if(static_cast<int>(childId) == JOIN_LOAD_CREATE_BUTTON_INDEX)
{
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app.SetTutorialMode( false );
m_controlJoinTimer.setVisible( false );
app.SetCorruptSaveDeleted(false);
CreateWorldMenuInitData *params = new CreateWorldMenuInitData();
params->iPad = m_iPad;
ui.NavigateToScene(m_iPad,eUIScene_CreateWorldMenu,(void *)params);
}
else if (lGenID < m_generators.size())
{
LevelGenerationOptions *levelGen = m_generators.at(lGenID);
app.SetTutorialMode( levelGen->isTutorial() );
// Reset the autosave time
app.SetAutosaveTimerTime();
if(levelGen->isTutorial())
{
LoadLevelGen(levelGen);
}
else
{
LoadMenuInitData *params = new LoadMenuInitData();
params->iPad = m_iPad;
// need to get the iIndex from the list item, since the position in the list doesn't correspond to the GetSaveGameInfo list because of sorting
params->iSaveGameInfoIndex=-1;
//params->pbSaveRenamed=&m_bSaveRenamed;
params->levelGen = levelGen;
params->saveDetails = nullptr;
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// navigate to the settings scene
ui.NavigateToScene(ProfileManager.GetPrimaryPad(),eUIScene_LoadMenu, params);
}
}
else
{
#ifdef __ORBIS__
// check if this is a damaged save
PSAVE_INFO pSaveInfo = &m_pSaveDetails->SaveInfoA[((int)childId)-m_iDefaultButtonsC];
if(pSaveInfo->thumbnailData == nullptr && pSaveInfo->modifiedTime == 0) // no thumbnail data and time of zero and zero blocks useset for corrupt files
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{
// give the option to delete the save
UINT uiIDA[2];
uiIDA[0]=IDS_CONFIRM_CANCEL;
uiIDA[1]=IDS_CONFIRM_OK;
ui.RequestAlertMessage(IDS_CORRUPT_OR_DAMAGED_SAVE_TITLE, IDS_CORRUPT_OR_DAMAGED_SAVE_TEXT, uiIDA, 2, ProfileManager.GetPrimaryPad(),&UIScene_LoadOrJoinMenu::DeleteSaveDialogReturned,this);
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}
else
#endif
{
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app.SetTutorialMode( false );
if(app.DebugSettingsOn() && app.GetLoadSavesFromFolderEnabled())
{
LoadSaveFromDisk(m_saves->at(static_cast<int>(childId)-m_iDefaultButtonsC));
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}
else
{
LoadMenuInitData *params = new LoadMenuInitData();
params->iPad = m_iPad;
// need to get the iIndex from the list item, since the position in the list doesn't correspond to the GetSaveGameInfo list because of sorting
params->iSaveGameInfoIndex=m_saveDetails[static_cast<int>(childId)-m_iDefaultButtonsC].saveId;
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//params->pbSaveRenamed=&m_bSaveRenamed;
params->levelGen = nullptr;
params->saveDetails = &m_saveDetails[ static_cast<int>(childId)-m_iDefaultButtonsC ];
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#ifdef _XBOX_ONE
// On XB1, saves might need syncing, in which case inform the user so they can decide whether they want to wait for this to happen
if( m_pSaveDetails->SaveInfoA[params->iSaveGameInfoIndex].needsSync )
{
unsigned int uiIDA[2];
uiIDA[0]=IDS_CONFIRM_SYNC;
uiIDA[1]=IDS_CONFIRM_CANCEL;
m_loadMenuInitData = params;
ui.RequestAlertMessage(IDS_LOAD_SAVED_WORLD, IDS_CONFIRM_SYNC_REQUIRED, uiIDA, 2, ProfileManager.GetPrimaryPad(),&NeedSyncMessageReturned,this);
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}
else
#endif
{
// navigate to the settings scene
ui.NavigateToScene(ProfileManager.GetPrimaryPad(),eUIScene_LoadMenu, params);
}
}
}
}
}
break;
case eControl_GamesList:
{
#ifdef _WINDOWS64
if (static_cast<int>(childId) == ADD_SERVER_BUTTON_INDEX)
{
ui.PlayUISFX(eSFX_Press);
BeginAddServer();
break;
}
#endif
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m_bIgnoreInput=true;
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m_eAction = eAction_JoinGame;
//CD - Added for audio
ui.PlayUISFX(eSFX_Press);
{
int nIndex = static_cast<int>(childId);
#ifdef _WINDOWS64
// Offset by 1 because the "Add Server" button is at index 0
nIndex -= 1;
#endif
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m_iGameListIndex = nIndex;
CheckAndJoinGame(nIndex);
}
break;
}
}
}
void UIScene_LoadOrJoinMenu::CheckAndJoinGame(int gameIndex)
{
if( m_buttonListGames.getItemCount() > 0 && gameIndex < m_currentSessions->size() )
{
#if defined(__PS3__) || defined(__ORBIS__) || defined(__PSVITA__)
// 4J-PB - is the player allowed to join games?
bool noUGC=false;
bool bContentRestricted=false;
// we're online, since we are joining a game
ProfileManager.GetChatAndContentRestrictions(m_iPad,true,&noUGC,&bContentRestricted,nullptr);
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#ifdef __ORBIS__
// 4J Stu - On PS4 we don't restrict playing multiplayer based on chat restriction, so remove this check
noUGC = false;
bool bPlayStationPlus=true;
int iPadWithNoPlaystationPlus=0;
bool isSignedInLive = true;
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int iPadNotSignedInLive = -1;
for(unsigned int i = 0; i < XUSER_MAX_COUNT; ++i)
{
if( InputManager.IsPadConnected(i) || ProfileManager.IsSignedIn(i) )
{
if (isSignedInLive && !ProfileManager.IsSignedInLive(i))
{
// Record the first non signed in live pad
iPadNotSignedInLive = i;
}
isSignedInLive = isSignedInLive && ProfileManager.IsSignedInLive(i);
if(ProfileManager.HasPlayStationPlus(i)==false)
{
bPlayStationPlus=false;
break;
}
}
}
#endif
#ifdef __PSVITA__
if( CGameNetworkManager::usingAdhocMode() )
{
bContentRestricted = false;
noUGC = false;
}
#endif
if(noUGC)
{
// not allowed to join
#ifndef __PSVITA__
UINT uiIDA[1];
uiIDA[0]=IDS_CONFIRM_OK;
// Not allowed to play online
ui.RequestAlertMessage(IDS_ONLINE_GAME, IDS_CHAT_RESTRICTION_UGC, uiIDA, 1, m_iPad,nullptr,this);
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#else
// Not allowed to play online
ProfileManager.ShowSystemMessage( SCE_MSG_DIALOG_SYSMSG_TYPE_TRC_PSN_CHAT_RESTRICTION, 0 );
#endif
m_bIgnoreInput=false;
return;
}
else if(bContentRestricted)
{
ui.RequestContentRestrictedMessageBox();
m_bIgnoreInput=false;
return;
}
#ifdef __ORBIS__
// If this is an online game but not all players are signed in to Live, stop!
else if (!isSignedInLive)
{
UINT uiIDA[1];
uiIDA[0]=IDS_CONFIRM_OK;
// Check if PSN is unavailable because of age restriction
int npAvailability = ProfileManager.getNPAvailability(iPadNotSignedInLive);
if (npAvailability == SCE_NP_ERROR_AGE_RESTRICTION)
{
m_bIgnoreInput = false;
// 4J Stu - This is a bit messy and is due to the library incorrectly returning false for IsSignedInLive if the npAvailability isn't SCE_OK
ui.RequestErrorMessage(IDS_ONLINE_SERVICE_TITLE, IDS_CONTENT_RESTRICTION, uiIDA, 1, iPadNotSignedInLive);
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}
else
{
ui.RequestErrorMessage( IDS_PRO_NOTONLINE_TITLE, IDS_PRO_NOTONLINE_TEXT, uiIDA,1,iPadNotSignedInLive, &UIScene_LoadOrJoinMenu::MustSignInReturnedPSN, this);
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}
return;
}
else if(bPlayStationPlus==false)
{
if(ProfileManager.RequestingPlaystationPlus(iPadWithNoPlaystationPlus))
{
// MGH - added this so we don't try and upsell when we don't know if the player has PS Plus yet (if it can't connect to the PS Plus server).
UINT uiIDA[1];
uiIDA[0]=IDS_OK;
ui.RequestAlertMessage(IDS_ERROR_NETWORK_TITLE, IDS_ERROR_NETWORK, uiIDA, 1, ProfileManager.GetPrimaryPad(), nullptr, nullptr);
return;
}
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// PS Plus upsell
// 4J-PB - we're not allowed to show the text Playstation Plus - have to call the upsell all the time!
// upsell psplus
int32_t iResult=sceNpCommerceDialogInitialize();
SceNpCommerceDialogParam param;
sceNpCommerceDialogParamInitialize(&param);
param.mode=SCE_NP_COMMERCE_DIALOG_MODE_PLUS;
param.features = SCE_NP_PLUS_FEATURE_REALTIME_MULTIPLAY;
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param.userId = ProfileManager.getUserID(iPadWithNoPlaystationPlus);
iResult=sceNpCommerceDialogOpen(&param);
// UINT uiIDA[2];
// uiIDA[0]=IDS_CONFIRM_OK;
// uiIDA[1]=IDS_PLAYSTATIONPLUS_SIGNUP;
// ui.RequestMessageBox( IDS_FAILED_TO_CREATE_GAME_TITLE, IDS_NO_PLAYSTATIONPLUS, uiIDA,2,ProfileManager.GetPrimaryPad(),&UIScene_LoadOrJoinMenu::PSPlusReturned,this, app.GetStringTable(),nullptr,0,false);
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m_bIgnoreInput=false;
return;
}
#endif
#endif
m_initData->iPad = 0;;
m_initData->selectedSession = m_currentSessions->at( gameIndex );
#ifdef _WINDOWS64
{
int serverDbCount = 0;
FILE* dbFile = fopen("servers.db", "rb");
if (dbFile)
{
char magic[4] = {};
if (fread(magic, 1, 4, dbFile) == 4 && memcmp(magic, "MCSV", 4) == 0)
{
uint32_t version = 0, count = 0;
fread(&version, sizeof(uint32_t), 1, dbFile);
fread(&count, sizeof(uint32_t), 1, dbFile);
if (version == 1)
serverDbCount = static_cast<int>(count);
}
fclose(dbFile);
}
int lanCount = static_cast<int>(m_currentSessions->size()) - serverDbCount;
if (gameIndex >= lanCount && lanCount >= 0)
m_initData->serverIndex = gameIndex - lanCount;
else
m_initData->serverIndex = -1;
}
#endif
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if(m_initData->selectedSession->data.texturePackParentId!=0)
{
int texturePacksCount = Minecraft::GetInstance()->skins->getTexturePackCount();
bool bHasTexturePackInstalled=false;
for(int i=0;i<texturePacksCount;i++)
{
TexturePack *tp = Minecraft::GetInstance()->skins->getTexturePackByIndex(i);
if(tp->getDLCParentPackId()==m_initData->selectedSession->data.texturePackParentId)
{
bHasTexturePackInstalled=true;
break;
}
}
if(bHasTexturePackInstalled==false)
{
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#ifdef _XBOX
ULONGLONG ullOfferID_Full;
app.GetDLCFullOfferIDForPackID(m_initData->selectedSession->data.texturePackParentId,&ullOfferID_Full);
TelemetryManager->RecordUpsellPresented(m_iPad, eSet_UpsellID_Texture_DLC, ullOfferID_Full & 0xFFFFFFFF);
#endif
UINT uiIDA[2];
uiIDA[0]=IDS_TEXTUREPACK_FULLVERSION;
//uiIDA[1]=IDS_TEXTURE_PACK_TRIALVERSION;
uiIDA[1]=IDS_CONFIRM_CANCEL;
ui.RequestAlertMessage(IDS_DLC_TEXTUREPACK_NOT_PRESENT_TITLE, IDS_DLC_TEXTUREPACK_NOT_PRESENT, uiIDA, 2, m_iPad,&UIScene_LoadOrJoinMenu::TexturePackDialogReturned,this);
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return;
}
#ifdef __PSVITA__
if(CGameNetworkManager::usingAdhocMode() && !SQRNetworkManager_AdHoc_Vita::GetAdhocStatus())
{
// not connected to adhoc anymore, must have connected back to PSN to buy texture pack so sign in again
SQRNetworkManager_AdHoc_Vita::AttemptAdhocSignIn(&UIScene_LoadOrJoinMenu::SignInAdhocReturned, this);
return;
}
#endif
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}
m_controlJoinTimer.setVisible( false );
#ifdef _XBOX
XBackgroundDownloadSetMode(XBACKGROUND_DOWNLOAD_MODE_AUTO);
#endif
m_bIgnoreInput=true;
ui.NavigateToScene(ProfileManager.GetPrimaryPad(),eUIScene_JoinMenu,m_initData);
}
}
void UIScene_LoadOrJoinMenu::LoadLevelGen(LevelGenerationOptions *levelGen)
{
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// Load data from disc
//File saveFile( L"Tutorial\\Tutorial" );
//LoadSaveFromDisk(&saveFile);
// clear out the app's terrain features list
app.ClearTerrainFeaturePosition();
StorageManager.ResetSaveData();
// Make our next save default to the name of the level
StorageManager.SetSaveTitle(levelGen->getDefaultSaveName().c_str());
bool isClientSide = false;
bool isPrivate = false;
// TODO int maxPlayers = MINECRAFT_NET_MAX_PLAYERS;
int maxPlayers = 8;
if( app.GetTutorialMode() )
{
isClientSide = false;
maxPlayers = 4;
}
g_NetworkManager.HostGame(0,isClientSide,isPrivate,maxPlayers,0);
NetworkGameInitData *param = new NetworkGameInitData();
param->seed = 0;
param->saveData = nullptr;
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param->settings = app.GetGameHostOption( eGameHostOption_Tutorial );
param->levelGen = levelGen;
if(levelGen->requiresTexturePack())
{
param->texturePackId = levelGen->getRequiredTexturePackId();
Minecraft *pMinecraft = Minecraft::GetInstance();
pMinecraft->skins->selectTexturePackById(param->texturePackId);
//pMinecraft->skins->updateUI();
}
#ifndef _XBOX
g_NetworkManager.FakeLocalPlayerJoined();
#endif
LoadingInputParams *loadingParams = new LoadingInputParams();
loadingParams->func = &CGameNetworkManager::RunNetworkGameThreadProc;
loadingParams->lpParam = static_cast<LPVOID>(param);
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UIFullscreenProgressCompletionData *completionData = new UIFullscreenProgressCompletionData();
completionData->bShowBackground=TRUE;
completionData->bShowLogo=TRUE;
completionData->type = e_ProgressCompletion_CloseAllPlayersUIScenes;
completionData->iPad = DEFAULT_XUI_MENU_USER;
loadingParams->completionData = completionData;
ui.NavigateToScene(ProfileManager.GetPrimaryPad(),eUIScene_FullscreenProgress, loadingParams);
}
void UIScene_LoadOrJoinMenu::UpdateGamesListCallback(LPVOID pParam)
{
if(pParam != nullptr)
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{
UIScene_LoadOrJoinMenu *pScene = static_cast<UIScene_LoadOrJoinMenu *>(pParam);
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pScene->UpdateGamesList();
}
}
void UIScene_LoadOrJoinMenu::UpdateGamesList()
{
// If we're ignoring input scene isn't active so do nothing
if (m_bIgnoreInput) return;
// If a texture pack is loading, or will be loading, then ignore this ( we are going to be destroyed anyway)
if( Minecraft::GetInstance()->skins->getSelected()->isLoadingData() || (Minecraft::GetInstance()->skins->needsUIUpdate() || ui.IsReloadingSkin()) ) return;
// if we're retrieving save info, don't show the list yet as we will be ignoring press events
if(!m_bSavesDisplayed)
{
return;
}
FriendSessionInfo *pSelectedSession = nullptr;
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if(DoesGamesListHaveFocus() && m_buttonListGames.getItemCount() > 0)
{
unsigned int nIndex = m_buttonListGames.getCurrentSelection();
#ifdef _WINDOWS64
// Offset past the "Add Server" button
if (nIndex > 0)
pSelectedSession = m_currentSessions->at( nIndex - 1 );
#else
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pSelectedSession = m_currentSessions->at( nIndex );
#endif
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}
SessionID selectedSessionId;
ZeroMemory(&selectedSessionId,sizeof(SessionID));
if( pSelectedSession != nullptr )selectedSessionId = pSelectedSession->sessionId;
pSelectedSession = nullptr;
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m_controlJoinTimer.setVisible( false );
// if the saves list has focus, then we should show the Delete Save tooltip
// if the games list has focus, then we should show the View Gamercard tooltip
int iRB=-1;
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int iY = -1;
int iX=-1;
vector<FriendSessionInfo*>* newSessions = g_NetworkManager.GetSessionList( m_iPad, 1, m_bShowingPartyGamesOnly );
if (m_currentSessions != NULL && m_currentSessions->size() == newSessions->size())
{
bool same = true;
for (size_t i = 0; i < newSessions->size(); i++)
{
if (memcmp(&(*m_currentSessions)[i]->sessionId, &(*newSessions)[i]->sessionId, sizeof(SessionID)) != 0 ||
wcscmp((*m_currentSessions)[i]->displayLabel ? (*m_currentSessions)[i]->displayLabel : L"",
(*newSessions)[i]->displayLabel ? (*newSessions)[i]->displayLabel : L"") != 0)
{
same = false;
break;
}
}
if (same)
{
for (auto& it : *newSessions)
delete it;
delete newSessions;
return;
}
}
if (m_currentSessions)
{
for (auto& it : *m_currentSessions)
delete it;
delete m_currentSessions;
}
m_currentSessions = newSessions;
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// Update the xui list displayed
unsigned int xuiListSize = m_buttonListGames.getItemCount();
unsigned int filteredListSize = static_cast<unsigned int>(m_currentSessions->size());
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BOOL gamesListHasFocus = DoesGamesListHaveFocus();
if(filteredListSize > 0)
{
#if TO_BE_IMPLEMENTED
if( !m_pGamesList->IsEnabled() )
{
m_pGamesList->SetEnable(TRUE);
m_pGamesList->SetCurSel( 0 );
}
#endif
m_labelNoGames.setVisible( false );
m_controlJoinTimer.setVisible( false );
}
else
{
#if TO_BE_IMPLEMENTED
m_pGamesList->SetEnable(FALSE);
#endif
m_controlJoinTimer.setVisible( false );
m_labelNoGames.setVisible( true );
#if TO_BE_IMPLEMENTED
if( gamesListHasFocus ) m_pGamesList->InitFocus(m_iPad);
#endif
}
// clear out the games list and re-fill
m_buttonListGames.clearList();
#ifdef _WINDOWS64
// Always add the "Add Server" button as the first entry in the games list
m_buttonListGames.addItem(wstring(L"Add Server"));
#endif
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if( filteredListSize > 0 )
{
// Reset the focus to the selected session if it still exists
unsigned int sessionIndex = 0;
m_buttonListGames.setCurrentSelection(0);
for( FriendSessionInfo *sessionInfo : *m_currentSessions )
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{
wchar_t textureName[64] = L"\0";
// Is this a default game or a texture pack game?
if(sessionInfo->data.texturePackParentId!=0)
{
// Do we have the texture pack
Minecraft *pMinecraft = Minecraft::GetInstance();
TexturePack *tp = pMinecraft->skins->getTexturePackById(sessionInfo->data.texturePackParentId);
HRESULT hr;
DWORD dwImageBytes=0;
PBYTE pbImageData=nullptr;
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if(tp==nullptr)
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{
DWORD dwBytes=0;
PBYTE pbData=nullptr;
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app.GetTPD(sessionInfo->data.texturePackParentId,&pbData,&dwBytes);
// is it in the tpd data ?
app.GetFileFromTPD(eTPDFileType_Icon,pbData,dwBytes,&pbImageData,&dwImageBytes );
if(dwImageBytes > 0 && pbImageData)
{
swprintf(textureName,64,L"%ls",sessionInfo->displayLabel);
registerSubstitutionTexture(textureName,pbImageData,dwImageBytes);
}
}
else
{
pbImageData = tp->getPackIcon(dwImageBytes);
if(dwImageBytes > 0 && pbImageData)
{
swprintf(textureName,64,L"%ls",sessionInfo->displayLabel);
registerSubstitutionTexture(textureName,pbImageData,dwImageBytes);
}
}
}
else
{
// default texture pack
Minecraft *pMinecraft = Minecraft::GetInstance();
TexturePack *tp = pMinecraft->skins->getTexturePackByIndex(0);
DWORD dwImageBytes;
PBYTE pbImageData = tp->getPackIcon(dwImageBytes);
if(dwImageBytes > 0 && pbImageData)
{
swprintf(textureName,64,L"%ls",sessionInfo->displayLabel);
registerSubstitutionTexture(textureName,pbImageData,dwImageBytes);
}
}
m_buttonListGames.addItem( sessionInfo->displayLabel, textureName );
if(memcmp( &selectedSessionId, &sessionInfo->sessionId, sizeof(SessionID) ) == 0)
{
#ifdef _WINDOWS64
// Offset past the "Add Server" button
m_buttonListGames.setCurrentSelection(sessionIndex + 1);
#else
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m_buttonListGames.setCurrentSelection(sessionIndex);
#endif
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break;
}
++sessionIndex;
}
}
updateTooltips();
}
void UIScene_LoadOrJoinMenu::HandleDLCMountingComplete()
{
Initialise();
}
bool UIScene_LoadOrJoinMenu::DoesSavesListHaveFocus()
{
if( m_buttonListSaves.hasFocus() )
{
// check it's not the first or second element (new world or tutorial)
if(m_iSaveListIndex > (m_iDefaultButtonsC-1))
{
return true;
}
}
return false;
}
bool UIScene_LoadOrJoinMenu::DoesMashUpWorldHaveFocus()
{
if(m_buttonListSaves.hasFocus())
{
// check it's not the first or second element (new world or tutorial)
if(m_iSaveListIndex > (m_iDefaultButtonsC - 1))
{
return false;
}
if(m_iSaveListIndex > (m_iDefaultButtonsC - 1 - m_iMashUpButtonsC))
{
return true;
}
else return false;
}
else return false;
}
bool UIScene_LoadOrJoinMenu::DoesGamesListHaveFocus()
{
return m_buttonListGames.hasFocus();
}
void UIScene_LoadOrJoinMenu::handleTimerComplete(int id)
{
switch(id)
{
case JOIN_LOAD_ONLINE_TIMER_ID:
{
#ifdef _XBOX
XPARTY_USER_LIST partyList;
if((XPartyGetUserList( &partyList ) != XPARTY_E_NOT_IN_PARTY ) && (partyList.dwUserCount>1))
{
m_bInParty=true;
}
else
{
m_bInParty=false;
}
#endif
bool bMultiplayerAllowed = ProfileManager.IsSignedInLive( m_iPad ) && ProfileManager.AllowedToPlayMultiplayer(m_iPad);
if(bMultiplayerAllowed != m_bMultiplayerAllowed)
{
if( bMultiplayerAllowed )
{
// m_CheckboxOnline.SetEnable(TRUE);
// m_CheckboxPrivate.SetEnable(TRUE);
}
else
{
m_bInParty = false;
m_buttonListGames.clearList();
m_controlJoinTimer.setVisible( true );
m_labelNoGames.setVisible( false );
}
m_bMultiplayerAllowed = bMultiplayerAllowed;
}
}
break;
// 4J-PB - Only Xbox will not have trial DLC patched into the game
#ifdef _XBOX
case CHECKFORAVAILABLETEXTUREPACKS_TIMER_ID:
{
#if defined(__PS3__) || defined(__ORBIS__) || defined(__PSVITA__)
for(int i=0;i<m_iTexturePacksNotInstalled;i++)
{
if(m_iConfigA[i]!=-1)
{
DLC_INFO *pDLCInfo=app.GetDLCInfoFromTPackID(m_iConfigA[i]);
if(pDLCInfo)
{
// retrieve the image - if we haven't already
wstring textureName = filenametowstring(pDLCInfo->chImageURL);
if(hasRegisteredSubstitutionTexture(textureName)==false)
{
PBYTE pbImageData;
int iImageDataBytes=0;
SonyHttp::getDataFromURL(pDLCInfo->chImageURL,(void **)&pbImageData,&iImageDataBytes);
if(iImageDataBytes!=0)
{
// set the image
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registerSubstitutionTexture(textureName,pbImageData,iImageDataBytes,true);
m_iConfigA[i]=-1;
}
}
}
}
}
bool bAllDone=true;
for(int i=0;i<m_iTexturePacksNotInstalled;i++)
{
if(m_iConfigA[i]!=-1)
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{
bAllDone = false;
}
}
if(bAllDone)
{
// kill this timer
killTimer(CHECKFORAVAILABLETEXTUREPACKS_TIMER_ID);
}
#endif
}
break;
#endif
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}
}
void UIScene_LoadOrJoinMenu::LoadSaveFromDisk(File *saveFile, ESavePlatform savePlatform /*= SAVE_FILE_PLATFORM_LOCAL*/)
{
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// we'll only be coming in here when the tutorial is loaded now
StorageManager.ResetSaveData();
// Make our next save default to the name of the level
StorageManager.SetSaveTitle(saveFile->getName().c_str());
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int64_t fileSize = saveFile->length();
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FileInputStream fis(*saveFile);
byteArray ba(static_cast<unsigned int>(fileSize));
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fis.read(ba);
fis.close();
bool isClientSide = false;
bool isPrivate = false;
int maxPlayers = MINECRAFT_NET_MAX_PLAYERS;
if( app.GetTutorialMode() )
{
isClientSide = false;
maxPlayers = 4;
}
app.SetGameHostOption(eGameHostOption_GameType,GameType::CREATIVE->getId() );
g_NetworkManager.HostGame(0,isClientSide,isPrivate,maxPlayers,0);
LoadSaveDataThreadParam *saveData = new LoadSaveDataThreadParam(ba.data, ba.length, saveFile->getName());
NetworkGameInitData *param = new NetworkGameInitData();
param->seed = 0;
param->saveData = saveData;
param->settings = app.GetGameHostOption( eGameHostOption_All );
param->savePlatform = savePlatform;
#ifndef _XBOX
g_NetworkManager.FakeLocalPlayerJoined();
#endif
LoadingInputParams *loadingParams = new LoadingInputParams();
loadingParams->func = &CGameNetworkManager::RunNetworkGameThreadProc;
loadingParams->lpParam = static_cast<LPVOID>(param);
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UIFullscreenProgressCompletionData *completionData = new UIFullscreenProgressCompletionData();
completionData->bShowBackground=TRUE;
completionData->bShowLogo=TRUE;
completionData->type = e_ProgressCompletion_CloseAllPlayersUIScenes;
completionData->iPad = DEFAULT_XUI_MENU_USER;
loadingParams->completionData = completionData;
ui.NavigateToScene(ProfileManager.GetPrimaryPad(),eUIScene_FullscreenProgress, loadingParams);
}
#ifdef SONY_REMOTE_STORAGE_DOWNLOAD
void UIScene_LoadOrJoinMenu::LoadSaveFromCloud()
{
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wchar_t wFileName[128];
mbstowcs(wFileName, app.getRemoteStorage()->getLocalFilename(), strlen(app.getRemoteStorage()->getLocalFilename())+1); // plus null
File cloudFile(wFileName);
StorageManager.ResetSaveData();
// Make our next save default to the name of the level
wchar_t wSaveName[128];
mbstowcs(wSaveName, app.getRemoteStorage()->getSaveNameUTF8(), strlen(app.getRemoteStorage()->getSaveNameUTF8())+1); // plus null
StorageManager.SetSaveTitle(wSaveName);
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int64_t fileSize = cloudFile.length();
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FileInputStream fis(cloudFile);
byteArray ba(fileSize);
fis.read(ba);
fis.close();
bool isClientSide = false;
bool isPrivate = false;
int maxPlayers = MINECRAFT_NET_MAX_PLAYERS;
if( app.GetTutorialMode() )
{
isClientSide = false;
maxPlayers = 4;
}
app.SetGameHostOption(eGameHostOption_All, app.getRemoteStorage()->getSaveHostOptions() );
g_NetworkManager.HostGame(0,isClientSide,isPrivate,maxPlayers,0);
LoadSaveDataThreadParam *saveData = new LoadSaveDataThreadParam(ba.data, ba.length, cloudFile.getName());
NetworkGameInitData *param = new NetworkGameInitData();
param->seed = app.getRemoteStorage()->getSaveSeed();
param->saveData = saveData;
param->settings = app.GetGameHostOption( eGameHostOption_All );
param->savePlatform = app.getRemoteStorage()->getSavePlatform();
param->texturePackId = app.getRemoteStorage()->getSaveTexturePack();
#ifndef _XBOX
g_NetworkManager.FakeLocalPlayerJoined();
#endif
LoadingInputParams *loadingParams = new LoadingInputParams();
loadingParams->func = &CGameNetworkManager::RunNetworkGameThreadProc;
loadingParams->lpParam = (LPVOID)param;
UIFullscreenProgressCompletionData *completionData = new UIFullscreenProgressCompletionData();
completionData->bShowBackground=TRUE;
completionData->bShowLogo=TRUE;
completionData->type = e_ProgressCompletion_CloseAllPlayersUIScenes;
completionData->iPad = DEFAULT_XUI_MENU_USER;
loadingParams->completionData = completionData;
ui.NavigateToScene(ProfileManager.GetPrimaryPad(),eUIScene_FullscreenProgress, loadingParams);
}
#endif //SONY_REMOTE_STORAGE_DOWNLOAD
#ifdef _WINDOWS64
static bool Win64_DeleteSaveDirectory(const wchar_t* wPath)
{
wchar_t wSearch[MAX_PATH];
swprintf_s(wSearch, MAX_PATH, L"%s\\*", wPath);
WIN32_FIND_DATAW fd;
HANDLE hFind = FindFirstFileW(wSearch, &fd);
if (hFind != INVALID_HANDLE_VALUE)
{
do
{
if (wcscmp(fd.cFileName, L".") == 0 || wcscmp(fd.cFileName, L"..") == 0) continue;
wchar_t wChild[MAX_PATH];
swprintf_s(wChild, MAX_PATH, L"%s\\%s", wPath, fd.cFileName);
if (fd.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY)
Win64_DeleteSaveDirectory(wChild);
else
DeleteFileW(wChild);
} while (FindNextFileW(hFind, &fd));
FindClose(hFind);
}
return RemoveDirectoryW(wPath) != 0;
}
#endif // _WINDOWS64
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int UIScene_LoadOrJoinMenu::DeleteSaveDialogReturned(void *pParam,int iPad,C4JStorage::EMessageResult result)
{
UIScene_LoadOrJoinMenu* pClass = static_cast<UIScene_LoadOrJoinMenu *>(pParam);
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// results switched for this dialog
// Check that we have a valid save selected (can get a bad index if the save list has been refreshed)
bool validSelection= pClass->m_iDefaultButtonsC != 0 && pClass->m_iSaveListIndex >= pClass->m_iDefaultButtonsC;
if(result==C4JStorage::EMessage_ResultDecline && validSelection)
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{
if(app.DebugSettingsOn() && app.GetLoadSavesFromFolderEnabled())
{
pClass->m_bIgnoreInput=false;
}
else
{
#ifdef _WINDOWS64
{
// Use m_saveDetails (sorted display order) so the correct folder is targeted
int displayIdx = pClass->m_iSaveListIndex - pClass->m_iDefaultButtonsC;
bool bSuccess = false;
if (pClass->m_saveDetails && displayIdx >= 0 && pClass->m_saveDetails[displayIdx].UTF8SaveFilename[0])
{
wchar_t wFilename[MAX_SAVEFILENAME_LENGTH] = {};
mbstowcs_s(nullptr, wFilename, MAX_SAVEFILENAME_LENGTH, pClass->m_saveDetails[displayIdx].UTF8SaveFilename, MAX_SAVEFILENAME_LENGTH - 1);
wchar_t wFolderPath[MAX_PATH] = {};
swprintf_s(wFolderPath, MAX_PATH, L"Windows64\\GameHDD\\%s", wFilename);
bSuccess = Win64_DeleteSaveDirectory(wFolderPath);
}
UIScene_LoadOrJoinMenu::DeleteSaveDataReturned((LPVOID)pClass->GetCallbackUniqueId(), bSuccess);
}
#else
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StorageManager.DeleteSaveData(&pClass->m_pSaveDetails->SaveInfoA[pClass->m_iSaveListIndex - pClass->m_iDefaultButtonsC], UIScene_LoadOrJoinMenu::DeleteSaveDataReturned, (LPVOID)pClass->GetCallbackUniqueId());
#endif
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pClass->m_controlSavesTimer.setVisible( true );
}
}
else
{
pClass->m_bIgnoreInput=false;
}
return 0;
}
int UIScene_LoadOrJoinMenu::DeleteSaveDataReturned(LPVOID lpParam,bool bRes)
{
ui.EnterCallbackIdCriticalSection();
UIScene_LoadOrJoinMenu* pClass = static_cast<UIScene_LoadOrJoinMenu *>(ui.GetSceneFromCallbackId((size_t)lpParam));
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if(pClass)
{
if(bRes)
{
// wipe the list and repopulate it
pClass->m_iState=e_SavesRepopulateAfterDelete;
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}
else pClass->m_bIgnoreInput=false;
pClass->updateTooltips();
}
ui.LeaveCallbackIdCriticalSection();
return 0;
}
int UIScene_LoadOrJoinMenu::RenameSaveDataReturned(LPVOID lpParam,bool bRes)
{
UIScene_LoadOrJoinMenu* pClass = static_cast<UIScene_LoadOrJoinMenu *>(lpParam);
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if(bRes)
{
pClass->m_iState=e_SavesRepopulate;
}
else pClass->m_bIgnoreInput=false;
pClass->updateTooltips();
return 0;
}
#ifdef __ORBIS__
void UIScene_LoadOrJoinMenu::LoadRemoteFileFromDisk(char* remoteFilename)
{
wchar_t wSaveName[128];
mbstowcs(wSaveName, remoteFilename, strlen(remoteFilename)+1); // plus null
// processConsoleSave(wSaveName, L"ProcessedSave.bin");
// File remoteFile(L"ProcessedSave.bin");
File remoteFile(wSaveName);
LoadSaveFromDisk(&remoteFile, SAVE_FILE_PLATFORM_PS3);
}
#endif
int UIScene_LoadOrJoinMenu::SaveOptionsDialogReturned(void *pParam,int iPad,C4JStorage::EMessageResult result)
{
UIScene_LoadOrJoinMenu* pClass = static_cast<UIScene_LoadOrJoinMenu *>(pParam);
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// results switched for this dialog
// EMessage_ResultAccept means cancel
switch(result)
{
case C4JStorage::EMessage_ResultDecline: // rename
{
pClass->m_bIgnoreInput=true;
#ifdef _WINDOWS64
{
wchar_t wSaveName[128];
ZeroMemory(wSaveName, 128 * sizeof(wchar_t));
mbstowcs_s(nullptr, wSaveName, 128, pClass->m_saveDetails[pClass->m_iSaveListIndex - pClass->m_iDefaultButtonsC].UTF8SaveName, _TRUNCATE);
UIKeyboardInitData kbData;
kbData.title = app.GetString(IDS_RENAME_WORLD_TITLE);
kbData.defaultText = wSaveName;
kbData.maxChars = 25;
kbData.callback = &UIScene_LoadOrJoinMenu::KeyboardCompleteWorldNameCallback;
kbData.lpParam = pClass;
Overhaul Keyboard/Mouse Support (#612) * Sync keyboard text buffer from Flash before processing physical input The native keyboard scene maintained a separate C++ buffer (m_win64TextBuffer) for physical keyboard input, which was pushed to the Flash text field via setLabel(). However, when the user typed with the on-screen controller buttons, Flash updated its text field directly through ActionScript without updating the C++ buffer. This caused a desync: switching back to the physical keyboard would overwrite any text entered via controller, since m_win64TextBuffer still held the old value before the controller edits. Fix: read the current Flash text field into m_win64TextBuffer at the start of each tick(), before consuming new physical keyboard chars. This ensures both input methods always operate on the same state. * Use last active input device to decide keyboard mode instead of connection state The keyboard UI mode (on-screen virtual keyboard vs direct text input) was determined by Win64_IsControllerConnected(), which checks if any XInput controller is physically plugged in. This meant that even if the player was actively using mouse and keyboard, the virtual keyboard would still appear as long as a controller was connected. Replace the connection check with g_KBMInput.IsKBMActive(), which tracks the actual last-used input device based on per-frame input detection. Now the keyboard mode is determined by what the player is currently using, not what hardware happens to be plugged in. Affected scenes: CreateWorldMenu (world naming) and LoadOrJoinMenu (world renaming). * Fix TextInput caret behavior and add proper cursor editing for KBM direct edit The direct text editing mode introduced for KBM users had several issues with the TextInput control's caret (blinking cursor) and text manipulation: 1. Caret visible when not editing: When navigating to the world name field with keyboard/mouse, Flash's Iggy focus system would show the blinking caret even though the field wasn't active for editing yet (Enter not pressed). This was misleading since typing had no effect in that state. Fix: access the FJ_TextInput's internal m_mcCaret MovieClip and force its visibility based on editing state. This is enforced every tick because setLabel() and Flash focus transitions continuously reset the caret state. 2. No cursor movement during editing: The direct edit implementation treated the text as a simple buffer with push_back/pop_back — there was no concept of cursor position. Backspace only deleted from the end, and arrow keys did nothing. Fix: track cursor position (m_iCursorPos) in C++ and use wstring insert/erase at that position. Arrow keys (Left/Right), Home, End, and Delete now work as expected. The visual caret position is synced to Flash via the FJ_TextInput's SetCaretIndex method. 3. setLabel() resetting caret position: Every call to setLabel() (when text changes) caused Flash to reset the caret to the end of the string, making the cursor jump visually even though the C++ position was correct. Fix: enforce caret position via setCaretIndex every tick during editing, so any Flash-side resets are immediately corrected. New UIControl_TextInput API: - setCaretVisible(bool): toggles m_mcCaret.visible in Flash - setCaretIndex(int): calls FJ_TextInput.SetCaretIndex in Flash * Fix keyboard/arrow navigation not working when no UI element is focused On Windows64 with KBM, moving the mouse over empty space (outside any button) would clear the Iggy focus entirely. After that, pressing arrow keys did nothing because Flash had no starting element to navigate from. Two changes here: - Don't set focus to IGGY_FOCUS_NULL when the mouse hovers over empty space. The previous hover target stays focused, so switching back to arrows keeps working seamlessly. - When a navigation key is pressed and nothing is focused at all (e.g. mouse was already on empty space when the menu opened), grab the first focusable element instead of silently dropping the input. The keypress is consumed to avoid jumping two elements at once. This makes mixed mouse+keyboard navigation feel a lot more natural. You can point at a button, then continue with arrows, or just start pressing arrows right away without having to hover first. * Overhaul mouse support and generalize direct text editing to all UI scenes This is a large rework of the Windows64 KBM (keyboard+mouse) input layer. It touches the mouse hover system, the mouse click dispatch, and the direct text editing infrastructure, then applies all of it to every scene that has text input fields or non-standard clickable elements. MOUSE HOVER REWRITE (UIController.cpp tickInput) The old hover code had two structural problems: (a) Scene lookup was group-first: it iterated UI groups and checked all layers within each group. The Tooltips layer on eUIGroup_Fullscreen (which holds non-interactive overlays like button hints) would be found before in-game menus on eUIGroup_Player1. The tooltip scene focusable objects captured mouse input and prevented hover from reaching the actual menu. Fixed by switching to layer-first lookup across all groups, and skipping eUILayer_Tooltips entirely since those are never interactive. (b) On tabbed menus (LaunchMoreOptionsMenu Game vs World tabs), all controls from all tabs are registered in Flash at the same time. There was no filtering, so controls from inactive tabs had phantom hitboxes that overlapped the active tab controls, making certain buttons unhoverable. Fixed by introducing parent panel tracking: each UIControl now has a m_pParentPanel pointer, set automatically by the UI_MAP_ELEMENT macro during mapElementsAndNames(). The hover code checks the control parent panel against the scene GetMainPanel() and skips mismatches. This is the same technique the Vita touch code used, but applied to mouse hover. The coordinate conversion was also simplified. The old code had two separate scaling paths (window dimensions for hover, display dimensions for sliders). Now there is one conversion from window pixel coords to SWF coords using the scene own render dimensions. REUSING VITA TOUCH APIs FOR MOUSE (ButtonList, UIScene) Several APIs originally gated behind __PSVITA__ are now enabled for Win64: - UIControl_ButtonList::SetTouchFocus(x,y) and CanTouchTrigger(x,y): the Flash-side ActionScript methods were already registered on all platforms in setupControl(), only the C++ wrappers were ifdef-gated. Opening the ifdefs to include _WINDOWS64 lets the mouse hover code delegate to Flash for list item highlighting, which handles internal scrolling and item layout that would be impractical to replicate in C++. - UIScene::SetFocusToElement(id): programmatic focus-by-control-ID, used as a fallback when Iggy focusable objects do not match the C++ hit test. - UIScene_LaunchMoreOptionsMenu::GetMainPanel(): returns the active tab panel control, needed by the hover code to filter inactive tab controls. MOUSE CLICK DISPATCH (UIScene.cpp handleMouseClick) Left-clicking previously relied entirely on Iggy ACTION_MENU_OK dispatch, which routes to whatever Flash considers focused. This broke for custom- drawn elements that are not Flash buttons (crafting recipe slots), and for scenes where Iggy focus did not match what the user visually clicked. Added a virtual handleMouseClick(x, y) on UIScene with a default implementation that hit-tests C++ controls. When multiple controls report overlapping bounds (common in debug scenes where TextInputs report full Flash-width), it picks the one whose left edge X is closest to the click. Returns true to consume the click and suppress the normal ACTION_MENU_A dispatch via a m_mouseClickConsumedByScene flag on UIController. The default implementation handles buttons, text inputs, and checkboxes (toggling state and calling handleCheckboxToggled directly). CRAFTING MENU MOUSE CLICK (UIScene_CraftingMenu.cpp) The crafting menu recipe slots (H slots) are rendered through Iggy custom draw callback, not as Flash buttons. They have no focusable objects, so mouse clicking did nothing. The solution caches SWF-space positions during rendering: inside customDraw, when H slot 0 and H slot 1 are drawn, the code extracts SWF coordinates from the D3D11 transform matrix via gdraw_D3D11_CalculateCustomDraw_4J. The X difference between slot 0 and slot 1 gives the uniform slot spacing. handleMouseClick then uses these cached bounds to determine which recipe slot was clicked, resets the vertical slot indices (same pattern as the constructor), updates the highlight and vertical slots display, and re-shows the old slot icon. This mirrors the existing controller LEFT/RIGHT navigation in the base class handleKeyDown. DIRECT EDIT REFACTORING (UIControl_TextInput) The direct text editing feature (type directly into text fields instead of opening the virtual keyboard) was originally implemented inline in CreateWorldMenu with all the state, character consumption, cursor tracking, caret visibility, and cooldown logic hardcoded in one scene. Moved everything into UIControl_TextInput: - beginDirectEdit(charLimit): captures current label, inits cursor at end - tickDirectEdit(): consumes chars, handles Backspace/Enter/Escape, arrow keys (Left/Right/Home/End/Delete), enforces caret visibility every tick (because setLabel and Flash focus transitions continuously reset it), returns Confirmed/Cancelled/Continue - cancelDirectEdit() / confirmDirectEdit(): programmatic control - isDirectEditing() / getDirectEditCooldown() / getEditBuffer(): state query For SWFs that lack the m_mcCaret MovieClip child (like AnvilMenu), the existence check validates by reading a property from the resolved path, since IggyValuePathMakeNameRef always succeeds even for undefined refs. When no caret exists, the control inserts a _ character at the cursor position as a visual fallback. The caret check result is cached in m_bHasCaret/m_bCaretChecked to avoid repeated Iggy calls that could corrupt internal state. SCENES UPDATED WITH DIRECT EDIT + VIRTUAL KEYBOARD Every scene with text input now supports both input modes: direct editing when KBM is active, virtual keyboard (via NavigateToScene eUIScene_Keyboard) when using a controller. The mode is chosen at press time based on g_KBMInput.IsKBMActive(). - CreateWorldMenu: refactored to use the new UIControl_TextInput API, removing ~80 lines of inline editing code. - AnvilMenu: item renaming now supports direct edit. The keyboard callback uses Win64_GetKeyboardText instead of InputManager.GetText (which reads from a different buffer on Win64). The virtual keyboard is opened with eUILayer_Fullscreen + eUIGroup_Fullscreen so it does not hide the anvil container menu underneath. Added null guards on getMovie() in setCostLabel and showCross since the AnvilMenu SWF may not fully load on Win64. - SignEntryMenu: all 4 sign lines support direct edit. Clicking a different line while editing confirms the current one. Each line cooldown timer is checked independently to prevent Enter from re-opening the edit. - LaunchMoreOptionsMenu: seed field direct edit with proper input blocking. - DebugCreateSchematic: all 7 text inputs (name + start/end XYZ coords). handleMouseClick is overridden to always consume clicks during edit to prevent Iggy re-entry on empty space. - DebugSetCamera: all 5 inputs (camera XYZ + Y rotation + elevation). Clicking a different field while editing confirms the current value and opens the new one. Float display formatting changed from %f to %.2f. All keyboard completion callbacks on Win64 now use Win64_GetKeyboardText (two params: buffer + size) instead of InputManager.GetText, which reads from the correct g_Win64KeyboardResult global when using the in-game keyboard scene. SCROLL WHEEL Mouse wheel events (ACTION_MENU_OTHER_STICK_UP/DOWN) are now centrally remapped to ACTION_MENU_UP/DOWN in UIController::handleKeyPress when KBM is active. Previously each scene would need to handle OTHER_STICK actions separately, and most did not, so scroll wheel only worked in a few places. * Add mouse click support to CraftingMenu (tab switching, slot selection, craft) The crafting screen's horizontal recipe slots and category tabs are custom-drawn via Iggy callbacks rather than regular Flash buttons, so the standard mouse hover system can't interact with them. This adds handleMouseClick to derive clickable regions from the H slot positions cached during customDraw. Tab clicking: tab hitboxes are computed relative to the H slot row since the Vita TouchPanel overlays (full-screen invisible rectangles) aren't suitable for direct hit-testing on Win64. The Y bounds were tuned empirically to match the SWF tab icon positions. Clicking a tab runs the same switch logic as LB/RB: hide old highlight, update group index, reset slot indices, recalculate recipes, and refresh the display. H slot clicking: clicking a different recipe slot selects it (updating V slots, highlight, and re-showing the previous slot). Clicking the already-selected slot crafts the item by dispatching ACTION_MENU_A through handleKeyDown, reusing the existing crafting path. Empty slots (iCount == 0) are ignored. All mouse clicks on the scene are consumed (return true) to prevent misses from falling through as ACTION_MENU_A and accidentally triggering a craft. This only suppresses mouse-originated A presses via m_mouseClickConsumedByScene; keyboard and controller A remain fully functional. Also enables GetMainPanel for Win64 (was Vita-only) so the mouse hover system can filter controls by active panel, same as other tabbed menus. * Fix mouse hover selecting wrong buttons from the third onward The hover code was doing a redundant second hit-test against Iggy focusable object bounds after the C++ control bounds had already identified the correct control. Iggy focusable bounds are wider than the actual visible buttons and overlap vertically, so the "pick largest x0" heuristic would match focusables belonging to earlier buttons when hovering the right side of buttons 3+. Replaced the IggyPlayerGetFocusableObjects path with a direct SetFocusToElement call using the already-correct hitControlId from the C++ hit-test, same approach the click path uses in handleMouseClick. Also switched the overlap tiebreaker from "largest x0" to smallest area, consistent with how clicks resolve overlapping controls. TextInput is excluded from hover focus to avoid showing the caret on mere mouse-over (its Iggy focus is set on click). * Use smallest-area tiebreaker for mouse click hit-testing too Same overlap fix applied to handleMouseClick: when multiple controls contain the click point, prefer the one with the smallest bounding area instead of the one with the largest left-edge X. This is more robust for any layout (vertical menus, grids, overlapping panels) and matches the hover path logic. Those changes were initially made in order to fix the teleport ui for the mouse but broke every other well working ui. * Fix mouse cursor staying trapped in window on alt-tab When the inventory or other UI with a hidden cursor was open, alt-tabbing out would leave the cursor locked to the game window. SetWindowFocused(false) from WM_KILLFOCUS correctly released the clip and showed the cursor, but Tick() was unconditionally calling SetCursorPos every frame to re-center it, overriding the release. Added m_windowFocused to the Tick() condition so cursor manipulation only happens while the window actually has focus. * Map mouse right click to ACTION_MENU_X for inventory half-stack Right clicking an item stack in Java Edition picks up half of it. Console Edition already handles this via ACTION_MENU_X (the X button on controller), which sets buttonNum=1 in handleKeyDown. This maps mouse right click to that same action so KBM players get the same behavior across all container menus (inventory, chests, furnaces, hoppers, etc). * Fix mouse hover hitting removed controls (ghost hitboxes) When removeControl() removes a Flash element (e.g. the Reinstall button in Help & Options, or the Debug button when disabled), the C++ control object stays in the m_controls vector. On Vita this was handled by calling setHidden(true) and checking getHidden() in the touch hit-test, but on Windows64 none of that was happening. The result: removed buttons kept phantom bounds that the hover code would match against, stealing focus from the buttons that shifted into their visual position. In the Help & Options menu with debug enabled, the removed Reinstall button (Button6) had ghost bounds overlapping where the Debug button (Button7) moved to after the removal, making Debug un-hoverable and snapping focus to Button1. The fix has three parts: - removeControl() now calls setHidden(true) on all platforms, not just Vita. The m_bHidden member was already declared on all platforms, only the accessors were ifdef'd behind __PSVITA__. - Removed the __PSVITA__ ifdef from setHidden/getHidden in UIControl.h so they're available everywhere. - Added getHidden() checks in both the hover and click hit-test loops, matching what the Vita touch code already does. The check is a simple bool read (no Flash/Iggy call), placed before the getVisible() query which hits Flash and can return stale values for removed elements. * Add right-click to open save options in world selection menu On controller, RB (ACTION_MENU_RIGHT_SCROLL) opens the save options dialog (rename/delete) when a save is selected. Mouse right-click maps to ACTION_MENU_X, which had no Windows64 handler in this scene. Added save options handling under ACTION_MENU_X for _WINDOWS64 so right-clicking a save opens the same dialog. Also handles the mashup world hide action for right-click consistency. Console-only options (copy save, save transfer) are excluded since they don't apply here. * Fix Escape key not opening pause menu during tutorial hints The KBM pause check had a IsTutorialVisible guard that blocked Escape entirely while any tutorial popup was on screen. The controller path never had this restriction. Removed the check so Escape behaves the same as Start on controller. * Fix crash in WriteHeader when save buffer is too small for header table When a player enters a new region, RegionFile's constructor calls createFile which adds a FileEntry with length 0 to the file table. This increases the header table size (appended at the end of the save buffer) by sizeof(FileEntrySaveData) per entry, but since no actual data is written to the file, MoveDataBeyond is never called and the committed virtual memory pages are never grown to match. On the next autosave tick, saveLevelData writes level.dat first (before chunkSource->save which would have grown the buffer). If level.dat doesn't need to grow, finalizeWrite calls WriteHeader which tries to memcpy the now-larger header table past the end of committed memory, causing an access violation. This is especially likely in splitscreen where two players exploring at the same time can create multiple new RegionFile entries within a single tick, quickly exhausting the page-alignment slack in the buffer (yes i am working at splitscreen in the meanwhile :) ) The fix was deduced by tracing the crash callstack through the save system: FileHeader, ConsoleSaveFileOriginal, the stream chain, and the RegionFile/RegionFileCache layer. The root cause turned out to be a gap between createFile (which grows the header table) and MoveDataBeyond (the only place that grows the buffer), with finalizeWrite sitting right in between unprotected. The buffer growth check added here mirrors the exact same VirtualAlloc pattern already used in MoveDataBeyond (line 484-497) and in the constructor's decompression path (line 176-190), so it integrates naturally with the existing code. Same types, same page rounding, same error handling. The fast path (no new entries, buffer already big enough) is a single DWORD comparison that doesn't get taken, so there is zero overhead in the common case. This is the right place for the fix because finalizeWrite is the sole caller of WriteHeader, meaning every code path that writes the header (closeHandle, PrepareForWrite, deleteFile, Flush) is now protected by a single check point. * Fix TextInput bugs and refactor direct edit handling into UIScene base class The fake cursor character (_) used for SWFs without m_mcCaret was leaking into saved sign and anvil text. This happened because setLabel() with instant=false only updates the C++-side cache, deferring the Flash write to the next control tick. Any getLabel() call before that tick reads the old Flash value still containing the underscore. Fixed by passing instant=true in confirmDirectEdit, cancelDirectEdit, and the Enter key path inside tickDirectEdit, so the cleaned text hits Flash immediately. Mouse hover over TextInput controls (world name, anvil name, seed field) was not showing the yellow highlight border. The hover code used IggyPlayerSetFocusRS which sets Iggy's internal dispatch focus but does not trigger Flash's ChangeState callback, so no visual feedback appeared. Buttons worked fine because Iggy draws its own focus ring on them, but TextInput relies entirely on ChangeState(0) for the yellow border. Switched to SetFocusToElement which goes through the Flash-side SetFocus path, then immediately call setCaretVisible(false) to suppress the blinking caret that comes with focus. No visual flicker since rendering happens after both tickInput and scene tick complete. While direct editing, mouse hover was able to move focus away to other TextInputs on the same scene (most noticeably on the sign editor, where hovering a different line would steal focus from the line being typed). Added an isDirectEditBlocking() check in the hover path to skip focus changes when any input on the scene is actively being edited. The Done button in SignEntryMenu was unresponsive to mouse clicks during direct editing. The root cause is execution order: handleMouseClick runs before handleInput in the frame. The base handleMouseClick found the Done button and called handlePress, but handlePress bailed out because of the isDirectEditing guard. The click was marked consumed, so handleInput never saw it. Fixed by overriding handleMouseClick in SignEntryMenu to detect the Done button hit while editing and confirm + close directly. Added click-outside-to-deselect for anvil and world name text inputs. Both scenes previously required Enter to confirm the edit, which felt wrong. Now clicking anywhere outside the text field bounds confirms the current text, matching standard UI behavior. The anvil menu now updates the item name in real time while typing, like Java edition. Previously the name was only applied on Enter, so the repair cost display was stale until confirmation. The biggest change is structural: every scene that used direct editing (AnvilMenu, CreateWorldMenu, SignEntryMenu, LaunchMoreOptionsMenu, DebugCreateSchematic, DebugSetCamera) had its own copy of the same boilerplate -- tickDirectEdit loops in tick(), click-outside hit testing in handleMouseClick(), cooldown guard checks in handleInput/handlePress, and result dispatch with switch/if chains. This was around 200 lines of near-identical code scattered across 6 files, each with its own slight variations and its own bugs waiting to happen. Pulled all of it into UIScene with two virtual methods: getDirectEditInputs() where scenes register their text inputs, and onDirectEditFinished() where they handle confirmed/cancelled results. The base class tick() drives tickDirectEdit on all registered inputs, handleMouseClick() does the click-outside-to-deselect hit test generically using panel offsets, and isDirectEditBlocking() replaces all the inline cooldown checks. Scenes now just override those two methods and get everything for free. Also removed the m_activeDirectEditControl enum tracking from the debug scenes (DebugCreateSchematic, DebugSetCamera) since the base class handles lifecycle tracking through the controls themselves. * Remap scroll wheel to LEFT/RIGHT for horizontal controls The scroll wheel was always remapped to UP/DOWN, which is fine for vertical lists but useless on horizontal controls like sliders and the texture pack selector. Track whether the mouse is hovering a horizontal control during the hover hit-test (new bool m_bMouseHoverHorizontalList, set for eTexturePackList and eSlider). When the flag is set, handleKeyPress emits LEFT/RIGHT instead of UP/DOWN for wheel events. TexturePackList is also now part of the mouse hover system with proper hit-testing, relative-coord SetTouchFocus and GetRealHeight for accurate bounds. * Guard setCaretVisible and setCaretIndex against null movie tickDirectEdit calls into Iggy every tick without checking if the movie is still valid, which crashes inside iggy_w64.dll when the Flash movie gets unloaded or isn't ready yet. * Fix creative inventory scroll for both mouse wheel and controller The mouse scroll wheel was not working in the creative inventory at all. UIController remaps wheel input from OTHER_STICK to UP/DOWN for KBM users, but the base container menu handler consumed UP/DOWN for grid navigation before it could reach the creative menu's page scrolling logic in handleAdditionalKeyPress. Fixed by detecting scroll wheel input on UP/DOWN in the base handler and forwarding it as OTHER_STICK to handleAdditionalKeyPress instead. Also fixed the controller right stick scrolling way too fast: it was jumping TabSpec::rows (5) rows per tick at 100ms repeat rate, which blew through the entire item list almost instantly. Reduced to 1 row per tick so scrolling feels controlled on both input methods.
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kbData.pcMode = g_KBMInput.IsKBMActive();
ui.NavigateToScene(pClass->m_iPad, eUIScene_Keyboard, &kbData);
}
#elif defined _DURANGO
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// bring up a keyboard
InputManager.RequestKeyboard(app.GetString(IDS_RENAME_WORLD_TITLE), (pClass->m_saveDetails[pClass->m_iSaveListIndex-pClass->m_iDefaultButtonsC]).UTF16SaveName,(DWORD)0,25,&UIScene_LoadOrJoinMenu::KeyboardCompleteWorldNameCallback,pClass,C_4JInput::EKeyboardMode_Default);
#else
// bring up a keyboard
wchar_t wSaveName[128];
//CD - Fix - We must memset the SaveName
ZeroMemory(wSaveName, 128 * sizeof(wchar_t) );
mbstowcs(wSaveName, pClass->m_saveDetails[pClass->m_iSaveListIndex - pClass->m_iDefaultButtonsC].UTF8SaveName, strlen(pClass->m_saveDetails->UTF8SaveName)+1); // plus null
LPWSTR ptr = wSaveName;
InputManager.RequestKeyboard(app.GetString(IDS_RENAME_WORLD_TITLE),wSaveName,(DWORD)0,25,&UIScene_LoadOrJoinMenu::KeyboardCompleteWorldNameCallback,pClass,C_4JInput::EKeyboardMode_Default);
#endif
}
break;
case C4JStorage::EMessage_ResultThirdOption: // delete -
{
// delete the save game
// Have to ask the player if they are sure they want to delete this game
UINT uiIDA[2];
uiIDA[0]=IDS_CONFIRM_CANCEL;
uiIDA[1]=IDS_CONFIRM_OK;
ui.RequestAlertMessage(IDS_TOOLTIPS_DELETESAVE, IDS_TEXT_DELETE_SAVE, uiIDA, 2, iPad,&UIScene_LoadOrJoinMenu::DeleteSaveDialogReturned,pClass);
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}
break;
#ifdef SONY_REMOTE_STORAGE_UPLOAD
case C4JStorage::EMessage_ResultFourthOption: // upload to cloud
{
UINT uiIDA[2];
uiIDA[0]=IDS_CONFIRM_OK;
uiIDA[1]=IDS_CONFIRM_CANCEL;
ui.RequestAlertMessage(IDS_TOOLTIPS_SAVETRANSFER_UPLOAD, IDS_SAVE_TRANSFER_TEXT, uiIDA, 2, iPad,&UIScene_LoadOrJoinMenu::SaveTransferDialogReturned,pClass);
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}
break;
#endif // SONY_REMOTE_STORAGE_UPLOAD
#if defined _XBOX_ONE || defined __ORBIS__
case C4JStorage::EMessage_ResultFourthOption: // copy save
{
UINT uiIDA[2];
uiIDA[0]=IDS_CONFIRM_OK;
uiIDA[1]=IDS_CONFIRM_CANCEL;
ui.RequestAlertMessage(IDS_COPYSAVE, IDS_TEXT_COPY_SAVE, uiIDA, 2, iPad,&UIScene_LoadOrJoinMenu::CopySaveDialogReturned,pClass);
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}
break;
#endif
case C4JStorage::EMessage_Cancelled:
default:
{
// reset the tooltips
pClass->updateTooltips();
pClass->m_bIgnoreInput=false;
}
break;
}
return 0;
}
#if defined (__PSVITA__)
int UIScene_LoadOrJoinMenu::SignInAdhocReturned(void *pParam,bool bContinue, int iPad)
{
UIScene_LoadOrJoinMenu* pClass = (UIScene_LoadOrJoinMenu*)pParam;
pClass->m_bIgnoreInput = false;
return 0;
}
int UIScene_LoadOrJoinMenu::MustSignInTexturePack(void *pParam,int iPad,C4JStorage::EMessageResult result)
{
UIScene_LoadOrJoinMenu* pClass = (UIScene_LoadOrJoinMenu*)pParam;
if(result==C4JStorage::EMessage_ResultAccept)
{
SQRNetworkManager_Vita::AttemptPSNSignIn(&UIScene_LoadOrJoinMenu::MustSignInReturnedTexturePack, pClass);
}
else
{
pClass->m_bIgnoreInput = false;
}
return 0;
}
int UIScene_LoadOrJoinMenu::MustSignInReturnedTexturePack(void *pParam,bool bContinue, int iPad)
{
UIScene_LoadOrJoinMenu* pClass = (UIScene_LoadOrJoinMenu*)pParam;
int commerceState = app.GetCommerceState();
while( commerceState != CConsoleMinecraftApp::eCommerce_State_Offline &&
commerceState != CConsoleMinecraftApp::eCommerce_State_Online &&
commerceState != CConsoleMinecraftApp::eCommerce_State_Error)
{
Sleep(10);
commerceState = app.GetCommerceState();
}
if(bContinue==true)
{
SONYDLC *pSONYDLCInfo=app.GetSONYDLCInfo(pClass->m_initData->selectedSession->data.texturePackParentId);
if(pSONYDLCInfo!=nullptr)
{
char chName[42];
char chKeyName[20];
char chSkuID[SCE_NP_COMMERCE2_SKU_ID_LEN];
memset(chSkuID,0,SCE_NP_COMMERCE2_SKU_ID_LEN);
// we have to retrieve the skuid from the store info, it can't be hardcoded since Sony may change it.
// So we assume the first sku for the product is the one we want
// MGH - keyname in the DLC file is 16 chars long, but there's no space for a nullptr terminating char
memset(chKeyName, 0, sizeof(chKeyName));
strncpy(chKeyName, pSONYDLCInfo->chDLCKeyname, 16);
#ifdef __ORBIS__
strcpy(chName, chKeyName);
#else
sprintf(chName,"%s-%s",app.GetCommerceCategory(),chKeyName);
#endif
app.GetDLCSkuIDFromProductList(chName,chSkuID);
// 4J-PB - need to check for an empty store
if(app.CheckForEmptyStore(iPad)==false)
{
if(app.DLCAlreadyPurchased(chSkuID))
{
app.DownloadAlreadyPurchased(chSkuID);
}
else
{
app.Checkout(chSkuID);
}
}
}
}
pClass->m_bIgnoreInput = false;
return 0;
}
#endif
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int UIScene_LoadOrJoinMenu::TexturePackDialogReturned(void *pParam,int iPad,C4JStorage::EMessageResult result)
{
UIScene_LoadOrJoinMenu *pClass = static_cast<UIScene_LoadOrJoinMenu *>(pParam);
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// Exit with or without saving
if(result==C4JStorage::EMessage_ResultAccept)
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{
// we need to enable background downloading for the DLC
XBackgroundDownloadSetMode(XBACKGROUND_DOWNLOAD_MODE_ALWAYS_ALLOW);
#if defined __PSVITA__ || defined __PS3__ || defined __ORBIS__
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#ifdef __PSVITA__
if(!ProfileManager.IsSignedInLive(ProfileManager.GetPrimaryPad()) && CGameNetworkManager::usingAdhocMode())
{
// get them to sign in to online
UINT uiIDA[2];
uiIDA[0]=IDS_PRO_NOTONLINE_ACCEPT;
uiIDA[1]=IDS_PRO_NOTONLINE_DECLINE;
ui.RequestAlertMessage(IDS_PRO_NOTONLINE_TITLE, IDS_PRO_XBOXLIVE_NOTIFICATION, uiIDA, 2, ProfileManager.GetPrimaryPad(),&UIScene_LoadOrJoinMenu::MustSignInTexturePack,pClass);
return;
}
#endif
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SONYDLC *pSONYDLCInfo=app.GetSONYDLCInfo(pClass->m_initData->selectedSession->data.texturePackParentId);
if(pSONYDLCInfo!=nullptr)
{
char chName[42];
char chKeyName[20];
char chSkuID[SCE_NP_COMMERCE2_SKU_ID_LEN];
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memset(chSkuID,0,SCE_NP_COMMERCE2_SKU_ID_LEN);
// we have to retrieve the skuid from the store info, it can't be hardcoded since Sony may change it.
// So we assume the first sku for the product is the one we want
// MGH - keyname in the DLC file is 16 chars long, but there's no space for a nullptr terminating char
memset(chKeyName, 0, sizeof(chKeyName));
strncpy(chKeyName, pSONYDLCInfo->chDLCKeyname, 16);
#ifdef __ORBIS__
strcpy(chName, chKeyName);
#else
sprintf(chName,"%s-%s",app.GetCommerceCategory(),chKeyName);
#endif
app.GetDLCSkuIDFromProductList(chName,chSkuID);
// 4J-PB - need to check for an empty store
if(app.CheckForEmptyStore(iPad)==false)
{
if(app.DLCAlreadyPurchased(chSkuID))
{
app.DownloadAlreadyPurchased(chSkuID);
}
else
{
app.Checkout(chSkuID);
}
}
}
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#endif
#if defined _XBOX_ONE
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if(ProfileManager.IsSignedIn(iPad))
{
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if (ProfileManager.IsSignedInLive(iPad))
{
wstring ProductId;
app.GetDLCFullOfferIDForPackID(pClass->m_initData->selectedSession->data.texturePackParentId,ProductId);
StorageManager.InstallOffer(1,(WCHAR *)ProductId.c_str(),nullptr,nullptr);
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}
else
{
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// 4J-JEV: Fix for XB1: #165863 - XR-074: Compliance: With no active network connection user is unable to convert from Trial to Full texture pack and is not messaged why.
UINT uiIDA[1] = { IDS_CONFIRM_OK };
ui.RequestErrorMessage(IDS_PRO_NOTONLINE_TITLE, IDS_PRO_XBOXLIVE_NOTIFICATION, uiIDA, 1, iPad);
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}
}
#endif
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}
pClass->m_bIgnoreInput=false;
return 0;
}
#if defined __PS3__ || defined __PSVITA__ || defined __ORBIS__
int UIScene_LoadOrJoinMenu::MustSignInReturnedPSN(void *pParam,int iPad,C4JStorage::EMessageResult result)
{
UIScene_LoadOrJoinMenu* pClass = (UIScene_LoadOrJoinMenu*)pParam;
if(result==C4JStorage::EMessage_ResultAccept)
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{
#if defined(__PS3__)
SQRNetworkManager_PS3::AttemptPSNSignIn(&UIScene_LoadOrJoinMenu::PSN_SignInReturned, pClass);
#elif defined __PSVITA__
SQRNetworkManager_Vita::AttemptPSNSignIn(&UIScene_LoadOrJoinMenu::PSN_SignInReturned, pClass);
#else
SQRNetworkManager_Orbis::AttemptPSNSignIn(&UIScene_LoadOrJoinMenu::PSN_SignInReturned, pClass, false, iPad);
#endif
}
else
{
pClass->m_bIgnoreInput = false;
}
return 0;
}
int UIScene_LoadOrJoinMenu::PSN_SignInReturned(void *pParam,bool bContinue, int iPad)
{
UIScene_LoadOrJoinMenu* pClass = (UIScene_LoadOrJoinMenu*)pParam;
if(bContinue==true)
{
switch(pClass->m_eAction)
{
case eAction_ViewInvites:
// Check if we're signed in to LIVE
if(ProfileManager.IsSignedInLive(iPad))
{
#if defined(__PS3__)
int ret = sceNpBasicRecvMessageCustom(SCE_NP_BASIC_MESSAGE_MAIN_TYPE_INVITE, SCE_NP_BASIC_RECV_MESSAGE_OPTIONS_INCLUDE_BOOTABLE, SYS_MEMORY_CONTAINER_ID_INVALID);
app.DebugPrintf("sceNpBasicRecvMessageCustom return %d ( %08x )\n", ret, ret);
#elif defined __PSVITA__
SQRNetworkManager_Vita::RecvInviteGUI();
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#else
SQRNetworkManager_Orbis::RecvInviteGUI();
#endif
}
break;
case eAction_JoinGame:
pClass->CheckAndJoinGame(pClass->m_iGameListIndex);
break;
}
}
else
{
pClass->m_bIgnoreInput = false;
}
return 0;
}
#endif
#ifdef SONY_REMOTE_STORAGE_DOWNLOAD
void UIScene_LoadOrJoinMenu::LaunchSaveTransfer()
{
LoadingInputParams *loadingParams = new LoadingInputParams();
loadingParams->func = &UIScene_LoadOrJoinMenu::DownloadSonyCrossSaveThreadProc;
loadingParams->lpParam = (LPVOID)this;
UIFullscreenProgressCompletionData *completionData = new UIFullscreenProgressCompletionData();
completionData->bShowBackground=TRUE;
completionData->bShowLogo=TRUE;
completionData->type = e_ProgressCompletion_NavigateBackToScene;
completionData->iPad = DEFAULT_XUI_MENU_USER;
loadingParams->completionData = completionData;
loadingParams->cancelFunc=&UIScene_LoadOrJoinMenu::CancelSaveTransferCallback;
loadingParams->m_cancelFuncParam=this;
loadingParams->cancelText=IDS_TOOLTIPS_CANCEL;
ui.NavigateToScene(m_iPad,eUIScene_FullscreenProgress, loadingParams);
}
int UIScene_LoadOrJoinMenu::CreateDummySaveDataCallback(LPVOID lpParam,bool bRes)
{
UIScene_LoadOrJoinMenu* pClass = (UIScene_LoadOrJoinMenu *) lpParam;
if(bRes)
{
pClass->m_eSaveTransferState = eSaveTransfer_GetSavesInfo;
}
else
{
pClass->m_eSaveTransferState = eSaveTransfer_Error;
app.DebugPrintf("CreateDummySaveDataCallback failed\n");
}
return 0;
}
int UIScene_LoadOrJoinMenu::CrossSaveGetSavesInfoCallback(LPVOID lpParam, SAVE_DETAILS *pSaveDetails, bool bRes)
{
UIScene_LoadOrJoinMenu* pClass = (UIScene_LoadOrJoinMenu *) lpParam;
if(bRes)
{
pClass->m_eSaveTransferState = eSaveTransfer_GetFileData;
}
else
{
pClass->m_eSaveTransferState = eSaveTransfer_Error;
app.DebugPrintf("CrossSaveGetSavesInfoCallback failed\n");
}
return 0;
}
int UIScene_LoadOrJoinMenu::LoadCrossSaveDataCallback( void *pParam,bool bIsCorrupt, bool bIsOwner )
{
UIScene_LoadOrJoinMenu* pClass = (UIScene_LoadOrJoinMenu *) pParam;
if(bIsCorrupt == false && bIsOwner)
{
pClass->m_eSaveTransferState = eSaveTransfer_CreatingNewSave;
}
else
{
pClass->m_eSaveTransferState = eSaveTransfer_Error;
app.DebugPrintf("LoadCrossSaveDataCallback failed \n");
}
return 0;
}
int UIScene_LoadOrJoinMenu::CrossSaveFinishedCallback(void *pParam,int iPad,C4JStorage::EMessageResult result)
{
UIScene_LoadOrJoinMenu* pClass = (UIScene_LoadOrJoinMenu *) pParam;
pClass->m_eSaveTransferState = eSaveTransfer_Idle;
return 0;
}
int UIScene_LoadOrJoinMenu::CrossSaveDeleteOnErrorReturned(LPVOID lpParam,bool bRes)
{
UIScene_LoadOrJoinMenu* pClass = (UIScene_LoadOrJoinMenu *) lpParam;
pClass->m_eSaveTransferState = eSaveTransfer_ErrorMesssage;
return 0;
}
int UIScene_LoadOrJoinMenu::RemoteSaveNotFoundCallback(void *pParam,int iPad,C4JStorage::EMessageResult result)
{
UIScene_LoadOrJoinMenu* pClass = (UIScene_LoadOrJoinMenu *) pParam;
pClass->m_eSaveTransferState = eSaveTransfer_Idle;
return 0;
}
// MGH - added this global to force the delete of the previous data, for the remote storage saves
// need to speak to Chris why this is necessary
bool g_bForceVitaSaveWipe = false;
int UIScene_LoadOrJoinMenu::DownloadSonyCrossSaveThreadProc( LPVOID lpParameter )
{
m_bSaveTransferRunning = true;
#ifdef __PS3__
StorageManager.SetSaveTransferInProgress(true);
#endif
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Compression::UseDefaultThreadStorage();
UIScene_LoadOrJoinMenu* pClass = (UIScene_LoadOrJoinMenu *) lpParameter;
pClass->m_saveTransferDownloadCancelled = false;
m_bSaveTransferRunning = true;
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bool bAbortCalled = false;
Minecraft *pMinecraft=Minecraft::GetInstance();
bool bSaveFileCreated = false;
wchar_t wSaveName[128];
// get the save file size
pMinecraft->progressRenderer->progressStagePercentage(0);
pMinecraft->progressRenderer->progressStart(IDS_TOOLTIPS_SAVETRANSFER_DOWNLOAD);
pMinecraft->progressRenderer->progressStage( IDS_TOOLTIPS_SAVETRANSFER_DOWNLOAD );
ConsoleSaveFile* pSave = nullptr;
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pClass->m_eSaveTransferState = eSaveTransfer_GetRemoteSaveInfo;
while(pClass->m_eSaveTransferState!=eSaveTransfer_Idle)
{
switch(pClass->m_eSaveTransferState)
{
case eSaveTransfer_Idle:
break;
case eSaveTransfer_GetRemoteSaveInfo:
app.DebugPrintf("UIScene_LoadOrJoinMenu getSaveInfo\n");
app.getRemoteStorage()->getSaveInfo();
pClass->m_eSaveTransferState = eSaveTransfer_GettingRemoteSaveInfo;
break;
case eSaveTransfer_GettingRemoteSaveInfo:
if(pClass->m_saveTransferDownloadCancelled)
{
pClass->m_eSaveTransferState = eSaveTransfer_Error;
break;
}
if(app.getRemoteStorage()->waitingForSaveInfo() == false)
{
if(app.getRemoteStorage()->saveIsAvailable())
{
if(app.getRemoteStorage()->saveVersionSupported())
{
pClass->m_eSaveTransferState = eSaveTransfer_CreateDummyFile;
}
else
{
// must be a newer version of the save in the cloud that we don't support yet
UINT uiIDA[1];
uiIDA[0]=IDS_CONFIRM_OK;
ui.RequestAlertMessage(IDS_TOOLTIPS_SAVETRANSFER_DOWNLOAD, IDS_SAVE_TRANSFER_WRONG_VERSION, uiIDA, 1, ProfileManager.GetPrimaryPad(),RemoteSaveNotFoundCallback,pClass);
}
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}
else
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{
// no save available, inform the user about the functionality
UINT uiIDA[1];
uiIDA[0]=IDS_CONFIRM_OK;
ui.RequestAlertMessage(IDS_TOOLTIPS_SAVETRANSFER_DOWNLOAD, IDS_SAVE_TRANSFER_NOT_AVAILABLE_TEXT, uiIDA, 1, ProfileManager.GetPrimaryPad(),RemoteSaveNotFoundCallback,pClass);
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}
}
break;
case eSaveTransfer_CreateDummyFile:
{
StorageManager.ResetSaveData();
byte *compData = (byte *)StorageManager.AllocateSaveData( app.getRemoteStorage()->getSaveFilesize() );
// Make our next save default to the name of the level
const char* pNameUTF8 = app.getRemoteStorage()->getSaveNameUTF8();
mbstowcs(wSaveName, pNameUTF8, strlen(pNameUTF8)+1); // plus null
StorageManager.SetSaveTitle(wSaveName);
PBYTE pbThumbnailData=nullptr;
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DWORD dwThumbnailDataSize=0;
PBYTE pbDataSaveImage=nullptr;
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DWORD dwDataSizeSaveImage=0;
StorageManager.GetDefaultSaveImage(&pbDataSaveImage, &dwDataSizeSaveImage); // Get the default save thumbnail (as set by SetDefaultImages) for use on saving games t
StorageManager.GetDefaultSaveThumbnail(&pbThumbnailData,&dwThumbnailDataSize); // Get the default save image (as set by SetDefaultImages) for use on saving games that
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BYTE bTextMetadata[88];
ZeroMemory(bTextMetadata,88);
unsigned int hostOptions = app.getRemoteStorage()->getSaveHostOptions();
#ifdef __ORBIS__
app.SetGameHostOption(hostOptions, eGameHostOption_WorldSize, e_worldSize_Classic); // force the classic world size on, otherwise it's unknown and we can't expand
#endif
int iTextMetadataBytes = app.CreateImageTextData(bTextMetadata, app.getRemoteStorage()->getSaveSeed(), true, hostOptions, app.getRemoteStorage()->getSaveTexturePack() );
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// set the icon and save image
StorageManager.SetSaveImages(pbThumbnailData,dwThumbnailDataSize,pbDataSaveImage,dwDataSizeSaveImage,bTextMetadata,iTextMetadataBytes);
app.getRemoteStorage()->waitForStorageManagerIdle();
C4JStorage::ESaveGameState saveState = StorageManager.SaveSaveData( &UIScene_LoadOrJoinMenu::CreateDummySaveDataCallback, lpParameter );
if(saveState == C4JStorage::ESaveGame_Save)
{
pClass->m_eSaveTransferState = eSaveTransfer_CreatingDummyFile;
}
else
{
app.DebugPrintf("Failed to create dummy save file\n");
pClass->m_eSaveTransferState = eSaveTransfer_Error;
}
}
break;
case eSaveTransfer_CreatingDummyFile:
break;
case eSaveTransfer_GetSavesInfo:
{
// we can't cancel here, we need the saves info so we can delete the file
if(pClass->m_saveTransferDownloadCancelled)
{
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WCHAR wcTemp[256];
swprintf(wcTemp,256, app.GetString(IDS_CANCEL)); // MGH - should change this string to "cancelling download"
m_wstrStageText=wcTemp;
pMinecraft->progressRenderer->progressStage( m_wstrStageText );
}
app.getRemoteStorage()->waitForStorageManagerIdle();
app.DebugPrintf("CALL GetSavesInfo B\n");
C4JStorage::ESaveGameState eSGIStatus= StorageManager.GetSavesInfo(pClass->m_iPad,&UIScene_LoadOrJoinMenu::CrossSaveGetSavesInfoCallback,pClass,"save");
pClass->m_eSaveTransferState = eSaveTransfer_GettingSavesInfo;
}
break;
case eSaveTransfer_GettingSavesInfo:
if(pClass->m_saveTransferDownloadCancelled)
{
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WCHAR wcTemp[256];
swprintf(wcTemp,256, app.GetString(IDS_CANCEL)); // MGH - should change this string to "cancelling download"
m_wstrStageText=wcTemp;
pMinecraft->progressRenderer->progressStage( m_wstrStageText );
}
break;
case eSaveTransfer_GetFileData:
{
bSaveFileCreated = true;
StorageManager.GetSaveUniqueFileDir(pClass->m_downloadedUniqueFilename);
if(pClass->m_saveTransferDownloadCancelled)
{
pClass->m_eSaveTransferState = eSaveTransfer_Error;
break;
}
PSAVE_DETAILS pSaveDetails=StorageManager.ReturnSavesInfo();
int idx = pClass->m_iSaveListIndex - pClass->m_iDefaultButtonsC;
app.getRemoteStorage()->waitForStorageManagerIdle();
bool bGettingOK = app.getRemoteStorage()->getSaveData(pClass->m_downloadedUniqueFilename, SaveTransferReturned, pClass);
if(bGettingOK)
{
pClass->m_eSaveTransferState = eSaveTransfer_GettingFileData;
}
else
{
pClass->m_eSaveTransferState = eSaveTransfer_Error;
app.DebugPrintf("app.getRemoteStorage()->getSaveData failed\n");
}
}
case eSaveTransfer_GettingFileData:
{
WCHAR wcTemp[256];
int dataProgress = app.getRemoteStorage()->getDataProgress();
pMinecraft->progressRenderer->progressStagePercentage(dataProgress);
//swprintf(wcTemp, 256, L"Downloading data : %d", dataProgress);//app.GetString(IDS_SAVETRANSFER_STAGE_GET_DATA),0,pClass->m_ulFileSize);
swprintf(wcTemp,256, app.GetString(IDS_SAVETRANSFER_STAGE_GET_DATA),dataProgress);
m_wstrStageText=wcTemp;
pMinecraft->progressRenderer->progressStage( m_wstrStageText );
if(pClass->m_saveTransferDownloadCancelled && bAbortCalled == false)
{
app.getRemoteStorage()->abort();
bAbortCalled = true;
}
}
break;
case eSaveTransfer_FileDataRetrieved:
pClass->m_eSaveTransferState = eSaveTransfer_LoadSaveFromDisc;
break;
case eSaveTransfer_LoadSaveFromDisc:
{
if(pClass->m_saveTransferDownloadCancelled)
{
pClass->m_eSaveTransferState = eSaveTransfer_Error;
break;
}
PSAVE_DETAILS pSaveDetails=StorageManager.ReturnSavesInfo();
int saveInfoIndex = -1;
for(int i=0;i<pSaveDetails->iSaveC;i++)
{
if(strcmp(pSaveDetails->SaveInfoA[i].UTF8SaveFilename, pClass->m_downloadedUniqueFilename) == 0)
{
//found it
saveInfoIndex = i;
}
}
if(saveInfoIndex == -1)
{
pClass->m_eSaveTransferState = eSaveTransfer_Error;
app.DebugPrintf("CrossSaveGetSavesInfoCallback failed - couldn't find save\n");
}
else
{
#ifdef __PS3__
// ignore the CRC on PS3
C4JStorage::ESaveGameState eLoadStatus=StorageManager.LoadSaveData(&pSaveDetails->SaveInfoA[saveInfoIndex],&LoadCrossSaveDataCallback,pClass, true);
#else
C4JStorage::ESaveGameState eLoadStatus=StorageManager.LoadSaveData(&pSaveDetails->SaveInfoA[saveInfoIndex],&LoadCrossSaveDataCallback,pClass);
#endif
if(eLoadStatus == C4JStorage::ESaveGame_Load)
{
pClass->m_eSaveTransferState = eSaveTransfer_LoadingSaveFromDisc;
}
else
{
pClass->m_eSaveTransferState = eSaveTransfer_Error;
}
}
}
break;
case eSaveTransfer_LoadingSaveFromDisc:
break;
case eSaveTransfer_CreatingNewSave:
{
unsigned int fileSize = StorageManager.GetSaveSize();
byteArray ba(fileSize);
StorageManager.GetSaveData(ba.data, &fileSize);
assert(ba.length == fileSize);
StorageManager.ResetSaveData();
{
PBYTE pbThumbnailData=nullptr;
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DWORD dwThumbnailDataSize=0;
PBYTE pbDataSaveImage=nullptr;
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DWORD dwDataSizeSaveImage=0;
StorageManager.GetDefaultSaveImage(&pbDataSaveImage, &dwDataSizeSaveImage); // Get the default save thumbnail (as set by SetDefaultImages) for use on saving games t
StorageManager.GetDefaultSaveThumbnail(&pbThumbnailData,&dwThumbnailDataSize); // Get the default save image (as set by SetDefaultImages) for use on saving games that
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BYTE bTextMetadata[88];
ZeroMemory(bTextMetadata,88);
unsigned int remoteHostOptions = app.getRemoteStorage()->getSaveHostOptions();
app.SetGameHostOption(eGameHostOption_All, remoteHostOptions );
int iTextMetadataBytes = app.CreateImageTextData(bTextMetadata, app.getRemoteStorage()->getSaveSeed(), true, remoteHostOptions, app.getRemoteStorage()->getSaveTexturePack() );
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// set the icon and save image
StorageManager.SetSaveImages(pbThumbnailData,dwThumbnailDataSize,pbDataSaveImage,dwDataSizeSaveImage,bTextMetadata,iTextMetadataBytes);
}
#ifdef SPLIT_SAVES
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ConsoleSaveFileOriginal oldFormatSave( wSaveName, ba.data, ba.length, false, app.getRemoteStorage()->getSavePlatform() );
pSave = new ConsoleSaveFileSplit( &oldFormatSave, false, pMinecraft->progressRenderer );
pMinecraft->progressRenderer->progressStage(IDS_SAVETRANSFER_STAGE_SAVING);
pSave->Flush(false,false);
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pClass->m_eSaveTransferState = eSaveTransfer_Saving;
#else
pSave = new ConsoleSaveFileOriginal( wSaveName, ba.data, ba.length, false, app.getRemoteStorage()->getSavePlatform() );
pClass->m_eSaveTransferState = eSaveTransfer_Converting;
pMinecraft->progressRenderer->progressStage(IDS_SAVETRANSFER_STAGE_CONVERTING);
#endif
delete ba.data;
}
break;
case eSaveTransfer_Converting:
{
pSave->ConvertToLocalPlatform(); // check if we need to convert this file from PS3->PS4
pClass->m_eSaveTransferState = eSaveTransfer_Saving;
pMinecraft->progressRenderer->progressStage(IDS_SAVETRANSFER_STAGE_SAVING);
StorageManager.SetSaveTitle(wSaveName);
StorageManager.SetSaveUniqueFilename(pClass->m_downloadedUniqueFilename);
app.getRemoteStorage()->waitForStorageManagerIdle(); // we need to wait for the save system to be idle here, as Flush doesn't check for it.
pSave->Flush(false, false);
}
break;
case eSaveTransfer_Saving:
{
// On Durango/Orbis, we need to wait for all the asynchronous saving processes to complete before destroying the levels, as that will ultimately delete
// the directory level storage & therefore the ConsoleSaveSplit instance, which needs to be around until all the sub files have completed saving.
#if defined(_DURANGO) || defined(__ORBIS__)
while(StorageManager.GetSaveState() != C4JStorage::ESaveGame_Idle )
{
Sleep(10);
StorageManager.Tick();
}
#endif
delete pSave;
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pMinecraft->progressRenderer->progressStage(IDS_PROGRESS_SAVING_TO_DISC);
pClass->m_eSaveTransferState = eSaveTransfer_Succeeded;
}
break;
case eSaveTransfer_Succeeded:
{
// if we've arrived here, the save has been created successfully
pClass->m_iState=e_SavesRepopulate;
pClass->updateTooltips();
UINT uiIDA[1];
uiIDA[0]=IDS_CONFIRM_OK;
app.getRemoteStorage()->waitForStorageManagerIdle(); // wait for everything to complete before we hand control back to the player
ui.RequestErrorMessage( IDS_TOOLTIPS_SAVETRANSFER_DOWNLOAD, IDS_SAVE_TRANSFER_DOWNLOADCOMPLETE, uiIDA,1,ProfileManager.GetPrimaryPad(),CrossSaveFinishedCallback,pClass);
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pClass->m_eSaveTransferState = eSaveTransfer_Finished;
}
break;
case eSaveTransfer_Cancelled: // this is no longer used
{
assert(0); //pClass->m_eSaveTransferState = eSaveTransfer_Idle;
}
break;
case eSaveTransfer_Error:
{
if(bSaveFileCreated)
{
if(pClass->m_saveTransferDownloadCancelled)
{
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WCHAR wcTemp[256];
swprintf(wcTemp,256, app.GetString(IDS_CANCEL)); // MGH - should change this string to "cancelling download"
m_wstrStageText=wcTemp;
pMinecraft->progressRenderer->progressStage( m_wstrStageText );
pMinecraft->progressRenderer->progressStage( m_wstrStageText );
}
// if the save file has already been created we have to delete it again if there's been an error
PSAVE_DETAILS pSaveDetails=StorageManager.ReturnSavesInfo();
int saveInfoIndex = -1;
for(int i=0;i<pSaveDetails->iSaveC;i++)
{
if(strcmp(pSaveDetails->SaveInfoA[i].UTF8SaveFilename, pClass->m_downloadedUniqueFilename) == 0)
{
//found it
saveInfoIndex = i;
}
}
if(saveInfoIndex == -1)
{
app.DebugPrintf("eSaveTransfer_Error failed - couldn't find save\n");
assert(0);
pClass->m_eSaveTransferState = eSaveTransfer_ErrorMesssage;
}
else
{
// delete the save file
app.getRemoteStorage()->waitForStorageManagerIdle();
C4JStorage::ESaveGameState eDeleteStatus = StorageManager.DeleteSaveData(&pSaveDetails->SaveInfoA[saveInfoIndex],UIScene_LoadOrJoinMenu::CrossSaveDeleteOnErrorReturned,pClass);
if(eDeleteStatus == C4JStorage::ESaveGame_Delete)
{
pClass->m_eSaveTransferState = eSaveTransfer_ErrorDeletingSave;
}
else
{
app.DebugPrintf("StorageManager.DeleteSaveData failed!!\n");
pClass->m_eSaveTransferState = eSaveTransfer_ErrorMesssage;
}
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}
}
else
{
pClass->m_eSaveTransferState = eSaveTransfer_ErrorMesssage;
}
}
break;
case eSaveTransfer_ErrorDeletingSave:
break;
case eSaveTransfer_ErrorMesssage:
{
app.getRemoteStorage()->waitForStorageManagerIdle(); // wait for everything to complete before we hand control back to the player
if(pClass->m_saveTransferDownloadCancelled)
{
pClass->m_eSaveTransferState = eSaveTransfer_Idle;
}
else
{
UINT uiIDA[1];
uiIDA[0]=IDS_CONFIRM_OK;
UINT errorMessage = IDS_SAVE_TRANSFER_DOWNLOADFAILED;
if(!ProfileManager.IsSignedInLive(ProfileManager.GetPrimaryPad()))
{
errorMessage = IDS_ERROR_NETWORK; // show "A network error has occurred."
#ifdef __ORBIS__
if(!ProfileManager.isSignedInPSN(ProfileManager.GetPrimaryPad()))
{
errorMessage = IDS_PRO_NOTONLINE_TEXT; // show "not signed into PSN"
}
#endif
#ifdef __VITA__
if(!ProfileManager.IsSignedInPSN(ProfileManager.GetPrimaryPad()))
{
errorMessage = IDS_PRO_NOTONLINE_TEXT; // show "not signed into PSN"
}
#endif
}
ui.RequestErrorMessage( IDS_TOOLTIPS_SAVETRANSFER_DOWNLOAD, errorMessage, uiIDA,1,ProfileManager.GetPrimaryPad(),CrossSaveFinishedCallback,pClass);
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pClass->m_eSaveTransferState = eSaveTransfer_Finished;
}
if(bSaveFileCreated) // save file has been created, then deleted.
pClass->m_iState=e_SavesRepopulateAfterDelete;
else
pClass->m_iState=e_SavesRepopulate;
pClass->updateTooltips();
}
break;
case eSaveTransfer_Finished:
{
}
// waiting to dismiss the dialog
break;
}
Sleep(50);
}
m_bSaveTransferRunning = false;
#ifdef __PS3__
StorageManager.SetSaveTransferInProgress(false);
#endif
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return 0;
}
void UIScene_LoadOrJoinMenu::SaveTransferReturned(LPVOID lpParam, SonyRemoteStorage::Status s, int error_code)
{
UIScene_LoadOrJoinMenu* pClass = (UIScene_LoadOrJoinMenu *) lpParam;
if(s == SonyRemoteStorage::e_getDataSucceeded)
{
pClass->m_eSaveTransferState = eSaveTransfer_FileDataRetrieved;
}
else
{
pClass->m_eSaveTransferState = eSaveTransfer_Error;
app.DebugPrintf("SaveTransferReturned failed with error code : 0x%08x\n", error_code);
}
}
ConsoleSaveFile* UIScene_LoadOrJoinMenu::SonyCrossSaveConvert()
{
return nullptr;
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}
void UIScene_LoadOrJoinMenu::CancelSaveTransferCallback(LPVOID lpParam)
{
UIScene_LoadOrJoinMenu* pClass = (UIScene_LoadOrJoinMenu *) lpParam;
pClass->m_saveTransferDownloadCancelled = true;
ui.SetTooltips( DEFAULT_XUI_MENU_USER, -1, -1, -1, -1,-1,-1,-1,-1); // MGH - added - remove the "cancel" tooltip, so the player knows it's underway (really needs a "cancelling" message)
}
#endif
#ifdef SONY_REMOTE_STORAGE_UPLOAD
void UIScene_LoadOrJoinMenu::LaunchSaveUpload()
{
LoadingInputParams *loadingParams = new LoadingInputParams();
loadingParams->func = &UIScene_LoadOrJoinMenu::UploadSonyCrossSaveThreadProc;
loadingParams->lpParam = (LPVOID)this;
UIFullscreenProgressCompletionData *completionData = new UIFullscreenProgressCompletionData();
completionData->bShowBackground=TRUE;
completionData->bShowLogo=TRUE;
completionData->type = e_ProgressCompletion_NavigateBackToScene;
completionData->iPad = DEFAULT_XUI_MENU_USER;
loadingParams->completionData = completionData;
// 4J-PB - Waiting for Sony to fix canceling a save upload
loadingParams->cancelFunc=&UIScene_LoadOrJoinMenu::CancelSaveUploadCallback;
loadingParams->m_cancelFuncParam = this;
loadingParams->cancelText=IDS_TOOLTIPS_CANCEL;
ui.NavigateToScene(m_iPad,eUIScene_FullscreenProgress, loadingParams);
}
int UIScene_LoadOrJoinMenu::CrossSaveUploadFinishedCallback(void *pParam,int iPad,C4JStorage::EMessageResult result)
{
UIScene_LoadOrJoinMenu* pClass = (UIScene_LoadOrJoinMenu *) pParam;
pClass->m_eSaveUploadState = eSaveUpload_Idle;
return 0;
}
int UIScene_LoadOrJoinMenu::UploadSonyCrossSaveThreadProc( LPVOID lpParameter )
{
UIScene_LoadOrJoinMenu* pClass = (UIScene_LoadOrJoinMenu *) lpParameter;
pClass->m_saveTransferUploadCancelled = false;
bool bAbortCalled = false;
Minecraft *pMinecraft=Minecraft::GetInstance();
// get the save file size
pMinecraft->progressRenderer->progressStagePercentage(0);
pMinecraft->progressRenderer->progressStart(IDS_TOOLTIPS_SAVETRANSFER_UPLOAD);
pMinecraft->progressRenderer->progressStage( IDS_TOOLTIPS_SAVETRANSFER_UPLOAD );
PSAVE_DETAILS pSaveDetails=StorageManager.ReturnSavesInfo();
int idx = pClass->m_iSaveListIndex - pClass->m_iDefaultButtonsC;
bool bSettingOK = app.getRemoteStorage()->setSaveData(&pSaveDetails->SaveInfoA[idx], SaveUploadReturned, pClass);
if(bSettingOK)
{
pClass->m_eSaveUploadState = eSaveUpload_UploadingFileData;
pMinecraft->progressRenderer->progressStagePercentage(0);
}
else
{
pClass->m_eSaveUploadState = eSaveUpload_Error;
}
while(pClass->m_eSaveUploadState!=eSaveUpload_Idle)
{
switch(pClass->m_eSaveUploadState)
{
case eSaveUpload_Idle:
break;
case eSaveUpload_UploadingFileData:
{
WCHAR wcTemp[256];
int dataProgress = app.getRemoteStorage()->getDataProgress();
pMinecraft->progressRenderer->progressStagePercentage(dataProgress);
//swprintf(wcTemp, 256, L"Uploading data : %d", dataProgress);//app.GetString(IDS_SAVETRANSFER_STAGE_GET_DATA),0,pClass->m_ulFileSize);
swprintf(wcTemp,256, app.GetString(IDS_SAVETRANSFER_STAGE_PUT_DATA),dataProgress);
m_wstrStageText=wcTemp;
pMinecraft->progressRenderer->progressStage( m_wstrStageText );
// 4J-PB - Waiting for Sony to fix canceling a save upload
if(pClass->m_saveTransferUploadCancelled && bAbortCalled == false)
{
// we only really want to be able to cancel during the download of data, if it's taking a long time
app.getRemoteStorage()->abort();
bAbortCalled = true;
}
}
break;
case eSaveUpload_FileDataUploaded:
{
UINT uiIDA[1];
uiIDA[0]=IDS_CONFIRM_OK;
ui.RequestErrorMessage( IDS_TOOLTIPS_SAVETRANSFER_UPLOAD, IDS_SAVE_TRANSFER_UPLOADCOMPLETE, uiIDA,1,ProfileManager.GetPrimaryPad(),CrossSaveUploadFinishedCallback,pClass);
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pClass->m_eSaveUploadState = esaveUpload_Finished;
}
break;
case eSaveUpload_Cancelled: // this is no longer used
assert(0);// pClass->m_eSaveUploadState = eSaveUpload_Idle;
break;
case eSaveUpload_Error:
{
if(pClass->m_saveTransferUploadCancelled)
{
pClass->m_eSaveUploadState = eSaveUpload_Idle;
}
else
{
UINT uiIDA[1];
uiIDA[0]=IDS_CONFIRM_OK;
ui.RequestErrorMessage( IDS_TOOLTIPS_SAVETRANSFER_UPLOAD, IDS_SAVE_TRANSFER_UPLOADFAILED, uiIDA,1,ProfileManager.GetPrimaryPad(),CrossSaveUploadFinishedCallback,pClass);
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pClass->m_eSaveUploadState = esaveUpload_Finished;
}
}
break;
case esaveUpload_Finished:
// waiting for dialog to be dismissed
break;
}
Sleep(50);
}
return 0;
}
void UIScene_LoadOrJoinMenu::SaveUploadReturned(LPVOID lpParam, SonyRemoteStorage::Status s, int error_code)
{
UIScene_LoadOrJoinMenu* pClass = (UIScene_LoadOrJoinMenu *) lpParam;
if(pClass->m_saveTransferUploadCancelled)
{
UINT uiIDA[1] = { IDS_CONFIRM_OK };
ui.RequestErrorMessage( IDS_CANCEL_UPLOAD_TITLE, IDS_CANCEL_UPLOAD_TEXT, uiIDA, 1, ProfileManager.GetPrimaryPad(), CrossSaveUploadFinishedCallback, pClass );
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pClass->m_eSaveUploadState=esaveUpload_Finished;
}
else
{
if(s == SonyRemoteStorage::e_setDataSucceeded)
pClass->m_eSaveUploadState = eSaveUpload_FileDataUploaded;
else if ( !pClass->m_saveTransferUploadCancelled )
pClass->m_eSaveUploadState = eSaveUpload_Error;
}
}
void UIScene_LoadOrJoinMenu::CancelSaveUploadCallback(LPVOID lpParam)
{
UIScene_LoadOrJoinMenu* pClass = (UIScene_LoadOrJoinMenu *) lpParam;
pClass->m_saveTransferUploadCancelled = true;
app.DebugPrintf("m_saveTransferUploadCancelled = true\n");
ui.SetTooltips( DEFAULT_XUI_MENU_USER, -1, -1, -1, -1,-1,-1,-1,-1); // MGH - added - remove the "cancel" tooltip, so the player knows it's underway (really needs a "cancelling" message)
pClass->m_bIgnoreInput = true;
}
int UIScene_LoadOrJoinMenu::SaveTransferDialogReturned(void *pParam,int iPad,C4JStorage::EMessageResult result)
{
UIScene_LoadOrJoinMenu* pClass = (UIScene_LoadOrJoinMenu*)pParam;
// results switched for this dialog
if(result==C4JStorage::EMessage_ResultAccept)
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{
// upload the save
pClass->LaunchSaveUpload();
pClass->m_bIgnoreInput=false;
}
else
{
pClass->m_bIgnoreInput=false;
}
return 0;
}
#endif // SONY_REMOTE_STORAGE_UPLOAD
#if defined _XBOX_ONE
void UIScene_LoadOrJoinMenu::LaunchSaveTransfer()
{
SaveTransferStateContainer *stateContainer = new SaveTransferStateContainer();
stateContainer->m_iProgress = 0;
stateContainer->m_bSaveTransferInProgress = false;
stateContainer->m_bSaveTransferCancelled = false;
stateContainer->m_iPad = m_iPad;
stateContainer->m_eSaveTransferState = C4JStorage::eSaveTransfer_Idle;
stateContainer->m_pClass = this;
LoadingInputParams *loadingParams = new LoadingInputParams();
loadingParams->func = &UIScene_LoadOrJoinMenu::DownloadXbox360SaveThreadProc;
loadingParams->lpParam = (LPVOID)stateContainer;
UIFullscreenProgressCompletionData *completionData = new UIFullscreenProgressCompletionData();
completionData->bShowBackground=TRUE;
completionData->bShowLogo=TRUE;
completionData->type = e_ProgressCompletion_NavigateBackToScene;
completionData->iPad = DEFAULT_XUI_MENU_USER;
completionData->bRequiresUserAction=TRUE;
loadingParams->completionData = completionData;
loadingParams->cancelFunc=&UIScene_LoadOrJoinMenu::CancelSaveTransferCallback;
loadingParams->m_cancelFuncParam=stateContainer;
loadingParams->cancelText=IDS_TOOLTIPS_CANCEL;
ui.NavigateToScene(m_iPad,eUIScene_FullscreenProgress, loadingParams);
}
int UIScene_LoadOrJoinMenu::DownloadXbox360SaveThreadProc( LPVOID lpParameter )
{
Compression::UseDefaultThreadStorage();
SaveTransferStateContainer *pStateContainer = (SaveTransferStateContainer *) lpParameter;
Minecraft *pMinecraft=Minecraft::GetInstance();
ConsoleSaveFile* pSave = nullptr;
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while(StorageManager.SaveTransferClearState()!=C4JStorage::eSaveTransfer_Idle)
{
Sleep(5);
}
pStateContainer->m_bSaveTransferInProgress=true;
UIScene_LoadOrJoinMenu::s_eSaveTransferFile = eSaveTransferFile_Marker;
RequestFileSize( pStateContainer, L"completemarker" );
while((pStateContainer->m_eSaveTransferState!=C4JStorage::eSaveTransfer_Idle) && pStateContainer->m_bSaveTransferInProgress && !pStateContainer->m_bSaveTransferCancelled)
{
switch(pStateContainer->m_eSaveTransferState)
{
case C4JStorage::eSaveTransfer_Idle:
break;
case C4JStorage::eSaveTransfer_FileSizeRetrieved:
switch(UIScene_LoadOrJoinMenu::s_eSaveTransferFile)
{
case eSaveTransferFile_Marker:
if(UIScene_LoadOrJoinMenu::s_ulFileSize == 0)
{
pMinecraft->progressRenderer->progressStage(IDS_SAVETRANSFER_NONE_FOUND);
pStateContainer->m_eSaveTransferState=C4JStorage::eSaveTransfer_Idle;
}
else
{
RequestFileData( pStateContainer, L"completemarker" );
}
break;
case eSaveTransferFile_Metadata:
RequestFileData( pStateContainer, L"metadata" );
break;
case eSaveTransferFile_SaveData:
RequestFileData( pStateContainer, L"savedata" );
break;
};
break;
case C4JStorage::eSaveTransfer_GettingFileData:
break;
case C4JStorage::eSaveTransfer_FileDataRetrieved:
switch(UIScene_LoadOrJoinMenu::s_eSaveTransferFile)
{
case eSaveTransferFile_Marker:
// MGH - the marker file now contains the save file version number
// if the version is higher than we handle, cancel the download.
if(UIScene_LoadOrJoinMenu::s_transferData[0] > SAVE_FILE_VERSION_NUMBER)
{
pMinecraft->progressRenderer->progressStage(IDS_SAVETRANSFER_NONE_FOUND);
pStateContainer->m_eSaveTransferState=C4JStorage::eSaveTransfer_Idle;
}
else
{
UIScene_LoadOrJoinMenu::s_eSaveTransferFile = eSaveTransferFile_Metadata;
RequestFileSize( pStateContainer, L"metadata" );
}
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break;
case eSaveTransferFile_Metadata:
{
ByteArrayInputStream bais(UIScene_LoadOrJoinMenu::s_transferData);
DataInputStream dis(&bais);
wstring saveTitle = dis.readUTF();
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StorageManager.SetSaveTitle(saveTitle.c_str());
wstring saveUniqueName = dis.readUTF();
// 4J Stu - Don't set this any more. We added it so that we could share the ban list data for this save
// However if the player downloads the same save multiple times, it will overwrite the previous version
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// with that filname, and they could have made changes to it.
//StorageManager.SetSaveUniqueFilename((wchar_t *)saveUniqueName.c_str());
int thumbnailSize = dis.readInt();
if(thumbnailSize > 0)
{
byteArray ba(thumbnailSize);
dis.readFully(ba);
// retrieve the seed value from the image metadata, we need to change to host options, then set it back again
bool bHostOptionsRead = false;
unsigned int uiHostOptions = 0;
DWORD dwTexturePack;
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int64_t seedVal;
char szSeed[50];
ZeroMemory(szSeed,50);
app.GetImageTextData(ba.data,ba.length,(unsigned char *)&szSeed,uiHostOptions,bHostOptionsRead,dwTexturePack);
sscanf_s(szSeed, "%I64d", &seedVal);
app.SetGameHostOption(uiHostOptions, eGameHostOption_WorldSize, e_worldSize_Classic); // force the classic world size on, otherwise it's unknown and we can't expand
BYTE bTextMetadata[88];
ZeroMemory(bTextMetadata,88);
int iTextMetadataBytes = app.CreateImageTextData(bTextMetadata, seedVal, true, uiHostOptions, dwTexturePack);
// set the icon and save image
StorageManager.SetSaveImages(ba.data, ba.length, nullptr, 0, bTextMetadata, iTextMetadataBytes);
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delete ba.data;
}
UIScene_LoadOrJoinMenu::s_transferData = byteArray();
UIScene_LoadOrJoinMenu::s_eSaveTransferFile = eSaveTransferFile_SaveData;
RequestFileSize( pStateContainer, L"savedata" );
}
break;
case eSaveTransferFile_SaveData:
{
#ifdef SPLIT_SAVES
if(!pStateContainer->m_bSaveTransferCancelled)
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{
ConsoleSaveFileOriginal oldFormatSave( L"Temp name", UIScene_LoadOrJoinMenu::s_transferData.data, UIScene_LoadOrJoinMenu::s_transferData.length, false, SAVE_FILE_PLATFORM_X360 );
pSave = new ConsoleSaveFileSplit( &oldFormatSave, false, pMinecraft->progressRenderer );
pMinecraft->progressRenderer->progressStage(IDS_SAVETRANSFER_STAGE_SAVING);
if(!pStateContainer->m_bSaveTransferCancelled) pSave->Flush(false,false);
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}
pStateContainer->m_eSaveTransferState=C4JStorage::eSaveTransfer_Saving;
#else
pSave = new ConsoleSaveFileOriginal( wSaveName, m_transferData.data, m_transferData.length, false, SAVE_FILE_PLATFORM_X360 );
pStateContainer->m_eSaveTransferState=C4JStorage::eSaveTransfer_Converting;
#endif
delete UIScene_LoadOrJoinMenu::s_transferData.data;
UIScene_LoadOrJoinMenu::s_transferData = byteArray();
}
break;
};
pStateContainer->m_iProgress=0;
break;
case C4JStorage::eSaveTransfer_Converting:
#if 0
pSave->ConvertToLocalPlatform();
pMinecraft->progressRenderer->progressStage(IDS_SAVETRANSFER_STAGE_SAVING);
if(!pStateContainer->m_bSaveTransferCancelled) pSave->Flush(false,false);
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pStateContainer->m_iProgress+=1;
if(pStateContainer->m_iProgress==101)
{
pStateContainer->m_eSaveTransferState=C4JStorage::eSaveTransfer_Saving;
pStateContainer->m_iProgress=0;
break;
}
pMinecraft->progressRenderer->progressStagePercentage(pStateContainer->m_iProgress);
#endif
break;
case C4JStorage::eSaveTransfer_Saving:
// On Durango/Orbis, we need to wait for all the asynchronous saving processes to complete before destroying the levels, as that will ultimately delete
// the directory level storage & therefore the ConsoleSaveSplit instance, which needs to be around until all the sub files have completed saving.
#if defined(_DURANGO) || defined(__ORBIS__)
pMinecraft->progressRenderer->progressStage(IDS_PROGRESS_SAVING_TO_DISC);
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while(StorageManager.GetSaveState() != C4JStorage::ESaveGame_Idle )
{
Sleep(10);
// 4J Stu - DO NOT tick this here. The main thread should be the only place ticking the StorageManager. You WILL get crashes.
//StorageManager.Tick();
}
#endif
delete pSave;
#ifdef _XBOX_ONE
pMinecraft->progressRenderer->progressStage(IDS_SAVE_TRANSFER_DOWNLOAD_AND_CONVERT_COMPLETE);
#endif
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pStateContainer->m_eSaveTransferState=C4JStorage::eSaveTransfer_Idle;
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// wipe the list and repopulate it
if(!pStateContainer->m_bSaveTransferCancelled) pStateContainer->m_pClass->m_iState=e_SavesRepopulateAfterTransferDownload;
//pClass->m_iProgress+=1;
//if(pClass->m_iProgress==101)
//{
// pClass->m_iProgress=0;
// pClass->m_eSaveTransferState=C4JStorage::eSaveTransfer_Idle;
// pMinecraft->progressRenderer->progressStage( IDS_SAVE_TRANSFER_DOWNLOAD_AND_CONVERT_COMPLETE );
// break;
//}
//pMinecraft->progressRenderer->progressStagePercentage(pClass->m_iProgress);
break;
}
Sleep(50);
}
if(pStateContainer->m_bSaveTransferCancelled)
{
WCHAR wcTemp[256];
pStateContainer->m_bSaveTransferCancelled=false;
swprintf(wcTemp,app.GetString(IDS_SAVE_TRANSFER_DOWNLOAD_CANCELLED));
m_wstrStageText=wcTemp;
pMinecraft->progressRenderer->progressStage( m_wstrStageText );
}
pStateContainer->m_eSaveTransferState=C4JStorage::eSaveTransfer_Idle;
pStateContainer->m_bSaveTransferInProgress=false;
delete pStateContainer;
return 0;
}
void UIScene_LoadOrJoinMenu::RequestFileSize( SaveTransferStateContainer *pClass, wchar_t *filename )
{
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Minecraft *pMinecraft=Minecraft::GetInstance();
// get the save file size
pMinecraft->progressRenderer->progressStart(IDS_SAVETRANSFER_TITLE_GET);
pMinecraft->progressRenderer->progressStage( IDS_SAVETRANSFER_STAGE_GET_DETAILS );
#ifdef _DEBUG_MENUS_ENABLED
if(app.GetLoadSavesFromFolderEnabled())
{
ZeroMemory(&m_debugTransferDetails, sizeof(C4JStorage::SAVETRANSFER_FILE_DETAILS) );
File targetFile( wstring(L"FakeTMSPP\\").append(filename) );
if(targetFile.exists()) m_debugTransferDetails.ulFileLen = targetFile.length();
SaveTransferReturned(pClass,&m_debugTransferDetails);
}
else
#endif
{
do
{
pMinecraft->progressRenderer->progressStart(IDS_SAVETRANSFER_TITLE_GET);
pMinecraft->progressRenderer->progressStage( IDS_SAVETRANSFER_STAGE_GET_DETAILS );
Sleep(1);
pClass->m_eSaveTransferState=StorageManager.SaveTransferGetDetails(pClass->m_iPad,C4JStorage::eGlobalStorage_TitleUser,filename,&UIScene_LoadOrJoinMenu::SaveTransferReturned,pClass);
}
while(pClass->m_eSaveTransferState == C4JStorage::eSaveTransfer_Busy && !pClass->m_bSaveTransferCancelled );
}
}
void UIScene_LoadOrJoinMenu::RequestFileData( SaveTransferStateContainer *pClass, wchar_t *filename )
{
Minecraft *pMinecraft=Minecraft::GetInstance();
WCHAR wcTemp[256];
pMinecraft->progressRenderer->progressStagePercentage(0);
swprintf(wcTemp,app.GetString(IDS_SAVETRANSFER_STAGE_GET_DATA),0,UIScene_LoadOrJoinMenu::s_ulFileSize);
m_wstrStageText=wcTemp;
pMinecraft->progressRenderer->progressStage( m_wstrStageText );
#ifdef _DEBUG_MENUS_ENABLED
if(app.GetLoadSavesFromFolderEnabled())
{
File targetFile( wstring(L"FakeTMSPP\\").append(filename) );
if(targetFile.exists())
{
HANDLE hSaveFile = CreateFile( targetFile.getPath().c_str(), GENERIC_READ, 0, nullptr, OPEN_EXISTING, FILE_FLAG_RANDOM_ACCESS, nullptr);
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m_debugTransferDetails.pbData = new BYTE[m_debugTransferDetails.ulFileLen];
DWORD numberOfBytesRead = 0;
ReadFile( hSaveFile,m_debugTransferDetails.pbData,m_debugTransferDetails.ulFileLen,&numberOfBytesRead,nullptr);
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assert(numberOfBytesRead == m_debugTransferDetails.ulFileLen);
CloseHandle(hSaveFile);
SaveTransferReturned(pClass,&m_debugTransferDetails);
}
}
else
#endif
{
do
{
pMinecraft->progressRenderer->progressStart(IDS_SAVETRANSFER_TITLE_GET);
pMinecraft->progressRenderer->progressStage( -1 );
Sleep(1);
pClass->m_eSaveTransferState=StorageManager.SaveTransferGetData(pClass->m_iPad,C4JStorage::eGlobalStorage_TitleUser,filename,&UIScene_LoadOrJoinMenu::SaveTransferReturned,&UIScene_LoadOrJoinMenu::SaveTransferUpdateProgress,pClass,pClass);
}
while(pClass->m_eSaveTransferState == C4JStorage::eSaveTransfer_Busy && !pClass->m_bSaveTransferCancelled );
}
}
int UIScene_LoadOrJoinMenu::SaveTransferReturned(LPVOID lpParam,C4JStorage::SAVETRANSFER_FILE_DETAILS *pSaveTransferDetails)
{
SaveTransferStateContainer* pClass = (SaveTransferStateContainer *) lpParam;
app.DebugPrintf("Save Transfer - size is %d\n",pSaveTransferDetails->ulFileLen);
// if the file data is null, then assume this is the file size retrieval
if(pSaveTransferDetails->pbData==nullptr)
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{
pClass->m_eSaveTransferState=C4JStorage::eSaveTransfer_FileSizeRetrieved;
UIScene_LoadOrJoinMenu::s_ulFileSize=pSaveTransferDetails->ulFileLen;
}
else
{
delete UIScene_LoadOrJoinMenu::s_transferData.data;
UIScene_LoadOrJoinMenu::s_transferData = byteArray(pSaveTransferDetails->pbData, UIScene_LoadOrJoinMenu::s_ulFileSize);
pClass->m_eSaveTransferState=C4JStorage::eSaveTransfer_FileDataRetrieved;
}
return 0;
}
int UIScene_LoadOrJoinMenu::SaveTransferUpdateProgress(LPVOID lpParam,unsigned long ulBytesReceived)
{
WCHAR wcTemp[256];
SaveTransferStateContainer* pClass = (SaveTransferStateContainer *) lpParam;
Minecraft *pMinecraft=Minecraft::GetInstance();
if(pClass->m_bSaveTransferCancelled) // was cancelled
{
pMinecraft->progressRenderer->progressStage(IDS_SAVE_TRANSFER_DOWNLOAD_CANCELLING);
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swprintf(wcTemp,app.GetString(IDS_SAVE_TRANSFER_DOWNLOAD_CANCELLING));
m_wstrStageText=wcTemp;
pMinecraft->progressRenderer->progressStage( m_wstrStageText );
}
else
{
unsigned int uiProgress=(unsigned int)(((float)ulBytesReceived/float(UIScene_LoadOrJoinMenu::s_ulFileSize))*100.0f);
pMinecraft->progressRenderer->progressStagePercentage(uiProgress);
swprintf(wcTemp,app.GetString(IDS_SAVETRANSFER_STAGE_GET_DATA),((float)(ulBytesReceived))/1024000.0f,((float)UIScene_LoadOrJoinMenu::s_ulFileSize)/1024000.0f);
m_wstrStageText=wcTemp;
pMinecraft->progressRenderer->progressStage( m_wstrStageText );
}
return 0;
}
void UIScene_LoadOrJoinMenu::CancelSaveTransferCallback(LPVOID lpParam)
{
SaveTransferStateContainer* pClass = (SaveTransferStateContainer *) lpParam;
if(!pClass->m_bSaveTransferCancelled)
{
StorageManager.CancelSaveTransfer(UIScene_LoadOrJoinMenu::CancelSaveTransferCompleteCallback,pClass);
pClass->m_bSaveTransferCancelled=true;
}
//pClass->m_bSaveTransferInProgress=false;
}
int UIScene_LoadOrJoinMenu::CancelSaveTransferCompleteCallback(LPVOID lpParam)
{
SaveTransferStateContainer* pClass = (SaveTransferStateContainer *) lpParam;
// change the state to idle to get the download thread to terminate
pClass->m_eSaveTransferState=C4JStorage::eSaveTransfer_Idle;
return 0;
}
int UIScene_LoadOrJoinMenu::NeedSyncMessageReturned(void *pParam,int iPad,C4JStorage::EMessageResult result)
{
UIScene_LoadOrJoinMenu *pClass = (UIScene_LoadOrJoinMenu *)pParam;
LoadMenuInitData *params = (LoadMenuInitData *)pParam;
if( result == C4JStorage::EMessage_ResultAccept )
{
// navigate to the settings scene
ui.NavigateToScene(ProfileManager.GetPrimaryPad(), eUIScene_LoadMenu, pClass->m_loadMenuInitData);
}
else
{
delete pClass->m_loadMenuInitData;
pClass->m_bIgnoreInput = false;
}
return 0;
}
#endif
#ifdef _XBOX_ONE
void UIScene_LoadOrJoinMenu::HandleDLCLicenseChange()
{
// may have installed Halloween on this menu
app.StartInstallDLCProcess(m_iPad);
}
#endif
#if defined _XBOX_ONE || defined __ORBIS__
int UIScene_LoadOrJoinMenu::CopySaveDialogReturned(void *pParam,int iPad,C4JStorage::EMessageResult result)
{
UIScene_LoadOrJoinMenu* pClass = (UIScene_LoadOrJoinMenu*)pParam;
if(result==C4JStorage::EMessage_ResultAccept)
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{
LoadingInputParams *loadingParams = new LoadingInputParams();
void *uniqueId = (LPVOID)pClass->GetCallbackUniqueId();
loadingParams->func = &UIScene_LoadOrJoinMenu::CopySaveThreadProc;
loadingParams->lpParam = uniqueId;
loadingParams->waitForThreadToDelete = true;
UIFullscreenProgressCompletionData *completionData = new UIFullscreenProgressCompletionData();
completionData->bShowBackground=TRUE;
completionData->bShowLogo=TRUE;
completionData->type = e_ProgressCompletion_NavigateBackToScene;
completionData->iPad = DEFAULT_XUI_MENU_USER;
loadingParams->completionData = completionData;
loadingParams->cancelFunc=&UIScene_LoadOrJoinMenu::CancelCopySaveCallback;
loadingParams->m_cancelFuncParam=uniqueId;
loadingParams->cancelText=IDS_TOOLTIPS_CANCEL;
ui.NavigateToScene(iPad,eUIScene_FullscreenProgress, loadingParams);
}
else
{
pClass->m_bIgnoreInput=false;
}
return 0;
}
int UIScene_LoadOrJoinMenu::CopySaveThreadProc( LPVOID lpParameter )
{
Minecraft *pMinecraft=Minecraft::GetInstance();
pMinecraft->progressRenderer->progressStart(IDS_PROGRESS_COPYING_SAVE);
pMinecraft->progressRenderer->progressStage( -1 );
ui.EnterCallbackIdCriticalSection();
UIScene_LoadOrJoinMenu* pClass = (UIScene_LoadOrJoinMenu*)ui.GetSceneFromCallbackId((size_t)lpParameter);
if( pClass )
{
pClass->m_bCopying = true;
pClass->m_bCopyingCancelled = false;
ui.LeaveCallbackIdCriticalSection();
// Copy save data takes two callbacks - one for completion, and one for progress. The progress callback also lets us cancel the operation, if we return false.
StorageManager.CopySaveData(&pClass->m_pSaveDetails->SaveInfoA[pClass->m_iSaveListIndex - pClass->m_iDefaultButtonsC],UIScene_LoadOrJoinMenu::CopySaveDataReturned,UIScene_LoadOrJoinMenu::CopySaveDataProgress,lpParameter);
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bool bContinue = true;
do
{
Sleep(100);
ui.EnterCallbackIdCriticalSection();
pClass = (UIScene_LoadOrJoinMenu*)ui.GetSceneFromCallbackId((size_t)lpParameter);
if( pClass )
{
bContinue = pClass->m_bCopying;
}
else
{
bContinue = false;
}
ui.LeaveCallbackIdCriticalSection();
} while( bContinue );
}
else
{
ui.LeaveCallbackIdCriticalSection();
}
return 0;
}
int UIScene_LoadOrJoinMenu::CopySaveDataReturned(LPVOID lpParam, bool success, C4JStorage::ESaveGameState stat)
{
ui.EnterCallbackIdCriticalSection();
UIScene_LoadOrJoinMenu* pClass = (UIScene_LoadOrJoinMenu*)ui.GetSceneFromCallbackId((size_t)lpParam);
if(pClass)
{
if(success)
{
pClass->m_bCopying = false;
// wipe the list and repopulate it
pClass->m_iState=e_SavesRepopulateAfterDelete;
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ui.LeaveCallbackIdCriticalSection();
}
else
{
#ifdef __ORBIS__
UINT uiIDA[1];
// you cancelled the save on exit after choosing exit and save? You go back to the Exit choices then.
uiIDA[0]=IDS_OK;
if( stat == C4JStorage::ESaveGame_CopyCompleteFailLocalStorage )
{
ui.LeaveCallbackIdCriticalSection();
ui.RequestErrorMessage(IDS_COPYSAVE_FAILED_TITLE, IDS_COPYSAVE_FAILED_LOCAL, uiIDA, 1, ProfileManager.GetPrimaryPad(), CopySaveErrorDialogFinishedCallback, lpParam);
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}
else if( stat == C4JStorage::ESaveGame_CopyCompleteFailQuota )
{
ui.LeaveCallbackIdCriticalSection();
ui.RequestErrorMessage(IDS_COPYSAVE_FAILED_TITLE, IDS_COPYSAVE_FAILED_QUOTA, uiIDA, 1, ProfileManager.GetPrimaryPad(), CopySaveErrorDialogFinishedCallback, lpParam);
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}
else
{
pClass->m_bCopying = false;
ui.LeaveCallbackIdCriticalSection();
}
#else
pClass->m_bCopying = false;
ui.LeaveCallbackIdCriticalSection();
#endif
}
}
else
{
ui.LeaveCallbackIdCriticalSection();
}
return 0;
}
bool UIScene_LoadOrJoinMenu::CopySaveDataProgress(LPVOID lpParam, int percent)
{
bool bContinue = false;
ui.EnterCallbackIdCriticalSection();
UIScene_LoadOrJoinMenu* pClass = (UIScene_LoadOrJoinMenu*)ui.GetSceneFromCallbackId((size_t)lpParam);
if( pClass )
{
bContinue = !pClass->m_bCopyingCancelled;
}
ui.LeaveCallbackIdCriticalSection();
Minecraft *pMinecraft=Minecraft::GetInstance();
pMinecraft->progressRenderer->progressStagePercentage(percent);
return bContinue;
}
void UIScene_LoadOrJoinMenu::CancelCopySaveCallback(LPVOID lpParam)
{
ui.EnterCallbackIdCriticalSection();
UIScene_LoadOrJoinMenu* pClass = (UIScene_LoadOrJoinMenu*)ui.GetSceneFromCallbackId((size_t)lpParam);
if( pClass )
{
pClass->m_bCopyingCancelled = true;
}
ui.LeaveCallbackIdCriticalSection();
}
int UIScene_LoadOrJoinMenu::CopySaveErrorDialogFinishedCallback(void *pParam,int iPad,C4JStorage::EMessageResult result)
{
ui.EnterCallbackIdCriticalSection();
UIScene_LoadOrJoinMenu* pClass = (UIScene_LoadOrJoinMenu*)ui.GetSceneFromCallbackId((size_t)pParam);
if( pClass )
{
pClass->m_bCopying = false;
}
ui.LeaveCallbackIdCriticalSection();
return 0;
}
#endif // _XBOX_ONE
#ifdef _WINDOWS64
// adding servers bellow
void UIScene_LoadOrJoinMenu::BeginAddServer()
{
m_addServerPhase = eAddServer_IP;
m_addServerIP.clear();
m_addServerPort.clear();
UIKeyboardInitData kbData;
kbData.title = L"Server Address";
kbData.defaultText = L"";
kbData.maxChars = 128;
kbData.callback = &UIScene_LoadOrJoinMenu::AddServerKeyboardCallback;
kbData.lpParam = this;
kbData.pcMode = g_KBMInput.IsKBMActive();
ui.NavigateToScene(m_iPad, eUIScene_Keyboard, &kbData);
}
int UIScene_LoadOrJoinMenu::AddServerKeyboardCallback(LPVOID lpParam, bool bRes)
{
UIScene_LoadOrJoinMenu *pClass = static_cast<UIScene_LoadOrJoinMenu*>(lpParam);
if (!bRes)
{
pClass->m_addServerPhase = eAddServer_Idle;
pClass->m_bIgnoreInput = false;
return 0;
}
uint16_t ui16Text[256];
ZeroMemory(ui16Text, sizeof(ui16Text));
Win64_GetKeyboardText(ui16Text, 256);
wchar_t wBuf[256] = {};
for (int k = 0; k < 255 && ui16Text[k]; k++)
wBuf[k] = static_cast<wchar_t>(ui16Text[k]);
if (wBuf[0] == 0)
{
pClass->m_addServerPhase = eAddServer_Idle;
pClass->m_bIgnoreInput = false;
return 0;
}
switch (pClass->m_addServerPhase)
{
case eAddServer_IP:
{
pClass->m_addServerIP = wBuf;
pClass->m_addServerPhase = eAddServer_Port;
UIKeyboardInitData kbData;
kbData.title = L"Server Port";
kbData.defaultText = L"25565";
kbData.maxChars = 6;
kbData.callback = &UIScene_LoadOrJoinMenu::AddServerKeyboardCallback;
kbData.lpParam = pClass;
kbData.pcMode = g_KBMInput.IsKBMActive();
ui.NavigateToScene(pClass->m_iPad, eUIScene_Keyboard, &kbData);
break;
}
case eAddServer_Port:
{
pClass->m_addServerPort = wBuf;
pClass->m_addServerPhase = eAddServer_Name;
UIKeyboardInitData kbData;
kbData.title = L"Server Name";
kbData.defaultText = L"Minecraft Server";
kbData.maxChars = 64;
kbData.callback = &UIScene_LoadOrJoinMenu::AddServerKeyboardCallback;
kbData.lpParam = pClass;
kbData.pcMode = g_KBMInput.IsKBMActive();
ui.NavigateToScene(pClass->m_iPad, eUIScene_Keyboard, &kbData);
break;
}
case eAddServer_Name:
{
wstring name = wBuf;
pClass->AppendServerToFile(pClass->m_addServerIP, pClass->m_addServerPort, name);
pClass->m_addServerPhase = eAddServer_Idle;
pClass->m_bIgnoreInput = false;
g_NetworkManager.ForceFriendsSessionRefresh();
break;
}
default:
pClass->m_addServerPhase = eAddServer_Idle;
pClass->m_bIgnoreInput = false;
break;
}
return 0;
}
void UIScene_LoadOrJoinMenu::AppendServerToFile(const wstring& ip, const wstring& port, const wstring& name)
{
char narrowIP[256] = {};
char narrowPort[16] = {};
char narrowName[256] = {};
wcstombs(narrowIP, ip.c_str(), sizeof(narrowIP) - 1);
wcstombs(narrowPort, port.c_str(), sizeof(narrowPort) - 1);
wcstombs(narrowName, name.c_str(), sizeof(narrowName) - 1);
uint16_t portNum = static_cast<uint16_t>(atoi(narrowPort));
struct ServerEntry { std::string ip; uint16_t port; std::string name; };
std::vector<ServerEntry> entries;
FILE* file = fopen("servers.db", "rb");
if (file)
{
char magic[4] = {};
if (fread(magic, 1, 4, file) == 4 && memcmp(magic, "MCSV", 4) == 0)
{
uint32_t version = 0, count = 0;
fread(&version, sizeof(uint32_t), 1, file);
fread(&count, sizeof(uint32_t), 1, file);
if (version == 1)
{
for (uint32_t s = 0; s < count; s++)
{
uint16_t ipLen = 0, p = 0, nameLen = 0;
if (fread(&ipLen, sizeof(uint16_t), 1, file) != 1) break;
if (ipLen == 0 || ipLen > 256) break;
char ipBuf[257] = {};
if (fread(ipBuf, 1, ipLen, file) != ipLen) break;
if (fread(&p, sizeof(uint16_t), 1, file) != 1) break;
if (fread(&nameLen, sizeof(uint16_t), 1, file) != 1) break;
if (nameLen > 256) break;
char nameBuf[257] = {};
if (nameLen > 0 && fread(nameBuf, 1, nameLen, file) != nameLen) break;
entries.push_back({std::string(ipBuf), p, std::string(nameBuf)});
}
}
}
fclose(file);
}
entries.push_back({std::string(narrowIP), portNum, std::string(narrowName)});
file = fopen("servers.db", "wb");
if (file)
{
fwrite("MCSV", 1, 4, file);
uint32_t version = 1;
uint32_t count = static_cast<uint32_t>(entries.size());
fwrite(&version, sizeof(uint32_t), 1, file);
fwrite(&count, sizeof(uint32_t), 1, file);
for (size_t i = 0; i < entries.size(); i++)
{
uint16_t ipLen = static_cast<uint16_t>(entries[i].ip.length());
fwrite(&ipLen, sizeof(uint16_t), 1, file);
fwrite(entries[i].ip.c_str(), 1, ipLen, file);
fwrite(&entries[i].port, sizeof(uint16_t), 1, file);
uint16_t nameLen = static_cast<uint16_t>(entries[i].name.length());
fwrite(&nameLen, sizeof(uint16_t), 1, file);
fwrite(entries[i].name.c_str(), 1, nameLen, file);
}
fclose(file);
}
}
#endif // _WINDOWS64