diff options
Diffstat (limited to 'Minecraft.Client/Common/XUI/XUI_SettingsAudio.cpp')
| -rw-r--r-- | Minecraft.Client/Common/XUI/XUI_SettingsAudio.cpp | 263 |
1 files changed, 263 insertions, 0 deletions
diff --git a/Minecraft.Client/Common/XUI/XUI_SettingsAudio.cpp b/Minecraft.Client/Common/XUI/XUI_SettingsAudio.cpp new file mode 100644 index 00000000..0f0fe2e3 --- /dev/null +++ b/Minecraft.Client/Common/XUI/XUI_SettingsAudio.cpp @@ -0,0 +1,263 @@ +#include "stdafx.h" +#include "..\XUI\XUI_SettingsAudio.h" + +//---------------------------------------------------------------------------------- +// Performs initialization tasks - retrieves controls. +//---------------------------------------------------------------------------------- +HRESULT CScene_SettingsAudio::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(); + + // Display the tooltips + HRESULT hr = S_OK; + HXUIOBJ hSlider; + + m_SliderA[SLIDER_SETTINGS_MUSIC].SetValue(app.GetGameSettings(m_iPad,eGameSetting_MusicVolume)); + swprintf( (WCHAR *)TempString, 256, L"%ls: %d%%", app.GetString( IDS_SLIDER_MUSIC ),app.GetGameSettings(m_iPad,eGameSetting_MusicVolume)); + m_SliderA[SLIDER_SETTINGS_MUSIC].SetText(TempString); + + m_SliderA[SLIDER_SETTINGS_SOUND].SetValue(app.GetGameSettings(m_iPad,eGameSetting_SoundFXVolume)); + swprintf( (WCHAR *)TempString, 256, L"%ls: %d%%", app.GetString( IDS_SLIDER_SOUND ),app.GetGameSettings(m_iPad,eGameSetting_SoundFXVolume)); + m_SliderA[SLIDER_SETTINGS_SOUND].SetText(TempString); + + // only the primary player gets to change the music and sound settings + // only the primary player gets to change the gamma and splitscreen settings + // only the primary player gets to change the difficulty settings + if(ProfileManager.GetPrimaryPad()!=m_iPad) + { + D3DXVECTOR3 vec; + + m_SliderA[SLIDER_SETTINGS_MUSIC].GetPosition(&vec); + m_SliderA[SLIDER_SETTINGS_MUSIC].SetEnable(FALSE); + m_SliderA[SLIDER_SETTINGS_MUSIC].SetShow(FALSE); + hr=XuiElementGetChildById(m_SliderA[SLIDER_SETTINGS_MUSIC].m_hObj,L"XuiSlider",&hSlider); + XuiElementSetShow(hSlider,FALSE); + XuiControlSetEnable(hSlider,FALSE); + m_SliderA[SLIDER_SETTINGS_SOUND].SetEnable(FALSE); + m_SliderA[SLIDER_SETTINGS_SOUND].SetShow(FALSE); + hr=XuiElementGetChildById(m_SliderA[SLIDER_SETTINGS_SOUND].m_hObj,L"XuiSlider",&hSlider); + XuiElementSetShow(hSlider,FALSE); + XuiControlSetEnable(hSlider,FALSE); + } + + + // 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); + 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_SettingsAudio::OnNotifyValueChanged( HXUIOBJ hObjSource, XUINotifyValueChanged* pNotifyValueChanged, BOOL& bHandled ) +{ + WCHAR TempString[256]; + + if(hObjSource==m_SliderA[SLIDER_SETTINGS_MUSIC].GetSlider() ) + { + app.SetGameSettings(m_iPad,eGameSetting_MusicVolume,pNotifyValueChanged->nValue); + swprintf( (WCHAR *)TempString, 256, L"%ls: %d%%", app.GetString( IDS_SLIDER_MUSIC ),pNotifyValueChanged->nValue); + m_SliderA[SLIDER_SETTINGS_MUSIC].SetText(TempString); + } + else if(hObjSource==m_SliderA[SLIDER_SETTINGS_SOUND].GetSlider() ) + { + app.SetGameSettings(m_iPad,eGameSetting_SoundFXVolume,pNotifyValueChanged->nValue); + swprintf( (WCHAR *)TempString, 256, L"%ls: %d%%", app.GetString( IDS_SLIDER_SOUND ),pNotifyValueChanged->nValue); + m_SliderA[SLIDER_SETTINGS_SOUND].SetText(TempString); + } + + + return S_OK; +} + + +HRESULT CScene_SettingsAudio::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 + + // Not in this scene - app.CheckGameSettingsChanged(true,pInputData->UserIndex); + + app.NavigateBack(pInputData->UserIndex); + rfHandled = TRUE; + break; + } + + return hr; +} + +//---------------------------------------------------------------------------------- +// Handler for the button press message. +//---------------------------------------------------------------------------------- +HRESULT CScene_SettingsAudio::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); + + return S_OK; +} + +HRESULT CScene_SettingsAudio::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_SettingsAudio::OnTransitionStart( XUIMessageTransition *pTransition, BOOL& bHandled ) +{ + HRESULT hr; + WCHAR TempString[256]; + 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) + + float fMaxTextLen=0.0f; + float fMaxLen=0.0f; + + // sliders first + HXUIOBJ hSlider,hVisual,hText;//,hCheckboxText; + XUIRect xuiRect; + float fWidth,fHeight,fTemp; + D3DXVECTOR3 vec,vecCheckboxText,vSlider,vecCheckbox; + + // don't display values on these - we handle that + for(int i=0;i<SLIDER_SETTINGS_AUDIO_MAX;i++) + { + m_SliderA[i].SetValueDisplay(FALSE); + } + + hr=XuiElementGetChildById(m_SliderA[SLIDER_SETTINGS_MUSIC].m_hObj,L"XuiSlider",&hSlider); + hr=XuiControlGetVisual(hSlider,&hVisual); + hr=XuiElementGetChildById(hVisual,L"text_Label",&hText); + hr=XuiElementGetPosition(m_SliderA[SLIDER_SETTINGS_MUSIC].m_hObj,&vSlider); + + for(int i=0;i<SLIDER_SETTINGS_AUDIO_MAX;i++) + { + switch(i) + { + case SLIDER_SETTINGS_MUSIC: // 3 digits + swprintf( (WCHAR *)TempString, 256, L"%ls: %d%%", app.GetString( IDS_SLIDER_MUSIC ),999); + break; + case SLIDER_SETTINGS_SOUND: // 3 digits + swprintf( (WCHAR *)TempString, 256, L"%ls: %d%%", app.GetString( IDS_SLIDER_SOUND ),999); + break; + } + + hr=XuiTextPresenterMeasureText(hText, TempString, &xuiRect); + // 4J-PB - the text measuring doesn't seem to be long enough - add a fudge + xuiRect.right+=25.0f; + m_SliderA[i].GetBounds(&fWidth,&fHeight); + if(xuiRect.right>fMaxTextLen) fMaxTextLen=xuiRect.right; + 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); + + // centre is vec.x+(fWidth/2) + for(int i=0;i<SLIDER_SETTINGS_AUDIO_MAX;i++) + { + hr=XuiElementGetChildById(m_SliderA[i].m_hObj,L"XuiSlider",&hSlider); + XuiElementGetPosition(hSlider,&vec); + XuiElementGetBounds(hSlider,&fTemp,&fHeight); + XuiElementSetBounds(hSlider,fMaxTextLen,fHeight); + } + } + } + + return S_OK; +} + +HRESULT CScene_SettingsAudio::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); + } + else + { + ui.SetTooltips( m_iPad, IDS_TOOLTIPS_SELECT,IDS_TOOLTIPS_BACK); + } + + return S_OK; +} + +HRESULT CScene_SettingsAudio::OnCustomMessage_Splitscreenplayer(bool bJoining, BOOL& bHandled) +{ + bHandled=true; + return app.AdjustSplitscreenScene_PlayerChanged(m_hObj,&m_OriginalPosition,m_iPad,bJoining); +} + |
