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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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12 kB · 333 lines
C++
at master
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#include "stdafx.h"#include "..\XUI\XUI_SettingsGraphics.h"
//----------------------------------------------------------------------------------// Performs initialization tasks - retrieves controls.//----------------------------------------------------------------------------------HRESULT CScene_SettingsGraphics::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 bIsPrimaryPad=(ProfileManager.GetPrimaryPad()==m_iPad);
MapChildControls();
// Display the tooltips
m_Clouds.SetCheck( (app.GetGameSettings(m_iPad,eGameSetting_Clouds)!=0)?TRUE:FALSE); m_Clouds.SetText(app.GetString( IDS_CHECKBOX_RENDER_CLOUDS ));
m_SliderA[SLIDER_SETTINGS_GAMMA].SetValue(app.GetGameSettings(m_iPad,eGameSetting_Gamma)); swprintf( (WCHAR *)TempString, 256, L"%ls: %d%%", app.GetString( IDS_SLIDER_GAMMA ),app.GetGameSettings(m_iPad,eGameSetting_Gamma)); m_SliderA[SLIDER_SETTINGS_GAMMA].SetText(TempString);
m_SliderA[SLIDER_SETTINGS_INTERFACE_OPACITY].SetValue(app.GetGameSettings(m_iPad,eGameSetting_InterfaceOpacity)); swprintf( (WCHAR *)TempString, 256, L"%ls: %d%%", app.GetString( IDS_SLIDER_INTERFACEOPACITY ),app.GetGameSettings(m_iPad,eGameSetting_InterfaceOpacity)); m_SliderA[SLIDER_SETTINGS_INTERFACE_OPACITY].SetText(TempString);
m_BedrockFog.SetCheck( (app.GetGameSettings(m_iPad,eGameSetting_BedrockFog)!=0)?TRUE:FALSE); m_BedrockFog.SetText(app.GetString( IDS_CHECKBOX_RENDER_BEDROCKFOG ));
m_CustomSkinAnim.SetCheck( (app.GetGameSettings(m_iPad,eGameSetting_CustomSkinAnim)!=0)?TRUE:FALSE); m_CustomSkinAnim.SetText(app.GetString( IDS_CHECKBOX_CUSTOM_SKIN_ANIM ));
// 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(bIsPrimaryPad) { // are we the game host? If not, we need to remove the bedrockfog setting if(!g_NetworkManager.IsHost()) { // we are the primary player on this machine, but not the game host D3DXVECTOR3 vec; // hide the in-game bedrock fog setting m_BedrockFog.SetShow(FALSE);
// m_SliderA[SLIDER_SETTINGS_INTERFACE_OPACITY] -> m_SliderA[SLIDER_SETTINGS_GAMMA] // m_SliderA[SLIDER_SETTINGS_GAMMA] -> m_CustomSkinAnim // m_CustomSkinAnim -> m_BedrockFog
XuiElementGetPosition(m_SliderA[SLIDER_SETTINGS_GAMMA],&vec); m_SliderA[SLIDER_SETTINGS_INTERFACE_OPACITY].SetPosition(&vec);
XuiElementGetPosition(m_CustomSkinAnim,&vec); m_SliderA[SLIDER_SETTINGS_GAMMA].SetPosition(&vec);
XuiElementGetPosition(m_BedrockFog,&vec); m_CustomSkinAnim.SetPosition(&vec);
// reduce the size of the background float fWidth, fHeight, fbgnWidth, fBgnHeight; m_BedrockFog.GetBounds(&fWidth, &fHeight); GetBounds(&fbgnWidth, &fBgnHeight); fBgnHeight-=fHeight; SetBounds(fbgnWidth, fBgnHeight); } } else { // We shouldn't have the bedrock fog option, or the m_CustomSkinAnim option m_BedrockFog.SetShow(FALSE); m_CustomSkinAnim.SetShow(FALSE);
D3DXVECTOR3 vec,vecGamma,vecOpacity; float fSliderYDiff;
// m_SliderA[SLIDER_SETTINGS_INTERFACE_OPACITY] -> m_BedrockFog // m_SliderA[SLIDER_SETTINGS_GAMMA] -> m_BedrockFog
m_SliderA[SLIDER_SETTINGS_GAMMA].GetPosition(&vecGamma); m_SliderA[SLIDER_SETTINGS_INTERFACE_OPACITY].GetPosition(&vecOpacity); fSliderYDiff=vecOpacity.y-vecGamma.y;
XuiElementGetPosition(m_BedrockFog,&vec); m_SliderA[SLIDER_SETTINGS_GAMMA].SetPosition(&vec); vec.y+=fSliderYDiff; m_SliderA[SLIDER_SETTINGS_INTERFACE_OPACITY].SetPosition(&vec); // reduce the size of the background float fWidth, fHeight, fbgnWidth, fBgnHeight; GetBounds(&fbgnWidth, &fBgnHeight); m_BedrockFog.GetBounds(&fWidth, &fHeight); fBgnHeight-=fHeight; m_CustomSkinAnim.GetBounds(&fWidth, &fHeight); fBgnHeight-=fHeight; SetBounds(fbgnWidth, fBgnHeight); }
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_SettingsGraphics::OnNotifyValueChanged( HXUIOBJ hObjSource, XUINotifyValueChanged* pNotifyValueChanged, BOOL& bHandled ){ WCHAR TempString[256];
if(hObjSource==m_SliderA[SLIDER_SETTINGS_GAMMA].GetSlider() ) { app.SetGameSettings(m_iPad,eGameSetting_Gamma,pNotifyValueChanged->nValue); swprintf( (WCHAR *)TempString, 256, L"%ls: %d%%", app.GetString( IDS_SLIDER_GAMMA ),pNotifyValueChanged->nValue); m_SliderA[SLIDER_SETTINGS_GAMMA].SetText(TempString); } else if(hObjSource==m_SliderA[SLIDER_SETTINGS_INTERFACE_OPACITY].GetSlider() ) { app.SetGameSettings(m_iPad,eGameSetting_InterfaceOpacity,pNotifyValueChanged->nValue); swprintf( (WCHAR *)TempString, 256, L"%ls: %d%%", app.GetString( IDS_SLIDER_INTERFACEOPACITY ),pNotifyValueChanged->nValue); m_SliderA[SLIDER_SETTINGS_INTERFACE_OPACITY].SetText(TempString); }
return S_OK;}
HRESULT CScene_SettingsGraphics::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_Clouds,m_Clouds.IsChecked()?1:0); app.SetGameSettings(m_iPad,eGameSetting_BedrockFog,m_BedrockFog.IsChecked()?1:0); app.SetGameSettings(m_iPad,eGameSetting_CustomSkinAnim,m_CustomSkinAnim.IsChecked()?1:0);
app.NavigateBack(pInputData->UserIndex); rfHandled = TRUE; break; }
return hr;}
//----------------------------------------------------------------------------------// Handler for the button press message.//----------------------------------------------------------------------------------HRESULT CScene_SettingsGraphics::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_SettingsGraphics::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_SettingsGraphics::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_GRAPHICS_MAX;i++) { m_SliderA[i].SetValueDisplay(FALSE); }
hr=XuiControlGetVisual(m_Clouds.m_hObj,&hVisual); hr=XuiElementGetChildById(hVisual,L"text_Button",&hCheckboxText);
hr=XuiElementGetChildById(m_SliderA[SLIDER_SETTINGS_GAMMA].m_hObj,L"XuiSlider",&hSlider); hr=XuiControlGetVisual(hSlider,&hVisual); hr=XuiElementGetChildById(hVisual,L"text_Label",&hText); hr=XuiElementGetPosition(m_SliderA[SLIDER_SETTINGS_GAMMA].m_hObj,&vSlider);
for(int i=0;i<SLIDER_SETTINGS_GRAPHICS_MAX;i++) { switch(i) { case SLIDER_SETTINGS_GAMMA: // 3 digits swprintf( (WCHAR *)TempString, 256, L"%ls: %d%%", app.GetString( IDS_SLIDER_GAMMA ),999); break; case SLIDER_SETTINGS_INTERFACE_OPACITY: // 3 digits swprintf( (WCHAR *)TempString, 256, L"%ls: %d%%", app.GetString( IDS_SLIDER_INTERFACEOPACITY ),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; }
// now the clouds checkbox - let's just use the visual we already have... hr=XuiTextPresenterMeasureText(hText, m_Clouds.GetText(), &xuiRect); hr=XuiTextPresenterMeasureText(hCheckboxText, m_Clouds.GetText(), &xuiRect); m_Clouds.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); } // 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_GRAPHICS_MAX;i++) { hr=XuiElementGetChildById(m_SliderA[i].m_hObj,L"XuiSlider",&hSlider); XuiElementGetPosition(hSlider,&vec); XuiElementGetBounds(hSlider,&fTemp,&fHeight); XuiElementSetBounds(hSlider,fMaxTextLen,fHeight); }
m_Clouds.SetBounds(fMaxTextLen,fHeight);
} }
return S_OK;}
HRESULT CScene_SettingsGraphics::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_SettingsGraphics::OnCustomMessage_Splitscreenplayer(bool bJoining, BOOL& bHandled){ bHandled=true; return app.AdjustSplitscreenScene_PlayerChanged(m_hObj,&m_OriginalPosition,m_iPad,bJoining);}