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https://github.com/4jcraft/4jcraft.git
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413 lines
17 KiB
C++
413 lines
17 KiB
C++
// Minecraft.cpp : Defines the entry point for the application.
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//
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#include "../../Minecraft.World/Platform/stdafx.h"
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#include "XUI_SettingsUI.h"
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//----------------------------------------------------------------------------------
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// Performs initialization tasks - retrieves controls.
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//----------------------------------------------------------------------------------
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HRESULT CScene_SettingsUI::OnInit(XUIMessageInit* pInitData, BOOL& bHandled) {
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WCHAR TempString[256];
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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 bPrimaryPlayer = ProfileManager.GetPrimaryPad() == m_iPad;
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MapChildControls();
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m_SplitScreen.SetCheck(
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(app.GetGameSettings(m_iPad, eGameSetting_SplitScreenVertical) != 0)
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? TRUE
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: FALSE);
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m_SplitScreen.SetText(app.GetString(IDS_CHECKBOX_VERTICAL_SPLIT_SCREEN));
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m_SplitScreenGamertags.SetCheck(
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(app.GetGameSettings(m_iPad,
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eGameSetting_DisplaySplitscreenGamertags) != 0)
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? TRUE
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: FALSE);
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m_SplitScreenGamertags.SetText(
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app.GetString(IDS_CHECKBOX_DISPLAY_SPLITSCREENGAMERTAGS));
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m_SliderA[SLIDER_SETTINGS_UISIZE].SetValue(
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app.GetGameSettings(m_iPad, eGameSetting_UISize) + 1);
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swprintf((WCHAR*)TempString, 256, L"%ls: %d",
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app.GetString(IDS_SLIDER_UISIZE),
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app.GetGameSettings(m_iPad, eGameSetting_UISize) + 1);
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m_SliderA[SLIDER_SETTINGS_UISIZE].SetText(TempString);
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m_SliderA[SLIDER_SETTINGS_UISIZESPLITSCREEN].SetValue(
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app.GetGameSettings(m_iPad, eGameSetting_UISizeSplitscreen) + 1);
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swprintf((WCHAR*)TempString, 256, L"%ls: %d",
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app.GetString(IDS_SLIDER_UISIZESPLITSCREEN),
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app.GetGameSettings(m_iPad, eGameSetting_UISizeSplitscreen) + 1);
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m_SliderA[SLIDER_SETTINGS_UISIZESPLITSCREEN].SetText(TempString);
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m_DisplayHUD.SetCheck(
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(app.GetGameSettings(m_iPad, eGameSetting_DisplayHUD) != 0) ? TRUE
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: FALSE);
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m_DisplayHUD.SetText(app.GetString(IDS_CHECKBOX_DISPLAY_HUD));
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m_DisplayHand.SetCheck(
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(app.GetGameSettings(m_iPad, eGameSetting_DisplayHand) != 0) ? TRUE
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: FALSE);
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m_DisplayHand.SetText(app.GetString(IDS_CHECKBOX_DISPLAY_HAND));
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m_DeathMessages.SetCheck(
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(app.GetGameSettings(m_iPad, eGameSetting_DeathMessages) != 0) ? TRUE
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: FALSE);
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m_DeathMessages.SetText(app.GetString(IDS_CHECKBOX_DEATH_MESSAGES));
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m_AnimatedCharacter.SetCheck(
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(app.GetGameSettings(m_iPad, eGameSetting_AnimatedCharacter) != 0)
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? TRUE
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: FALSE);
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m_AnimatedCharacter.SetText(app.GetString(IDS_CHECKBOX_ANIMATED_CHARACTER));
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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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CXuiSceneBase::ShowBackground(DEFAULT_XUI_MENU_USER, TRUE);
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} else {
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// If the game has started, then you need to be the host to change the
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// in-game gamertags
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if (!bPrimaryPlayer) {
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// hide things we don't want the splitscreen player changing
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m_SplitScreen.SetShow(FALSE);
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m_SplitScreen.SetEnable(FALSE);
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m_SplitScreenGamertags.SetShow(FALSE);
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m_SplitScreenGamertags.SetEnable(FALSE);
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// move the sliders up, and resize the scene
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float fRemoveHeight = 0.0f, fHeight, fWidth;
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D3DXVECTOR3 vec;
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m_SplitScreen.GetBounds(&fWidth, &fHeight);
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fRemoveHeight += fHeight + 4.0f; // add padding
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m_SplitScreenGamertags.GetBounds(&fWidth, &fHeight);
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fRemoveHeight += fHeight + 4.0f; // add padding
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m_SliderA[SLIDER_SETTINGS_UISIZE].GetPosition(&vec);
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vec.y -= fRemoveHeight;
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m_SliderA[SLIDER_SETTINGS_UISIZE].SetPosition(&vec);
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m_SliderA[SLIDER_SETTINGS_UISIZESPLITSCREEN].GetPosition(&vec);
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vec.y -= fRemoveHeight;
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m_SliderA[SLIDER_SETTINGS_UISIZESPLITSCREEN].SetPosition(&vec);
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GetBounds(&fWidth, &fHeight);
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fHeight -= fRemoveHeight;
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SetBounds(fWidth, fHeight);
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}
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ui.SetTooltips(m_iPad, IDS_TOOLTIPS_SELECT, IDS_TOOLTIPS_BACK);
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CXuiSceneBase::ShowBackground(m_iPad, FALSE);
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}
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if (app.GetLocalPlayerCount() > 1) {
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app.AdjustSplitscreenScene(m_hObj, &m_OriginalPosition, m_iPad);
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CXuiSceneBase::ShowLogo(m_iPad, FALSE);
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} else {
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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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}
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return S_OK;
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}
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HRESULT CScene_SettingsUI::OnNotifyValueChanged(
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HXUIOBJ hObjSource, XUINotifyValueChanged* pNotifyValueChanged,
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BOOL& bHandled) {
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WCHAR TempString[256];
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if (hObjSource == m_SliderA[SLIDER_SETTINGS_UISIZE].GetSlider()) {
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// slider is 1 to 3
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// is this different from the current value?
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swprintf((WCHAR*)TempString, 256, L"%ls: %d",
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app.GetString(IDS_SLIDER_UISIZE), pNotifyValueChanged->nValue);
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m_SliderA[SLIDER_SETTINGS_UISIZE].SetText(TempString);
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if (pNotifyValueChanged->nValue !=
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app.GetGameSettings(m_iPad, eGameSetting_UISize) + 1) {
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app.SetGameSettings(m_iPad, eGameSetting_UISize,
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pNotifyValueChanged->nValue - 1);
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// Apply the changes to the selected text position
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CXuiSceneBase::UpdateSelectedItemPos(m_iPad);
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}
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} else if (hObjSource ==
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m_SliderA[SLIDER_SETTINGS_UISIZESPLITSCREEN].GetSlider()) {
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swprintf((WCHAR*)TempString, 256, L"%ls: %d",
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app.GetString(IDS_SLIDER_UISIZESPLITSCREEN),
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pNotifyValueChanged->nValue);
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m_SliderA[SLIDER_SETTINGS_UISIZESPLITSCREEN].SetText(TempString);
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if (pNotifyValueChanged->nValue !=
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app.GetGameSettings(m_iPad, eGameSetting_UISizeSplitscreen) + 1) {
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// slider is 1 to 3
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app.SetGameSettings(m_iPad, eGameSetting_UISizeSplitscreen,
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pNotifyValueChanged->nValue - 1);
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// Apply the changes to the selected text position
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CXuiSceneBase::UpdateSelectedItemPos(m_iPad);
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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_SettingsUI::OnKeyDown(XUIMessageInput* pInputData,
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BOOL& rfHandled) {
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ui.AnimateKeyPress(pInputData->UserIndex, pInputData->dwKeyCode);
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HRESULT hr = S_OK;
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// Explicitly handle B button presses
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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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// if the profile data has been changed, then force a profile write
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// It seems we're allowed to break the 5 minute rule if it's the
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// result of a user action
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// not in this scene -
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// app.CheckGameSettingsChanged(true,pInputData->UserIndex);
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// check the checkboxes
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app.SetGameSettings(m_iPad, eGameSetting_DisplayHUD,
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m_DisplayHUD.IsChecked() ? 1 : 0);
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app.SetGameSettings(m_iPad, eGameSetting_DisplayHand,
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m_DisplayHand.IsChecked() ? 1 : 0);
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app.SetGameSettings(m_iPad,
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eGameSetting_DisplaySplitscreenGamertags,
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m_SplitScreenGamertags.IsChecked() ? 1 : 0);
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app.SetGameSettings(m_iPad, eGameSetting_DeathMessages,
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m_DeathMessages.IsChecked() ? 1 : 0);
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app.SetGameSettings(m_iPad, eGameSetting_AnimatedCharacter,
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m_AnimatedCharacter.IsChecked() ? 1 : 0);
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// if the splitscreen vertical/horizontal has changed, need to
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// update the scenes
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if (app.GetGameSettings(m_iPad, eGameSetting_SplitScreenVertical) !=
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(m_SplitScreen.IsChecked() ? 1 : 0)) {
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// changed
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app.SetGameSettings(m_iPad, eGameSetting_SplitScreenVertical,
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m_SplitScreen.IsChecked() ? 1 : 0);
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// close the xui scenes, so we don't have the navigate backed to
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// menu at the wrong place
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if (app.GetLocalPlayerCount() == 2) {
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app.CloseAllPlayersXuiScenes();
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} else {
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app.NavigateBack(pInputData->UserIndex);
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}
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} else {
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app.NavigateBack(pInputData->UserIndex);
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}
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rfHandled = TRUE;
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break;
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}
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return hr;
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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_SettingsUI::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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return S_OK;
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}
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HRESULT CScene_SettingsUI::OnControlNavigate(
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XUIMessageControlNavigate* pControlNavigateData, BOOL& bHandled) {
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// added so we can skip greyed out items
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pControlNavigateData->hObjDest = XuiControlGetNavigation(
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pControlNavigateData->hObjSource,
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pControlNavigateData->nControlNavigate, TRUE, TRUE);
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if (pControlNavigateData->hObjDest != NULL) {
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bHandled = TRUE;
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}
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return S_OK;
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}
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HRESULT CScene_SettingsUI::OnTransitionStart(XUIMessageTransition* pTransition,
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BOOL& bHandled) {
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HRESULT hr;
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WCHAR TempString[256];
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if (pTransition->dwTransAction == XUI_TRANSITION_ACTION_DESTROY)
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return S_OK;
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if (pTransition->dwTransType == XUI_TRANSITION_TO ||
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pTransition->dwTransType == XUI_TRANSITION_BACKTO) {
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// 4J-PB - Going to resize buttons if the text is too big to fit on any
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// of them (Br-pt problem with the length of Unlock Full Game)
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float fMaxTextLen = 0.0f;
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float fMaxLen = 0.0f;
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// sliders first
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HXUIOBJ hSlider, hVisual, hText, hCheckboxText;
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XUIRect xuiRect;
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float fWidth, fHeight; //,fTemp;
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D3DXVECTOR3 vec, vecCheckboxText, vSlider, vecCheckbox;
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hr = XuiControlGetVisual(m_SplitScreen.m_hObj, &hVisual);
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hr = XuiElementGetChildById(hVisual, L"text_Button", &hCheckboxText);
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hr = XuiElementGetPosition(hCheckboxText, &vecCheckboxText);
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hr = XuiElementGetPosition(m_SplitScreen.m_hObj, &vecCheckbox);
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hr = XuiElementGetChildById(
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m_SliderA[SLIDER_SETTINGS_UISIZESPLITSCREEN].m_hObj, L"XuiSlider",
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&hSlider);
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hr = XuiControlGetVisual(hSlider, &hVisual);
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hr = XuiElementGetChildById(hVisual, L"text_Label", &hText);
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hr = XuiElementGetPosition(m_SliderA[SLIDER_SETTINGS_UISIZE].m_hObj,
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&vSlider);
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// don't display values on these - we handle that
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for (int i = 0; i < SLIDER_SETTINGS_UI_MAX; i++) {
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m_SliderA[i].SetValueDisplay(FALSE);
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}
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for (int i = 0; i < SLIDER_SETTINGS_UI_MAX; i++) {
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switch (i) {
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case SLIDER_SETTINGS_UISIZE: // 3 digits
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swprintf((WCHAR*)TempString, 256, L"%ls: %d",
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app.GetString(IDS_SLIDER_UISIZE), 3);
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break;
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case SLIDER_SETTINGS_UISIZESPLITSCREEN: // 3 digits
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swprintf((WCHAR*)TempString, 256, L"%ls: %d",
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app.GetString(IDS_SLIDER_UISIZESPLITSCREEN), 3);
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break;
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}
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// LPCWSTR temp=m_SliderA[i].GetText();
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hr = XuiTextPresenterMeasureText(hText, TempString, &xuiRect);
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// 4J-PB - the text measuring doesn't seem to be long enough - add a
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// fudge
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xuiRect.right += 25.0f;
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m_SliderA[i].GetBounds(&fWidth, &fHeight);
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if (xuiRect.right > fMaxTextLen) fMaxTextLen = xuiRect.right;
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if (fWidth > fMaxLen) fMaxLen = fWidth;
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}
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// now the m_SplitScreen checkbox - let's just use the visual we already
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// have...
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hr = XuiTextPresenterMeasureText(hCheckboxText, m_SplitScreen.GetText(),
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&xuiRect);
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m_SplitScreen.GetBounds(&fWidth, &fHeight);
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// need to add the size of the checkbox graphic
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if ((xuiRect.right + vecCheckbox.x + vecCheckboxText.x) > fMaxTextLen)
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fMaxTextLen = xuiRect.right + vecCheckbox.x + vecCheckboxText.x;
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if (fWidth > fMaxLen) fMaxLen = fWidth;
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// now the m_SplitScreenGamertags checkbox - let's just use the visual
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// we already have...
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hr = XuiTextPresenterMeasureText(
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hCheckboxText, m_SplitScreenGamertags.GetText(), &xuiRect);
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m_SplitScreenGamertags.GetBounds(&fWidth, &fHeight);
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// need to add the size of the checkbox graphic
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if ((xuiRect.right + vecCheckbox.x + vecCheckboxText.x) > fMaxTextLen)
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fMaxTextLen = xuiRect.right + vecCheckbox.x + vecCheckboxText.x;
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if (fWidth > fMaxLen) fMaxLen = fWidth;
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// now the m_DisplayHUD checkbox - let's just use the visual we already
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// have...
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hr = XuiTextPresenterMeasureText(hCheckboxText, m_DisplayHUD.GetText(),
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&xuiRect);
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m_DisplayHUD.GetBounds(&fWidth, &fHeight);
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// need to add the size of the checkbox graphic
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if ((xuiRect.right + vecCheckbox.x + vecCheckboxText.x) > fMaxTextLen)
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fMaxTextLen = xuiRect.right + vecCheckbox.x + vecCheckboxText.x;
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if (fWidth > fMaxLen) fMaxLen = fWidth;
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// now the m_DisplayHand checkbox - let's just use the visual we already
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// have...
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hr = XuiTextPresenterMeasureText(hCheckboxText, m_DisplayHand.GetText(),
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&xuiRect);
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m_DisplayHand.GetBounds(&fWidth, &fHeight);
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// need to add the size of the checkbox graphic
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if ((xuiRect.right + vecCheckbox.x + vecCheckboxText.x) > fMaxTextLen)
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fMaxTextLen = xuiRect.right + vecCheckbox.x + vecCheckboxText.x;
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if (fWidth > fMaxLen) fMaxLen = fWidth;
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// now the m_DeathMessages checkbox - let's just use the visual we
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// already have...
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hr = XuiTextPresenterMeasureText(hCheckboxText,
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m_DeathMessages.GetText(), &xuiRect);
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m_DeathMessages.GetBounds(&fWidth, &fHeight);
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// need to add the size of the checkbox graphic
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if ((xuiRect.right + vecCheckbox.x + vecCheckboxText.x) > fMaxTextLen)
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fMaxTextLen = xuiRect.right + vecCheckbox.x + vecCheckboxText.x;
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if (fWidth > fMaxLen) fMaxLen = fWidth;
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if (fMaxLen < fMaxTextLen) {
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float fWidth;
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XuiElementGetPosition(m_hObj, &vec);
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XuiElementGetBounds(m_hObj, &fWidth, &fHeight);
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// need to centre the scene now the size has changed
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if ((!RenderManager.IsHiDef() && !RenderManager.IsWidescreen()) ||
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app.GetLocalPlayerCount() > 1) {
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// scene width needs to be more that the text width on buttons
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fWidth = vSlider.x;
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vec.x = floorf((640.0f - (fMaxTextLen + fWidth)) / 2.0f);
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XuiElementSetPosition(m_hObj, &vec);
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XuiElementSetBounds(m_hObj, fMaxTextLen + (fWidth * 2.0f),
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fHeight);
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} else {
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fWidth = vSlider.x;
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vec.x = floorf((1280.0f - (fMaxTextLen + fWidth)) / 2.0f);
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XuiElementSetPosition(m_hObj, &vec);
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XuiElementSetBounds(m_hObj, fMaxTextLen + (fWidth * 2.0f),
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fHeight);
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}
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m_SplitScreen.SetBounds(fMaxTextLen, fHeight);
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m_SplitScreenGamertags.SetBounds(fMaxTextLen, fHeight);
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m_DisplayHUD.SetBounds(fMaxTextLen, fHeight);
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m_DisplayHand.SetBounds(fMaxTextLen, fHeight);
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m_DeathMessages.SetBounds(fMaxTextLen, fHeight);
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// Need to refresh the scenes visual since the object size has now
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// changed
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XuiControlAttachVisual(m_hObj);
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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_SettingsUI::OnNavReturn(HXUIOBJ hObj, BOOL& rfHandled) {
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bool bNotInGame = (Minecraft::GetInstance()->level == NULL);
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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_SettingsUI::OnCustomMessage_Splitscreenplayer(bool bJoining,
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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);
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}
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