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authordaoge_cmd <3523206925@qq.com>2026-03-01 12:16:08 +0800
committerdaoge_cmd <3523206925@qq.com>2026-03-01 12:16:08 +0800
commitb691c43c44ff180d10e7d4a9afc83b98551ff586 (patch)
tree3e9849222cbc6ba49f2f1fc6e5fe7179632c7390 /Minecraft.Client/Common/XUI/XUI_SettingsAll.cpp
parentdef8cb415354ac390b7e89052a50605285f1aca9 (diff)
Initial commit
Diffstat (limited to 'Minecraft.Client/Common/XUI/XUI_SettingsAll.cpp')
-rw-r--r--Minecraft.Client/Common/XUI/XUI_SettingsAll.cpp227
1 files changed, 227 insertions, 0 deletions
diff --git a/Minecraft.Client/Common/XUI/XUI_SettingsAll.cpp b/Minecraft.Client/Common/XUI/XUI_SettingsAll.cpp
new file mode 100644
index 00000000..c6dc7118
--- /dev/null
+++ b/Minecraft.Client/Common/XUI/XUI_SettingsAll.cpp
@@ -0,0 +1,227 @@
+// Minecraft.cpp : Defines the entry point for the application.
+//
+
+#include "stdafx.h"
+#include "..\XUI\XUI_SettingsAll.h"
+
+//----------------------------------------------------------------------------------
+// Performs initialization tasks - retrieves controls.
+//----------------------------------------------------------------------------------
+HRESULT CScene_SettingsAll::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);
+
+ MapChildControls();
+
+ XuiControlSetText(m_Buttons[BUTTON_ALL_OPTIONS],app.GetString(IDS_OPTIONS));
+ XuiControlSetText(m_Buttons[BUTTON_ALL_AUDIO],app.GetString(IDS_AUDIO));
+ XuiControlSetText(m_Buttons[BUTTON_ALL_CONTROL],app.GetString(IDS_CONTROL));
+ XuiControlSetText(m_Buttons[BUTTON_ALL_GRAPHICS],app.GetString(IDS_GRAPHICS));
+ XuiControlSetText(m_Buttons[BUTTON_ALL_UI],app.GetString(IDS_USER_INTERFACE));
+ XuiControlSetText(m_Buttons[BUTTON_ALL_RESETTODEFAULTS],app.GetString(IDS_RESET_TO_DEFAULTS));
+
+ if(ProfileManager.GetPrimaryPad()!=m_iPad)
+ {
+ D3DXVECTOR3 vec,vecControl;
+ m_Buttons[BUTTON_ALL_AUDIO].SetShow(FALSE);
+ m_Buttons[BUTTON_ALL_AUDIO].SetEnable(FALSE);
+ m_Buttons[BUTTON_ALL_GRAPHICS].SetShow(FALSE);
+ m_Buttons[BUTTON_ALL_GRAPHICS].SetEnable(FALSE);
+
+ float fButtonWidth, fButtonHeight;
+ m_Buttons[BUTTON_ALL_GRAPHICS].GetPosition(&vecControl);
+ m_Buttons[BUTTON_ALL_RESETTODEFAULTS].GetBounds(&fButtonWidth, &fButtonHeight);
+ m_Buttons[BUTTON_ALL_RESETTODEFAULTS].SetPosition(&vecControl);
+
+ m_Buttons[BUTTON_ALL_CONTROL].GetPosition(&vec);
+ m_Buttons[BUTTON_ALL_UI].SetPosition(&vec);
+
+ m_Buttons[BUTTON_ALL_AUDIO].GetPosition(&vec);
+ m_Buttons[BUTTON_ALL_CONTROL].SetPosition(&vec);
+
+ // Resize the whole scene
+ float fWidth, fHeight;
+ GetBounds(&fWidth, &fHeight);
+ SetBounds(fWidth, vecControl.y+fButtonHeight);
+ }
+
+ // 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
+ {
+ 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,false);
+ 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_SettingsAll::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
+
+ app.CheckGameSettingsChanged(true,pInputData->UserIndex);
+
+ app.NavigateBack(pInputData->UserIndex);
+ rfHandled = TRUE;
+ break;
+ }
+
+ return hr;
+}
+
+HRESULT CScene_SettingsAll::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_SettingsAll::OnTransitionStart( XUIMessageTransition *pTransition, BOOL& bHandled )
+{
+ //HRESULT hr;
+ 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)
+ }
+
+ return S_OK;
+}
+
+//----------------------------------------------------------------------------------
+// Handler for the button press message.
+//----------------------------------------------------------------------------------
+HRESULT CScene_SettingsAll::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 uiButtonCounter=0;
+
+ while((uiButtonCounter<BUTTONS_ALL_MAX) && (m_Buttons[uiButtonCounter]!=hObjPressed)) uiButtonCounter++;
+
+ switch(uiButtonCounter)
+ {
+ case BUTTON_ALL_OPTIONS:
+ app.NavigateToScene(pNotifyPressData->UserIndex,eUIScene_SettingsOptionsMenu);
+ break;
+ case BUTTON_ALL_AUDIO:
+ app.NavigateToScene(pNotifyPressData->UserIndex,eUIScene_SettingsAudioMenu);
+ break;
+ case BUTTON_ALL_CONTROL:
+ app.NavigateToScene(pNotifyPressData->UserIndex,eUIScene_SettingsControlMenu);
+ break;
+ case BUTTON_ALL_GRAPHICS:
+ app.NavigateToScene(pNotifyPressData->UserIndex,eUIScene_SettingsGraphicsMenu);
+ break;
+ case BUTTON_ALL_UI:
+ app.NavigateToScene(pNotifyPressData->UserIndex,eUIScene_SettingsUIMenu);
+ break;
+ case BUTTON_ALL_RESETTODEFAULTS:
+ {
+ // check they really want to do this
+ UINT uiIDA[2];
+ uiIDA[0]=IDS_CONFIRM_CANCEL;
+ uiIDA[1]=IDS_CONFIRM_OK;
+
+ StorageManager.RequestMessageBox(IDS_DEFAULTS_TITLE, IDS_DEFAULTS_TEXT, uiIDA, 2, pNotifyPressData->UserIndex,&CScene_SettingsAll::ResetDefaultsDialogReturned,this, app.GetStringTable());
+ }
+ break;
+
+ }
+
+ rfHandled=TRUE;
+ return S_OK;
+}
+
+HRESULT CScene_SettingsAll::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);
+ CXuiSceneBase::ShowLogo( DEFAULT_XUI_MENU_USER, TRUE );
+ }
+ else
+ {
+ ui.SetTooltips( m_iPad, IDS_TOOLTIPS_SELECT,IDS_TOOLTIPS_BACK);
+ if(!RenderManager.IsHiDef() || app.GetLocalPlayerCount()>1)
+ {
+ CXuiSceneBase::ShowLogo( m_iPad, FALSE );
+ }
+ else
+ {
+ CXuiSceneBase::ShowLogo( m_iPad, TRUE );
+ }
+ }
+
+ return S_OK;
+}
+
+HRESULT CScene_SettingsAll::OnCustomMessage_Splitscreenplayer(bool bJoining, BOOL& bHandled)
+{
+ bHandled=true;
+ return app.AdjustSplitscreenScene_PlayerChanged(m_hObj,&m_OriginalPosition,m_iPad,bJoining);
+}
+
+int CScene_SettingsAll::ResetDefaultsDialogReturned(void *pParam,int iPad,C4JStorage::EMessageResult result)
+{
+ //CScene_SettingsAll* pClass = (CScene_SettingsAll*)pParam;
+
+ // results switched for this dialog
+ if(result==C4JStorage::EMessage_ResultDecline)
+ {
+ app.SetDefaultOptions(ProfileManager.GetDashboardProfileSettings(iPad),iPad);
+ // 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
+ app.CheckGameSettingsChanged(true,iPad);
+ }
+ return 0;
+} \ No newline at end of file