// Minecraft.cpp : Defines the entry point for the application. // #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=*static_cast(pInitData->pvInitData); // if we're not in the game, we need to use basescene 0 bool bNotInGame=(Minecraft::GetInstance()->level==nullptr); 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( static_cast(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( static_cast(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!=nullptr) { 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;ifMaxTextLen) 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(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); // centre is vec.x+(fWidth/2) for(int i=0;ilevel==nullptr); // 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); }