Files
MinecraftConsoles/Minecraft.Client/Common/XUI/XUI_HowToPlayMenu.cpp
2026-03-01 12:16:08 +08:00

233 lines
6.8 KiB
C++

#include "stdafx.h"
#include <assert.h>
#include "..\XUI\XUI_HowToPlayMenu.h"
#include "..\XUI\XUI_HelpHowToPlay.h"
// strings for buttons in the list
unsigned int CScene_HowToPlayMenu::m_uiHTPButtonNameA[]=
{
IDS_HOW_TO_PLAY_MENU_WHATSNEW, // eHTPButton_WhatsNew
IDS_HOW_TO_PLAY_MENU_BASICS, // eHTPButton_Basics,
IDS_HOW_TO_PLAY_MENU_MULTIPLAYER, // eHTPButton_Multiplayer
IDS_HOW_TO_PLAY_MENU_HUD, // eHTPButton_Hud,
IDS_HOW_TO_PLAY_MENU_CREATIVE, // eHTPButton_Creative,
IDS_HOW_TO_PLAY_MENU_INVENTORY, // eHTPButton_Inventory,
IDS_HOW_TO_PLAY_MENU_CHESTS, // eHTPButton_Chest,
IDS_HOW_TO_PLAY_MENU_CRAFTING, // eHTPButton_Crafting,
IDS_HOW_TO_PLAY_MENU_FURNACE, // eHTPButton_Furnace,
IDS_HOW_TO_PLAY_MENU_DISPENSER, // eHTPButton_Dispenser,
IDS_HOW_TO_PLAY_MENU_BREWING, // eHTPButton_Brewing,
IDS_HOW_TO_PLAY_MENU_ENCHANTMENT, // eHTPButton_Enchantment,
IDS_HOW_TO_PLAY_MENU_ANVIL,
IDS_HOW_TO_PLAY_MENU_FARMANIMALS, // eHTPButton_Breeding,
IDS_HOW_TO_PLAY_MENU_BREEDANIMALS, // eHTPButton_Breeding,
IDS_HOW_TO_PLAY_MENU_TRADING,
IDS_HOW_TO_PLAY_MENU_NETHERPORTAL, // eHTPButton_NetherPortal,
IDS_HOW_TO_PLAY_MENU_THEEND, // eHTPButton_TheEnd,
IDS_HOW_TO_PLAY_MENU_SOCIALMEDIA, // eHTPButton_SocialMedia,
IDS_HOW_TO_PLAY_MENU_BANLIST, // eHTPButton_BanningLevels,
IDS_HOW_TO_PLAY_MENU_HOSTOPTIONS, // eHTPButton_HostOptions,
};
// mapping the buttons to a scene value
unsigned int CScene_HowToPlayMenu::m_uiHTPSceneA[]=
{
eHowToPlay_WhatsNew,
eHowToPlay_Basics,
eHowToPlay_Multiplayer,
eHowToPlay_HUD,
eHowToPlay_Creative,
eHowToPlay_Inventory,
eHowToPlay_Chest,
eHowToPlay_InventoryCrafting,
eHowToPlay_Furnace,
eHowToPlay_Dispenser,
eHowToPlay_Brewing,
eHowToPlay_Enchantment,
eHowToPlay_Anvil,
eHowToPlay_FarmingAnimals,
eHowToPlay_Breeding,
eHowToPlay_Trading,
eHowToPlay_NetherPortal,
eHowToPlay_TheEnd,
eHowToPlay_SocialMedia,
eHowToPlay_BanList,
eHowToPlay_HostOptions,
};
//----------------------------------------------------------------------------------
// Performs initialization tasks - retrieves controls.
//----------------------------------------------------------------------------------
HRESULT CScene_HowToPlayMenu::OnInit( XUIMessageInit* pInitData, BOOL& bHandled )
{
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 bSplitscreen= app.GetLocalPlayerCount()>1;
m_ButtonList=NULL;
//MapChildControls();
//m_iButtons=0;
if(bSplitscreen)
{
app.AdjustSplitscreenScene(m_hObj,&m_OriginalPosition,m_iPad, false);
}
// 4J-PB - changing all versions to use a list of buttons, since we're adding some
// We're going to use a list of buttons here
CXuiElement e = m_hObj;
HRESULT hr = e.GetChildById(L"HowToListButtons", &m_ButtonList);
m_iButtons=eHTPButton_Max;
for(int i=0;i<eHTPButton_Max;i++)
{
//m_Buttons[i].SetShow(FALSE);
//m_Buttons[i].SetEnable(FALSE);
m_ButtonList.InsertItems( m_ButtonList.GetItemCount(), 1 );
}
// set the focus to the list
m_ButtonList.SetFocus(m_iPad);
if((!RenderManager.IsHiDef() && !RenderManager.IsWidescreen()) || bSplitscreen)
{
if(bNotInGame)
{
CXuiSceneBase::ShowLogo( DEFAULT_XUI_MENU_USER, FALSE );
}
else
{
CXuiSceneBase::ShowLogo( m_iPad, FALSE );
}
}
else if(bNotInGame)
{
CXuiSceneBase::ShowLogo( DEFAULT_XUI_MENU_USER, TRUE );
}
else
{
CXuiSceneBase::ShowLogo( m_iPad, TRUE );
}
// Display the tooltips
// 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_HowToPlayMenu::OnGetSourceDataText(XUIMessageGetSourceText *pGetSourceTextData, BOOL& bHandled)
{
if( pGetSourceTextData->bItemData )
{
if( pGetSourceTextData->iItem < (int)eHTPButton_Max )
{
pGetSourceTextData->szText = app.GetString(m_uiHTPButtonNameA[pGetSourceTextData->iItem]);//m_Buttons[pGetSourceTextData->iItem].GetText();
pGetSourceTextData->bDisplay = TRUE;
bHandled = TRUE;
}
}
return S_OK;
}
HRESULT CScene_HowToPlayMenu::OnGetItemCountAll(XUIMessageGetItemCount *pGetItemCountData, BOOL& bHandled)
{
pGetItemCountData->cItems = m_iButtons;
bHandled = TRUE;
return S_OK;
}
HRESULT CScene_HowToPlayMenu::OnNotifySelChanged(HXUIOBJ hObjSource, XUINotifySelChanged *pNotifySelChangedData, BOOL& bHandled)
{
// In a list, we need to play the 'focus' sound ourselves
if((pNotifySelChangedData->iOldItem!=-1) && m_ButtonList && (hObjSource==m_ButtonList.m_hObj))
{
CXuiSceneBase::PlayUISFX(eSFX_Focus);
}
return S_OK;
}
//----------------------------------------------------------------------------------
// Handler for the button press message.
//----------------------------------------------------------------------------------
HRESULT CScene_HowToPlayMenu::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);
unsigned int uiInitData;
unsigned int uiButtonCounter=0;
// 4J-PB - now using a list for all resolutions
//if((!RenderManager.IsHiDef() && !RenderManager.IsWidescreen()) || app.GetLocalPlayerCount()>1)
{
if(hObjPressed==m_ButtonList && m_ButtonList.TreeHasFocus() && (m_ButtonList.GetItemCount() > 0) && (m_ButtonList.GetCurSel() < (int)eHTPButton_Max) )
{
uiButtonCounter=m_ButtonList.GetCurSel();
}
}
/*else
{
while((uiButtonCounter<BUTTONS_HTP_MAX) && (m_Buttons[uiButtonCounter]!=hObjPressed)) uiButtonCounter++;
}*/
// Determine which button was pressed,
// and call the appropriate function.
uiInitData = ( ( 1 << 31 ) | ( m_uiHTPSceneA[uiButtonCounter] << 16 ) | ( short )( m_iPad ) );
if(app.GetLocalPlayerCount()>1)
{
app.NavigateToScene(pNotifyPressData->UserIndex,eUIScene_HowToPlay, ( void* )( uiInitData ) );
}
else
{
app.NavigateToScene(pNotifyPressData->UserIndex,eUIScene_HowToPlay, ( void* )( uiInitData ) );
}
rfHandled=TRUE;
return S_OK;
}
HRESULT CScene_HowToPlayMenu::OnKeyDown(XUIMessageInput* pInputData, BOOL& rfHandled)
{
ui.AnimateKeyPress(pInputData->UserIndex, pInputData->dwKeyCode);
switch(pInputData->dwKeyCode)
{
case VK_PAD_B:
case VK_ESCAPE:
app.NavigateBack(pInputData->UserIndex);
rfHandled = TRUE;
break;
}
return S_OK;
}
HRESULT CScene_HowToPlayMenu::OnNavReturn(HXUIOBJ hObj,BOOL& rfHandled)
{
ui.SetTooltips( m_iPad, IDS_TOOLTIPS_SELECT,IDS_TOOLTIPS_BACK);
return S_OK;
}
HRESULT CScene_HowToPlayMenu::OnCustomMessage_Splitscreenplayer(bool bJoining, BOOL& bHandled)
{
bHandled=true;
return app.AdjustSplitscreenScene_PlayerChanged(m_hObj,&m_OriginalPosition,m_iPad,bJoining,false);
}