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path: root/Minecraft.Client/Common/XUI/XUI_SettingsUI.cpp
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Diffstat (limited to 'Minecraft.Client/Common/XUI/XUI_SettingsUI.cpp')
-rw-r--r--Minecraft.Client/Common/XUI/XUI_SettingsUI.cpp376
1 files changed, 376 insertions, 0 deletions
diff --git a/Minecraft.Client/Common/XUI/XUI_SettingsUI.cpp b/Minecraft.Client/Common/XUI/XUI_SettingsUI.cpp
new file mode 100644
index 00000000..da95d084
--- /dev/null
+++ b/Minecraft.Client/Common/XUI/XUI_SettingsUI.cpp
@@ -0,0 +1,376 @@
+// Minecraft.cpp : Defines the entry point for the application.
+//
+
+#include "stdafx.h"
+#include "..\XUI\XUI_SettingsUI.h"
+
+//----------------------------------------------------------------------------------
+// Performs initialization tasks - retrieves controls.
+//----------------------------------------------------------------------------------
+HRESULT CScene_SettingsUI::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);
+ bool bPrimaryPlayer = ProfileManager.GetPrimaryPad()==m_iPad;
+
+ MapChildControls();
+
+ m_SplitScreen.SetCheck( (app.GetGameSettings(m_iPad,eGameSetting_SplitScreenVertical)!=0)?TRUE:FALSE);
+ m_SplitScreen.SetText(app.GetString( IDS_CHECKBOX_VERTICAL_SPLIT_SCREEN ) );
+
+ m_SplitScreenGamertags.SetCheck( (app.GetGameSettings(m_iPad,eGameSetting_DisplaySplitscreenGamertags)!=0)?TRUE:FALSE);
+ m_SplitScreenGamertags.SetText(app.GetString( IDS_CHECKBOX_DISPLAY_SPLITSCREENGAMERTAGS ));
+
+ m_SliderA[SLIDER_SETTINGS_UISIZE].SetValue(app.GetGameSettings(m_iPad,eGameSetting_UISize)+1);
+ swprintf( (WCHAR *)TempString, 256, L"%ls: %d", app.GetString( IDS_SLIDER_UISIZE ),app.GetGameSettings(m_iPad,eGameSetting_UISize)+1);
+ m_SliderA[SLIDER_SETTINGS_UISIZE].SetText(TempString);
+
+ m_SliderA[SLIDER_SETTINGS_UISIZESPLITSCREEN].SetValue(app.GetGameSettings(m_iPad,eGameSetting_UISizeSplitscreen)+1);
+ swprintf( (WCHAR *)TempString, 256, L"%ls: %d", app.GetString( IDS_SLIDER_UISIZESPLITSCREEN ),app.GetGameSettings(m_iPad,eGameSetting_UISizeSplitscreen)+1);
+ m_SliderA[SLIDER_SETTINGS_UISIZESPLITSCREEN].SetText(TempString);
+
+ m_DisplayHUD.SetCheck( (app.GetGameSettings(m_iPad,eGameSetting_DisplayHUD)!=0)?TRUE:FALSE);
+ m_DisplayHUD.SetText(app.GetString( IDS_CHECKBOX_DISPLAY_HUD ));
+
+ m_DisplayHand.SetCheck( (app.GetGameSettings(m_iPad,eGameSetting_DisplayHand)!=0)?TRUE:FALSE);
+ m_DisplayHand.SetText(app.GetString( IDS_CHECKBOX_DISPLAY_HAND ));
+
+ m_DeathMessages.SetCheck( (app.GetGameSettings(m_iPad,eGameSetting_DeathMessages)!=0)?TRUE:FALSE);
+ m_DeathMessages.SetText(app.GetString( IDS_CHECKBOX_DEATH_MESSAGES ));
+
+ m_AnimatedCharacter.SetCheck( (app.GetGameSettings(m_iPad,eGameSetting_AnimatedCharacter)!=0)?TRUE:FALSE);
+ m_AnimatedCharacter.SetText(app.GetString( IDS_CHECKBOX_ANIMATED_CHARACTER ));
+
+ // 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
+ {
+ // If the game has started, then you need to be the host to change the in-game gamertags
+ if(!bPrimaryPlayer)
+ {
+ // hide things we don't want the splitscreen player changing
+ m_SplitScreen.SetShow(FALSE);
+ m_SplitScreen.SetEnable(FALSE);
+ m_SplitScreenGamertags.SetShow(FALSE);
+ m_SplitScreenGamertags.SetEnable(FALSE);
+
+ // move the sliders up, and resize the scene
+ float fRemoveHeight=0.0f, fHeight, fWidth;
+ D3DXVECTOR3 vec;
+
+ m_SplitScreen.GetBounds(&fWidth, &fHeight);
+ fRemoveHeight+=fHeight+4.0f; // add padding
+ m_SplitScreenGamertags.GetBounds(&fWidth, &fHeight);
+ fRemoveHeight+=fHeight+4.0f; // add padding
+
+ m_SliderA[SLIDER_SETTINGS_UISIZE].GetPosition(&vec);
+ vec.y-=fRemoveHeight;
+ m_SliderA[SLIDER_SETTINGS_UISIZE].SetPosition(&vec);
+ m_SliderA[SLIDER_SETTINGS_UISIZESPLITSCREEN].GetPosition(&vec);
+ vec.y-=fRemoveHeight;
+ m_SliderA[SLIDER_SETTINGS_UISIZESPLITSCREEN].SetPosition(&vec);
+
+ GetBounds(&fWidth, &fHeight);
+ fHeight-=fRemoveHeight;
+ SetBounds(fWidth, fHeight);
+ }
+
+ 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_SettingsUI::OnNotifyValueChanged( HXUIOBJ hObjSource, XUINotifyValueChanged* pNotifyValueChanged, BOOL& bHandled )
+{
+ WCHAR TempString[256];
+
+ if(hObjSource==m_SliderA[SLIDER_SETTINGS_UISIZE].GetSlider() )
+ {
+ // slider is 1 to 3
+
+ // is this different from the current value?
+ swprintf( (WCHAR *)TempString, 256, L"%ls: %d", app.GetString( IDS_SLIDER_UISIZE ),pNotifyValueChanged->nValue);
+ m_SliderA[SLIDER_SETTINGS_UISIZE].SetText(TempString);
+ if(pNotifyValueChanged->nValue != app.GetGameSettings(m_iPad,eGameSetting_UISize)+1)
+ {
+ app.SetGameSettings(m_iPad,eGameSetting_UISize,pNotifyValueChanged->nValue-1);
+ // Apply the changes to the selected text position
+ CXuiSceneBase::UpdateSelectedItemPos(m_iPad);
+ }
+ }
+ else if(hObjSource==m_SliderA[SLIDER_SETTINGS_UISIZESPLITSCREEN].GetSlider() )
+ {
+ swprintf( (WCHAR *)TempString, 256, L"%ls: %d", app.GetString( IDS_SLIDER_UISIZESPLITSCREEN ),pNotifyValueChanged->nValue);
+ m_SliderA[SLIDER_SETTINGS_UISIZESPLITSCREEN].SetText(TempString);
+
+ if(pNotifyValueChanged->nValue != app.GetGameSettings(m_iPad,eGameSetting_UISizeSplitscreen)+1)
+ {
+ // slider is 1 to 3
+ app.SetGameSettings(m_iPad,eGameSetting_UISizeSplitscreen,pNotifyValueChanged->nValue-1);
+ // Apply the changes to the selected text position
+ CXuiSceneBase::UpdateSelectedItemPos(m_iPad);
+ }
+ }
+
+ return S_OK;
+}
+
+
+HRESULT CScene_SettingsUI::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);
+
+ // check the checkboxes
+ app.SetGameSettings(m_iPad,eGameSetting_DisplayHUD,m_DisplayHUD.IsChecked()?1:0);
+ app.SetGameSettings(m_iPad,eGameSetting_DisplayHand,m_DisplayHand.IsChecked()?1:0);
+ app.SetGameSettings(m_iPad,eGameSetting_DisplaySplitscreenGamertags,m_SplitScreenGamertags.IsChecked()?1:0);
+ app.SetGameSettings(m_iPad,eGameSetting_DeathMessages,m_DeathMessages.IsChecked()?1:0);
+ app.SetGameSettings(m_iPad,eGameSetting_AnimatedCharacter,m_AnimatedCharacter.IsChecked()?1:0);
+
+ // if the splitscreen vertical/horizontal has changed, need to update the scenes
+ if(app.GetGameSettings(m_iPad,eGameSetting_SplitScreenVertical)!=(m_SplitScreen.IsChecked()?1:0))
+ {
+ // changed
+ app.SetGameSettings(m_iPad,eGameSetting_SplitScreenVertical,m_SplitScreen.IsChecked()?1:0);
+
+ // close the xui scenes, so we don't have the navigate backed to menu at the wrong place
+ if(app.GetLocalPlayerCount()==2)
+ {
+ app.CloseAllPlayersXuiScenes();
+ }
+ else
+ {
+ app.NavigateBack(pInputData->UserIndex);
+ }
+ }
+ else
+ {
+ app.NavigateBack(pInputData->UserIndex);
+ }
+
+
+ rfHandled = TRUE;
+ break;
+ }
+
+ return hr;
+}
+
+//----------------------------------------------------------------------------------
+// Handler for the button press message.
+//----------------------------------------------------------------------------------
+HRESULT CScene_SettingsUI::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_SettingsUI::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_SettingsUI::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;
+
+ hr=XuiControlGetVisual(m_SplitScreen.m_hObj,&hVisual);
+ hr=XuiElementGetChildById(hVisual,L"text_Button",&hCheckboxText);
+ hr=XuiElementGetPosition(hCheckboxText,&vecCheckboxText);
+ hr=XuiElementGetPosition(m_SplitScreen.m_hObj,&vecCheckbox);
+ hr=XuiElementGetChildById(m_SliderA[SLIDER_SETTINGS_UISIZESPLITSCREEN].m_hObj,L"XuiSlider",&hSlider);
+ hr=XuiControlGetVisual(hSlider,&hVisual);
+ hr=XuiElementGetChildById(hVisual,L"text_Label",&hText);
+ hr=XuiElementGetPosition(m_SliderA[SLIDER_SETTINGS_UISIZE].m_hObj,&vSlider);
+
+
+ // don't display values on these - we handle that
+ for(int i=0;i<SLIDER_SETTINGS_UI_MAX;i++)
+ {
+ m_SliderA[i].SetValueDisplay(FALSE);
+ }
+
+ for(int i=0;i<SLIDER_SETTINGS_UI_MAX;i++)
+ {
+ switch(i)
+ {
+ case SLIDER_SETTINGS_UISIZE: // 3 digits
+ swprintf( (WCHAR *)TempString, 256, L"%ls: %d", app.GetString( IDS_SLIDER_UISIZE ),3);
+ break;
+ case SLIDER_SETTINGS_UISIZESPLITSCREEN: // 3 digits
+ swprintf( (WCHAR *)TempString, 256, L"%ls: %d", app.GetString( IDS_SLIDER_UISIZESPLITSCREEN ),3);
+ break;
+ }
+
+ //LPCWSTR temp=m_SliderA[i].GetText();
+ 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;
+ }
+
+ // now the m_SplitScreen checkbox - let's just use the visual we already have...
+
+ hr=XuiTextPresenterMeasureText(hCheckboxText, m_SplitScreen.GetText(), &xuiRect);
+ m_SplitScreen.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_SplitScreenGamertags checkbox - let's just use the visual we already have...
+
+ hr=XuiTextPresenterMeasureText(hCheckboxText, m_SplitScreenGamertags.GetText(), &xuiRect);
+ m_SplitScreenGamertags.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_DisplayHUD checkbox - let's just use the visual we already have...
+
+ hr=XuiTextPresenterMeasureText(hCheckboxText, m_DisplayHUD.GetText(), &xuiRect);
+ m_DisplayHUD.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_DisplayHand checkbox - let's just use the visual we already have...
+ hr=XuiTextPresenterMeasureText(hCheckboxText, m_DisplayHand.GetText(), &xuiRect);
+ m_DisplayHand.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_DeathMessages checkbox - let's just use the visual we already have...
+ hr=XuiTextPresenterMeasureText(hCheckboxText, m_DeathMessages.GetText(), &xuiRect);
+ m_DeathMessages.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);
+ }
+
+ m_SplitScreen.SetBounds(fMaxTextLen,fHeight);
+ m_SplitScreenGamertags.SetBounds(fMaxTextLen,fHeight);
+ m_DisplayHUD.SetBounds(fMaxTextLen,fHeight);
+ m_DisplayHand.SetBounds(fMaxTextLen,fHeight);
+ m_DeathMessages.SetBounds(fMaxTextLen,fHeight);
+
+ // Need to refresh the scenes visual since the object size has now changed
+ XuiControlAttachVisual(m_hObj);
+ }
+ }
+
+ return S_OK;
+}
+
+HRESULT CScene_SettingsUI::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_SettingsUI::OnCustomMessage_Splitscreenplayer(bool bJoining, BOOL& bHandled)
+{
+ bHandled=true;
+ return app.AdjustSplitscreenScene_PlayerChanged(m_hObj,&m_OriginalPosition,m_iPad,bJoining);
+}
+