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