From b691c43c44ff180d10e7d4a9afc83b98551ff586 Mon Sep 17 00:00:00 2001 From: daoge_cmd <3523206925@qq.com> Date: Sun, 1 Mar 2026 12:16:08 +0800 Subject: Initial commit --- .../Common/XUI/XUI_SettingsControl.cpp | 241 +++++++++++++++++++++ 1 file changed, 241 insertions(+) create mode 100644 Minecraft.Client/Common/XUI/XUI_SettingsControl.cpp (limited to 'Minecraft.Client/Common/XUI/XUI_SettingsControl.cpp') 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;ifMaxTextLen) fMaxTextLen=xuiRect.right; + if(fWidth>fMaxLen) fMaxLen=fWidth; + } + + if(fMaxLen1) + { + // 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;ilevel==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); +} + -- cgit v1.2.3