// Minecraft.cpp : Defines the entry point for the application. // #include "stdafx.h" #include "..\XUI\XUI_SettingsOptions.h" int CScene_SettingsOptions::m_iDifficultySettingA[4]= { IDS_DIFFICULTY_PEACEFUL, IDS_DIFFICULTY_EASY, IDS_DIFFICULTY_NORMAL, IDS_DIFFICULTY_HARD }; int CScene_SettingsOptions::m_iDifficultyTitleSettingA[4]= { IDS_DIFFICULTY_TITLE_PEACEFUL, IDS_DIFFICULTY_TITLE_EASY, IDS_DIFFICULTY_TITLE_NORMAL, IDS_DIFFICULTY_TITLE_HARD }; //---------------------------------------------------------------------------------- // Performs initialization tasks - retrieves controls. //---------------------------------------------------------------------------------- HRESULT CScene_SettingsOptions::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(); XuiControlSetText(m_ViewBob,app.GetString(IDS_VIEW_BOBBING)); XuiControlSetText(m_Hints,app.GetString(IDS_HINTS)); XuiControlSetText(m_Tooltips,app.GetString(IDS_IN_GAME_TOOLTIPS)); XuiControlSetText(m_InGameGamertags,app.GetString(IDS_IN_GAME_GAMERTAGS)); XuiControlSetText(m_MashUpWorlds,app.GetString(IDS_UNHIDE_MASHUP_WORLDS)); // check if we should display the mash-up option if(bNotInGame && app.GetMashupPackWorlds(m_iPad)!=0xFFFFFFFF) { // the mash-up option is needed m_bMashUpWorldsUnhideOption=true; m_MashUpWorlds.SetShow(TRUE); } else { m_bMashUpWorldsUnhideOption=false; m_MashUpWorlds.SetShow(FALSE); } // Display the tooltips HRESULT hr = S_OK; HXUIOBJ hSlider; unsigned char ucValue=app.GetGameSettings(m_iPad,eGameSetting_Autosave); m_SliderA[SLIDER_SETTINGS_AUTOSAVE].SetValue(ucValue); if(ucValue==0) { swprintf( (WCHAR *)TempString, 256, L"%ls", app.GetString( IDS_SLIDER_AUTOSAVE_OFF )); } else { swprintf( (WCHAR *)TempString, 256, L"%ls: %d %ls", app.GetString( IDS_SLIDER_AUTOSAVE ),ucValue*15, app.GetString( IDS_MINUTES )); } m_SliderA[SLIDER_SETTINGS_AUTOSAVE].SetText(TempString); m_ViewBob.SetCheck( (app.GetGameSettings(m_iPad,eGameSetting_ViewBob)!=0)?TRUE:FALSE); m_InGameGamertags.SetCheck( (app.GetGameSettings(m_iPad,eGameSetting_GamertagsVisible)!=0)?TRUE:FALSE); m_Hints.SetCheck( (app.GetGameSettings(m_iPad,eGameSetting_Hints)!=0)?TRUE:FALSE); m_Tooltips.SetCheck( (app.GetGameSettings(m_iPad,eGameSetting_Tooltips)!=0)?TRUE:FALSE); m_SliderA[SLIDER_SETTINGS_DIFFICULTY].SetValue(app.GetGameSettings(m_iPad,eGameSetting_Difficulty)); swprintf( (WCHAR *)TempString, 256, L"%ls: %ls", app.GetString( IDS_SLIDER_DIFFICULTY ),app.GetString(m_iDifficultyTitleSettingA[app.GetGameSettings(m_iPad,eGameSetting_Difficulty)])); m_SliderA[SLIDER_SETTINGS_DIFFICULTY].SetText(TempString); wstring wsText=app.GetString(m_iDifficultySettingA[app.GetGameSettings(m_iPad,eGameSetting_Difficulty)]); int size = 14; if(!RenderManager.IsHiDef() && !RenderManager.IsWidescreen()) { size = 12; } wchar_t startTags[64]; swprintf(startTags,64,L"",app.GetHTMLColour(eHTMLColor_White),size); wsText= startTags + wsText; m_DifficultyText.SetText(wsText.c_str()); // If you are in-game, only the game host can change in-game gamertags, and you can't change difficulty // only the primary player gets to change the autosave and difficulty settings bool bRemoveDifficulty=false; bool bRemoveAutosave=false; bool bRemoveInGameGamertags=false; float fRemoveHeight=0.0f,fWidth,fHeight; float fSlidersMoveUp=0.0f; if(!bPrimaryPlayer) { bRemoveDifficulty=true; bRemoveAutosave=true; bRemoveInGameGamertags=true; } if(!bNotInGame) // in the game { bRemoveDifficulty=true; if(!g_NetworkManager.IsHost()) { bRemoveAutosave=true; bRemoveInGameGamertags=true; } } D3DXVECTOR3 vec1,vec2; XuiElementGetPosition(m_ViewBob,&vec1); XuiElementGetPosition(m_Hints,&vec2); float fCheckboxHeight=vec2.y-vec1.y; if(bRemoveDifficulty) { m_SliderA[SLIDER_SETTINGS_DIFFICULTY].SetEnable(FALSE); m_SliderA[SLIDER_SETTINGS_DIFFICULTY].SetShow(FALSE); m_DifficultyText.SetShow(FALSE); hr=XuiElementGetChildById(m_SliderA[SLIDER_SETTINGS_DIFFICULTY].m_hObj,L"XuiSlider",&hSlider); XuiElementSetShow(hSlider,FALSE); XuiControlSetEnable(hSlider,FALSE); m_SliderA[SLIDER_SETTINGS_DIFFICULTY].GetBounds(&fWidth,&fHeight); fRemoveHeight+=fHeight+4.0f; // add padding } else { wstring wsText=app.GetString(m_iDifficultySettingA[app.GetGameSettings(m_iPad,eGameSetting_Difficulty)]); int size = 14; if(!RenderManager.IsHiDef() && !RenderManager.IsWidescreen()) { size = 12; } wchar_t startTags[64]; swprintf(startTags,64,L"",app.GetHTMLColour(eHTMLColor_White),size); wsText= startTags + wsText; m_DifficultyText.SetText(wsText.c_str()); } if(bRemoveAutosave) { m_SliderA[SLIDER_SETTINGS_AUTOSAVE].SetEnable(FALSE); m_SliderA[SLIDER_SETTINGS_AUTOSAVE].SetShow(FALSE); hr=XuiElementGetChildById(m_SliderA[SLIDER_SETTINGS_AUTOSAVE].m_hObj,L"XuiSlider",&hSlider); XuiElementSetShow(hSlider,FALSE); XuiControlSetEnable(hSlider,FALSE); m_SliderA[SLIDER_SETTINGS_AUTOSAVE].GetBounds(&fWidth,&fHeight); fRemoveHeight+=fHeight+4.0f; // add padding } if(bRemoveInGameGamertags) { m_InGameGamertags.SetShow(FALSE); m_InGameGamertags.SetEnable(FALSE); m_InGameGamertags.GetBounds(&fWidth, &fHeight); // move the mash-up worlds option up if(m_bMashUpWorldsUnhideOption) { D3DXVECTOR3 vec; XuiElementGetPosition(m_InGameGamertags,&vec); m_MashUpWorlds.SetPosition(&vec); } fRemoveHeight+=fCheckboxHeight;//fHeight+4.0f; // add padding fSlidersMoveUp+=fCheckboxHeight; } if(!m_bMashUpWorldsUnhideOption) { m_MashUpWorlds.SetShow(FALSE); m_MashUpWorlds.SetEnable(FALSE); m_MashUpWorlds.GetBounds(&fWidth, &fHeight); fRemoveHeight+=fCheckboxHeight; fSlidersMoveUp+=fCheckboxHeight; } if(fRemoveHeight>0.0f) { D3DXVECTOR3 vec; // autosave should move up by the height of the number of checkboxes hidden m_SliderA[SLIDER_SETTINGS_AUTOSAVE].GetPosition(&vec); vec.y-=fSlidersMoveUp; m_SliderA[SLIDER_SETTINGS_AUTOSAVE].SetPosition(&vec); m_SliderA[SLIDER_SETTINGS_DIFFICULTY].GetPosition(&vec); vec.y-=fSlidersMoveUp; m_SliderA[SLIDER_SETTINGS_DIFFICULTY].SetPosition(&vec); m_DifficultyText.GetPosition(&vec); vec.y-=fSlidersMoveUp; m_DifficultyText.SetPosition(&vec); float fbgnWidth, fBgnHeight; GetBounds(&fbgnWidth, &fBgnHeight); fBgnHeight-=fRemoveHeight; SetBounds(fbgnWidth, fBgnHeight); } // 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) { // can't show the logo for 480 mode if(!RenderManager.IsHiDef()) { CXuiSceneBase::ShowLogo( DEFAULT_XUI_MENU_USER, FALSE ); } else { CXuiSceneBase::ShowLogo( DEFAULT_XUI_MENU_USER, TRUE ); } } else { // can't show the logo for 480 mode if(!RenderManager.IsHiDef()) { CXuiSceneBase::ShowLogo( m_iPad, FALSE ); } else { CXuiSceneBase::ShowLogo( m_iPad, TRUE ); } } } return S_OK; } HRESULT CScene_SettingsOptions::OnNotifyValueChanged( HXUIOBJ hObjSource, XUINotifyValueChanged* pNotifyValueChanged, BOOL& bHandled ) { WCHAR TempString[256]; if(hObjSource==m_SliderA[SLIDER_SETTINGS_AUTOSAVE].GetSlider() ) { app.SetGameSettings(m_iPad,eGameSetting_Autosave,pNotifyValueChanged->nValue); // Update the autosave timer app.SetAutosaveTimerTime(); if(pNotifyValueChanged->nValue==0) { swprintf( (WCHAR *)TempString, 256, L"%ls", app.GetString( IDS_SLIDER_AUTOSAVE_OFF )); } else { app.SetAutosaveTimerTime(); swprintf( (WCHAR *)TempString, 256, L"%ls: %d %ls", app.GetString( IDS_SLIDER_AUTOSAVE ),pNotifyValueChanged->nValue*15, app.GetString( IDS_MINUTES )); } m_SliderA[SLIDER_SETTINGS_AUTOSAVE].SetText(TempString); } else if(hObjSource==m_SliderA[SLIDER_SETTINGS_DIFFICULTY].GetSlider() ) { app.SetGameSettings(m_iPad,eGameSetting_Difficulty,pNotifyValueChanged->nValue); swprintf( (WCHAR *)TempString, 256, L"%ls: %ls", app.GetString( IDS_SLIDER_DIFFICULTY ),app.GetString(m_iDifficultyTitleSettingA[pNotifyValueChanged->nValue])); m_SliderA[SLIDER_SETTINGS_DIFFICULTY].SetText(TempString); wstring wsText=app.GetString(m_iDifficultySettingA[pNotifyValueChanged->nValue]); int size = 14; if(!RenderManager.IsHiDef() && !RenderManager.IsWidescreen()) { size = 12; } wchar_t startTags[64]; swprintf(startTags,64,L"",app.GetHTMLColour(eHTMLColor_White),size); wsText= startTags + wsText; m_DifficultyText.SetText(wsText.c_str()); } return S_OK; } HRESULT CScene_SettingsOptions::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 // check the checkboxes app.SetGameSettings(m_iPad,eGameSetting_ViewBob,m_ViewBob.IsChecked()?1:0); app.SetGameSettings(m_iPad,eGameSetting_GamertagsVisible,m_InGameGamertags.IsChecked()?1:0); app.SetGameSettings(m_iPad,eGameSetting_Hints,m_Hints.IsChecked()?1:0); app.SetGameSettings(m_iPad,eGameSetting_Tooltips,m_Tooltips.IsChecked()?1:0); // the mashup option will only be shown if some worlds have been previously hidden if(m_bMashUpWorldsUnhideOption && m_MashUpWorlds.IsChecked()) { // unhide all worlds app.EnableMashupPackWorlds(m_iPad); } // 4J-PB - don't action changes here or we might write to the profile on backing out here and then get a change in the settings all, and write again on backing out there //app.CheckGameSettingsChanged(true,pInputData->UserIndex); app.NavigateBack(pInputData->UserIndex); rfHandled = TRUE; break; } return hr; } //---------------------------------------------------------------------------------- // Handler for the button press message. //---------------------------------------------------------------------------------- HRESULT CScene_SettingsOptions::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_SettingsOptions::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_SettingsOptions::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,vSlider,vecCheckboxText,vecCheckbox; // don't display values on these - we handle that for(int i=0;ifMaxTextLen) fMaxTextLen=xuiRect.right; if(fWidth>fMaxLen) fMaxLen=fWidth; } // now the VisibleOnMaps checkbox - let's just use the visual we already have... hr=XuiTextPresenterMeasureText(hCheckboxText, m_InGameGamertags.GetText(), &xuiRect); m_InGameGamertags.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_Hints checkbox - let's just use the visual we already have... hr=XuiTextPresenterMeasureText(hCheckboxText, m_Hints.GetText(), &xuiRect); m_Hints.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_Tooltips checkbox - let's just use the visual we already have... hr=XuiTextPresenterMeasureText(hCheckboxText, m_Tooltips.GetText(), &xuiRect); m_Tooltips.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(fMaxLen1) { // 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); bool bNotInGame=(Minecraft::GetInstance()->level==NULL); if(bNotInGame) { float fDiffTextW; // reposition the difficulty text - this is positioned from the scene, so will be a negative value m_DifficultyText.GetPosition(&vec); m_DifficultyText.GetBounds(&fDiffTextW,&fHeight); vec.x=floor((fMaxTextLen+(fWidth*2.0f)-fDiffTextW)/2.0f); m_DifficultyText.SetPosition(&vec); } // centre is vec.x+(fWidth/2) //for(int i=0;i