Revert "Project modernization (#630)"
This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a.
This commit is contained in:
@@ -1,8 +1,6 @@
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#include "stdafx.h"
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#include "UIGroup.h"
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#include "UI.h"
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UIGroup::UIGroup(EUIGroup group, int iPad)
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{
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m_group = group;
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@@ -25,22 +23,22 @@ UIGroup::UIGroup(EUIGroup group, int iPad)
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#endif
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}
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m_tooltips = (UIComponent_Tooltips *)m_layers[static_cast<int>(eUILayer_Tooltips)]->addComponent(0, eUIComponent_Tooltips);
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m_tooltips = (UIComponent_Tooltips *)m_layers[(int)eUILayer_Tooltips]->addComponent(0, eUIComponent_Tooltips);
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m_tutorialPopup = nullptr;
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m_hud = nullptr;
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m_pressStartToPlay = nullptr;
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m_tutorialPopup = NULL;
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m_hud = NULL;
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m_pressStartToPlay = NULL;
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if(m_group != eUIGroup_Fullscreen)
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{
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m_tutorialPopup = (UIComponent_TutorialPopup *)m_layers[static_cast<int>(eUILayer_Popup)]->addComponent(m_iPad, eUIComponent_TutorialPopup);
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m_tutorialPopup = (UIComponent_TutorialPopup *)m_layers[(int)eUILayer_Popup]->addComponent(m_iPad, eUIComponent_TutorialPopup);
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m_hud = (UIScene_HUD *)m_layers[static_cast<int>(eUILayer_HUD)]->addComponent(m_iPad, eUIScene_HUD);
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m_hud = (UIScene_HUD *)m_layers[(int)eUILayer_HUD]->addComponent(m_iPad, eUIScene_HUD);
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//m_layers[(int)eUILayer_Chat]->addComponent(m_iPad, eUIComponent_Chat);
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}
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else
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{
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m_pressStartToPlay = (UIComponent_PressStartToPlay *)m_layers[static_cast<int>(eUILayer_Tooltips)]->addComponent(0, eUIComponent_PressStartToPlay);
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m_pressStartToPlay = (UIComponent_PressStartToPlay *)m_layers[(int)eUILayer_Tooltips]->addComponent(0, eUIComponent_PressStartToPlay);
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}
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// 4J Stu - Pre-allocate this for cached rendering in scenes. It's horribly slow to do dynamically, but we should only need one
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@@ -67,7 +65,7 @@ void UIGroup::ReloadAll()
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if(highestRenderable < eUILayer_Fullscreen) highestRenderable = eUILayer_Fullscreen;
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for(; highestRenderable >= 0; --highestRenderable)
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{
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if(highestRenderable < eUILayer_COUNT) m_layers[highestRenderable]->ReloadAll(highestRenderable != static_cast<int>(eUILayer_Fullscreen));
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if(highestRenderable < eUILayer_COUNT) m_layers[highestRenderable]->ReloadAll(highestRenderable != (int)eUILayer_Fullscreen);
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}
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}
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@@ -129,7 +127,7 @@ void UIGroup::getRenderDimensions(S32 &width, S32 &height)
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// NAVIGATION
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bool UIGroup::NavigateToScene(int iPad, EUIScene scene, void *initData, EUILayer layer)
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{
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bool succeeded = m_layers[static_cast<int>(layer)]->NavigateToScene(iPad, scene, initData);
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bool succeeded = m_layers[(int)layer]->NavigateToScene(iPad, scene, initData);
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updateStackStates();
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return succeeded;
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}
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@@ -153,9 +151,9 @@ void UIGroup::closeAllScenes()
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Minecraft *pMinecraft = Minecraft::GetInstance();
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if( m_iPad >= 0 )
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{
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if(pMinecraft != nullptr && pMinecraft->localgameModes[m_iPad] != nullptr )
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if(pMinecraft != NULL && pMinecraft->localgameModes[m_iPad] != NULL )
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{
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TutorialMode *gameMode = static_cast<TutorialMode *>(pMinecraft->localgameModes[m_iPad]);
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TutorialMode *gameMode = (TutorialMode *)pMinecraft->localgameModes[m_iPad];
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// This just allows it to be shown
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gameMode->getTutorial()->showTutorialPopup(true);
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@@ -165,14 +163,14 @@ void UIGroup::closeAllScenes()
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for(unsigned int i = 0; i < eUILayer_COUNT; ++i)
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{
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// Ignore the error layer
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if(i != static_cast<int>(eUILayer_Error)) m_layers[i]->closeAllScenes();
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if(i != (int)eUILayer_Error) m_layers[i]->closeAllScenes();
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}
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updateStackStates();
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}
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UIScene *UIGroup::GetTopScene(EUILayer layer)
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{
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return m_layers[static_cast<int>(layer)]->GetTopScene();
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return m_layers[(int)layer]->GetTopScene();
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}
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bool UIGroup::GetMenuDisplayed()
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@@ -216,10 +214,10 @@ UIScene *UIGroup::getCurrentScene()
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{
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pScene=m_layers[i]->getCurrentScene();
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if(pScene!=nullptr) return pScene;
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if(pScene!=NULL) return pScene;
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}
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return nullptr;
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return NULL;
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}
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#endif
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@@ -414,16 +412,16 @@ int UIGroup::getCommandBufferList()
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return m_commandBufferList;
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}
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// Returns the first scene of given type if it exists, nullptr otherwise
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// Returns the first scene of given type if it exists, NULL otherwise
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UIScene *UIGroup::FindScene(EUIScene sceneType)
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{
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UIScene *pScene = nullptr;
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UIScene *pScene = NULL;
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for (int i = 0; i < eUILayer_COUNT; i++)
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{
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pScene = m_layers[i]->FindScene(sceneType);
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#ifdef __PS3__
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if (pScene != nullptr) return pScene;
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if (pScene != NULL) return pScene;
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#else
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if (pScene != nullptr) return pScene;
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#endif
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