Files
MinecraftConsoles/Minecraft.Client/Common/XUI/XUI_SettingsAudio.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

264 lines
8.5 KiB
C++

#include "stdafx.h"
#include "..\XUI\XUI_SettingsAudio.h"
//----------------------------------------------------------------------------------
// Performs initialization tasks - retrieves controls.
//----------------------------------------------------------------------------------
HRESULT CScene_SettingsAudio::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
HRESULT hr = S_OK;
HXUIOBJ hSlider;
m_SliderA[SLIDER_SETTINGS_MUSIC].SetValue(app.GetGameSettings(m_iPad,eGameSetting_MusicVolume));
swprintf( (WCHAR *)TempString, 256, L"%ls: %d%%", app.GetString( IDS_SLIDER_MUSIC ),app.GetGameSettings(m_iPad,eGameSetting_MusicVolume));
m_SliderA[SLIDER_SETTINGS_MUSIC].SetText(TempString);
m_SliderA[SLIDER_SETTINGS_SOUND].SetValue(app.GetGameSettings(m_iPad,eGameSetting_SoundFXVolume));
swprintf( (WCHAR *)TempString, 256, L"%ls: %d%%", app.GetString( IDS_SLIDER_SOUND ),app.GetGameSettings(m_iPad,eGameSetting_SoundFXVolume));
m_SliderA[SLIDER_SETTINGS_SOUND].SetText(TempString);
// only the primary player gets to change the music and sound settings
// only the primary player gets to change the gamma and splitscreen settings
// only the primary player gets to change the difficulty settings
if(ProfileManager.GetPrimaryPad()!=m_iPad)
{
D3DXVECTOR3 vec;
m_SliderA[SLIDER_SETTINGS_MUSIC].GetPosition(&vec);
m_SliderA[SLIDER_SETTINGS_MUSIC].SetEnable(FALSE);
m_SliderA[SLIDER_SETTINGS_MUSIC].SetShow(FALSE);
hr=XuiElementGetChildById(m_SliderA[SLIDER_SETTINGS_MUSIC].m_hObj,L"XuiSlider",&hSlider);
XuiElementSetShow(hSlider,FALSE);
XuiControlSetEnable(hSlider,FALSE);
m_SliderA[SLIDER_SETTINGS_SOUND].SetEnable(FALSE);
m_SliderA[SLIDER_SETTINGS_SOUND].SetShow(FALSE);
hr=XuiElementGetChildById(m_SliderA[SLIDER_SETTINGS_SOUND].m_hObj,L"XuiSlider",&hSlider);
XuiElementSetShow(hSlider,FALSE);
XuiControlSetEnable(hSlider,FALSE);
}
// 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)
{
CXuiSceneBase::ShowLogo( DEFAULT_XUI_MENU_USER, TRUE );
}
else
{
CXuiSceneBase::ShowLogo( m_iPad, TRUE );
}
}
return S_OK;
}
HRESULT CScene_SettingsAudio::OnNotifyValueChanged( HXUIOBJ hObjSource, XUINotifyValueChanged* pNotifyValueChanged, BOOL& bHandled )
{
WCHAR TempString[256];
if(hObjSource==m_SliderA[SLIDER_SETTINGS_MUSIC].GetSlider() )
{
app.SetGameSettings(m_iPad,eGameSetting_MusicVolume,pNotifyValueChanged->nValue);
swprintf( (WCHAR *)TempString, 256, L"%ls: %d%%", app.GetString( IDS_SLIDER_MUSIC ),pNotifyValueChanged->nValue);
m_SliderA[SLIDER_SETTINGS_MUSIC].SetText(TempString);
}
else if(hObjSource==m_SliderA[SLIDER_SETTINGS_SOUND].GetSlider() )
{
app.SetGameSettings(m_iPad,eGameSetting_SoundFXVolume,pNotifyValueChanged->nValue);
swprintf( (WCHAR *)TempString, 256, L"%ls: %d%%", app.GetString( IDS_SLIDER_SOUND ),pNotifyValueChanged->nValue);
m_SliderA[SLIDER_SETTINGS_SOUND].SetText(TempString);
}
return S_OK;
}
HRESULT CScene_SettingsAudio::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_SettingsAudio::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_SettingsAudio::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_SettingsAudio::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;i<SLIDER_SETTINGS_AUDIO_MAX;i++)
{
m_SliderA[i].SetValueDisplay(FALSE);
}
hr=XuiElementGetChildById(m_SliderA[SLIDER_SETTINGS_MUSIC].m_hObj,L"XuiSlider",&hSlider);
hr=XuiControlGetVisual(hSlider,&hVisual);
hr=XuiElementGetChildById(hVisual,L"text_Label",&hText);
hr=XuiElementGetPosition(m_SliderA[SLIDER_SETTINGS_MUSIC].m_hObj,&vSlider);
for(int i=0;i<SLIDER_SETTINGS_AUDIO_MAX;i++)
{
switch(i)
{
case SLIDER_SETTINGS_MUSIC: // 3 digits
swprintf( (WCHAR *)TempString, 256, L"%ls: %d%%", app.GetString( IDS_SLIDER_MUSIC ),999);
break;
case SLIDER_SETTINGS_SOUND: // 3 digits
swprintf( (WCHAR *)TempString, 256, L"%ls: %d%%", app.GetString( IDS_SLIDER_SOUND ),999);
break;
}
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;
}
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);
// centre is vec.x+(fWidth/2)
for(int i=0;i<SLIDER_SETTINGS_AUDIO_MAX;i++)
{
hr=XuiElementGetChildById(m_SliderA[i].m_hObj,L"XuiSlider",&hSlider);
XuiElementGetPosition(hSlider,&vec);
XuiElementGetBounds(hSlider,&fTemp,&fHeight);
XuiElementSetBounds(hSlider,fMaxTextLen,fHeight);
}
}
}
return S_OK;
}
HRESULT CScene_SettingsAudio::OnNavReturn(HXUIOBJ hObj,BOOL& rfHandled)
{
bool bNotInGame=(Minecraft::GetInstance()->level==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_SettingsAudio::OnCustomMessage_Splitscreenplayer(bool bJoining, BOOL& bHandled)
{
bHandled=true;
return app.AdjustSplitscreenScene_PlayerChanged(m_hObj,&m_OriginalPosition,m_iPad,bJoining);
}