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

248 lines
9.7 KiB
C++

// Minecraft.cpp : Defines the entry point for the application.
//
#include "../../Minecraft.World/Platform/stdafx.h"
#include "XUI_SettingsControl.h"
//----------------------------------------------------------------------------------
// Performs initialization tasks - retrieves controls.
//----------------------------------------------------------------------------------
HRESULT CScene_SettingsControl::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);
MapChildControls();
// Display the tooltips
m_SliderA[SLIDER_SETTINGS_SENSITIVITY_INGAME].SetValue(
app.GetGameSettings(m_iPad, eGameSetting_Sensitivity_InGame));
swprintf((WCHAR*)TempString, 256, L"%ls: %d%%",
app.GetString(IDS_SLIDER_SENSITIVITY_INGAME),
app.GetGameSettings(m_iPad, eGameSetting_Sensitivity_InGame));
m_SliderA[SLIDER_SETTINGS_SENSITIVITY_INGAME].SetText(TempString);
m_SliderA[SLIDER_SETTINGS_SENSITIVITY_INMENU].SetValue(
app.GetGameSettings(m_iPad, eGameSetting_Sensitivity_InMenu));
swprintf((WCHAR*)TempString, 256, L"%ls: %d%%",
app.GetString(IDS_SLIDER_SENSITIVITY_INMENU),
app.GetGameSettings(m_iPad, eGameSetting_Sensitivity_InMenu));
m_SliderA[SLIDER_SETTINGS_SENSITIVITY_INMENU].SetText(TempString);
// 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, false);
CXuiSceneBase::ShowLogo(m_iPad, FALSE);
} else {
if (bNotInGame) {
CXuiSceneBase::ShowLogo(DEFAULT_XUI_MENU_USER, TRUE);
} else {
CXuiSceneBase::ShowLogo(m_iPad, TRUE);
}
}
return S_OK;
}
HRESULT CScene_SettingsControl::OnNotifyValueChanged(
HXUIOBJ hObjSource, XUINotifyValueChanged* pNotifyValueChanged,
BOOL& bHandled) {
WCHAR TempString[256];
if (hObjSource ==
m_SliderA[SLIDER_SETTINGS_SENSITIVITY_INGAME].GetSlider()) {
app.SetGameSettings(m_iPad, eGameSetting_Sensitivity_InGame,
pNotifyValueChanged->nValue);
swprintf((WCHAR*)TempString, 256, L"%ls: %d%%",
app.GetString(IDS_SLIDER_SENSITIVITY_INGAME),
pNotifyValueChanged->nValue);
m_SliderA[SLIDER_SETTINGS_SENSITIVITY_INGAME].SetText(TempString);
} else if (hObjSource ==
m_SliderA[SLIDER_SETTINGS_SENSITIVITY_INMENU].GetSlider()) {
app.SetGameSettings(m_iPad, eGameSetting_Sensitivity_InMenu,
pNotifyValueChanged->nValue);
swprintf((WCHAR*)TempString, 256, L"%ls: %d%%",
app.GetString(IDS_SLIDER_SENSITIVITY_INMENU),
pNotifyValueChanged->nValue);
m_SliderA[SLIDER_SETTINGS_SENSITIVITY_INMENU].SetText(TempString);
}
return S_OK;
}
HRESULT CScene_SettingsControl::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
// not in this scene -
// app.CheckGameSettingsChanged(true,pInputData->UserIndex);
app.NavigateBack(pInputData->UserIndex);
rfHandled = TRUE;
break;
}
return hr;
}
//----------------------------------------------------------------------------------
// Handler for the button press message.
//----------------------------------------------------------------------------------
HRESULT CScene_SettingsControl::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_SettingsControl::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_SettingsControl::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, vecCheckboxText, vSlider, vecCheckbox;
// don't display values on these - we handle that
for (int i = 0; i < SLIDER_SETTINGS_CONTROL_MAX; i++) {
m_SliderA[i].SetValueDisplay(FALSE);
}
hr = XuiElementGetChildById(
m_SliderA[SLIDER_SETTINGS_SENSITIVITY_INGAME].m_hObj, L"XuiSlider",
&hSlider);
hr = XuiControlGetVisual(hSlider, &hVisual);
hr = XuiElementGetChildById(hVisual, L"text_Label", &hText);
hr = XuiElementGetPosition(
m_SliderA[SLIDER_SETTINGS_SENSITIVITY_INGAME].m_hObj, &vSlider);
for (int i = 0; i < SLIDER_SETTINGS_CONTROL_MAX; i++) {
switch (i) {
case SLIDER_SETTINGS_SENSITIVITY_INGAME: // 3 digits
swprintf((WCHAR*)TempString, 256, L"%ls: %d%%",
app.GetString(IDS_SLIDER_SENSITIVITY_INGAME), 999);
break;
case SLIDER_SETTINGS_SENSITIVITY_INMENU: // 3 digits
swprintf((WCHAR*)TempString, 256, L"%ls: %d%%",
app.GetString(IDS_SLIDER_SENSITIVITY_INMENU), 999);
break;
}
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;
}
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);
}
// centre is vec.x+(fWidth/2)
for (int i = 0; i < SLIDER_SETTINGS_CONTROL_MAX; i++) {
hr = XuiElementGetChildById(m_SliderA[i].m_hObj, L"XuiSlider",
&hSlider);
XuiElementGetPosition(hSlider, &vec);
XuiElementGetBounds(hSlider, &fTemp, &fHeight);
XuiElementSetBounds(hSlider, fMaxTextLen, fHeight);
}
// Need to refresh the scenes visual since the object size has now
// changed
XuiControlAttachVisual(m_hObj);
}
}
return S_OK;
}
HRESULT CScene_SettingsControl::OnNavReturn(HXUIOBJ hObj, BOOL& rfHandled) {
bool bNotInGame = (Minecraft::GetInstance()->level == NULL);
// 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);
} else {
ui.SetTooltips(m_iPad, IDS_TOOLTIPS_SELECT, IDS_TOOLTIPS_BACK);
}
return S_OK;
}
HRESULT CScene_SettingsControl::OnCustomMessage_Splitscreenplayer(
bool bJoining, BOOL& bHandled) {
bHandled = true;
return app.AdjustSplitscreenScene_PlayerChanged(m_hObj, &m_OriginalPosition,
m_iPad, bJoining);
}