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https://github.com/4jcraft/4jcraft.git
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213 lines
7.8 KiB
C++
213 lines
7.8 KiB
C++
#include "../../Minecraft.World/Platform/stdafx.h"
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#include <assert.h>
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#include "XUI_HowToPlayMenu.h"
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#include "XUI_HelpHowToPlay.h"
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// strings for buttons in the list
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unsigned int CScene_HowToPlayMenu::m_uiHTPButtonNameA[] = {
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IDS_HOW_TO_PLAY_MENU_WHATSNEW, // eHTPButton_WhatsNew
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IDS_HOW_TO_PLAY_MENU_BASICS, // eHTPButton_Basics,
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IDS_HOW_TO_PLAY_MENU_MULTIPLAYER, // eHTPButton_Multiplayer
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IDS_HOW_TO_PLAY_MENU_HUD, // eHTPButton_Hud,
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IDS_HOW_TO_PLAY_MENU_CREATIVE, // eHTPButton_Creative,
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IDS_HOW_TO_PLAY_MENU_INVENTORY, // eHTPButton_Inventory,
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IDS_HOW_TO_PLAY_MENU_CHESTS, // eHTPButton_Chest,
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IDS_HOW_TO_PLAY_MENU_CRAFTING, // eHTPButton_Crafting,
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IDS_HOW_TO_PLAY_MENU_FURNACE, // eHTPButton_Furnace,
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IDS_HOW_TO_PLAY_MENU_DISPENSER, // eHTPButton_Dispenser,
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IDS_HOW_TO_PLAY_MENU_BREWING, // eHTPButton_Brewing,
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IDS_HOW_TO_PLAY_MENU_ENCHANTMENT, // eHTPButton_Enchantment,
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IDS_HOW_TO_PLAY_MENU_ANVIL,
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IDS_HOW_TO_PLAY_MENU_FARMANIMALS, // eHTPButton_Breeding,
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IDS_HOW_TO_PLAY_MENU_BREEDANIMALS, // eHTPButton_Breeding,
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IDS_HOW_TO_PLAY_MENU_TRADING,
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IDS_HOW_TO_PLAY_MENU_NETHERPORTAL, // eHTPButton_NetherPortal,
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IDS_HOW_TO_PLAY_MENU_THEEND, // eHTPButton_TheEnd,
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IDS_HOW_TO_PLAY_MENU_SOCIALMEDIA, // eHTPButton_SocialMedia,
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IDS_HOW_TO_PLAY_MENU_BANLIST, // eHTPButton_BanningLevels,
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IDS_HOW_TO_PLAY_MENU_HOSTOPTIONS, // eHTPButton_HostOptions,
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};
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// mapping the buttons to a scene value
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unsigned int CScene_HowToPlayMenu::m_uiHTPSceneA[] = {
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eHowToPlay_WhatsNew, eHowToPlay_Basics,
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eHowToPlay_Multiplayer, eHowToPlay_HUD,
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eHowToPlay_Creative, eHowToPlay_Inventory,
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eHowToPlay_Chest, eHowToPlay_InventoryCrafting,
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eHowToPlay_Furnace, eHowToPlay_Dispenser,
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eHowToPlay_Brewing, eHowToPlay_Enchantment,
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eHowToPlay_Anvil, eHowToPlay_FarmingAnimals,
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eHowToPlay_Breeding, eHowToPlay_Trading,
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eHowToPlay_NetherPortal, eHowToPlay_TheEnd,
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eHowToPlay_SocialMedia, eHowToPlay_BanList,
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eHowToPlay_HostOptions,
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};
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//----------------------------------------------------------------------------------
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// Performs initialization tasks - retrieves controls.
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//----------------------------------------------------------------------------------
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HRESULT CScene_HowToPlayMenu::OnInit(XUIMessageInit* pInitData,
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BOOL& bHandled) {
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m_iPad = *(int*)pInitData->pvInitData;
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// if we're not in the game, we need to use basescene 0
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bool bNotInGame = (Minecraft::GetInstance()->level == NULL);
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bool bSplitscreen = app.GetLocalPlayerCount() > 1;
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m_ButtonList = NULL;
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// MapChildControls();
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// m_iButtons=0;
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if (bSplitscreen) {
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app.AdjustSplitscreenScene(m_hObj, &m_OriginalPosition, m_iPad, false);
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}
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// 4J-PB - changing all versions to use a list of buttons, since we're
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// adding some We're going to use a list of buttons here
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CXuiElement e = m_hObj;
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HRESULT hr = e.GetChildById(L"HowToListButtons", &m_ButtonList);
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m_iButtons = eHTPButton_Max;
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for (int i = 0; i < eHTPButton_Max; i++) {
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// m_Buttons[i].SetShow(FALSE);
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// m_Buttons[i].SetEnable(FALSE);
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m_ButtonList.InsertItems(m_ButtonList.GetItemCount(), 1);
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}
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// set the focus to the list
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m_ButtonList.SetFocus(m_iPad);
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if ((!RenderManager.IsHiDef() && !RenderManager.IsWidescreen()) ||
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bSplitscreen) {
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if (bNotInGame) {
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CXuiSceneBase::ShowLogo(DEFAULT_XUI_MENU_USER, FALSE);
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} else {
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CXuiSceneBase::ShowLogo(m_iPad, FALSE);
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}
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} else if (bNotInGame) {
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CXuiSceneBase::ShowLogo(DEFAULT_XUI_MENU_USER, TRUE);
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} else {
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CXuiSceneBase::ShowLogo(m_iPad, TRUE);
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}
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// Display the tooltips
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// if we're not in the game, we need to use basescene 0
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if (bNotInGame) {
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ui.SetTooltips(DEFAULT_XUI_MENU_USER, IDS_TOOLTIPS_SELECT,
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IDS_TOOLTIPS_BACK);
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} else {
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ui.SetTooltips(m_iPad, IDS_TOOLTIPS_SELECT, IDS_TOOLTIPS_BACK);
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}
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return S_OK;
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}
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HRESULT CScene_HowToPlayMenu::OnGetSourceDataText(
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XUIMessageGetSourceText* pGetSourceTextData, BOOL& bHandled) {
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if (pGetSourceTextData->bItemData) {
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if (pGetSourceTextData->iItem < (int)eHTPButton_Max) {
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pGetSourceTextData->szText = app.GetString(
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m_uiHTPButtonNameA
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[pGetSourceTextData
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->iItem]); // m_Buttons[pGetSourceTextData->iItem].GetText();
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pGetSourceTextData->bDisplay = TRUE;
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bHandled = TRUE;
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}
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}
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return S_OK;
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}
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HRESULT CScene_HowToPlayMenu::OnGetItemCountAll(
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XUIMessageGetItemCount* pGetItemCountData, BOOL& bHandled) {
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pGetItemCountData->cItems = m_iButtons;
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bHandled = TRUE;
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return S_OK;
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}
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HRESULT CScene_HowToPlayMenu::OnNotifySelChanged(
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HXUIOBJ hObjSource, XUINotifySelChanged* pNotifySelChangedData,
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BOOL& bHandled) {
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// In a list, we need to play the 'focus' sound ourselves
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if ((pNotifySelChangedData->iOldItem != -1) && m_ButtonList &&
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(hObjSource == m_ButtonList.m_hObj)) {
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CXuiSceneBase::PlayUISFX(eSFX_Focus);
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}
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return S_OK;
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}
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//----------------------------------------------------------------------------------
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// Handler for the button press message.
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//----------------------------------------------------------------------------------
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HRESULT CScene_HowToPlayMenu::OnNotifyPressEx(HXUIOBJ hObjPressed,
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XUINotifyPress* pNotifyPressData,
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BOOL& rfHandled) {
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// This assumes all buttons can only be pressed with the A button
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ui.AnimateKeyPress(pNotifyPressData->UserIndex, VK_PAD_A);
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unsigned int uiInitData;
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unsigned int uiButtonCounter = 0;
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// 4J-PB - now using a list for all resolutions
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// if((!RenderManager.IsHiDef() && !RenderManager.IsWidescreen()) ||
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// app.GetLocalPlayerCount()>1)
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{
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if (hObjPressed == m_ButtonList && m_ButtonList.TreeHasFocus() &&
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(m_ButtonList.GetItemCount() > 0) &&
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(m_ButtonList.GetCurSel() < (int)eHTPButton_Max)) {
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uiButtonCounter = m_ButtonList.GetCurSel();
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}
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}
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/*else
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{
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while((uiButtonCounter<BUTTONS_HTP_MAX) &&
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(m_Buttons[uiButtonCounter]!=hObjPressed)) uiButtonCounter++;
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}*/
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// Determine which button was pressed,
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// and call the appropriate function.
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uiInitData =
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((1 << 31) | (m_uiHTPSceneA[uiButtonCounter] << 16) | (short)(m_iPad));
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if (app.GetLocalPlayerCount() > 1) {
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app.NavigateToScene(pNotifyPressData->UserIndex, eUIScene_HowToPlay,
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(void*)(uiInitData));
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} else {
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app.NavigateToScene(pNotifyPressData->UserIndex, eUIScene_HowToPlay,
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(void*)(uiInitData));
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}
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rfHandled = TRUE;
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return S_OK;
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}
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HRESULT CScene_HowToPlayMenu::OnKeyDown(XUIMessageInput* pInputData,
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BOOL& rfHandled) {
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ui.AnimateKeyPress(pInputData->UserIndex, pInputData->dwKeyCode);
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switch (pInputData->dwKeyCode) {
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case VK_PAD_B:
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case VK_ESCAPE:
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app.NavigateBack(pInputData->UserIndex);
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rfHandled = TRUE;
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break;
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}
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return S_OK;
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}
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HRESULT CScene_HowToPlayMenu::OnNavReturn(HXUIOBJ hObj, BOOL& rfHandled) {
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ui.SetTooltips(m_iPad, IDS_TOOLTIPS_SELECT, IDS_TOOLTIPS_BACK);
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return S_OK;
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}
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HRESULT CScene_HowToPlayMenu::OnCustomMessage_Splitscreenplayer(
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bool bJoining, BOOL& bHandled) {
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bHandled = true;
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return app.AdjustSplitscreenScene_PlayerChanged(m_hObj, &m_OriginalPosition,
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m_iPad, bJoining, false);
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}
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