Files
MinecraftConsoles/Minecraft.Client/Common/XUI/XUI_SettingsOptions.cpp
Loki Rautio 087b7e7abf Revert "Project modernization (#630)"
This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.

This reverts commit a9be52c41a.
2026-03-07 21:12:22 -06:00

509 lines
17 KiB
C++

// 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"<font color=\"#%08x\" size=%d>",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"<font color=\"#%08x\" size=%d>",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"<font color=\"#%08x\" size=%d>",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;i<OPTIONS_SLIDER_SETTINGS_MAX;i++)
{
m_SliderA[i].SetValueDisplay(FALSE);
}
hr=XuiElementGetChildById(m_SliderA[SLIDER_SETTINGS_AUTOSAVE].m_hObj,L"XuiSlider",&hSlider);
hr=XuiControlGetVisual(hSlider,&hVisual);
hr=XuiElementGetChildById(hVisual,L"text_Label",&hText);
hr=XuiControlGetVisual(m_InGameGamertags.m_hObj,&hVisual);
hr=XuiElementGetChildById(hVisual,L"text_Button",&hCheckboxText);
hr=XuiElementGetPosition(hCheckboxText,&vecCheckboxText);
hr=XuiElementGetPosition(m_InGameGamertags.m_hObj,&vecCheckbox);
hr=XuiElementGetPosition(m_SliderA[SLIDER_SETTINGS_AUTOSAVE].m_hObj,&vSlider);
for(int i=0;i<OPTIONS_SLIDER_SETTINGS_MAX;i++)
{
switch(i)
{
case SLIDER_SETTINGS_AUTOSAVE: // 3 digits
swprintf( (WCHAR *)TempString, 256, L"%ls: %d %ls", app.GetString( IDS_SLIDER_AUTOSAVE ),999, app.GetString( IDS_MINUTES ));
break;
case SLIDER_SETTINGS_DIFFICULTY: // 3 digits
swprintf( (WCHAR *)TempString, 256, L"%ls: %ls", app.GetString( IDS_SLIDER_DIFFICULTY ),app.GetString(IDS_DIFFICULTY_TITLE_PEACEFUL));
break;
}
//LPCWSTR temp=m_SliderA[i].GetText();
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 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(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);
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<OPTIONS_SLIDER_SETTINGS_MAX;i++)
//{
// hr=XuiElementGetChildById(m_SliderA[i].m_hObj,L"XuiSlider",&hSlider);
// XuiElementGetPosition(hSlider,&vec);
// XuiElementGetBounds(hSlider,&fTemp,&fHeight);
// XuiElementSetBounds(hSlider,fMaxTextLen,fHeight);
//}
// the checkboxes are left aligned - put them at the same position as the sliders
m_ViewBob.SetBounds(fMaxTextLen,fHeight);
m_InGameGamertags.SetBounds(fMaxTextLen,fHeight);
m_Hints.SetBounds(fMaxTextLen,fHeight);
m_Tooltips.SetBounds(fMaxTextLen,fHeight);
}
}
return S_OK;
}
HRESULT CScene_SettingsOptions::OnCustomMessage_Splitscreenplayer(bool bJoining, BOOL& bHandled)
{
bHandled=true;
return app.AdjustSplitscreenScene_PlayerChanged(m_hObj,&m_OriginalPosition,m_iPad,bJoining);
}