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.
242 lines
8.0 KiB
C++
242 lines
8.0 KiB
C++
// Minecraft.cpp : Defines the entry point for the application.
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//
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#include "stdafx.h"
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#include "..\XUI\XUI_SettingsControl.h"
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//----------------------------------------------------------------------------------
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// Performs initialization tasks - retrieves controls.
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//----------------------------------------------------------------------------------
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HRESULT CScene_SettingsControl::OnInit( XUIMessageInit* pInitData, BOOL& bHandled )
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{
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WCHAR TempString[256];
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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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MapChildControls();
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// Display the tooltips
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m_SliderA[SLIDER_SETTINGS_SENSITIVITY_INGAME].SetValue(app.GetGameSettings(m_iPad,eGameSetting_Sensitivity_InGame));
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swprintf( (WCHAR *)TempString, 256, L"%ls: %d%%", app.GetString( IDS_SLIDER_SENSITIVITY_INGAME ),app.GetGameSettings(m_iPad,eGameSetting_Sensitivity_InGame));
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m_SliderA[SLIDER_SETTINGS_SENSITIVITY_INGAME].SetText(TempString);
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m_SliderA[SLIDER_SETTINGS_SENSITIVITY_INMENU].SetValue(app.GetGameSettings(m_iPad,eGameSetting_Sensitivity_InMenu));
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swprintf( (WCHAR *)TempString, 256, L"%ls: %d%%", app.GetString( IDS_SLIDER_SENSITIVITY_INMENU ),app.GetGameSettings(m_iPad,eGameSetting_Sensitivity_InMenu));
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m_SliderA[SLIDER_SETTINGS_SENSITIVITY_INMENU].SetText(TempString);
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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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CXuiSceneBase::ShowBackground( DEFAULT_XUI_MENU_USER, TRUE );
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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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CXuiSceneBase::ShowBackground( m_iPad, FALSE );
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}
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if(app.GetLocalPlayerCount()>1)
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{
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app.AdjustSplitscreenScene(m_hObj,&m_OriginalPosition,m_iPad,false);
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CXuiSceneBase::ShowLogo( m_iPad, FALSE );
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}
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else
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{
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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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}
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return S_OK;
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}
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HRESULT CScene_SettingsControl::OnNotifyValueChanged( HXUIOBJ hObjSource, XUINotifyValueChanged* pNotifyValueChanged, BOOL& bHandled )
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{
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WCHAR TempString[256];
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if(hObjSource==m_SliderA[SLIDER_SETTINGS_SENSITIVITY_INGAME].GetSlider() )
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{
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app.SetGameSettings(m_iPad,eGameSetting_Sensitivity_InGame,pNotifyValueChanged->nValue);
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swprintf( (WCHAR *)TempString, 256, L"%ls: %d%%", app.GetString( IDS_SLIDER_SENSITIVITY_INGAME ),pNotifyValueChanged->nValue);
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m_SliderA[SLIDER_SETTINGS_SENSITIVITY_INGAME].SetText(TempString);
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}
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else if(hObjSource==m_SliderA[SLIDER_SETTINGS_SENSITIVITY_INMENU].GetSlider() )
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{
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app.SetGameSettings(m_iPad,eGameSetting_Sensitivity_InMenu,pNotifyValueChanged->nValue);
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swprintf( (WCHAR *)TempString, 256, L"%ls: %d%%", app.GetString( IDS_SLIDER_SENSITIVITY_INMENU ),pNotifyValueChanged->nValue);
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m_SliderA[SLIDER_SETTINGS_SENSITIVITY_INMENU].SetText(TempString);
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}
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return S_OK;
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}
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HRESULT CScene_SettingsControl::OnKeyDown(XUIMessageInput* pInputData, BOOL& rfHandled)
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{
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ui.AnimateKeyPress(pInputData->UserIndex, pInputData->dwKeyCode);
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HRESULT hr=S_OK;
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// Explicitly handle B button presses
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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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// if the profile data has been changed, then force a profile write
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// It seems we're allowed to break the 5 minute rule if it's the result of a user action
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// not in this scene - app.CheckGameSettingsChanged(true,pInputData->UserIndex);
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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 hr;
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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_SettingsControl::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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return S_OK;
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}
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HRESULT CScene_SettingsControl::OnControlNavigate(XUIMessageControlNavigate *pControlNavigateData, BOOL& bHandled)
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{
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// added so we can skip greyed out items
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pControlNavigateData->hObjDest=XuiControlGetNavigation(pControlNavigateData->hObjSource,pControlNavigateData->nControlNavigate,TRUE,TRUE);
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if(pControlNavigateData->hObjDest!=NULL)
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{
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bHandled=TRUE;
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}
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return S_OK;
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}
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HRESULT CScene_SettingsControl::OnTransitionStart( XUIMessageTransition *pTransition, BOOL& bHandled )
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{
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HRESULT hr;
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WCHAR TempString[256];
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if(pTransition->dwTransAction==XUI_TRANSITION_ACTION_DESTROY ) return S_OK;
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if(pTransition->dwTransType == XUI_TRANSITION_TO || pTransition->dwTransType == XUI_TRANSITION_BACKTO)
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{
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// 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)
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float fMaxTextLen=0.0f;
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float fMaxLen=0.0f;
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// sliders first
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HXUIOBJ hSlider,hVisual,hText;//,hCheckboxText;
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XUIRect xuiRect;
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float fWidth,fHeight,fTemp;
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D3DXVECTOR3 vec,vecCheckboxText,vSlider,vecCheckbox;
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// don't display values on these - we handle that
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for(int i=0;i<SLIDER_SETTINGS_CONTROL_MAX;i++)
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{
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m_SliderA[i].SetValueDisplay(FALSE);
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}
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hr=XuiElementGetChildById(m_SliderA[SLIDER_SETTINGS_SENSITIVITY_INGAME].m_hObj,L"XuiSlider",&hSlider);
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hr=XuiControlGetVisual(hSlider,&hVisual);
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hr=XuiElementGetChildById(hVisual,L"text_Label",&hText);
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hr=XuiElementGetPosition(m_SliderA[SLIDER_SETTINGS_SENSITIVITY_INGAME].m_hObj,&vSlider);
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for(int i=0;i<SLIDER_SETTINGS_CONTROL_MAX;i++)
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{
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switch(i)
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{
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case SLIDER_SETTINGS_SENSITIVITY_INGAME: // 3 digits
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swprintf( (WCHAR *)TempString, 256, L"%ls: %d%%", app.GetString( IDS_SLIDER_SENSITIVITY_INGAME ),999);
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break;
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case SLIDER_SETTINGS_SENSITIVITY_INMENU: // 3 digits
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swprintf( (WCHAR *)TempString, 256, L"%ls: %d%%", app.GetString( IDS_SLIDER_SENSITIVITY_INMENU ),999);
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break;
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}
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hr=XuiTextPresenterMeasureText(hText, TempString, &xuiRect);
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// 4J-PB - the text measuring doesn't seem to be long enough - add a fudge
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xuiRect.right+=25.0f;
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m_SliderA[i].GetBounds(&fWidth,&fHeight);
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if(xuiRect.right>fMaxTextLen) fMaxTextLen=xuiRect.right;
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if(fWidth>fMaxLen) fMaxLen=fWidth;
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}
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if(fMaxLen<fMaxTextLen)
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{
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float fWidth;
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XuiElementGetPosition(m_hObj,&vec);
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XuiElementGetBounds(m_hObj,&fWidth,&fHeight);
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// need to centre the scene now the size has changed
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if((!RenderManager.IsHiDef() && !RenderManager.IsWidescreen()) || app.GetLocalPlayerCount()>1)
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{
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// scene width needs to be more that the text width on buttons
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fWidth=vSlider.x;
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vec.x=floorf((640.0f-(fMaxTextLen+fWidth))/2.0f);
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XuiElementSetPosition(m_hObj,&vec);
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XuiElementSetBounds(m_hObj,fMaxTextLen+(fWidth*2.0f),fHeight);
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}
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else
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{
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fWidth=vSlider.x;
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vec.x=floorf((1280.0f-(fMaxTextLen+fWidth))/2.0f);
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XuiElementSetPosition(m_hObj,&vec);
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XuiElementSetBounds(m_hObj,fMaxTextLen+(fWidth*2.0f),fHeight);
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}
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// centre is vec.x+(fWidth/2)
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for(int i=0;i<SLIDER_SETTINGS_CONTROL_MAX;i++)
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{
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hr=XuiElementGetChildById(m_SliderA[i].m_hObj,L"XuiSlider",&hSlider);
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XuiElementGetPosition(hSlider,&vec);
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XuiElementGetBounds(hSlider,&fTemp,&fHeight);
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XuiElementSetBounds(hSlider,fMaxTextLen,fHeight);
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}
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// Need to refresh the scenes visual since the object size has now changed
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XuiControlAttachVisual(m_hObj);
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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_SettingsControl::OnNavReturn(HXUIOBJ hObj,BOOL& rfHandled)
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{
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bool bNotInGame=(Minecraft::GetInstance()->level==NULL);
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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_SettingsControl::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);
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}
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