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:
@@ -91,9 +91,9 @@ HRESULT CScene_Controls::OnInit( XUIMessageInit* pInitData, BOOL& bHandled )
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XuiControlSetText(m_SouthPaw,app.GetString(IDS_SOUTHPAW));
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XuiControlSetText(m_InvertLook,app.GetString(IDS_INVERT_LOOK));
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m_iPad=*static_cast<int *>(pInitData->pvInitData);
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m_iPad=*(int *)pInitData->pvInitData;
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// if we're not in the game, we need to use basescene 0
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bool bNotInGame=(Minecraft::GetInstance()->level==nullptr);
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bool bNotInGame=(Minecraft::GetInstance()->level==NULL);
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bool bSplitscreen=(app.GetLocalPlayerCount()>1);
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m_iCurrentTextIndex=0;
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m_bCreativeMode = !bNotInGame && Minecraft::GetInstance()->localplayers[m_iPad] && Minecraft::GetInstance()->localplayers[m_iPad]->abilities.mayfly;
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@@ -159,20 +159,20 @@ HRESULT CScene_Controls::OnInit( XUIMessageInit* pInitData, BOOL& bHandled )
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controlDetailsA[i].vPos.y/=2.0f;
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}
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m_FigA[i].SetShow(FALSE);
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m_TextPresenterA[i] = nullptr;
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m_TextPresenterA[i] = NULL;
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}
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// fill out the layouts list
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VOID *pObj;
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XuiObjectFromHandle( m_SchemeList, &pObj );
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m_pLayoutList = static_cast<CXuiCtrl4JList *>(pObj);
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m_pLayoutList = (CXuiCtrl4JList *)pObj;
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CXuiCtrl4JList::LIST_ITEM_INFO ListInfo[3];
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ZeroMemory(ListInfo,sizeof(CXuiCtrl4JList::LIST_ITEM_INFO)*3);
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for(int i=0;i<3;i++)
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{
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ListInfo[i].pwszText=m_LayoutNameA[i];
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ListInfo[i].hXuiBrush=nullptr;
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ListInfo[i].hXuiBrush=NULL;
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ListInfo[i].fEnabled=TRUE;
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m_pLayoutList->AddData(ListInfo[i]);
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}
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@@ -325,9 +325,9 @@ void CScene_Controls::PositionText(int iPad,int iTextID, unsigned char ucAction)
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XuiElementGetScale(hFigGroup,&vScale);
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// check the width of the control with the text set in it
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if(m_TextPresenterA[m_iCurrentTextIndex]==nullptr)
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if(m_TextPresenterA[m_iCurrentTextIndex]==NULL)
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{
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HXUIOBJ hObj=nullptr;
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HXUIOBJ hObj=NULL;
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HRESULT hr=XuiControlGetVisual(m_TextA[m_iCurrentTextIndex].m_hObj,&hObj);
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hr=XuiElementGetChildById(hObj,L"Text",&m_TextPresenterA[m_iCurrentTextIndex]);
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}
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@@ -452,9 +452,9 @@ void CScene_Controls::PositionTextDirect(int iPad,int iTextID, int iControlDetai
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XuiElementGetScale(hFigGroup,&vScale);
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// check the width of the control with the text set in it
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if(m_TextPresenterA[m_iCurrentTextIndex]==nullptr)
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if(m_TextPresenterA[m_iCurrentTextIndex]==NULL)
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{
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HXUIOBJ hObj=nullptr;
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HXUIOBJ hObj=NULL;
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HRESULT hr=XuiControlGetVisual(m_TextA[m_iCurrentTextIndex].m_hObj,&hObj);
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hr=XuiElementGetChildById(hObj,L"Text",&m_TextPresenterA[m_iCurrentTextIndex]);
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}
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@@ -532,18 +532,18 @@ HRESULT CScene_Controls::OnNotifyPressEx(HXUIOBJ hObjPressed, XUINotifyPress* pN
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if ( hObjPressed == m_InvertLook.m_hObj )
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{
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BOOL bIsChecked = m_InvertLook.IsChecked();
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app.SetGameSettings(m_iPad,eGameSetting_ControlInvertLook,static_cast<unsigned char>(bIsChecked) );
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app.SetGameSettings(m_iPad,eGameSetting_ControlInvertLook,(unsigned char)( bIsChecked ) );
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}
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else if ( hObjPressed == m_SouthPaw.m_hObj )
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{
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BOOL bIsChecked = m_SouthPaw.IsChecked();
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app.SetGameSettings(m_iPad,eGameSetting_ControlSouthPaw,static_cast<unsigned char>(bIsChecked) );
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app.SetGameSettings(m_iPad,eGameSetting_ControlSouthPaw,(unsigned char)( bIsChecked ) );
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PositionAllText(m_iPad);
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}
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else if( hObjPressed == m_SchemeList)
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{
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// check what's been selected
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app.SetGameSettings(m_iPad,eGameSetting_ControlScheme,static_cast<unsigned char>(m_SchemeList.GetCurSel()));
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app.SetGameSettings(m_iPad,eGameSetting_ControlScheme,(unsigned char)m_SchemeList.GetCurSel());
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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[m_SchemeList.GetCurSel()]) );
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