4jcraft/Minecraft.Client/Platform/Common/XUI/XUI_SettingsOptions.cpp
2026-03-22 12:40:22 -05:00

515 lines
21 KiB
C++

// Minecraft.cpp : Defines the entry point for the application.
//
#include "../../Minecraft.World/Platform/stdafx.h"
#include "XUI_SettingsOptions.h"
int CScene_SettingsOptions::m_iDifficultySettingA[4] = {
IDS_DIFFICULTY_PEACEFUL, IDS_DIFFICULTY_EASY, IDS_DIFFICULTY_NORMAL,
IDS_DIFFICULTY_HARD};
int CScene_SettingsOptions::m_iDifficultyTitleSettingA[4] = {
IDS_DIFFICULTY_TITLE_PEACEFUL, IDS_DIFFICULTY_TITLE_EASY,
IDS_DIFFICULTY_TITLE_NORMAL, IDS_DIFFICULTY_TITLE_HARD};
//----------------------------------------------------------------------------------
// Performs initialization tasks - retrieves controls.
//----------------------------------------------------------------------------------
HRESULT CScene_SettingsOptions::OnInit(XUIMessageInit* pInitData,
BOOL& bHandled) {
WCHAR TempString[256];
m_iPad = *(int*)pInitData->pvInitData;
// if we're not in the game, we need to use basescene 0
bool bNotInGame = (Minecraft::GetInstance()->level == NULL);
bool bPrimaryPlayer = ProfileManager.GetPrimaryPad() == m_iPad;
MapChildControls();
XuiControlSetText(m_ViewBob, app.GetString(IDS_VIEW_BOBBING));
XuiControlSetText(m_Hints, app.GetString(IDS_HINTS));
XuiControlSetText(m_Tooltips, app.GetString(IDS_IN_GAME_TOOLTIPS));
XuiControlSetText(m_InGameGamertags, app.GetString(IDS_IN_GAME_GAMERTAGS));
XuiControlSetText(m_MashUpWorlds, app.GetString(IDS_UNHIDE_MASHUP_WORLDS));
// check if we should display the mash-up option
if (bNotInGame && app.GetMashupPackWorlds(m_iPad) != 0xFFFFFFFF) {
// the mash-up option is needed
m_bMashUpWorldsUnhideOption = true;
m_MashUpWorlds.SetShow(TRUE);
} else {
m_bMashUpWorldsUnhideOption = false;
m_MashUpWorlds.SetShow(FALSE);
}
// Display the tooltips
HRESULT hr = S_OK;
HXUIOBJ hSlider;
unsigned char ucValue = app.GetGameSettings(m_iPad, eGameSetting_Autosave);
m_SliderA[SLIDER_SETTINGS_AUTOSAVE].SetValue(ucValue);
if (ucValue == 0) {
swprintf((WCHAR*)TempString, 256, L"%ls",
app.GetString(IDS_SLIDER_AUTOSAVE_OFF));
} else {
swprintf((WCHAR*)TempString, 256, L"%ls: %d %ls",
app.GetString(IDS_SLIDER_AUTOSAVE), ucValue * 15,
app.GetString(IDS_MINUTES));
}
m_SliderA[SLIDER_SETTINGS_AUTOSAVE].SetText(TempString);
m_ViewBob.SetCheck((app.GetGameSettings(m_iPad, eGameSetting_ViewBob) != 0)
? TRUE
: FALSE);
m_InGameGamertags.SetCheck(
(app.GetGameSettings(m_iPad, eGameSetting_GamertagsVisible) != 0)
? TRUE
: FALSE);
m_Hints.SetCheck(
(app.GetGameSettings(m_iPad, eGameSetting_Hints) != 0) ? TRUE : FALSE);
m_Tooltips.SetCheck(
(app.GetGameSettings(m_iPad, eGameSetting_Tooltips) != 0) ? TRUE
: FALSE);
m_SliderA[SLIDER_SETTINGS_DIFFICULTY].SetValue(
app.GetGameSettings(m_iPad, eGameSetting_Difficulty));
swprintf((WCHAR*)TempString, 256, L"%ls: %ls",
app.GetString(IDS_SLIDER_DIFFICULTY),
app.GetString(m_iDifficultyTitleSettingA[app.GetGameSettings(
m_iPad, eGameSetting_Difficulty)]));
m_SliderA[SLIDER_SETTINGS_DIFFICULTY].SetText(TempString);
std::wstring wsText =
app.GetString(m_iDifficultySettingA[app.GetGameSettings(
m_iPad, eGameSetting_Difficulty)]);
int size = 14;
if (!RenderManager.IsHiDef() && !RenderManager.IsWidescreen()) {
size = 12;
}
wchar_t startTags[64];
swprintf(startTags, 64, L"<font color=\"#%08x\" size=%d>",
app.GetHTMLColour(eHTMLColor_White), size);
wsText = startTags + wsText;
m_DifficultyText.SetText(wsText.c_str());
// If you are in-game, only the game host can change in-game gamertags, and
// you can't change difficulty only the primary player gets to change the
// autosave and difficulty settings
bool bRemoveDifficulty = false;
bool bRemoveAutosave = false;
bool bRemoveInGameGamertags = false;
float fRemoveHeight = 0.0f, fWidth, fHeight;
float fSlidersMoveUp = 0.0f;
if (!bPrimaryPlayer) {
bRemoveDifficulty = true;
bRemoveAutosave = true;
bRemoveInGameGamertags = true;
}
if (!bNotInGame) // in the game
{
bRemoveDifficulty = true;
if (!g_NetworkManager.IsHost()) {
bRemoveAutosave = true;
bRemoveInGameGamertags = true;
}
}
D3DXVECTOR3 vec1, vec2;
XuiElementGetPosition(m_ViewBob, &vec1);
XuiElementGetPosition(m_Hints, &vec2);
float fCheckboxHeight = vec2.y - vec1.y;
if (bRemoveDifficulty) {
m_SliderA[SLIDER_SETTINGS_DIFFICULTY].SetEnable(FALSE);
m_SliderA[SLIDER_SETTINGS_DIFFICULTY].SetShow(FALSE);
m_DifficultyText.SetShow(FALSE);
hr =
XuiElementGetChildById(m_SliderA[SLIDER_SETTINGS_DIFFICULTY].m_hObj,
L"XuiSlider", &hSlider);
XuiElementSetShow(hSlider, FALSE);
XuiControlSetEnable(hSlider, FALSE);
m_SliderA[SLIDER_SETTINGS_DIFFICULTY].GetBounds(&fWidth, &fHeight);
fRemoveHeight += fHeight + 4.0f; // add padding
} else {
std::wstring wsText =
app.GetString(m_iDifficultySettingA[app.GetGameSettings(
m_iPad, eGameSetting_Difficulty)]);
int size = 14;
if (!RenderManager.IsHiDef() && !RenderManager.IsWidescreen()) {
size = 12;
}
wchar_t startTags[64];
swprintf(startTags, 64, L"<font color=\"#%08x\" size=%d>",
app.GetHTMLColour(eHTMLColor_White), size);
wsText = startTags + wsText;
m_DifficultyText.SetText(wsText.c_str());
}
if (bRemoveAutosave) {
m_SliderA[SLIDER_SETTINGS_AUTOSAVE].SetEnable(FALSE);
m_SliderA[SLIDER_SETTINGS_AUTOSAVE].SetShow(FALSE);
hr = XuiElementGetChildById(m_SliderA[SLIDER_SETTINGS_AUTOSAVE].m_hObj,
L"XuiSlider", &hSlider);
XuiElementSetShow(hSlider, FALSE);
XuiControlSetEnable(hSlider, FALSE);
m_SliderA[SLIDER_SETTINGS_AUTOSAVE].GetBounds(&fWidth, &fHeight);
fRemoveHeight += fHeight + 4.0f; // add padding
}
if (bRemoveInGameGamertags) {
m_InGameGamertags.SetShow(FALSE);
m_InGameGamertags.SetEnable(FALSE);
m_InGameGamertags.GetBounds(&fWidth, &fHeight);
// move the mash-up worlds option up
if (m_bMashUpWorldsUnhideOption) {
D3DXVECTOR3 vec;
XuiElementGetPosition(m_InGameGamertags, &vec);
m_MashUpWorlds.SetPosition(&vec);
}
fRemoveHeight += fCheckboxHeight; // fHeight+4.0f; // add padding
fSlidersMoveUp += fCheckboxHeight;
}
if (!m_bMashUpWorldsUnhideOption) {
m_MashUpWorlds.SetShow(FALSE);
m_MashUpWorlds.SetEnable(FALSE);
m_MashUpWorlds.GetBounds(&fWidth, &fHeight);
fRemoveHeight += fCheckboxHeight;
fSlidersMoveUp += fCheckboxHeight;
}
if (fRemoveHeight > 0.0f) {
D3DXVECTOR3 vec;
// autosave should move up by the height of the number of checkboxes
// hidden
m_SliderA[SLIDER_SETTINGS_AUTOSAVE].GetPosition(&vec);
vec.y -= fSlidersMoveUp;
m_SliderA[SLIDER_SETTINGS_AUTOSAVE].SetPosition(&vec);
m_SliderA[SLIDER_SETTINGS_DIFFICULTY].GetPosition(&vec);
vec.y -= fSlidersMoveUp;
m_SliderA[SLIDER_SETTINGS_DIFFICULTY].SetPosition(&vec);
m_DifficultyText.GetPosition(&vec);
vec.y -= fSlidersMoveUp;
m_DifficultyText.SetPosition(&vec);
float fbgnWidth, fBgnHeight;
GetBounds(&fbgnWidth, &fBgnHeight);
fBgnHeight -= fRemoveHeight;
SetBounds(fbgnWidth, fBgnHeight);
}
// if we're not in the game, we need to use basescene 0
if (bNotInGame) {
ui.SetTooltips(DEFAULT_XUI_MENU_USER, IDS_TOOLTIPS_SELECT,
IDS_TOOLTIPS_BACK);
CXuiSceneBase::ShowBackground(DEFAULT_XUI_MENU_USER, TRUE);
} else {
ui.SetTooltips(m_iPad, IDS_TOOLTIPS_SELECT, IDS_TOOLTIPS_BACK);
CXuiSceneBase::ShowBackground(m_iPad, FALSE);
}
if (app.GetLocalPlayerCount() > 1) {
app.AdjustSplitscreenScene(m_hObj, &m_OriginalPosition, m_iPad);
CXuiSceneBase::ShowLogo(m_iPad, FALSE);
} else {
if (bNotInGame) {
// can't show the logo for 480 mode
if (!RenderManager.IsHiDef()) {
CXuiSceneBase::ShowLogo(DEFAULT_XUI_MENU_USER, FALSE);
} else {
CXuiSceneBase::ShowLogo(DEFAULT_XUI_MENU_USER, TRUE);
}
} else {
// can't show the logo for 480 mode
if (!RenderManager.IsHiDef()) {
CXuiSceneBase::ShowLogo(m_iPad, FALSE);
} else {
CXuiSceneBase::ShowLogo(m_iPad, TRUE);
}
}
}
return S_OK;
}
HRESULT CScene_SettingsOptions::OnNotifyValueChanged(
HXUIOBJ hObjSource, XUINotifyValueChanged* pNotifyValueChanged,
BOOL& bHandled) {
WCHAR TempString[256];
if (hObjSource == m_SliderA[SLIDER_SETTINGS_AUTOSAVE].GetSlider()) {
app.SetGameSettings(m_iPad, eGameSetting_Autosave,
pNotifyValueChanged->nValue);
// Update the autosave timer
app.SetAutosaveTimerTime();
if (pNotifyValueChanged->nValue == 0) {
swprintf((WCHAR*)TempString, 256, L"%ls",
app.GetString(IDS_SLIDER_AUTOSAVE_OFF));
} else {
app.SetAutosaveTimerTime();
swprintf((WCHAR*)TempString, 256, L"%ls: %d %ls",
app.GetString(IDS_SLIDER_AUTOSAVE),
pNotifyValueChanged->nValue * 15,
app.GetString(IDS_MINUTES));
}
m_SliderA[SLIDER_SETTINGS_AUTOSAVE].SetText(TempString);
} else if (hObjSource ==
m_SliderA[SLIDER_SETTINGS_DIFFICULTY].GetSlider()) {
app.SetGameSettings(m_iPad, eGameSetting_Difficulty,
pNotifyValueChanged->nValue);
swprintf((WCHAR*)TempString, 256, L"%ls: %ls",
app.GetString(IDS_SLIDER_DIFFICULTY),
app.GetString(
m_iDifficultyTitleSettingA[pNotifyValueChanged->nValue]));
m_SliderA[SLIDER_SETTINGS_DIFFICULTY].SetText(TempString);
std::wstring wsText =
app.GetString(m_iDifficultySettingA[pNotifyValueChanged->nValue]);
int size = 14;
if (!RenderManager.IsHiDef() && !RenderManager.IsWidescreen()) {
size = 12;
}
wchar_t startTags[64];
swprintf(startTags, 64, L"<font color=\"#%08x\" size=%d>",
app.GetHTMLColour(eHTMLColor_White), size);
wsText = startTags + wsText;
m_DifficultyText.SetText(wsText.c_str());
}
return S_OK;
}
HRESULT CScene_SettingsOptions::OnKeyDown(XUIMessageInput* pInputData,
BOOL& rfHandled) {
ui.AnimateKeyPress(pInputData->UserIndex, pInputData->dwKeyCode);
HRESULT hr = S_OK;
// Explicitly handle B button presses
switch (pInputData->dwKeyCode) {
case VK_PAD_B:
case VK_ESCAPE:
// if the profile data has been changed, then force a profile write
// It seems we're allowed to break the 5 minute rule if it's the
// result of a user action
// check the checkboxes
app.SetGameSettings(m_iPad, eGameSetting_ViewBob,
m_ViewBob.IsChecked() ? 1 : 0);
app.SetGameSettings(m_iPad, eGameSetting_GamertagsVisible,
m_InGameGamertags.IsChecked() ? 1 : 0);
app.SetGameSettings(m_iPad, eGameSetting_Hints,
m_Hints.IsChecked() ? 1 : 0);
app.SetGameSettings(m_iPad, eGameSetting_Tooltips,
m_Tooltips.IsChecked() ? 1 : 0);
// the mashup option will only be shown if some worlds have been
// previously hidden
if (m_bMashUpWorldsUnhideOption && m_MashUpWorlds.IsChecked()) {
// unhide all worlds
app.EnableMashupPackWorlds(m_iPad);
}
// 4J-PB - don't action changes here or we might write to the
// profile on backing out here and then get a change in the settings
// all, and write again on backing out there
// app.CheckGameSettingsChanged(true,pInputData->UserIndex);
app.NavigateBack(pInputData->UserIndex);
rfHandled = TRUE;
break;
}
return hr;
}
//----------------------------------------------------------------------------------
// Handler for the button press message.
//----------------------------------------------------------------------------------
HRESULT CScene_SettingsOptions::OnNotifyPressEx(
HXUIOBJ hObjPressed, XUINotifyPress* pNotifyPressData, BOOL& rfHandled) {
// This assumes all buttons can only be pressed with the A button
ui.AnimateKeyPress(pNotifyPressData->UserIndex, VK_PAD_A);
return S_OK;
}
HRESULT CScene_SettingsOptions::OnControlNavigate(
XUIMessageControlNavigate* pControlNavigateData, BOOL& bHandled) {
// added so we can skip greyed out items
pControlNavigateData->hObjDest = XuiControlGetNavigation(
pControlNavigateData->hObjSource,
pControlNavigateData->nControlNavigate, TRUE, TRUE);
if (pControlNavigateData->hObjDest != NULL) {
bHandled = TRUE;
}
return S_OK;
}
HRESULT CScene_SettingsOptions::OnTransitionStart(
XUIMessageTransition* pTransition, BOOL& bHandled) {
HRESULT hr;
WCHAR TempString[256];
if (pTransition->dwTransAction == XUI_TRANSITION_ACTION_DESTROY)
return S_OK;
if (pTransition->dwTransType == XUI_TRANSITION_TO ||
pTransition->dwTransType == XUI_TRANSITION_BACKTO) {
// 4J-PB - Going to resize buttons if the text is too big to fit on any
// of them (Br-pt problem with the length of Unlock Full Game)
float fMaxTextLen = 0.0f;
float fMaxLen = 0.0f;
// sliders first
HXUIOBJ hSlider, hVisual, hText, hCheckboxText;
XUIRect xuiRect;
float fWidth, fHeight; //,fTemp;
D3DXVECTOR3 vec, vSlider, vecCheckboxText, vecCheckbox;
// don't display values on these - we handle that
for (int i = 0; i < OPTIONS_SLIDER_SETTINGS_MAX; i++) {
m_SliderA[i].SetValueDisplay(FALSE);
}
hr = XuiElementGetChildById(m_SliderA[SLIDER_SETTINGS_AUTOSAVE].m_hObj,
L"XuiSlider", &hSlider);
hr = XuiControlGetVisual(hSlider, &hVisual);
hr = XuiElementGetChildById(hVisual, L"text_Label", &hText);
hr = XuiControlGetVisual(m_InGameGamertags.m_hObj, &hVisual);
hr = XuiElementGetChildById(hVisual, L"text_Button", &hCheckboxText);
hr = XuiElementGetPosition(hCheckboxText, &vecCheckboxText);
hr = XuiElementGetPosition(m_InGameGamertags.m_hObj, &vecCheckbox);
hr = XuiElementGetPosition(m_SliderA[SLIDER_SETTINGS_AUTOSAVE].m_hObj,
&vSlider);
for (int i = 0; i < OPTIONS_SLIDER_SETTINGS_MAX; i++) {
switch (i) {
case SLIDER_SETTINGS_AUTOSAVE: // 3 digits
swprintf((WCHAR*)TempString, 256, L"%ls: %d %ls",
app.GetString(IDS_SLIDER_AUTOSAVE), 999,
app.GetString(IDS_MINUTES));
break;
case SLIDER_SETTINGS_DIFFICULTY: // 3 digits
swprintf((WCHAR*)TempString, 256, L"%ls: %ls",
app.GetString(IDS_SLIDER_DIFFICULTY),
app.GetString(IDS_DIFFICULTY_TITLE_PEACEFUL));
break;
}
// LPCWSTR temp=m_SliderA[i].GetText();
hr = XuiTextPresenterMeasureText(hText, TempString, &xuiRect);
// 4J-PB - the text measuring doesn't seem to be long enough - add a
// fudge
xuiRect.right += 25.0f;
m_SliderA[i].GetBounds(&fWidth, &fHeight);
if (xuiRect.right > fMaxTextLen) fMaxTextLen = xuiRect.right;
if (fWidth > fMaxLen) fMaxLen = fWidth;
}
// now the VisibleOnMaps checkbox - let's just use the visual we already
// have...
hr = XuiTextPresenterMeasureText(hCheckboxText,
m_InGameGamertags.GetText(), &xuiRect);
m_InGameGamertags.GetBounds(&fWidth, &fHeight);
// need to add the size of the checkbox graphic
if ((xuiRect.right + vecCheckbox.x + vecCheckboxText.x) > fMaxTextLen)
fMaxTextLen = xuiRect.right + vecCheckbox.x + vecCheckboxText.x;
if (fWidth > fMaxLen) fMaxLen = fWidth;
// now the m_Hints checkbox - let's just use the visual we already
// have...
hr = XuiTextPresenterMeasureText(hCheckboxText, m_Hints.GetText(),
&xuiRect);
m_Hints.GetBounds(&fWidth, &fHeight);
// need to add the size of the checkbox graphic
if ((xuiRect.right + vecCheckbox.x + vecCheckboxText.x) > fMaxTextLen)
fMaxTextLen = xuiRect.right + vecCheckbox.x + vecCheckboxText.x;
if (fWidth > fMaxLen) fMaxLen = fWidth;
// now the m_Tooltips checkbox - let's just use the visual we already
// have...
hr = XuiTextPresenterMeasureText(hCheckboxText, m_Tooltips.GetText(),
&xuiRect);
m_Tooltips.GetBounds(&fWidth, &fHeight);
// need to add the size of the checkbox graphic
if ((xuiRect.right + vecCheckbox.x + vecCheckboxText.x) > fMaxTextLen)
fMaxTextLen = xuiRect.right + vecCheckbox.x + vecCheckboxText.x;
if (fWidth > fMaxLen) fMaxLen = fWidth;
if (fMaxLen < fMaxTextLen) {
float fWidth;
XuiElementGetPosition(m_hObj, &vec);
XuiElementGetBounds(m_hObj, &fWidth, &fHeight);
// need to centre the scene now the size has changed
if ((!RenderManager.IsHiDef() && !RenderManager.IsWidescreen()) ||
app.GetLocalPlayerCount() > 1) {
// scene width needs to be more that the text width on buttons
fWidth = vSlider.x;
vec.x = floorf((640.0f - (fMaxTextLen + fWidth)) / 2.0f);
XuiElementSetPosition(m_hObj, &vec);
XuiElementSetBounds(m_hObj, fMaxTextLen + (fWidth * 2.0f),
fHeight);
} else {
fWidth = vSlider.x;
vec.x = floorf((1280.0f - (fMaxTextLen + fWidth)) / 2.0f);
XuiElementSetPosition(m_hObj, &vec);
XuiElementSetBounds(m_hObj, fMaxTextLen + (fWidth * 2.0f),
fHeight);
}
// Need to refresh the scenes visual since the object size has now
// changed
XuiControlAttachVisual(m_hObj);
bool bNotInGame = (Minecraft::GetInstance()->level == NULL);
if (bNotInGame) {
float fDiffTextW;
// reposition the difficulty text - this is positioned from the
// scene, so will be a negative value
m_DifficultyText.GetPosition(&vec);
m_DifficultyText.GetBounds(&fDiffTextW, &fHeight);
vec.x =
floor((fMaxTextLen + (fWidth * 2.0f) - fDiffTextW) / 2.0f);
m_DifficultyText.SetPosition(&vec);
}
// centre is vec.x+(fWidth/2)
// for(int i=0;i<OPTIONS_SLIDER_SETTINGS_MAX;i++)
//{
// hr=XuiElementGetChildById(m_SliderA[i].m_hObj,L"XuiSlider",&hSlider);
// XuiElementGetPosition(hSlider,&vec);
// XuiElementGetBounds(hSlider,&fTemp,&fHeight);
// XuiElementSetBounds(hSlider,fMaxTextLen,fHeight);
//}
// the checkboxes are left aligned - put them at the same position
// as the sliders
m_ViewBob.SetBounds(fMaxTextLen, fHeight);
m_InGameGamertags.SetBounds(fMaxTextLen, fHeight);
m_Hints.SetBounds(fMaxTextLen, fHeight);
m_Tooltips.SetBounds(fMaxTextLen, fHeight);
}
}
return S_OK;
}
HRESULT CScene_SettingsOptions::OnCustomMessage_Splitscreenplayer(
bool bJoining, BOOL& bHandled) {
bHandled = true;
return app.AdjustSplitscreenScene_PlayerChanged(m_hObj, &m_OriginalPosition,
m_iPad, bJoining);
}