509 lines
17 KiB
C++
509 lines
17 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_SettingsOptions.h"
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int CScene_SettingsOptions::m_iDifficultySettingA[4]=
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{
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IDS_DIFFICULTY_PEACEFUL,
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IDS_DIFFICULTY_EASY,
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IDS_DIFFICULTY_NORMAL,
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IDS_DIFFICULTY_HARD
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};
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int CScene_SettingsOptions::m_iDifficultyTitleSettingA[4]=
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{
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IDS_DIFFICULTY_TITLE_PEACEFUL,
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IDS_DIFFICULTY_TITLE_EASY,
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IDS_DIFFICULTY_TITLE_NORMAL,
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IDS_DIFFICULTY_TITLE_HARD
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};
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//----------------------------------------------------------------------------------
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// Performs initialization tasks - retrieves controls.
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//----------------------------------------------------------------------------------
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HRESULT CScene_SettingsOptions::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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bool bPrimaryPlayer = ProfileManager.GetPrimaryPad()==m_iPad;
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MapChildControls();
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XuiControlSetText(m_ViewBob,app.GetString(IDS_VIEW_BOBBING));
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XuiControlSetText(m_Hints,app.GetString(IDS_HINTS));
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XuiControlSetText(m_Tooltips,app.GetString(IDS_IN_GAME_TOOLTIPS));
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XuiControlSetText(m_InGameGamertags,app.GetString(IDS_IN_GAME_GAMERTAGS));
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XuiControlSetText(m_MashUpWorlds,app.GetString(IDS_UNHIDE_MASHUP_WORLDS));
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// check if we should display the mash-up option
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if(bNotInGame && app.GetMashupPackWorlds(m_iPad)!=0xFFFFFFFF)
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{
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// the mash-up option is needed
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m_bMashUpWorldsUnhideOption=true;
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m_MashUpWorlds.SetShow(TRUE);
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}
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else
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{
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m_bMashUpWorldsUnhideOption=false;
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m_MashUpWorlds.SetShow(FALSE);
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}
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// Display the tooltips
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HRESULT hr = S_OK;
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HXUIOBJ hSlider;
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unsigned char ucValue=app.GetGameSettings(m_iPad,eGameSetting_Autosave);
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m_SliderA[SLIDER_SETTINGS_AUTOSAVE].SetValue(ucValue);
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if(ucValue==0)
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{
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swprintf( (WCHAR *)TempString, 256, L"%ls", app.GetString( IDS_SLIDER_AUTOSAVE_OFF ));
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}
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else
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{
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swprintf( (WCHAR *)TempString, 256, L"%ls: %d %ls", app.GetString( IDS_SLIDER_AUTOSAVE ),ucValue*15, app.GetString( IDS_MINUTES ));
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}
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m_SliderA[SLIDER_SETTINGS_AUTOSAVE].SetText(TempString);
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m_ViewBob.SetCheck( (app.GetGameSettings(m_iPad,eGameSetting_ViewBob)!=0)?TRUE:FALSE);
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m_InGameGamertags.SetCheck( (app.GetGameSettings(m_iPad,eGameSetting_GamertagsVisible)!=0)?TRUE:FALSE);
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m_Hints.SetCheck( (app.GetGameSettings(m_iPad,eGameSetting_Hints)!=0)?TRUE:FALSE);
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m_Tooltips.SetCheck( (app.GetGameSettings(m_iPad,eGameSetting_Tooltips)!=0)?TRUE:FALSE);
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m_SliderA[SLIDER_SETTINGS_DIFFICULTY].SetValue(app.GetGameSettings(m_iPad,eGameSetting_Difficulty));
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swprintf( (WCHAR *)TempString, 256, L"%ls: %ls", app.GetString( IDS_SLIDER_DIFFICULTY ),app.GetString(m_iDifficultyTitleSettingA[app.GetGameSettings(m_iPad,eGameSetting_Difficulty)]));
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m_SliderA[SLIDER_SETTINGS_DIFFICULTY].SetText(TempString);
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wstring wsText=app.GetString(m_iDifficultySettingA[app.GetGameSettings(m_iPad,eGameSetting_Difficulty)]);
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int size = 14;
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if(!RenderManager.IsHiDef() && !RenderManager.IsWidescreen())
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{
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size = 12;
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}
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wchar_t startTags[64];
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swprintf(startTags,64,L"<font color=\"#%08x\" size=%d>",app.GetHTMLColour(eHTMLColor_White),size);
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wsText= startTags + wsText;
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m_DifficultyText.SetText(wsText.c_str());
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// If you are in-game, only the game host can change in-game gamertags, and you can't change difficulty
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// only the primary player gets to change the autosave and difficulty settings
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bool bRemoveDifficulty=false;
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bool bRemoveAutosave=false;
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bool bRemoveInGameGamertags=false;
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float fRemoveHeight=0.0f,fWidth,fHeight;
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float fSlidersMoveUp=0.0f;
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if(!bPrimaryPlayer)
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{
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bRemoveDifficulty=true;
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bRemoveAutosave=true;
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bRemoveInGameGamertags=true;
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}
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if(!bNotInGame) // in the game
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{
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bRemoveDifficulty=true;
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if(!g_NetworkManager.IsHost())
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{
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bRemoveAutosave=true;
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bRemoveInGameGamertags=true;
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}
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}
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D3DXVECTOR3 vec1,vec2;
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XuiElementGetPosition(m_ViewBob,&vec1);
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XuiElementGetPosition(m_Hints,&vec2);
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float fCheckboxHeight=vec2.y-vec1.y;
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if(bRemoveDifficulty)
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{
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m_SliderA[SLIDER_SETTINGS_DIFFICULTY].SetEnable(FALSE);
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m_SliderA[SLIDER_SETTINGS_DIFFICULTY].SetShow(FALSE);
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m_DifficultyText.SetShow(FALSE);
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hr=XuiElementGetChildById(m_SliderA[SLIDER_SETTINGS_DIFFICULTY].m_hObj,L"XuiSlider",&hSlider);
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XuiElementSetShow(hSlider,FALSE);
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XuiControlSetEnable(hSlider,FALSE);
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m_SliderA[SLIDER_SETTINGS_DIFFICULTY].GetBounds(&fWidth,&fHeight);
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fRemoveHeight+=fHeight+4.0f; // add padding
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}
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else
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{
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wstring wsText=app.GetString(m_iDifficultySettingA[app.GetGameSettings(m_iPad,eGameSetting_Difficulty)]);
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int size = 14;
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if(!RenderManager.IsHiDef() && !RenderManager.IsWidescreen())
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{
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size = 12;
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}
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wchar_t startTags[64];
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swprintf(startTags,64,L"<font color=\"#%08x\" size=%d>",app.GetHTMLColour(eHTMLColor_White),size);
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wsText= startTags + wsText;
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m_DifficultyText.SetText(wsText.c_str());
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}
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if(bRemoveAutosave)
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{
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m_SliderA[SLIDER_SETTINGS_AUTOSAVE].SetEnable(FALSE);
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m_SliderA[SLIDER_SETTINGS_AUTOSAVE].SetShow(FALSE);
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hr=XuiElementGetChildById(m_SliderA[SLIDER_SETTINGS_AUTOSAVE].m_hObj,L"XuiSlider",&hSlider);
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XuiElementSetShow(hSlider,FALSE);
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XuiControlSetEnable(hSlider,FALSE);
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m_SliderA[SLIDER_SETTINGS_AUTOSAVE].GetBounds(&fWidth,&fHeight);
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fRemoveHeight+=fHeight+4.0f; // add padding
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}
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if(bRemoveInGameGamertags)
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{
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m_InGameGamertags.SetShow(FALSE);
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m_InGameGamertags.SetEnable(FALSE);
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m_InGameGamertags.GetBounds(&fWidth, &fHeight);
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// move the mash-up worlds option up
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if(m_bMashUpWorldsUnhideOption)
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{
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D3DXVECTOR3 vec;
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XuiElementGetPosition(m_InGameGamertags,&vec);
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m_MashUpWorlds.SetPosition(&vec);
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}
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fRemoveHeight+=fCheckboxHeight;//fHeight+4.0f; // add padding
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fSlidersMoveUp+=fCheckboxHeight;
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}
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if(!m_bMashUpWorldsUnhideOption)
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{
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m_MashUpWorlds.SetShow(FALSE);
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m_MashUpWorlds.SetEnable(FALSE);
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m_MashUpWorlds.GetBounds(&fWidth, &fHeight);
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fRemoveHeight+=fCheckboxHeight;
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fSlidersMoveUp+=fCheckboxHeight;
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}
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if(fRemoveHeight>0.0f)
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{
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D3DXVECTOR3 vec;
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// autosave should move up by the height of the number of checkboxes hidden
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m_SliderA[SLIDER_SETTINGS_AUTOSAVE].GetPosition(&vec);
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vec.y-=fSlidersMoveUp;
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m_SliderA[SLIDER_SETTINGS_AUTOSAVE].SetPosition(&vec);
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m_SliderA[SLIDER_SETTINGS_DIFFICULTY].GetPosition(&vec);
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vec.y-=fSlidersMoveUp;
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m_SliderA[SLIDER_SETTINGS_DIFFICULTY].SetPosition(&vec);
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m_DifficultyText.GetPosition(&vec);
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vec.y-=fSlidersMoveUp;
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m_DifficultyText.SetPosition(&vec);
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float fbgnWidth, fBgnHeight;
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GetBounds(&fbgnWidth, &fBgnHeight);
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fBgnHeight-=fRemoveHeight;
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SetBounds(fbgnWidth, fBgnHeight);
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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);
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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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// can't show the logo for 480 mode
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if(!RenderManager.IsHiDef())
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{
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CXuiSceneBase::ShowLogo( DEFAULT_XUI_MENU_USER, FALSE );
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}
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else
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{
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CXuiSceneBase::ShowLogo( DEFAULT_XUI_MENU_USER, TRUE );
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}
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}
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else
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{
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// can't show the logo for 480 mode
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if(!RenderManager.IsHiDef())
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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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}
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return S_OK;
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}
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HRESULT CScene_SettingsOptions::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_AUTOSAVE].GetSlider() )
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{
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app.SetGameSettings(m_iPad,eGameSetting_Autosave,pNotifyValueChanged->nValue);
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// Update the autosave timer
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app.SetAutosaveTimerTime();
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if(pNotifyValueChanged->nValue==0)
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{
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swprintf( (WCHAR *)TempString, 256, L"%ls", app.GetString( IDS_SLIDER_AUTOSAVE_OFF ));
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}
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else
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{
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app.SetAutosaveTimerTime();
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swprintf( (WCHAR *)TempString, 256, L"%ls: %d %ls", app.GetString( IDS_SLIDER_AUTOSAVE ),pNotifyValueChanged->nValue*15, app.GetString( IDS_MINUTES ));
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}
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m_SliderA[SLIDER_SETTINGS_AUTOSAVE].SetText(TempString);
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}
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else if(hObjSource==m_SliderA[SLIDER_SETTINGS_DIFFICULTY].GetSlider() )
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{
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app.SetGameSettings(m_iPad,eGameSetting_Difficulty,pNotifyValueChanged->nValue);
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swprintf( (WCHAR *)TempString, 256, L"%ls: %ls", app.GetString( IDS_SLIDER_DIFFICULTY ),app.GetString(m_iDifficultyTitleSettingA[pNotifyValueChanged->nValue]));
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m_SliderA[SLIDER_SETTINGS_DIFFICULTY].SetText(TempString);
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wstring wsText=app.GetString(m_iDifficultySettingA[pNotifyValueChanged->nValue]);
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int size = 14;
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if(!RenderManager.IsHiDef() && !RenderManager.IsWidescreen())
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{
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size = 12;
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}
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wchar_t startTags[64];
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swprintf(startTags,64,L"<font color=\"#%08x\" size=%d>",app.GetHTMLColour(eHTMLColor_White),size);
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wsText= startTags + wsText;
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m_DifficultyText.SetText(wsText.c_str());
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}
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return S_OK;
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}
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HRESULT CScene_SettingsOptions::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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// check the checkboxes
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app.SetGameSettings(m_iPad,eGameSetting_ViewBob,m_ViewBob.IsChecked()?1:0);
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app.SetGameSettings(m_iPad,eGameSetting_GamertagsVisible,m_InGameGamertags.IsChecked()?1:0);
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app.SetGameSettings(m_iPad,eGameSetting_Hints,m_Hints.IsChecked()?1:0);
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app.SetGameSettings(m_iPad,eGameSetting_Tooltips,m_Tooltips.IsChecked()?1:0);
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// the mashup option will only be shown if some worlds have been previously hidden
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if(m_bMashUpWorldsUnhideOption && m_MashUpWorlds.IsChecked())
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{
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// unhide all worlds
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app.EnableMashupPackWorlds(m_iPad);
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}
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// 4J-PB - don't action changes here or we might write to the profile on backing out here and then get a change in the settings all, and write again on backing out there
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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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//----------------------------------------------------------------------------------
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// Handler for the button press message.
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//----------------------------------------------------------------------------------
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HRESULT CScene_SettingsOptions::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_SettingsOptions::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_SettingsOptions::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,vSlider,vecCheckboxText,vecCheckbox;
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// don't display values on these - we handle that
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for(int i=0;i<OPTIONS_SLIDER_SETTINGS_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_AUTOSAVE].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=XuiControlGetVisual(m_InGameGamertags.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_InGameGamertags.m_hObj,&vecCheckbox);
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hr=XuiElementGetPosition(m_SliderA[SLIDER_SETTINGS_AUTOSAVE].m_hObj,&vSlider);
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for(int i=0;i<OPTIONS_SLIDER_SETTINGS_MAX;i++)
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{
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switch(i)
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{
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case SLIDER_SETTINGS_AUTOSAVE: // 3 digits
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swprintf( (WCHAR *)TempString, 256, L"%ls: %d %ls", app.GetString( IDS_SLIDER_AUTOSAVE ),999, app.GetString( IDS_MINUTES ));
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break;
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case SLIDER_SETTINGS_DIFFICULTY: // 3 digits
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swprintf( (WCHAR *)TempString, 256, L"%ls: %ls", app.GetString( IDS_SLIDER_DIFFICULTY ),app.GetString(IDS_DIFFICULTY_TITLE_PEACEFUL));
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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 VisibleOnMaps checkbox - let's just use the visual we already have...
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hr=XuiTextPresenterMeasureText(hCheckboxText, m_InGameGamertags.GetText(), &xuiRect);
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m_InGameGamertags.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_Hints checkbox - let's just use the visual we already have...
|
|
hr=XuiTextPresenterMeasureText(hCheckboxText, m_Hints.GetText(), &xuiRect);
|
|
m_Hints.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_Tooltips checkbox - let's just use the visual we already have...
|
|
hr=XuiTextPresenterMeasureText(hCheckboxText, m_Tooltips.GetText(), &xuiRect);
|
|
m_Tooltips.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);
|
|
}
|
|
// Need to refresh the scenes visual since the object size has now changed
|
|
XuiControlAttachVisual(m_hObj);
|
|
|
|
bool bNotInGame=(Minecraft::GetInstance()->level==NULL);
|
|
|
|
if(bNotInGame)
|
|
{
|
|
float fDiffTextW;
|
|
// reposition the difficulty text - this is positioned from the scene, so will be a negative value
|
|
m_DifficultyText.GetPosition(&vec);
|
|
m_DifficultyText.GetBounds(&fDiffTextW,&fHeight);
|
|
vec.x=floor((fMaxTextLen+(fWidth*2.0f)-fDiffTextW)/2.0f);
|
|
m_DifficultyText.SetPosition(&vec);
|
|
}
|
|
|
|
// centre is vec.x+(fWidth/2)
|
|
//for(int i=0;i<OPTIONS_SLIDER_SETTINGS_MAX;i++)
|
|
//{
|
|
// hr=XuiElementGetChildById(m_SliderA[i].m_hObj,L"XuiSlider",&hSlider);
|
|
// XuiElementGetPosition(hSlider,&vec);
|
|
// XuiElementGetBounds(hSlider,&fTemp,&fHeight);
|
|
// XuiElementSetBounds(hSlider,fMaxTextLen,fHeight);
|
|
//}
|
|
|
|
// the checkboxes are left aligned - put them at the same position as the sliders
|
|
m_ViewBob.SetBounds(fMaxTextLen,fHeight);
|
|
m_InGameGamertags.SetBounds(fMaxTextLen,fHeight);
|
|
m_Hints.SetBounds(fMaxTextLen,fHeight);
|
|
m_Tooltips.SetBounds(fMaxTextLen,fHeight);
|
|
|
|
}
|
|
}
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
HRESULT CScene_SettingsOptions::OnCustomMessage_Splitscreenplayer(bool bJoining, BOOL& bHandled)
|
|
{
|
|
bHandled=true;
|
|
return app.AdjustSplitscreenScene_PlayerChanged(m_hObj,&m_OriginalPosition,m_iPad,bJoining);
|
|
}
|