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.
233 lines
6.8 KiB
C++
233 lines
6.8 KiB
C++
#include "stdafx.h"
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#include <assert.h>
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#include "..\XUI\XUI_HowToPlayMenu.h"
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#include "..\XUI\XUI_HelpHowToPlay.h"
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// strings for buttons in the list
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unsigned int CScene_HowToPlayMenu::m_uiHTPButtonNameA[]=
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{
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IDS_HOW_TO_PLAY_MENU_WHATSNEW, // eHTPButton_WhatsNew
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IDS_HOW_TO_PLAY_MENU_BASICS, // eHTPButton_Basics,
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IDS_HOW_TO_PLAY_MENU_MULTIPLAYER, // eHTPButton_Multiplayer
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IDS_HOW_TO_PLAY_MENU_HUD, // eHTPButton_Hud,
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IDS_HOW_TO_PLAY_MENU_CREATIVE, // eHTPButton_Creative,
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IDS_HOW_TO_PLAY_MENU_INVENTORY, // eHTPButton_Inventory,
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IDS_HOW_TO_PLAY_MENU_CHESTS, // eHTPButton_Chest,
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IDS_HOW_TO_PLAY_MENU_CRAFTING, // eHTPButton_Crafting,
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IDS_HOW_TO_PLAY_MENU_FURNACE, // eHTPButton_Furnace,
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IDS_HOW_TO_PLAY_MENU_DISPENSER, // eHTPButton_Dispenser,
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IDS_HOW_TO_PLAY_MENU_BREWING, // eHTPButton_Brewing,
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IDS_HOW_TO_PLAY_MENU_ENCHANTMENT, // eHTPButton_Enchantment,
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IDS_HOW_TO_PLAY_MENU_ANVIL,
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IDS_HOW_TO_PLAY_MENU_FARMANIMALS, // eHTPButton_Breeding,
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IDS_HOW_TO_PLAY_MENU_BREEDANIMALS, // eHTPButton_Breeding,
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IDS_HOW_TO_PLAY_MENU_TRADING,
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IDS_HOW_TO_PLAY_MENU_NETHERPORTAL, // eHTPButton_NetherPortal,
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IDS_HOW_TO_PLAY_MENU_THEEND, // eHTPButton_TheEnd,
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IDS_HOW_TO_PLAY_MENU_SOCIALMEDIA, // eHTPButton_SocialMedia,
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IDS_HOW_TO_PLAY_MENU_BANLIST, // eHTPButton_BanningLevels,
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IDS_HOW_TO_PLAY_MENU_HOSTOPTIONS, // eHTPButton_HostOptions,
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};
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// mapping the buttons to a scene value
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unsigned int CScene_HowToPlayMenu::m_uiHTPSceneA[]=
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{
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eHowToPlay_WhatsNew,
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eHowToPlay_Basics,
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eHowToPlay_Multiplayer,
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eHowToPlay_HUD,
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eHowToPlay_Creative,
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eHowToPlay_Inventory,
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eHowToPlay_Chest,
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eHowToPlay_InventoryCrafting,
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eHowToPlay_Furnace,
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eHowToPlay_Dispenser,
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eHowToPlay_Brewing,
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eHowToPlay_Enchantment,
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eHowToPlay_Anvil,
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eHowToPlay_FarmingAnimals,
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eHowToPlay_Breeding,
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eHowToPlay_Trading,
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eHowToPlay_NetherPortal,
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eHowToPlay_TheEnd,
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eHowToPlay_SocialMedia,
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eHowToPlay_BanList,
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eHowToPlay_HostOptions,
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};
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//----------------------------------------------------------------------------------
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// Performs initialization tasks - retrieves controls.
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//----------------------------------------------------------------------------------
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HRESULT CScene_HowToPlayMenu::OnInit( XUIMessageInit* pInitData, BOOL& bHandled )
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{
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m_iPad = *(int *)pInitData->pvInitData;
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// if we're not in the game, we need to use basescene 0
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bool bNotInGame=(Minecraft::GetInstance()->level==NULL);
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bool bSplitscreen= app.GetLocalPlayerCount()>1;
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m_ButtonList=NULL;
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//MapChildControls();
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//m_iButtons=0;
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if(bSplitscreen)
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{
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app.AdjustSplitscreenScene(m_hObj,&m_OriginalPosition,m_iPad, false);
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}
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// 4J-PB - changing all versions to use a list of buttons, since we're adding some
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// We're going to use a list of buttons here
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CXuiElement e = m_hObj;
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HRESULT hr = e.GetChildById(L"HowToListButtons", &m_ButtonList);
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m_iButtons=eHTPButton_Max;
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for(int i=0;i<eHTPButton_Max;i++)
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{
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//m_Buttons[i].SetShow(FALSE);
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//m_Buttons[i].SetEnable(FALSE);
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m_ButtonList.InsertItems( m_ButtonList.GetItemCount(), 1 );
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}
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// set the focus to the list
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m_ButtonList.SetFocus(m_iPad);
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if((!RenderManager.IsHiDef() && !RenderManager.IsWidescreen()) || bSplitscreen)
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{
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if(bNotInGame)
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{
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CXuiSceneBase::ShowLogo( DEFAULT_XUI_MENU_USER, FALSE );
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}
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else
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{
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CXuiSceneBase::ShowLogo( m_iPad, FALSE );
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}
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}
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else if(bNotInGame)
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{
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CXuiSceneBase::ShowLogo( DEFAULT_XUI_MENU_USER, TRUE );
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}
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else
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{
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CXuiSceneBase::ShowLogo( m_iPad, TRUE );
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}
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// Display the tooltips
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// if we're not in the game, we need to use basescene 0
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if(bNotInGame)
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{
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ui.SetTooltips( DEFAULT_XUI_MENU_USER, IDS_TOOLTIPS_SELECT,IDS_TOOLTIPS_BACK);
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}
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else
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{
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ui.SetTooltips( m_iPad, IDS_TOOLTIPS_SELECT,IDS_TOOLTIPS_BACK);
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}
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return S_OK;
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}
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HRESULT CScene_HowToPlayMenu::OnGetSourceDataText(XUIMessageGetSourceText *pGetSourceTextData, BOOL& bHandled)
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{
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if( pGetSourceTextData->bItemData )
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{
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if( pGetSourceTextData->iItem < (int)eHTPButton_Max )
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{
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pGetSourceTextData->szText = app.GetString(m_uiHTPButtonNameA[pGetSourceTextData->iItem]);//m_Buttons[pGetSourceTextData->iItem].GetText();
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pGetSourceTextData->bDisplay = TRUE;
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bHandled = TRUE;
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}
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}
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return S_OK;
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}
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HRESULT CScene_HowToPlayMenu::OnGetItemCountAll(XUIMessageGetItemCount *pGetItemCountData, BOOL& bHandled)
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{
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pGetItemCountData->cItems = m_iButtons;
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bHandled = TRUE;
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return S_OK;
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}
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HRESULT CScene_HowToPlayMenu::OnNotifySelChanged(HXUIOBJ hObjSource, XUINotifySelChanged *pNotifySelChangedData, BOOL& bHandled)
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{
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// In a list, we need to play the 'focus' sound ourselves
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if((pNotifySelChangedData->iOldItem!=-1) && m_ButtonList && (hObjSource==m_ButtonList.m_hObj))
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{
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CXuiSceneBase::PlayUISFX(eSFX_Focus);
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}
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return S_OK;
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}
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//----------------------------------------------------------------------------------
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// Handler for the button press message.
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//----------------------------------------------------------------------------------
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HRESULT CScene_HowToPlayMenu::OnNotifyPressEx(HXUIOBJ hObjPressed, XUINotifyPress* pNotifyPressData, BOOL& rfHandled)
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{
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// This assumes all buttons can only be pressed with the A button
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ui.AnimateKeyPress(pNotifyPressData->UserIndex, VK_PAD_A);
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unsigned int uiInitData;
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unsigned int uiButtonCounter=0;
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// 4J-PB - now using a list for all resolutions
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//if((!RenderManager.IsHiDef() && !RenderManager.IsWidescreen()) || app.GetLocalPlayerCount()>1)
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{
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if(hObjPressed==m_ButtonList && m_ButtonList.TreeHasFocus() && (m_ButtonList.GetItemCount() > 0) && (m_ButtonList.GetCurSel() < (int)eHTPButton_Max) )
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{
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uiButtonCounter=m_ButtonList.GetCurSel();
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}
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}
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/*else
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{
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while((uiButtonCounter<BUTTONS_HTP_MAX) && (m_Buttons[uiButtonCounter]!=hObjPressed)) uiButtonCounter++;
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}*/
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// Determine which button was pressed,
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// and call the appropriate function.
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uiInitData = ( ( 1 << 31 ) | ( m_uiHTPSceneA[uiButtonCounter] << 16 ) | ( short )( m_iPad ) );
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if(app.GetLocalPlayerCount()>1)
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{
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app.NavigateToScene(pNotifyPressData->UserIndex,eUIScene_HowToPlay, ( void* )( uiInitData ) );
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}
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else
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{
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app.NavigateToScene(pNotifyPressData->UserIndex,eUIScene_HowToPlay, ( void* )( uiInitData ) );
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}
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rfHandled=TRUE;
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return S_OK;
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}
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HRESULT CScene_HowToPlayMenu::OnKeyDown(XUIMessageInput* pInputData, BOOL& rfHandled)
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{
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ui.AnimateKeyPress(pInputData->UserIndex, pInputData->dwKeyCode);
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switch(pInputData->dwKeyCode)
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{
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case VK_PAD_B:
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case VK_ESCAPE:
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app.NavigateBack(pInputData->UserIndex);
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rfHandled = TRUE;
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break;
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}
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return S_OK;
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}
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HRESULT CScene_HowToPlayMenu::OnNavReturn(HXUIOBJ hObj,BOOL& rfHandled)
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{
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ui.SetTooltips( m_iPad, IDS_TOOLTIPS_SELECT,IDS_TOOLTIPS_BACK);
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return S_OK;
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}
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HRESULT CScene_HowToPlayMenu::OnCustomMessage_Splitscreenplayer(bool bJoining, BOOL& bHandled)
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{
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bHandled=true;
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return app.AdjustSplitscreenScene_PlayerChanged(m_hObj,&m_OriginalPosition,m_iPad,bJoining,false);
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}
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