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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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7.1 kB · 227 lines
C++
at master
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227// Minecraft.cpp : Defines the entry point for the application.//
#include "stdafx.h"#include "..\XUI\XUI_SettingsAll.h"
//----------------------------------------------------------------------------------// Performs initialization tasks - retrieves controls.//----------------------------------------------------------------------------------HRESULT CScene_SettingsAll::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(); XuiControlSetText(m_Buttons[BUTTON_ALL_OPTIONS],app.GetString(IDS_OPTIONS)); XuiControlSetText(m_Buttons[BUTTON_ALL_AUDIO],app.GetString(IDS_AUDIO)); XuiControlSetText(m_Buttons[BUTTON_ALL_CONTROL],app.GetString(IDS_CONTROL)); XuiControlSetText(m_Buttons[BUTTON_ALL_GRAPHICS],app.GetString(IDS_GRAPHICS)); XuiControlSetText(m_Buttons[BUTTON_ALL_UI],app.GetString(IDS_USER_INTERFACE)); XuiControlSetText(m_Buttons[BUTTON_ALL_RESETTODEFAULTS],app.GetString(IDS_RESET_TO_DEFAULTS));
if(ProfileManager.GetPrimaryPad()!=m_iPad) { D3DXVECTOR3 vec,vecControl; m_Buttons[BUTTON_ALL_AUDIO].SetShow(FALSE); m_Buttons[BUTTON_ALL_AUDIO].SetEnable(FALSE); m_Buttons[BUTTON_ALL_GRAPHICS].SetShow(FALSE); m_Buttons[BUTTON_ALL_GRAPHICS].SetEnable(FALSE);
float fButtonWidth, fButtonHeight; m_Buttons[BUTTON_ALL_GRAPHICS].GetPosition(&vecControl); m_Buttons[BUTTON_ALL_RESETTODEFAULTS].GetBounds(&fButtonWidth, &fButtonHeight); m_Buttons[BUTTON_ALL_RESETTODEFAULTS].SetPosition(&vecControl);
m_Buttons[BUTTON_ALL_CONTROL].GetPosition(&vec); m_Buttons[BUTTON_ALL_UI].SetPosition(&vec);
m_Buttons[BUTTON_ALL_AUDIO].GetPosition(&vec); m_Buttons[BUTTON_ALL_CONTROL].SetPosition(&vec); // Resize the whole scene float fWidth, fHeight; GetBounds(&fWidth, &fHeight); SetBounds(fWidth, vecControl.y+fButtonHeight); }
// 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_SettingsAll::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
app.CheckGameSettingsChanged(true,pInputData->UserIndex);
app.NavigateBack(pInputData->UserIndex); rfHandled = TRUE; break; }
return hr;}
HRESULT CScene_SettingsAll::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_SettingsAll::OnTransitionStart( XUIMessageTransition *pTransition, BOOL& bHandled ){ //HRESULT hr; 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) }
return S_OK;}
//----------------------------------------------------------------------------------// Handler for the button press message.//----------------------------------------------------------------------------------HRESULT CScene_SettingsAll::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);
unsigned int uiButtonCounter=0;
while((uiButtonCounter<BUTTONS_ALL_MAX) && (m_Buttons[uiButtonCounter]!=hObjPressed)) uiButtonCounter++;
switch(uiButtonCounter) { case BUTTON_ALL_OPTIONS: app.NavigateToScene(pNotifyPressData->UserIndex,eUIScene_SettingsOptionsMenu); break; case BUTTON_ALL_AUDIO: app.NavigateToScene(pNotifyPressData->UserIndex,eUIScene_SettingsAudioMenu); break; case BUTTON_ALL_CONTROL: app.NavigateToScene(pNotifyPressData->UserIndex,eUIScene_SettingsControlMenu); break; case BUTTON_ALL_GRAPHICS: app.NavigateToScene(pNotifyPressData->UserIndex,eUIScene_SettingsGraphicsMenu); break; case BUTTON_ALL_UI: app.NavigateToScene(pNotifyPressData->UserIndex,eUIScene_SettingsUIMenu); break; case BUTTON_ALL_RESETTODEFAULTS: { // check they really want to do this UINT uiIDA[2]; uiIDA[0]=IDS_CONFIRM_CANCEL; uiIDA[1]=IDS_CONFIRM_OK;
StorageManager.RequestMessageBox(IDS_DEFAULTS_TITLE, IDS_DEFAULTS_TEXT, uiIDA, 2, pNotifyPressData->UserIndex,&CScene_SettingsAll::ResetDefaultsDialogReturned,this, app.GetStringTable()); } break;
} rfHandled=TRUE; return S_OK;}
HRESULT CScene_SettingsAll::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); CXuiSceneBase::ShowLogo( DEFAULT_XUI_MENU_USER, TRUE ); } else { ui.SetTooltips( m_iPad, IDS_TOOLTIPS_SELECT,IDS_TOOLTIPS_BACK); if(!RenderManager.IsHiDef() || app.GetLocalPlayerCount()>1) { CXuiSceneBase::ShowLogo( m_iPad, FALSE ); } else { CXuiSceneBase::ShowLogo( m_iPad, TRUE ); } }
return S_OK;}
HRESULT CScene_SettingsAll::OnCustomMessage_Splitscreenplayer(bool bJoining, BOOL& bHandled){ bHandled=true; return app.AdjustSplitscreenScene_PlayerChanged(m_hObj,&m_OriginalPosition,m_iPad,bJoining);}
int CScene_SettingsAll::ResetDefaultsDialogReturned(void *pParam,int iPad,C4JStorage::EMessageResult result){ //CScene_SettingsAll* pClass = (CScene_SettingsAll*)pParam;
// results switched for this dialog if(result==C4JStorage::EMessage_ResultDecline) { app.SetDefaultOptions(ProfileManager.GetDashboardProfileSettings(iPad),iPad); // 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 app.CheckGameSettingsChanged(true,iPad); } return 0;}