// Minecraft.cpp : Defines the entry point for the application. // #include "stdafx.h" #include "..\XUI\XUI_SettingsControl.h" //---------------------------------------------------------------------------------- // Performs initialization tasks - retrieves controls. //---------------------------------------------------------------------------------- HRESULT CScene_SettingsControl::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 m_SliderA[SLIDER_SETTINGS_SENSITIVITY_INGAME].SetValue(app.GetGameSettings(m_iPad,eGameSetting_Sensitivity_InGame)); swprintf( (WCHAR *)TempString, 256, L"%ls: %d%%", app.GetString( IDS_SLIDER_SENSITIVITY_INGAME ),app.GetGameSettings(m_iPad,eGameSetting_Sensitivity_InGame)); m_SliderA[SLIDER_SETTINGS_SENSITIVITY_INGAME].SetText(TempString); m_SliderA[SLIDER_SETTINGS_SENSITIVITY_INMENU].SetValue(app.GetGameSettings(m_iPad,eGameSetting_Sensitivity_InMenu)); swprintf( (WCHAR *)TempString, 256, L"%ls: %d%%", app.GetString( IDS_SLIDER_SENSITIVITY_INMENU ),app.GetGameSettings(m_iPad,eGameSetting_Sensitivity_InMenu)); m_SliderA[SLIDER_SETTINGS_SENSITIVITY_INMENU].SetText(TempString); // 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_SettingsControl::OnNotifyValueChanged( HXUIOBJ hObjSource, XUINotifyValueChanged* pNotifyValueChanged, BOOL& bHandled ) { WCHAR TempString[256]; if(hObjSource==m_SliderA[SLIDER_SETTINGS_SENSITIVITY_INGAME].GetSlider() ) { app.SetGameSettings(m_iPad,eGameSetting_Sensitivity_InGame,pNotifyValueChanged->nValue); swprintf( (WCHAR *)TempString, 256, L"%ls: %d%%", app.GetString( IDS_SLIDER_SENSITIVITY_INGAME ),pNotifyValueChanged->nValue); m_SliderA[SLIDER_SETTINGS_SENSITIVITY_INGAME].SetText(TempString); } else if(hObjSource==m_SliderA[SLIDER_SETTINGS_SENSITIVITY_INMENU].GetSlider() ) { app.SetGameSettings(m_iPad,eGameSetting_Sensitivity_InMenu,pNotifyValueChanged->nValue); swprintf( (WCHAR *)TempString, 256, L"%ls: %d%%", app.GetString( IDS_SLIDER_SENSITIVITY_INMENU ),pNotifyValueChanged->nValue); m_SliderA[SLIDER_SETTINGS_SENSITIVITY_INMENU].SetText(TempString); } return S_OK; } HRESULT CScene_SettingsControl::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_SettingsControl::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_SettingsControl::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_SettingsControl::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; } 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); } // centre is vec.x+(fWidth/2) for(int i=0;ilevel==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_SettingsControl::OnCustomMessage_Splitscreenplayer(bool bJoining, BOOL& bHandled) { bHandled=true; return app.AdjustSplitscreenScene_PlayerChanged(m_hObj,&m_OriginalPosition,m_iPad,bJoining); }