* 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
377 lines
14 KiB
C++
377 lines
14 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_SettingsUI.h"
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//----------------------------------------------------------------------------------
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// Performs initialization tasks - retrieves controls.
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//----------------------------------------------------------------------------------
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HRESULT CScene_SettingsUI::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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bool bPrimaryPlayer = ProfileManager.GetPrimaryPad()==m_iPad;
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MapChildControls();
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m_SplitScreen.SetCheck( (app.GetGameSettings(m_iPad,eGameSetting_SplitScreenVertical)!=0)?TRUE:FALSE);
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m_SplitScreen.SetText(app.GetString( IDS_CHECKBOX_VERTICAL_SPLIT_SCREEN ) );
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m_SplitScreenGamertags.SetCheck( (app.GetGameSettings(m_iPad,eGameSetting_DisplaySplitscreenGamertags)!=0)?TRUE:FALSE);
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m_SplitScreenGamertags.SetText(app.GetString( IDS_CHECKBOX_DISPLAY_SPLITSCREENGAMERTAGS ));
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m_SliderA[SLIDER_SETTINGS_UISIZE].SetValue(app.GetGameSettings(m_iPad,eGameSetting_UISize)+1);
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swprintf( (WCHAR *)TempString, 256, L"%ls: %d", app.GetString( IDS_SLIDER_UISIZE ),app.GetGameSettings(m_iPad,eGameSetting_UISize)+1);
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m_SliderA[SLIDER_SETTINGS_UISIZE].SetText(TempString);
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m_SliderA[SLIDER_SETTINGS_UISIZESPLITSCREEN].SetValue(app.GetGameSettings(m_iPad,eGameSetting_UISizeSplitscreen)+1);
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swprintf( (WCHAR *)TempString, 256, L"%ls: %d", app.GetString( IDS_SLIDER_UISIZESPLITSCREEN ),app.GetGameSettings(m_iPad,eGameSetting_UISizeSplitscreen)+1);
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m_SliderA[SLIDER_SETTINGS_UISIZESPLITSCREEN].SetText(TempString);
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m_DisplayHUD.SetCheck( (app.GetGameSettings(m_iPad,eGameSetting_DisplayHUD)!=0)?TRUE:FALSE);
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m_DisplayHUD.SetText(app.GetString( IDS_CHECKBOX_DISPLAY_HUD ));
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m_DisplayHand.SetCheck( (app.GetGameSettings(m_iPad,eGameSetting_DisplayHand)!=0)?TRUE:FALSE);
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m_DisplayHand.SetText(app.GetString( IDS_CHECKBOX_DISPLAY_HAND ));
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m_DeathMessages.SetCheck( (app.GetGameSettings(m_iPad,eGameSetting_DeathMessages)!=0)?TRUE:FALSE);
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m_DeathMessages.SetText(app.GetString( IDS_CHECKBOX_DEATH_MESSAGES ));
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m_AnimatedCharacter.SetCheck( (app.GetGameSettings(m_iPad,eGameSetting_AnimatedCharacter)!=0)?TRUE:FALSE);
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m_AnimatedCharacter.SetText(app.GetString( IDS_CHECKBOX_ANIMATED_CHARACTER ));
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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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// If the game has started, then you need to be the host to change the in-game gamertags
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if(!bPrimaryPlayer)
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{
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// hide things we don't want the splitscreen player changing
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m_SplitScreen.SetShow(FALSE);
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m_SplitScreen.SetEnable(FALSE);
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m_SplitScreenGamertags.SetShow(FALSE);
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m_SplitScreenGamertags.SetEnable(FALSE);
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// move the sliders up, and resize the scene
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float fRemoveHeight=0.0f, fHeight, fWidth;
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D3DXVECTOR3 vec;
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m_SplitScreen.GetBounds(&fWidth, &fHeight);
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fRemoveHeight+=fHeight+4.0f; // add padding
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m_SplitScreenGamertags.GetBounds(&fWidth, &fHeight);
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fRemoveHeight+=fHeight+4.0f; // add padding
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m_SliderA[SLIDER_SETTINGS_UISIZE].GetPosition(&vec);
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vec.y-=fRemoveHeight;
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m_SliderA[SLIDER_SETTINGS_UISIZE].SetPosition(&vec);
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m_SliderA[SLIDER_SETTINGS_UISIZESPLITSCREEN].GetPosition(&vec);
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vec.y-=fRemoveHeight;
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m_SliderA[SLIDER_SETTINGS_UISIZESPLITSCREEN].SetPosition(&vec);
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GetBounds(&fWidth, &fHeight);
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fHeight-=fRemoveHeight;
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SetBounds(fWidth, fHeight);
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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);
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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_SettingsUI::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_UISIZE].GetSlider() )
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{
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// slider is 1 to 3
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// is this different from the current value?
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swprintf( static_cast<WCHAR *>(TempString), 256, L"%ls: %d", app.GetString( IDS_SLIDER_UISIZE ),pNotifyValueChanged->nValue);
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m_SliderA[SLIDER_SETTINGS_UISIZE].SetText(TempString);
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if(pNotifyValueChanged->nValue != app.GetGameSettings(m_iPad,eGameSetting_UISize)+1)
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{
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app.SetGameSettings(m_iPad,eGameSetting_UISize,pNotifyValueChanged->nValue-1);
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// Apply the changes to the selected text position
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CXuiSceneBase::UpdateSelectedItemPos(m_iPad);
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}
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}
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else if(hObjSource==m_SliderA[SLIDER_SETTINGS_UISIZESPLITSCREEN].GetSlider() )
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{
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swprintf( static_cast<WCHAR *>(TempString), 256, L"%ls: %d", app.GetString( IDS_SLIDER_UISIZESPLITSCREEN ),pNotifyValueChanged->nValue);
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m_SliderA[SLIDER_SETTINGS_UISIZESPLITSCREEN].SetText(TempString);
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if(pNotifyValueChanged->nValue != app.GetGameSettings(m_iPad,eGameSetting_UISizeSplitscreen)+1)
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{
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// slider is 1 to 3
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app.SetGameSettings(m_iPad,eGameSetting_UISizeSplitscreen,pNotifyValueChanged->nValue-1);
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// Apply the changes to the selected text position
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CXuiSceneBase::UpdateSelectedItemPos(m_iPad);
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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_SettingsUI::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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// check the checkboxes
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app.SetGameSettings(m_iPad,eGameSetting_DisplayHUD,m_DisplayHUD.IsChecked()?1:0);
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app.SetGameSettings(m_iPad,eGameSetting_DisplayHand,m_DisplayHand.IsChecked()?1:0);
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app.SetGameSettings(m_iPad,eGameSetting_DisplaySplitscreenGamertags,m_SplitScreenGamertags.IsChecked()?1:0);
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app.SetGameSettings(m_iPad,eGameSetting_DeathMessages,m_DeathMessages.IsChecked()?1:0);
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app.SetGameSettings(m_iPad,eGameSetting_AnimatedCharacter,m_AnimatedCharacter.IsChecked()?1:0);
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// if the splitscreen vertical/horizontal has changed, need to update the scenes
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if(app.GetGameSettings(m_iPad,eGameSetting_SplitScreenVertical)!=(m_SplitScreen.IsChecked()?1:0))
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{
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// changed
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app.SetGameSettings(m_iPad,eGameSetting_SplitScreenVertical,m_SplitScreen.IsChecked()?1:0);
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// close the xui scenes, so we don't have the navigate backed to menu at the wrong place
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if(app.GetLocalPlayerCount()==2)
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{
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app.CloseAllPlayersXuiScenes();
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}
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else
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{
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app.NavigateBack(pInputData->UserIndex);
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}
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}
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else
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{
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app.NavigateBack(pInputData->UserIndex);
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}
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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_SettingsUI::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_SettingsUI::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_SettingsUI::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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hr=XuiControlGetVisual(m_SplitScreen.m_hObj,&hVisual);
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hr=XuiElementGetChildById(hVisual,L"text_Button",&hCheckboxText);
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hr=XuiElementGetPosition(hCheckboxText,&vecCheckboxText);
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hr=XuiElementGetPosition(m_SplitScreen.m_hObj,&vecCheckbox);
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hr=XuiElementGetChildById(m_SliderA[SLIDER_SETTINGS_UISIZESPLITSCREEN].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_UISIZE].m_hObj,&vSlider);
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// don't display values on these - we handle that
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for(int i=0;i<SLIDER_SETTINGS_UI_MAX;i++)
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{
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m_SliderA[i].SetValueDisplay(FALSE);
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}
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for(int i=0;i<SLIDER_SETTINGS_UI_MAX;i++)
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{
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switch(i)
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{
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case SLIDER_SETTINGS_UISIZE: // 3 digits
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swprintf( (WCHAR *)TempString, 256, L"%ls: %d", app.GetString( IDS_SLIDER_UISIZE ),3);
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break;
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case SLIDER_SETTINGS_UISIZESPLITSCREEN: // 3 digits
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swprintf( (WCHAR *)TempString, 256, L"%ls: %d", app.GetString( IDS_SLIDER_UISIZESPLITSCREEN ),3);
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break;
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}
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//LPCWSTR temp=m_SliderA[i].GetText();
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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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// now the m_SplitScreen checkbox - let's just use the visual we already have...
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hr=XuiTextPresenterMeasureText(hCheckboxText, m_SplitScreen.GetText(), &xuiRect);
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m_SplitScreen.GetBounds(&fWidth,&fHeight);
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// need to add the size of the checkbox graphic
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if((xuiRect.right+vecCheckbox.x+vecCheckboxText.x)>fMaxTextLen) fMaxTextLen=xuiRect.right+vecCheckbox.x+vecCheckboxText.x;
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if(fWidth>fMaxLen) fMaxLen=fWidth;
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// now the m_SplitScreenGamertags checkbox - let's just use the visual we already have...
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hr=XuiTextPresenterMeasureText(hCheckboxText, m_SplitScreenGamertags.GetText(), &xuiRect);
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m_SplitScreenGamertags.GetBounds(&fWidth,&fHeight);
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// need to add the size of the checkbox graphic
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if((xuiRect.right+vecCheckbox.x+vecCheckboxText.x)>fMaxTextLen) fMaxTextLen=xuiRect.right+vecCheckbox.x+vecCheckboxText.x;
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if(fWidth>fMaxLen) fMaxLen=fWidth;
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// now the m_DisplayHUD checkbox - let's just use the visual we already have...
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hr=XuiTextPresenterMeasureText(hCheckboxText, m_DisplayHUD.GetText(), &xuiRect);
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m_DisplayHUD.GetBounds(&fWidth,&fHeight);
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// need to add the size of the checkbox graphic
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if((xuiRect.right+vecCheckbox.x+vecCheckboxText.x)>fMaxTextLen) fMaxTextLen=xuiRect.right+vecCheckbox.x+vecCheckboxText.x;
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if(fWidth>fMaxLen) fMaxLen=fWidth;
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// now the m_DisplayHand checkbox - let's just use the visual we already have...
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hr=XuiTextPresenterMeasureText(hCheckboxText, m_DisplayHand.GetText(), &xuiRect);
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m_DisplayHand.GetBounds(&fWidth,&fHeight);
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// need to add the size of the checkbox graphic
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if((xuiRect.right+vecCheckbox.x+vecCheckboxText.x)>fMaxTextLen) fMaxTextLen=xuiRect.right+vecCheckbox.x+vecCheckboxText.x;
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if(fWidth>fMaxLen) fMaxLen=fWidth;
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// now the m_DeathMessages checkbox - let's just use the visual we already have...
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hr=XuiTextPresenterMeasureText(hCheckboxText, m_DeathMessages.GetText(), &xuiRect);
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m_DeathMessages.GetBounds(&fWidth,&fHeight);
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// need to add the size of the checkbox graphic
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if((xuiRect.right+vecCheckbox.x+vecCheckboxText.x)>fMaxTextLen) fMaxTextLen=xuiRect.right+vecCheckbox.x+vecCheckboxText.x;
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if(fWidth>fMaxLen) fMaxLen=fWidth;
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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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m_SplitScreen.SetBounds(fMaxTextLen,fHeight);
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m_SplitScreenGamertags.SetBounds(fMaxTextLen,fHeight);
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m_DisplayHUD.SetBounds(fMaxTextLen,fHeight);
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m_DisplayHand.SetBounds(fMaxTextLen,fHeight);
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m_DeathMessages.SetBounds(fMaxTextLen,fHeight);
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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_SettingsUI::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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}
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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_SettingsUI::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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