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Diffstat (limited to 'Minecraft.Client/Common/XUI/XUI_SettingsControl.cpp')
-rw-r--r--Minecraft.Client/Common/XUI/XUI_SettingsControl.cpp241
1 files changed, 241 insertions, 0 deletions
diff --git a/Minecraft.Client/Common/XUI/XUI_SettingsControl.cpp b/Minecraft.Client/Common/XUI/XUI_SettingsControl.cpp
new file mode 100644
index 00000000..7e2835a2
--- /dev/null
+++ b/Minecraft.Client/Common/XUI/XUI_SettingsControl.cpp
@@ -0,0 +1,241 @@
+// Minecraft.cpp : Defines the entry point for the application.
+//
+
+#include "stdafx.h"
+#include "..\XUI\XUI_SettingsControl.h"
+
+//----------------------------------------------------------------------------------
+// Performs initialization tasks - retrieves controls.
+//----------------------------------------------------------------------------------
+HRESULT CScene_SettingsControl::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
+
+ m_SliderA[SLIDER_SETTINGS_SENSITIVITY_INGAME].SetValue(app.GetGameSettings(m_iPad,eGameSetting_Sensitivity_InGame));
+ swprintf( (WCHAR *)TempString, 256, L"%ls: %d%%", app.GetString( IDS_SLIDER_SENSITIVITY_INGAME ),app.GetGameSettings(m_iPad,eGameSetting_Sensitivity_InGame));
+ m_SliderA[SLIDER_SETTINGS_SENSITIVITY_INGAME].SetText(TempString);
+
+ m_SliderA[SLIDER_SETTINGS_SENSITIVITY_INMENU].SetValue(app.GetGameSettings(m_iPad,eGameSetting_Sensitivity_InMenu));
+ swprintf( (WCHAR *)TempString, 256, L"%ls: %d%%", app.GetString( IDS_SLIDER_SENSITIVITY_INMENU ),app.GetGameSettings(m_iPad,eGameSetting_Sensitivity_InMenu));
+ m_SliderA[SLIDER_SETTINGS_SENSITIVITY_INMENU].SetText(TempString);
+
+ // 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_SettingsControl::OnNotifyValueChanged( HXUIOBJ hObjSource, XUINotifyValueChanged* pNotifyValueChanged, BOOL& bHandled )
+{
+ WCHAR TempString[256];
+
+ if(hObjSource==m_SliderA[SLIDER_SETTINGS_SENSITIVITY_INGAME].GetSlider() )
+ {
+ app.SetGameSettings(m_iPad,eGameSetting_Sensitivity_InGame,pNotifyValueChanged->nValue);
+ swprintf( (WCHAR *)TempString, 256, L"%ls: %d%%", app.GetString( IDS_SLIDER_SENSITIVITY_INGAME ),pNotifyValueChanged->nValue);
+ m_SliderA[SLIDER_SETTINGS_SENSITIVITY_INGAME].SetText(TempString);
+ }
+ else if(hObjSource==m_SliderA[SLIDER_SETTINGS_SENSITIVITY_INMENU].GetSlider() )
+ {
+ app.SetGameSettings(m_iPad,eGameSetting_Sensitivity_InMenu,pNotifyValueChanged->nValue);
+ swprintf( (WCHAR *)TempString, 256, L"%ls: %d%%", app.GetString( IDS_SLIDER_SENSITIVITY_INMENU ),pNotifyValueChanged->nValue);
+ m_SliderA[SLIDER_SETTINGS_SENSITIVITY_INMENU].SetText(TempString);
+ }
+
+ return S_OK;
+}
+
+
+HRESULT CScene_SettingsControl::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_SettingsControl::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_SettingsControl::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_SettingsControl::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_CONTROL_MAX;i++)
+ {
+ m_SliderA[i].SetValueDisplay(FALSE);
+ }
+
+ hr=XuiElementGetChildById(m_SliderA[SLIDER_SETTINGS_SENSITIVITY_INGAME].m_hObj,L"XuiSlider",&hSlider);
+ hr=XuiControlGetVisual(hSlider,&hVisual);
+ hr=XuiElementGetChildById(hVisual,L"text_Label",&hText);
+ hr=XuiElementGetPosition(m_SliderA[SLIDER_SETTINGS_SENSITIVITY_INGAME].m_hObj,&vSlider);
+
+ for(int i=0;i<SLIDER_SETTINGS_CONTROL_MAX;i++)
+ {
+ switch(i)
+ {
+ case SLIDER_SETTINGS_SENSITIVITY_INGAME: // 3 digits
+ swprintf( (WCHAR *)TempString, 256, L"%ls: %d%%", app.GetString( IDS_SLIDER_SENSITIVITY_INGAME ),999);
+ break;
+ case SLIDER_SETTINGS_SENSITIVITY_INMENU: // 3 digits
+ swprintf( (WCHAR *)TempString, 256, L"%ls: %d%%", app.GetString( IDS_SLIDER_SENSITIVITY_INMENU ),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);
+ }
+
+ // centre is vec.x+(fWidth/2)
+ for(int i=0;i<SLIDER_SETTINGS_CONTROL_MAX;i++)
+ {
+ hr=XuiElementGetChildById(m_SliderA[i].m_hObj,L"XuiSlider",&hSlider);
+ XuiElementGetPosition(hSlider,&vec);
+ XuiElementGetBounds(hSlider,&fTemp,&fHeight);
+ XuiElementSetBounds(hSlider,fMaxTextLen,fHeight);
+ }
+ // Need to refresh the scenes visual since the object size has now changed
+ XuiControlAttachVisual(m_hObj);
+ }
+ }
+
+ return S_OK;
+}
+
+HRESULT CScene_SettingsControl::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_SettingsControl::OnCustomMessage_Splitscreenplayer(bool bJoining, BOOL& bHandled)
+{
+ bHandled=true;
+ return app.AdjustSplitscreenScene_PlayerChanged(m_hObj,&m_OriginalPosition,m_iPad,bJoining);
+}
+