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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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8.7 kB · 263 lines
C++
at master
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//----------------------------------------------------------------------------------// Performs initialization tasks - retrieves controls.//----------------------------------------------------------------------------------HRESULT CScene_SettingsAudio::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 HRESULT hr = S_OK; HXUIOBJ hSlider;
m_SliderA[SLIDER_SETTINGS_MUSIC].SetValue(app.GetGameSettings(m_iPad,eGameSetting_MusicVolume)); swprintf( (WCHAR *)TempString, 256, L"%ls: %d%%", app.GetString( IDS_SLIDER_MUSIC ),app.GetGameSettings(m_iPad,eGameSetting_MusicVolume)); m_SliderA[SLIDER_SETTINGS_MUSIC].SetText(TempString);
m_SliderA[SLIDER_SETTINGS_SOUND].SetValue(app.GetGameSettings(m_iPad,eGameSetting_SoundFXVolume)); swprintf( (WCHAR *)TempString, 256, L"%ls: %d%%", app.GetString( IDS_SLIDER_SOUND ),app.GetGameSettings(m_iPad,eGameSetting_SoundFXVolume)); m_SliderA[SLIDER_SETTINGS_SOUND].SetText(TempString); // only the primary player gets to change the music and sound settings // only the primary player gets to change the gamma and splitscreen settings // only the primary player gets to change the difficulty settings if(ProfileManager.GetPrimaryPad()!=m_iPad) { D3DXVECTOR3 vec;
m_SliderA[SLIDER_SETTINGS_MUSIC].GetPosition(&vec); m_SliderA[SLIDER_SETTINGS_MUSIC].SetEnable(FALSE); m_SliderA[SLIDER_SETTINGS_MUSIC].SetShow(FALSE); hr=XuiElementGetChildById(m_SliderA[SLIDER_SETTINGS_MUSIC].m_hObj,L"XuiSlider",&hSlider); XuiElementSetShow(hSlider,FALSE); XuiControlSetEnable(hSlider,FALSE); m_SliderA[SLIDER_SETTINGS_SOUND].SetEnable(FALSE); m_SliderA[SLIDER_SETTINGS_SOUND].SetShow(FALSE); hr=XuiElementGetChildById(m_SliderA[SLIDER_SETTINGS_SOUND].m_hObj,L"XuiSlider",&hSlider); XuiElementSetShow(hSlider,FALSE); XuiControlSetEnable(hSlider,FALSE); }
// 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); 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_SettingsAudio::OnNotifyValueChanged( HXUIOBJ hObjSource, XUINotifyValueChanged* pNotifyValueChanged, BOOL& bHandled ){ WCHAR TempString[256];
if(hObjSource==m_SliderA[SLIDER_SETTINGS_MUSIC].GetSlider() ) { app.SetGameSettings(m_iPad,eGameSetting_MusicVolume,pNotifyValueChanged->nValue); swprintf( (WCHAR *)TempString, 256, L"%ls: %d%%", app.GetString( IDS_SLIDER_MUSIC ),pNotifyValueChanged->nValue); m_SliderA[SLIDER_SETTINGS_MUSIC].SetText(TempString); } else if(hObjSource==m_SliderA[SLIDER_SETTINGS_SOUND].GetSlider() ) { app.SetGameSettings(m_iPad,eGameSetting_SoundFXVolume,pNotifyValueChanged->nValue); swprintf( (WCHAR *)TempString, 256, L"%ls: %d%%", app.GetString( IDS_SLIDER_SOUND ),pNotifyValueChanged->nValue); m_SliderA[SLIDER_SETTINGS_SOUND].SetText(TempString); }
return S_OK;}
HRESULT CScene_SettingsAudio::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_SettingsAudio::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_SettingsAudio::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_SettingsAudio::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_AUDIO_MAX;i++) { m_SliderA[i].SetValueDisplay(FALSE); }
hr=XuiElementGetChildById(m_SliderA[SLIDER_SETTINGS_MUSIC].m_hObj,L"XuiSlider",&hSlider); hr=XuiControlGetVisual(hSlider,&hVisual); hr=XuiElementGetChildById(hVisual,L"text_Label",&hText); hr=XuiElementGetPosition(m_SliderA[SLIDER_SETTINGS_MUSIC].m_hObj,&vSlider);
for(int i=0;i<SLIDER_SETTINGS_AUDIO_MAX;i++) { switch(i) { case SLIDER_SETTINGS_MUSIC: // 3 digits swprintf( (WCHAR *)TempString, 256, L"%ls: %d%%", app.GetString( IDS_SLIDER_MUSIC ),999); break; case SLIDER_SETTINGS_SOUND: // 3 digits swprintf( (WCHAR *)TempString, 256, L"%ls: %d%%", app.GetString( IDS_SLIDER_SOUND ),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); } // Need to refresh the scenes visual since the object size has now changed XuiControlAttachVisual(m_hObj);
// centre is vec.x+(fWidth/2) for(int i=0;i<SLIDER_SETTINGS_AUDIO_MAX;i++) { hr=XuiElementGetChildById(m_SliderA[i].m_hObj,L"XuiSlider",&hSlider); XuiElementGetPosition(hSlider,&vec); XuiElementGetBounds(hSlider,&fTemp,&fHeight); XuiElementSetBounds(hSlider,fMaxTextLen,fHeight); } } }
return S_OK;}
HRESULT CScene_SettingsAudio::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_SettingsAudio::OnCustomMessage_Splitscreenplayer(bool bJoining, BOOL& bHandled){ bHandled=true; return app.AdjustSplitscreenScene_PlayerChanged(m_hObj,&m_OriginalPosition,m_iPad,bJoining);}