the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
1// Minecraft.cpp : Defines the entry point for the application.
2//
3
4#include "stdafx.h"
5#include "..\XUI\XUI_SettingsUI.h"
6
7//----------------------------------------------------------------------------------
8// Performs initialization tasks - retrieves controls.
9//----------------------------------------------------------------------------------
10HRESULT CScene_SettingsUI::OnInit( XUIMessageInit* pInitData, BOOL& bHandled )
11{
12 WCHAR TempString[256];
13 m_iPad=*(int *)pInitData->pvInitData;
14 // if we're not in the game, we need to use basescene 0
15 bool bNotInGame=(Minecraft::GetInstance()->level==NULL);
16 bool bPrimaryPlayer = ProfileManager.GetPrimaryPad()==m_iPad;
17
18 MapChildControls();
19
20 m_SplitScreen.SetCheck( (app.GetGameSettings(m_iPad,eGameSetting_SplitScreenVertical)!=0)?TRUE:FALSE);
21 m_SplitScreen.SetText(app.GetString( IDS_CHECKBOX_VERTICAL_SPLIT_SCREEN ) );
22
23 m_SplitScreenGamertags.SetCheck( (app.GetGameSettings(m_iPad,eGameSetting_DisplaySplitscreenGamertags)!=0)?TRUE:FALSE);
24 m_SplitScreenGamertags.SetText(app.GetString( IDS_CHECKBOX_DISPLAY_SPLITSCREENGAMERTAGS ));
25
26 m_SliderA[SLIDER_SETTINGS_UISIZE].SetValue(app.GetGameSettings(m_iPad,eGameSetting_UISize)+1);
27 swprintf( (WCHAR *)TempString, 256, L"%ls: %d", app.GetString( IDS_SLIDER_UISIZE ),app.GetGameSettings(m_iPad,eGameSetting_UISize)+1);
28 m_SliderA[SLIDER_SETTINGS_UISIZE].SetText(TempString);
29
30 m_SliderA[SLIDER_SETTINGS_UISIZESPLITSCREEN].SetValue(app.GetGameSettings(m_iPad,eGameSetting_UISizeSplitscreen)+1);
31 swprintf( (WCHAR *)TempString, 256, L"%ls: %d", app.GetString( IDS_SLIDER_UISIZESPLITSCREEN ),app.GetGameSettings(m_iPad,eGameSetting_UISizeSplitscreen)+1);
32 m_SliderA[SLIDER_SETTINGS_UISIZESPLITSCREEN].SetText(TempString);
33
34 m_DisplayHUD.SetCheck( (app.GetGameSettings(m_iPad,eGameSetting_DisplayHUD)!=0)?TRUE:FALSE);
35 m_DisplayHUD.SetText(app.GetString( IDS_CHECKBOX_DISPLAY_HUD ));
36
37 m_DisplayHand.SetCheck( (app.GetGameSettings(m_iPad,eGameSetting_DisplayHand)!=0)?TRUE:FALSE);
38 m_DisplayHand.SetText(app.GetString( IDS_CHECKBOX_DISPLAY_HAND ));
39
40 m_DeathMessages.SetCheck( (app.GetGameSettings(m_iPad,eGameSetting_DeathMessages)!=0)?TRUE:FALSE);
41 m_DeathMessages.SetText(app.GetString( IDS_CHECKBOX_DEATH_MESSAGES ));
42
43 m_AnimatedCharacter.SetCheck( (app.GetGameSettings(m_iPad,eGameSetting_AnimatedCharacter)!=0)?TRUE:FALSE);
44 m_AnimatedCharacter.SetText(app.GetString( IDS_CHECKBOX_ANIMATED_CHARACTER ));
45
46 // if we're not in the game, we need to use basescene 0
47 if(bNotInGame)
48 {
49 ui.SetTooltips( DEFAULT_XUI_MENU_USER, IDS_TOOLTIPS_SELECT,IDS_TOOLTIPS_BACK);
50 CXuiSceneBase::ShowBackground( DEFAULT_XUI_MENU_USER, TRUE );
51 }
52 else
53 {
54 // If the game has started, then you need to be the host to change the in-game gamertags
55 if(!bPrimaryPlayer)
56 {
57 // hide things we don't want the splitscreen player changing
58 m_SplitScreen.SetShow(FALSE);
59 m_SplitScreen.SetEnable(FALSE);
60 m_SplitScreenGamertags.SetShow(FALSE);
61 m_SplitScreenGamertags.SetEnable(FALSE);
62
63 // move the sliders up, and resize the scene
64 float fRemoveHeight=0.0f, fHeight, fWidth;
65 D3DXVECTOR3 vec;
66
67 m_SplitScreen.GetBounds(&fWidth, &fHeight);
68 fRemoveHeight+=fHeight+4.0f; // add padding
69 m_SplitScreenGamertags.GetBounds(&fWidth, &fHeight);
70 fRemoveHeight+=fHeight+4.0f; // add padding
71
72 m_SliderA[SLIDER_SETTINGS_UISIZE].GetPosition(&vec);
73 vec.y-=fRemoveHeight;
74 m_SliderA[SLIDER_SETTINGS_UISIZE].SetPosition(&vec);
75 m_SliderA[SLIDER_SETTINGS_UISIZESPLITSCREEN].GetPosition(&vec);
76 vec.y-=fRemoveHeight;
77 m_SliderA[SLIDER_SETTINGS_UISIZESPLITSCREEN].SetPosition(&vec);
78
79 GetBounds(&fWidth, &fHeight);
80 fHeight-=fRemoveHeight;
81 SetBounds(fWidth, fHeight);
82 }
83
84 ui.SetTooltips( m_iPad, IDS_TOOLTIPS_SELECT,IDS_TOOLTIPS_BACK);
85 CXuiSceneBase::ShowBackground( m_iPad, FALSE );
86 }
87
88
89 if(app.GetLocalPlayerCount()>1)
90 {
91 app.AdjustSplitscreenScene(m_hObj,&m_OriginalPosition,m_iPad);
92 CXuiSceneBase::ShowLogo( m_iPad, FALSE );
93 }
94 else
95 {
96 if(bNotInGame)
97 {
98 CXuiSceneBase::ShowLogo( DEFAULT_XUI_MENU_USER, TRUE );
99 }
100 else
101 {
102 CXuiSceneBase::ShowLogo( m_iPad, TRUE );
103 }
104 }
105
106 return S_OK;
107}
108
109HRESULT CScene_SettingsUI::OnNotifyValueChanged( HXUIOBJ hObjSource, XUINotifyValueChanged* pNotifyValueChanged, BOOL& bHandled )
110{
111 WCHAR TempString[256];
112
113 if(hObjSource==m_SliderA[SLIDER_SETTINGS_UISIZE].GetSlider() )
114 {
115 // slider is 1 to 3
116
117 // is this different from the current value?
118 swprintf( (WCHAR *)TempString, 256, L"%ls: %d", app.GetString( IDS_SLIDER_UISIZE ),pNotifyValueChanged->nValue);
119 m_SliderA[SLIDER_SETTINGS_UISIZE].SetText(TempString);
120 if(pNotifyValueChanged->nValue != app.GetGameSettings(m_iPad,eGameSetting_UISize)+1)
121 {
122 app.SetGameSettings(m_iPad,eGameSetting_UISize,pNotifyValueChanged->nValue-1);
123 // Apply the changes to the selected text position
124 CXuiSceneBase::UpdateSelectedItemPos(m_iPad);
125 }
126 }
127 else if(hObjSource==m_SliderA[SLIDER_SETTINGS_UISIZESPLITSCREEN].GetSlider() )
128 {
129 swprintf( (WCHAR *)TempString, 256, L"%ls: %d", app.GetString( IDS_SLIDER_UISIZESPLITSCREEN ),pNotifyValueChanged->nValue);
130 m_SliderA[SLIDER_SETTINGS_UISIZESPLITSCREEN].SetText(TempString);
131
132 if(pNotifyValueChanged->nValue != app.GetGameSettings(m_iPad,eGameSetting_UISizeSplitscreen)+1)
133 {
134 // slider is 1 to 3
135 app.SetGameSettings(m_iPad,eGameSetting_UISizeSplitscreen,pNotifyValueChanged->nValue-1);
136 // Apply the changes to the selected text position
137 CXuiSceneBase::UpdateSelectedItemPos(m_iPad);
138 }
139 }
140
141 return S_OK;
142}
143
144
145HRESULT CScene_SettingsUI::OnKeyDown(XUIMessageInput* pInputData, BOOL& rfHandled)
146{
147 ui.AnimateKeyPress(pInputData->UserIndex, pInputData->dwKeyCode);
148
149 HRESULT hr=S_OK;
150
151 // Explicitly handle B button presses
152 switch(pInputData->dwKeyCode)
153 {
154 case VK_PAD_B:
155 case VK_ESCAPE:
156 // if the profile data has been changed, then force a profile write
157 // It seems we're allowed to break the 5 minute rule if it's the result of a user action
158
159 // not in this scene - app.CheckGameSettingsChanged(true,pInputData->UserIndex);
160
161 // check the checkboxes
162 app.SetGameSettings(m_iPad,eGameSetting_DisplayHUD,m_DisplayHUD.IsChecked()?1:0);
163 app.SetGameSettings(m_iPad,eGameSetting_DisplayHand,m_DisplayHand.IsChecked()?1:0);
164 app.SetGameSettings(m_iPad,eGameSetting_DisplaySplitscreenGamertags,m_SplitScreenGamertags.IsChecked()?1:0);
165 app.SetGameSettings(m_iPad,eGameSetting_DeathMessages,m_DeathMessages.IsChecked()?1:0);
166 app.SetGameSettings(m_iPad,eGameSetting_AnimatedCharacter,m_AnimatedCharacter.IsChecked()?1:0);
167
168 // if the splitscreen vertical/horizontal has changed, need to update the scenes
169 if(app.GetGameSettings(m_iPad,eGameSetting_SplitScreenVertical)!=(m_SplitScreen.IsChecked()?1:0))
170 {
171 // changed
172 app.SetGameSettings(m_iPad,eGameSetting_SplitScreenVertical,m_SplitScreen.IsChecked()?1:0);
173
174 // close the xui scenes, so we don't have the navigate backed to menu at the wrong place
175 if(app.GetLocalPlayerCount()==2)
176 {
177 app.CloseAllPlayersXuiScenes();
178 }
179 else
180 {
181 app.NavigateBack(pInputData->UserIndex);
182 }
183 }
184 else
185 {
186 app.NavigateBack(pInputData->UserIndex);
187 }
188
189
190 rfHandled = TRUE;
191 break;
192 }
193
194 return hr;
195}
196
197//----------------------------------------------------------------------------------
198// Handler for the button press message.
199//----------------------------------------------------------------------------------
200HRESULT CScene_SettingsUI::OnNotifyPressEx(HXUIOBJ hObjPressed, XUINotifyPress* pNotifyPressData, BOOL& rfHandled)
201{
202 // This assumes all buttons can only be pressed with the A button
203 ui.AnimateKeyPress(pNotifyPressData->UserIndex, VK_PAD_A);
204
205 return S_OK;
206}
207
208HRESULT CScene_SettingsUI::OnControlNavigate(XUIMessageControlNavigate *pControlNavigateData, BOOL& bHandled)
209{
210 // added so we can skip greyed out items
211 pControlNavigateData->hObjDest=XuiControlGetNavigation(pControlNavigateData->hObjSource,pControlNavigateData->nControlNavigate,TRUE,TRUE);
212
213 if(pControlNavigateData->hObjDest!=NULL)
214 {
215 bHandled=TRUE;
216 }
217
218 return S_OK;
219}
220
221HRESULT CScene_SettingsUI::OnTransitionStart( XUIMessageTransition *pTransition, BOOL& bHandled )
222{
223 HRESULT hr;
224 WCHAR TempString[256];
225 if(pTransition->dwTransAction==XUI_TRANSITION_ACTION_DESTROY ) return S_OK;
226
227 if(pTransition->dwTransType == XUI_TRANSITION_TO || pTransition->dwTransType == XUI_TRANSITION_BACKTO)
228 {
229 // 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)
230
231 float fMaxTextLen=0.0f;
232 float fMaxLen=0.0f;
233
234 // sliders first
235 HXUIOBJ hSlider,hVisual,hText,hCheckboxText;
236 XUIRect xuiRect;
237 float fWidth,fHeight;//,fTemp;
238 D3DXVECTOR3 vec,vecCheckboxText,vSlider,vecCheckbox;
239
240 hr=XuiControlGetVisual(m_SplitScreen.m_hObj,&hVisual);
241 hr=XuiElementGetChildById(hVisual,L"text_Button",&hCheckboxText);
242 hr=XuiElementGetPosition(hCheckboxText,&vecCheckboxText);
243 hr=XuiElementGetPosition(m_SplitScreen.m_hObj,&vecCheckbox);
244 hr=XuiElementGetChildById(m_SliderA[SLIDER_SETTINGS_UISIZESPLITSCREEN].m_hObj,L"XuiSlider",&hSlider);
245 hr=XuiControlGetVisual(hSlider,&hVisual);
246 hr=XuiElementGetChildById(hVisual,L"text_Label",&hText);
247 hr=XuiElementGetPosition(m_SliderA[SLIDER_SETTINGS_UISIZE].m_hObj,&vSlider);
248
249
250 // don't display values on these - we handle that
251 for(int i=0;i<SLIDER_SETTINGS_UI_MAX;i++)
252 {
253 m_SliderA[i].SetValueDisplay(FALSE);
254 }
255
256 for(int i=0;i<SLIDER_SETTINGS_UI_MAX;i++)
257 {
258 switch(i)
259 {
260 case SLIDER_SETTINGS_UISIZE: // 3 digits
261 swprintf( (WCHAR *)TempString, 256, L"%ls: %d", app.GetString( IDS_SLIDER_UISIZE ),3);
262 break;
263 case SLIDER_SETTINGS_UISIZESPLITSCREEN: // 3 digits
264 swprintf( (WCHAR *)TempString, 256, L"%ls: %d", app.GetString( IDS_SLIDER_UISIZESPLITSCREEN ),3);
265 break;
266 }
267
268 //LPCWSTR temp=m_SliderA[i].GetText();
269 hr=XuiTextPresenterMeasureText(hText, TempString, &xuiRect);
270 // 4J-PB - the text measuring doesn't seem to be long enough - add a fudge
271 xuiRect.right+=25.0f;
272 m_SliderA[i].GetBounds(&fWidth,&fHeight);
273 if(xuiRect.right>fMaxTextLen) fMaxTextLen=xuiRect.right;
274 if(fWidth>fMaxLen) fMaxLen=fWidth;
275 }
276
277 // now the m_SplitScreen checkbox - let's just use the visual we already have...
278
279 hr=XuiTextPresenterMeasureText(hCheckboxText, m_SplitScreen.GetText(), &xuiRect);
280 m_SplitScreen.GetBounds(&fWidth,&fHeight);
281 // need to add the size of the checkbox graphic
282 if((xuiRect.right+vecCheckbox.x+vecCheckboxText.x)>fMaxTextLen) fMaxTextLen=xuiRect.right+vecCheckbox.x+vecCheckboxText.x;
283 if(fWidth>fMaxLen) fMaxLen=fWidth;
284
285 // now the m_SplitScreenGamertags checkbox - let's just use the visual we already have...
286
287 hr=XuiTextPresenterMeasureText(hCheckboxText, m_SplitScreenGamertags.GetText(), &xuiRect);
288 m_SplitScreenGamertags.GetBounds(&fWidth,&fHeight);
289 // need to add the size of the checkbox graphic
290 if((xuiRect.right+vecCheckbox.x+vecCheckboxText.x)>fMaxTextLen) fMaxTextLen=xuiRect.right+vecCheckbox.x+vecCheckboxText.x;
291 if(fWidth>fMaxLen) fMaxLen=fWidth;
292
293 // now the m_DisplayHUD checkbox - let's just use the visual we already have...
294
295 hr=XuiTextPresenterMeasureText(hCheckboxText, m_DisplayHUD.GetText(), &xuiRect);
296 m_DisplayHUD.GetBounds(&fWidth,&fHeight);
297 // need to add the size of the checkbox graphic
298 if((xuiRect.right+vecCheckbox.x+vecCheckboxText.x)>fMaxTextLen) fMaxTextLen=xuiRect.right+vecCheckbox.x+vecCheckboxText.x;
299 if(fWidth>fMaxLen) fMaxLen=fWidth;
300
301
302 // now the m_DisplayHand checkbox - let's just use the visual we already have...
303 hr=XuiTextPresenterMeasureText(hCheckboxText, m_DisplayHand.GetText(), &xuiRect);
304 m_DisplayHand.GetBounds(&fWidth,&fHeight);
305 // need to add the size of the checkbox graphic
306 if((xuiRect.right+vecCheckbox.x+vecCheckboxText.x)>fMaxTextLen) fMaxTextLen=xuiRect.right+vecCheckbox.x+vecCheckboxText.x;
307 if(fWidth>fMaxLen) fMaxLen=fWidth;
308
309
310 // now the m_DeathMessages checkbox - let's just use the visual we already have...
311 hr=XuiTextPresenterMeasureText(hCheckboxText, m_DeathMessages.GetText(), &xuiRect);
312 m_DeathMessages.GetBounds(&fWidth,&fHeight);
313 // need to add the size of the checkbox graphic
314 if((xuiRect.right+vecCheckbox.x+vecCheckboxText.x)>fMaxTextLen) fMaxTextLen=xuiRect.right+vecCheckbox.x+vecCheckboxText.x;
315 if(fWidth>fMaxLen) fMaxLen=fWidth;
316
317 if(fMaxLen<fMaxTextLen)
318 {
319 float fWidth;
320 XuiElementGetPosition(m_hObj,&vec);
321 XuiElementGetBounds(m_hObj,&fWidth,&fHeight);
322
323 // need to centre the scene now the size has changed
324 if((!RenderManager.IsHiDef() && !RenderManager.IsWidescreen()) || app.GetLocalPlayerCount()>1)
325 {
326 // scene width needs to be more that the text width on buttons
327 fWidth=vSlider.x;
328 vec.x=floorf((640.0f-(fMaxTextLen+fWidth))/2.0f);
329 XuiElementSetPosition(m_hObj,&vec);
330 XuiElementSetBounds(m_hObj,fMaxTextLen+(fWidth*2.0f),fHeight);
331 }
332 else
333 {
334 fWidth=vSlider.x;
335 vec.x=floorf((1280.0f-(fMaxTextLen+fWidth))/2.0f);
336 XuiElementSetPosition(m_hObj,&vec);
337 XuiElementSetBounds(m_hObj,fMaxTextLen+(fWidth*2.0f),fHeight);
338 }
339
340 m_SplitScreen.SetBounds(fMaxTextLen,fHeight);
341 m_SplitScreenGamertags.SetBounds(fMaxTextLen,fHeight);
342 m_DisplayHUD.SetBounds(fMaxTextLen,fHeight);
343 m_DisplayHand.SetBounds(fMaxTextLen,fHeight);
344 m_DeathMessages.SetBounds(fMaxTextLen,fHeight);
345
346 // Need to refresh the scenes visual since the object size has now changed
347 XuiControlAttachVisual(m_hObj);
348 }
349 }
350
351 return S_OK;
352}
353
354HRESULT CScene_SettingsUI::OnNavReturn(HXUIOBJ hObj,BOOL& rfHandled)
355{
356 bool bNotInGame=(Minecraft::GetInstance()->level==NULL);
357
358 // if we're not in the game, we need to use basescene 0
359 if(bNotInGame)
360 {
361 ui.SetTooltips( DEFAULT_XUI_MENU_USER, IDS_TOOLTIPS_SELECT,IDS_TOOLTIPS_BACK);
362 }
363 else
364 {
365 ui.SetTooltips( m_iPad, IDS_TOOLTIPS_SELECT,IDS_TOOLTIPS_BACK);
366 }
367
368 return S_OK;
369}
370
371HRESULT CScene_SettingsUI::OnCustomMessage_Splitscreenplayer(bool bJoining, BOOL& bHandled)
372{
373 bHandled=true;
374 return app.AdjustSplitscreenScene_PlayerChanged(m_hObj,&m_OriginalPosition,m_iPad,bJoining);
375}
376