* Fixed boats falling and a TP glitch #266 * Replaced every C-style cast with C++ ones * Replaced every C-style cast with C++ ones * Fixed boats falling and a TP glitch #266 * Updated NULL to nullptr and fixing some type issues * Modernized and fixed a few bugs - Replaced most instances of `NULL` with `nullptr`. - Replaced most `shared_ptr(new ...)` with `make_shared`. - Removed the `nullptr` macro as it was interfering with the actual nullptr keyword in some instances. * Fixing more conflicts * Replace int loops with size_t and start work on overrides
227 lines
6.9 KiB
C++
227 lines
6.9 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_SettingsAll.h"
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//----------------------------------------------------------------------------------
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// Performs initialization tasks - retrieves controls.
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//----------------------------------------------------------------------------------
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HRESULT CScene_SettingsAll::OnInit( XUIMessageInit* pInitData, BOOL& bHandled )
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{
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//WCHAR TempString[256];
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m_iPad=*static_cast<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==nullptr);
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MapChildControls();
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XuiControlSetText(m_Buttons[BUTTON_ALL_OPTIONS],app.GetString(IDS_OPTIONS));
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XuiControlSetText(m_Buttons[BUTTON_ALL_AUDIO],app.GetString(IDS_AUDIO));
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XuiControlSetText(m_Buttons[BUTTON_ALL_CONTROL],app.GetString(IDS_CONTROL));
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XuiControlSetText(m_Buttons[BUTTON_ALL_GRAPHICS],app.GetString(IDS_GRAPHICS));
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XuiControlSetText(m_Buttons[BUTTON_ALL_UI],app.GetString(IDS_USER_INTERFACE));
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XuiControlSetText(m_Buttons[BUTTON_ALL_RESETTODEFAULTS],app.GetString(IDS_RESET_TO_DEFAULTS));
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if(ProfileManager.GetPrimaryPad()!=m_iPad)
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{
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D3DXVECTOR3 vec,vecControl;
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m_Buttons[BUTTON_ALL_AUDIO].SetShow(FALSE);
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m_Buttons[BUTTON_ALL_AUDIO].SetEnable(FALSE);
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m_Buttons[BUTTON_ALL_GRAPHICS].SetShow(FALSE);
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m_Buttons[BUTTON_ALL_GRAPHICS].SetEnable(FALSE);
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float fButtonWidth, fButtonHeight;
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m_Buttons[BUTTON_ALL_GRAPHICS].GetPosition(&vecControl);
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m_Buttons[BUTTON_ALL_RESETTODEFAULTS].GetBounds(&fButtonWidth, &fButtonHeight);
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m_Buttons[BUTTON_ALL_RESETTODEFAULTS].SetPosition(&vecControl);
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m_Buttons[BUTTON_ALL_CONTROL].GetPosition(&vec);
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m_Buttons[BUTTON_ALL_UI].SetPosition(&vec);
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m_Buttons[BUTTON_ALL_AUDIO].GetPosition(&vec);
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m_Buttons[BUTTON_ALL_CONTROL].SetPosition(&vec);
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// Resize the whole scene
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float fWidth, fHeight;
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GetBounds(&fWidth, &fHeight);
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SetBounds(fWidth, vecControl.y+fButtonHeight);
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}
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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_SettingsAll::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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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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HRESULT CScene_SettingsAll::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!=nullptr)
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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_SettingsAll::OnTransitionStart( XUIMessageTransition *pTransition, BOOL& bHandled )
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{
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//HRESULT hr;
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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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}
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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_SettingsAll::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 uiButtonCounter=0;
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while((uiButtonCounter<BUTTONS_ALL_MAX) && (m_Buttons[uiButtonCounter]!=hObjPressed)) uiButtonCounter++;
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switch(uiButtonCounter)
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{
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case BUTTON_ALL_OPTIONS:
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app.NavigateToScene(pNotifyPressData->UserIndex,eUIScene_SettingsOptionsMenu);
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break;
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case BUTTON_ALL_AUDIO:
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app.NavigateToScene(pNotifyPressData->UserIndex,eUIScene_SettingsAudioMenu);
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break;
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case BUTTON_ALL_CONTROL:
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app.NavigateToScene(pNotifyPressData->UserIndex,eUIScene_SettingsControlMenu);
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break;
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case BUTTON_ALL_GRAPHICS:
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app.NavigateToScene(pNotifyPressData->UserIndex,eUIScene_SettingsGraphicsMenu);
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break;
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case BUTTON_ALL_UI:
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app.NavigateToScene(pNotifyPressData->UserIndex,eUIScene_SettingsUIMenu);
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break;
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case BUTTON_ALL_RESETTODEFAULTS:
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{
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// check they really want to do this
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UINT uiIDA[2];
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uiIDA[0]=IDS_CONFIRM_CANCEL;
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uiIDA[1]=IDS_CONFIRM_OK;
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StorageManager.RequestMessageBox(IDS_DEFAULTS_TITLE, IDS_DEFAULTS_TEXT, uiIDA, 2, pNotifyPressData->UserIndex,&CScene_SettingsAll::ResetDefaultsDialogReturned,this, app.GetStringTable());
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}
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break;
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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_SettingsAll::OnNavReturn(HXUIOBJ hObj,BOOL& rfHandled)
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{
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bool bNotInGame=(Minecraft::GetInstance()->level==nullptr);
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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::ShowLogo( 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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if(!RenderManager.IsHiDef() || app.GetLocalPlayerCount()>1)
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{
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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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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_SettingsAll::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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int CScene_SettingsAll::ResetDefaultsDialogReturned(void *pParam,int iPad,C4JStorage::EMessageResult result)
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{
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//CScene_SettingsAll* pClass = (CScene_SettingsAll*)pParam;
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// results switched for this dialog
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if(result==C4JStorage::EMessage_ResultDecline)
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{
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app.SetDefaultOptions(ProfileManager.GetDashboardProfileSettings(iPad),iPad);
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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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app.CheckGameSettingsChanged(true,iPad);
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}
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return 0;
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} |