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:
Loki Rautio
2026-03-07 21:12:22 -06:00
parent a9be52c41a
commit 087b7e7abf
1373 changed files with 19449 additions and 19903 deletions

View File

@@ -13,7 +13,7 @@ UIScene_ControlsMenu::UIScene_ControlsMenu(int iPad, void *initData, UILayer *pa
IggyDataValue value[1];
value[0].type = IGGY_DATATYPE_number;
#if defined(_XBOX) || defined(_WIN64)
value[0].number = static_cast<F64>(0);
value[0].number = (F64)0;
#elif defined(_DURANGO)
value[0].number = (F64)1;
#elif defined(__PS3__)
@@ -25,7 +25,7 @@ UIScene_ControlsMenu::UIScene_ControlsMenu(int iPad, void *initData, UILayer *pa
#endif
IggyResult out = IggyPlayerCallMethodRS ( getMovie() , &result, IggyPlayerRootPath( getMovie() ), m_funcSetPlatform , 1 , value );
bool bNotInGame=(Minecraft::GetInstance()->level==nullptr);
bool bNotInGame=(Minecraft::GetInstance()->level==NULL);
if(bNotInGame)
{
@@ -84,7 +84,7 @@ UIScene_ControlsMenu::UIScene_ControlsMenu(int iPad, void *initData, UILayer *pa
IggyDataValue result;
IggyDataValue value[1];
value[0].type = IGGY_DATATYPE_number;
value[0].number = static_cast<F64>(m_iCurrentNavigatedControlsLayout);
value[0].number = (F64)m_iCurrentNavigatedControlsLayout;
IggyResult out = IggyPlayerCallMethodRS ( getMovie() , &result, IggyPlayerRootPath( getMovie() ), m_funcSetControllerLayout , 1 , value );
}
@@ -180,7 +180,7 @@ void UIScene_ControlsMenu::handleInput(int iPad, int key, bool repeat, bool pres
void UIScene_ControlsMenu::handleCheckboxToggled(F64 controlId, bool selected)
{
switch(static_cast<int>(controlId))
switch((int)controlId)
{
case eControl_InvertLook:
app.SetGameSettings(m_iPad,eGameSetting_ControlInvertLook,(unsigned char)( selected ) );
@@ -194,13 +194,13 @@ void UIScene_ControlsMenu::handleCheckboxToggled(F64 controlId, bool selected)
void UIScene_ControlsMenu::handlePress(F64 controlId, F64 childId)
{
int control = static_cast<int>(controlId);
int control = (int)controlId;
switch(control)
{
case eControl_Button0:
case eControl_Button1:
case eControl_Button2:
app.SetGameSettings(m_iPad,eGameSetting_ControlScheme,static_cast<unsigned char>(control));
app.SetGameSettings(m_iPad,eGameSetting_ControlScheme,(unsigned char)control);
LPWSTR layoutString = new wchar_t[ 128 ];
swprintf( layoutString, 128, L"%ls : %ls", app.GetString( IDS_CURRENT_LAYOUT ),app.GetString(m_iSchemeTextA[control]));
#ifdef __ORBIS__
@@ -216,7 +216,7 @@ void UIScene_ControlsMenu::handlePress(F64 controlId, F64 childId)
void UIScene_ControlsMenu::handleFocusChange(F64 controlId, F64 childId)
{
int control = static_cast<int>(controlId);
int control = (int)controlId;
switch(control)
{
case eControl_Button0: