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

413 lines
17 KiB
C++

// Minecraft.cpp : Defines the entry point for the application.
//
#include "../../Minecraft.World/Platform/stdafx.h"
#include "XUI_SettingsUI.h"
//----------------------------------------------------------------------------------
// Performs initialization tasks - retrieves controls.
//----------------------------------------------------------------------------------
HRESULT CScene_SettingsUI::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();
m_SplitScreen.SetCheck(
(app.GetGameSettings(m_iPad, eGameSetting_SplitScreenVertical) != 0)
? TRUE
: FALSE);
m_SplitScreen.SetText(app.GetString(IDS_CHECKBOX_VERTICAL_SPLIT_SCREEN));
m_SplitScreenGamertags.SetCheck(
(app.GetGameSettings(m_iPad,
eGameSetting_DisplaySplitscreenGamertags) != 0)
? TRUE
: FALSE);
m_SplitScreenGamertags.SetText(
app.GetString(IDS_CHECKBOX_DISPLAY_SPLITSCREENGAMERTAGS));
m_SliderA[SLIDER_SETTINGS_UISIZE].SetValue(
app.GetGameSettings(m_iPad, eGameSetting_UISize) + 1);
swprintf((WCHAR*)TempString, 256, L"%ls: %d",
app.GetString(IDS_SLIDER_UISIZE),
app.GetGameSettings(m_iPad, eGameSetting_UISize) + 1);
m_SliderA[SLIDER_SETTINGS_UISIZE].SetText(TempString);
m_SliderA[SLIDER_SETTINGS_UISIZESPLITSCREEN].SetValue(
app.GetGameSettings(m_iPad, eGameSetting_UISizeSplitscreen) + 1);
swprintf((WCHAR*)TempString, 256, L"%ls: %d",
app.GetString(IDS_SLIDER_UISIZESPLITSCREEN),
app.GetGameSettings(m_iPad, eGameSetting_UISizeSplitscreen) + 1);
m_SliderA[SLIDER_SETTINGS_UISIZESPLITSCREEN].SetText(TempString);
m_DisplayHUD.SetCheck(
(app.GetGameSettings(m_iPad, eGameSetting_DisplayHUD) != 0) ? TRUE
: FALSE);
m_DisplayHUD.SetText(app.GetString(IDS_CHECKBOX_DISPLAY_HUD));
m_DisplayHand.SetCheck(
(app.GetGameSettings(m_iPad, eGameSetting_DisplayHand) != 0) ? TRUE
: FALSE);
m_DisplayHand.SetText(app.GetString(IDS_CHECKBOX_DISPLAY_HAND));
m_DeathMessages.SetCheck(
(app.GetGameSettings(m_iPad, eGameSetting_DeathMessages) != 0) ? TRUE
: FALSE);
m_DeathMessages.SetText(app.GetString(IDS_CHECKBOX_DEATH_MESSAGES));
m_AnimatedCharacter.SetCheck(
(app.GetGameSettings(m_iPad, eGameSetting_AnimatedCharacter) != 0)
? TRUE
: FALSE);
m_AnimatedCharacter.SetText(app.GetString(IDS_CHECKBOX_ANIMATED_CHARACTER));
// 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 {
// If the game has started, then you need to be the host to change the
// in-game gamertags
if (!bPrimaryPlayer) {
// hide things we don't want the splitscreen player changing
m_SplitScreen.SetShow(FALSE);
m_SplitScreen.SetEnable(FALSE);
m_SplitScreenGamertags.SetShow(FALSE);
m_SplitScreenGamertags.SetEnable(FALSE);
// move the sliders up, and resize the scene
float fRemoveHeight = 0.0f, fHeight, fWidth;
D3DXVECTOR3 vec;
m_SplitScreen.GetBounds(&fWidth, &fHeight);
fRemoveHeight += fHeight + 4.0f; // add padding
m_SplitScreenGamertags.GetBounds(&fWidth, &fHeight);
fRemoveHeight += fHeight + 4.0f; // add padding
m_SliderA[SLIDER_SETTINGS_UISIZE].GetPosition(&vec);
vec.y -= fRemoveHeight;
m_SliderA[SLIDER_SETTINGS_UISIZE].SetPosition(&vec);
m_SliderA[SLIDER_SETTINGS_UISIZESPLITSCREEN].GetPosition(&vec);
vec.y -= fRemoveHeight;
m_SliderA[SLIDER_SETTINGS_UISIZESPLITSCREEN].SetPosition(&vec);
GetBounds(&fWidth, &fHeight);
fHeight -= fRemoveHeight;
SetBounds(fWidth, fHeight);
}
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) {
CXuiSceneBase::ShowLogo(DEFAULT_XUI_MENU_USER, TRUE);
} else {
CXuiSceneBase::ShowLogo(m_iPad, TRUE);
}
}
return S_OK;
}
HRESULT CScene_SettingsUI::OnNotifyValueChanged(
HXUIOBJ hObjSource, XUINotifyValueChanged* pNotifyValueChanged,
BOOL& bHandled) {
WCHAR TempString[256];
if (hObjSource == m_SliderA[SLIDER_SETTINGS_UISIZE].GetSlider()) {
// slider is 1 to 3
// is this different from the current value?
swprintf((WCHAR*)TempString, 256, L"%ls: %d",
app.GetString(IDS_SLIDER_UISIZE), pNotifyValueChanged->nValue);
m_SliderA[SLIDER_SETTINGS_UISIZE].SetText(TempString);
if (pNotifyValueChanged->nValue !=
app.GetGameSettings(m_iPad, eGameSetting_UISize) + 1) {
app.SetGameSettings(m_iPad, eGameSetting_UISize,
pNotifyValueChanged->nValue - 1);
// Apply the changes to the selected text position
CXuiSceneBase::UpdateSelectedItemPos(m_iPad);
}
} else if (hObjSource ==
m_SliderA[SLIDER_SETTINGS_UISIZESPLITSCREEN].GetSlider()) {
swprintf((WCHAR*)TempString, 256, L"%ls: %d",
app.GetString(IDS_SLIDER_UISIZESPLITSCREEN),
pNotifyValueChanged->nValue);
m_SliderA[SLIDER_SETTINGS_UISIZESPLITSCREEN].SetText(TempString);
if (pNotifyValueChanged->nValue !=
app.GetGameSettings(m_iPad, eGameSetting_UISizeSplitscreen) + 1) {
// slider is 1 to 3
app.SetGameSettings(m_iPad, eGameSetting_UISizeSplitscreen,
pNotifyValueChanged->nValue - 1);
// Apply the changes to the selected text position
CXuiSceneBase::UpdateSelectedItemPos(m_iPad);
}
}
return S_OK;
}
HRESULT CScene_SettingsUI::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);
// check the checkboxes
app.SetGameSettings(m_iPad, eGameSetting_DisplayHUD,
m_DisplayHUD.IsChecked() ? 1 : 0);
app.SetGameSettings(m_iPad, eGameSetting_DisplayHand,
m_DisplayHand.IsChecked() ? 1 : 0);
app.SetGameSettings(m_iPad,
eGameSetting_DisplaySplitscreenGamertags,
m_SplitScreenGamertags.IsChecked() ? 1 : 0);
app.SetGameSettings(m_iPad, eGameSetting_DeathMessages,
m_DeathMessages.IsChecked() ? 1 : 0);
app.SetGameSettings(m_iPad, eGameSetting_AnimatedCharacter,
m_AnimatedCharacter.IsChecked() ? 1 : 0);
// if the splitscreen vertical/horizontal has changed, need to
// update the scenes
if (app.GetGameSettings(m_iPad, eGameSetting_SplitScreenVertical) !=
(m_SplitScreen.IsChecked() ? 1 : 0)) {
// changed
app.SetGameSettings(m_iPad, eGameSetting_SplitScreenVertical,
m_SplitScreen.IsChecked() ? 1 : 0);
// close the xui scenes, so we don't have the navigate backed to
// menu at the wrong place
if (app.GetLocalPlayerCount() == 2) {
app.CloseAllPlayersXuiScenes();
} else {
app.NavigateBack(pInputData->UserIndex);
}
} else {
app.NavigateBack(pInputData->UserIndex);
}
rfHandled = TRUE;
break;
}
return hr;
}
//----------------------------------------------------------------------------------
// Handler for the button press message.
//----------------------------------------------------------------------------------
HRESULT CScene_SettingsUI::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_SettingsUI::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_SettingsUI::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;
hr = XuiControlGetVisual(m_SplitScreen.m_hObj, &hVisual);
hr = XuiElementGetChildById(hVisual, L"text_Button", &hCheckboxText);
hr = XuiElementGetPosition(hCheckboxText, &vecCheckboxText);
hr = XuiElementGetPosition(m_SplitScreen.m_hObj, &vecCheckbox);
hr = XuiElementGetChildById(
m_SliderA[SLIDER_SETTINGS_UISIZESPLITSCREEN].m_hObj, L"XuiSlider",
&hSlider);
hr = XuiControlGetVisual(hSlider, &hVisual);
hr = XuiElementGetChildById(hVisual, L"text_Label", &hText);
hr = XuiElementGetPosition(m_SliderA[SLIDER_SETTINGS_UISIZE].m_hObj,
&vSlider);
// don't display values on these - we handle that
for (int i = 0; i < SLIDER_SETTINGS_UI_MAX; i++) {
m_SliderA[i].SetValueDisplay(FALSE);
}
for (int i = 0; i < SLIDER_SETTINGS_UI_MAX; i++) {
switch (i) {
case SLIDER_SETTINGS_UISIZE: // 3 digits
swprintf((WCHAR*)TempString, 256, L"%ls: %d",
app.GetString(IDS_SLIDER_UISIZE), 3);
break;
case SLIDER_SETTINGS_UISIZESPLITSCREEN: // 3 digits
swprintf((WCHAR*)TempString, 256, L"%ls: %d",
app.GetString(IDS_SLIDER_UISIZESPLITSCREEN), 3);
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 m_SplitScreen checkbox - let's just use the visual we already
// have...
hr = XuiTextPresenterMeasureText(hCheckboxText, m_SplitScreen.GetText(),
&xuiRect);
m_SplitScreen.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_SplitScreenGamertags checkbox - let's just use the visual
// we already have...
hr = XuiTextPresenterMeasureText(
hCheckboxText, m_SplitScreenGamertags.GetText(), &xuiRect);
m_SplitScreenGamertags.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_DisplayHUD checkbox - let's just use the visual we already
// have...
hr = XuiTextPresenterMeasureText(hCheckboxText, m_DisplayHUD.GetText(),
&xuiRect);
m_DisplayHUD.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_DisplayHand checkbox - let's just use the visual we already
// have...
hr = XuiTextPresenterMeasureText(hCheckboxText, m_DisplayHand.GetText(),
&xuiRect);
m_DisplayHand.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_DeathMessages checkbox - let's just use the visual we
// already have...
hr = XuiTextPresenterMeasureText(hCheckboxText,
m_DeathMessages.GetText(), &xuiRect);
m_DeathMessages.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);
}
m_SplitScreen.SetBounds(fMaxTextLen, fHeight);
m_SplitScreenGamertags.SetBounds(fMaxTextLen, fHeight);
m_DisplayHUD.SetBounds(fMaxTextLen, fHeight);
m_DisplayHand.SetBounds(fMaxTextLen, fHeight);
m_DeathMessages.SetBounds(fMaxTextLen, fHeight);
// Need to refresh the scenes visual since the object size has now
// changed
XuiControlAttachVisual(m_hObj);
}
}
return S_OK;
}
HRESULT CScene_SettingsUI::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_SettingsUI::OnCustomMessage_Splitscreenplayer(bool bJoining,
BOOL& bHandled) {
bHandled = true;
return app.AdjustSplitscreenScene_PlayerChanged(m_hObj, &m_OriginalPosition,
m_iPad, bJoining);
}