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

377 lines
14 KiB
C++

// Minecraft.cpp : Defines the entry point for the application.
//
#include "stdafx.h"
#include "..\XUI\XUI_SettingsUI.h"
//----------------------------------------------------------------------------------
// Performs initialization tasks - retrieves controls.
//----------------------------------------------------------------------------------
HRESULT CScene_SettingsUI::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();
m_SplitScreen.SetCheck( (app.GetGameSettings(m_iPad,eGameSetting_SplitScreenVertical)!=0)?TRUE:FALSE);
m_SplitScreen.SetText(app.GetString( IDS_CHECKBOX_VERTICAL_SPLIT_SCREEN ) );
m_SplitScreenGamertags.SetCheck( (app.GetGameSettings(m_iPad,eGameSetting_DisplaySplitscreenGamertags)!=0)?TRUE:FALSE);
m_SplitScreenGamertags.SetText(app.GetString( IDS_CHECKBOX_DISPLAY_SPLITSCREENGAMERTAGS ));
m_SliderA[SLIDER_SETTINGS_UISIZE].SetValue(app.GetGameSettings(m_iPad,eGameSetting_UISize)+1);
swprintf( (WCHAR *)TempString, 256, L"%ls: %d", app.GetString( IDS_SLIDER_UISIZE ),app.GetGameSettings(m_iPad,eGameSetting_UISize)+1);
m_SliderA[SLIDER_SETTINGS_UISIZE].SetText(TempString);
m_SliderA[SLIDER_SETTINGS_UISIZESPLITSCREEN].SetValue(app.GetGameSettings(m_iPad,eGameSetting_UISizeSplitscreen)+1);
swprintf( (WCHAR *)TempString, 256, L"%ls: %d", app.GetString( IDS_SLIDER_UISIZESPLITSCREEN ),app.GetGameSettings(m_iPad,eGameSetting_UISizeSplitscreen)+1);
m_SliderA[SLIDER_SETTINGS_UISIZESPLITSCREEN].SetText(TempString);
m_DisplayHUD.SetCheck( (app.GetGameSettings(m_iPad,eGameSetting_DisplayHUD)!=0)?TRUE:FALSE);
m_DisplayHUD.SetText(app.GetString( IDS_CHECKBOX_DISPLAY_HUD ));
m_DisplayHand.SetCheck( (app.GetGameSettings(m_iPad,eGameSetting_DisplayHand)!=0)?TRUE:FALSE);
m_DisplayHand.SetText(app.GetString( IDS_CHECKBOX_DISPLAY_HAND ));
m_DeathMessages.SetCheck( (app.GetGameSettings(m_iPad,eGameSetting_DeathMessages)!=0)?TRUE:FALSE);
m_DeathMessages.SetText(app.GetString( IDS_CHECKBOX_DEATH_MESSAGES ));
m_AnimatedCharacter.SetCheck( (app.GetGameSettings(m_iPad,eGameSetting_AnimatedCharacter)!=0)?TRUE:FALSE);
m_AnimatedCharacter.SetText(app.GetString( IDS_CHECKBOX_ANIMATED_CHARACTER ));
// 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
{
// If the game has started, then you need to be the host to change the in-game gamertags
if(!bPrimaryPlayer)
{
// hide things we don't want the splitscreen player changing
m_SplitScreen.SetShow(FALSE);
m_SplitScreen.SetEnable(FALSE);
m_SplitScreenGamertags.SetShow(FALSE);
m_SplitScreenGamertags.SetEnable(FALSE);
// move the sliders up, and resize the scene
float fRemoveHeight=0.0f, fHeight, fWidth;
D3DXVECTOR3 vec;
m_SplitScreen.GetBounds(&fWidth, &fHeight);
fRemoveHeight+=fHeight+4.0f; // add padding
m_SplitScreenGamertags.GetBounds(&fWidth, &fHeight);
fRemoveHeight+=fHeight+4.0f; // add padding
m_SliderA[SLIDER_SETTINGS_UISIZE].GetPosition(&vec);
vec.y-=fRemoveHeight;
m_SliderA[SLIDER_SETTINGS_UISIZE].SetPosition(&vec);
m_SliderA[SLIDER_SETTINGS_UISIZESPLITSCREEN].GetPosition(&vec);
vec.y-=fRemoveHeight;
m_SliderA[SLIDER_SETTINGS_UISIZESPLITSCREEN].SetPosition(&vec);
GetBounds(&fWidth, &fHeight);
fHeight-=fRemoveHeight;
SetBounds(fWidth, fHeight);
}
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_SettingsUI::OnNotifyValueChanged( HXUIOBJ hObjSource, XUINotifyValueChanged* pNotifyValueChanged, BOOL& bHandled )
{
WCHAR TempString[256];
if(hObjSource==m_SliderA[SLIDER_SETTINGS_UISIZE].GetSlider() )
{
// slider is 1 to 3
// is this different from the current value?
swprintf( (WCHAR *)TempString, 256, L"%ls: %d", app.GetString( IDS_SLIDER_UISIZE ),pNotifyValueChanged->nValue);
m_SliderA[SLIDER_SETTINGS_UISIZE].SetText(TempString);
if(pNotifyValueChanged->nValue != app.GetGameSettings(m_iPad,eGameSetting_UISize)+1)
{
app.SetGameSettings(m_iPad,eGameSetting_UISize,pNotifyValueChanged->nValue-1);
// Apply the changes to the selected text position
CXuiSceneBase::UpdateSelectedItemPos(m_iPad);
}
}
else if(hObjSource==m_SliderA[SLIDER_SETTINGS_UISIZESPLITSCREEN].GetSlider() )
{
swprintf( (WCHAR *)TempString, 256, L"%ls: %d", app.GetString( IDS_SLIDER_UISIZESPLITSCREEN ),pNotifyValueChanged->nValue);
m_SliderA[SLIDER_SETTINGS_UISIZESPLITSCREEN].SetText(TempString);
if(pNotifyValueChanged->nValue != app.GetGameSettings(m_iPad,eGameSetting_UISizeSplitscreen)+1)
{
// slider is 1 to 3
app.SetGameSettings(m_iPad,eGameSetting_UISizeSplitscreen,pNotifyValueChanged->nValue-1);
// Apply the changes to the selected text position
CXuiSceneBase::UpdateSelectedItemPos(m_iPad);
}
}
return S_OK;
}
HRESULT CScene_SettingsUI::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);
// check the checkboxes
app.SetGameSettings(m_iPad,eGameSetting_DisplayHUD,m_DisplayHUD.IsChecked()?1:0);
app.SetGameSettings(m_iPad,eGameSetting_DisplayHand,m_DisplayHand.IsChecked()?1:0);
app.SetGameSettings(m_iPad,eGameSetting_DisplaySplitscreenGamertags,m_SplitScreenGamertags.IsChecked()?1:0);
app.SetGameSettings(m_iPad,eGameSetting_DeathMessages,m_DeathMessages.IsChecked()?1:0);
app.SetGameSettings(m_iPad,eGameSetting_AnimatedCharacter,m_AnimatedCharacter.IsChecked()?1:0);
// if the splitscreen vertical/horizontal has changed, need to update the scenes
if(app.GetGameSettings(m_iPad,eGameSetting_SplitScreenVertical)!=(m_SplitScreen.IsChecked()?1:0))
{
// changed
app.SetGameSettings(m_iPad,eGameSetting_SplitScreenVertical,m_SplitScreen.IsChecked()?1:0);
// close the xui scenes, so we don't have the navigate backed to menu at the wrong place
if(app.GetLocalPlayerCount()==2)
{
app.CloseAllPlayersXuiScenes();
}
else
{
app.NavigateBack(pInputData->UserIndex);
}
}
else
{
app.NavigateBack(pInputData->UserIndex);
}
rfHandled = TRUE;
break;
}
return hr;
}
//----------------------------------------------------------------------------------
// Handler for the button press message.
//----------------------------------------------------------------------------------
HRESULT CScene_SettingsUI::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_SettingsUI::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_SettingsUI::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;
hr=XuiControlGetVisual(m_SplitScreen.m_hObj,&hVisual);
hr=XuiElementGetChildById(hVisual,L"text_Button",&hCheckboxText);
hr=XuiElementGetPosition(hCheckboxText,&vecCheckboxText);
hr=XuiElementGetPosition(m_SplitScreen.m_hObj,&vecCheckbox);
hr=XuiElementGetChildById(m_SliderA[SLIDER_SETTINGS_UISIZESPLITSCREEN].m_hObj,L"XuiSlider",&hSlider);
hr=XuiControlGetVisual(hSlider,&hVisual);
hr=XuiElementGetChildById(hVisual,L"text_Label",&hText);
hr=XuiElementGetPosition(m_SliderA[SLIDER_SETTINGS_UISIZE].m_hObj,&vSlider);
// don't display values on these - we handle that
for(int i=0;i<SLIDER_SETTINGS_UI_MAX;i++)
{
m_SliderA[i].SetValueDisplay(FALSE);
}
for(int i=0;i<SLIDER_SETTINGS_UI_MAX;i++)
{
switch(i)
{
case SLIDER_SETTINGS_UISIZE: // 3 digits
swprintf( (WCHAR *)TempString, 256, L"%ls: %d", app.GetString( IDS_SLIDER_UISIZE ),3);
break;
case SLIDER_SETTINGS_UISIZESPLITSCREEN: // 3 digits
swprintf( (WCHAR *)TempString, 256, L"%ls: %d", app.GetString( IDS_SLIDER_UISIZESPLITSCREEN ),3);
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 m_SplitScreen checkbox - let's just use the visual we already have...
hr=XuiTextPresenterMeasureText(hCheckboxText, m_SplitScreen.GetText(), &xuiRect);
m_SplitScreen.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_SplitScreenGamertags checkbox - let's just use the visual we already have...
hr=XuiTextPresenterMeasureText(hCheckboxText, m_SplitScreenGamertags.GetText(), &xuiRect);
m_SplitScreenGamertags.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_DisplayHUD checkbox - let's just use the visual we already have...
hr=XuiTextPresenterMeasureText(hCheckboxText, m_DisplayHUD.GetText(), &xuiRect);
m_DisplayHUD.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_DisplayHand checkbox - let's just use the visual we already have...
hr=XuiTextPresenterMeasureText(hCheckboxText, m_DisplayHand.GetText(), &xuiRect);
m_DisplayHand.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_DeathMessages checkbox - let's just use the visual we already have...
hr=XuiTextPresenterMeasureText(hCheckboxText, m_DeathMessages.GetText(), &xuiRect);
m_DeathMessages.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);
}
m_SplitScreen.SetBounds(fMaxTextLen,fHeight);
m_SplitScreenGamertags.SetBounds(fMaxTextLen,fHeight);
m_DisplayHUD.SetBounds(fMaxTextLen,fHeight);
m_DisplayHand.SetBounds(fMaxTextLen,fHeight);
m_DeathMessages.SetBounds(fMaxTextLen,fHeight);
// Need to refresh the scenes visual since the object size has now changed
XuiControlAttachVisual(m_hObj);
}
}
return S_OK;
}
HRESULT CScene_SettingsUI::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_SettingsUI::OnCustomMessage_Splitscreenplayer(bool bJoining, BOOL& bHandled)
{
bHandled=true;
return app.AdjustSplitscreenScene_PlayerChanged(m_hObj,&m_OriginalPosition,m_iPad,bJoining);
}