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the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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14 kB · 376 lines
C++
at main
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#include "stdafx.h"#include "..\XUI\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);}