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:
@@ -65,11 +65,11 @@ unsigned int CScene_HowToPlayMenu::m_uiHTPSceneA[]=
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//----------------------------------------------------------------------------------
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HRESULT CScene_HowToPlayMenu::OnInit( XUIMessageInit* pInitData, BOOL& bHandled )
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{
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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_ButtonList=nullptr;
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m_ButtonList=NULL;
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//MapChildControls();
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@@ -131,7 +131,7 @@ HRESULT CScene_HowToPlayMenu::OnGetSourceDataText(XUIMessageGetSourceText *pGetS
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{
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if( pGetSourceTextData->bItemData )
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{
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if( pGetSourceTextData->iItem < static_cast<int>(eHTPButton_Max) )
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if( pGetSourceTextData->iItem < (int)eHTPButton_Max )
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{
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pGetSourceTextData->szText = app.GetString(m_uiHTPButtonNameA[pGetSourceTextData->iItem]);//m_Buttons[pGetSourceTextData->iItem].GetText();
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pGetSourceTextData->bDisplay = TRUE;
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@@ -173,7 +173,7 @@ HRESULT CScene_HowToPlayMenu::OnNotifyPressEx(HXUIOBJ hObjPressed, XUINotifyPres
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// 4J-PB - now using a list for all resolutions
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//if((!RenderManager.IsHiDef() && !RenderManager.IsWidescreen()) || app.GetLocalPlayerCount()>1)
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{
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if(hObjPressed==m_ButtonList && m_ButtonList.TreeHasFocus() && (m_ButtonList.GetItemCount() > 0) && (m_ButtonList.GetCurSel() < static_cast<int>(eHTPButton_Max)) )
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if(hObjPressed==m_ButtonList && m_ButtonList.TreeHasFocus() && (m_ButtonList.GetItemCount() > 0) && (m_ButtonList.GetCurSel() < (int)eHTPButton_Max) )
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{
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uiButtonCounter=m_ButtonList.GetCurSel();
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}
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@@ -186,7 +186,7 @@ HRESULT CScene_HowToPlayMenu::OnNotifyPressEx(HXUIOBJ hObjPressed, XUINotifyPres
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// Determine which button was pressed,
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// and call the appropriate function.
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uiInitData = ( ( 1 << 31 ) | ( m_uiHTPSceneA[uiButtonCounter] << 16 ) | static_cast<short>(m_iPad) );
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uiInitData = ( ( 1 << 31 ) | ( m_uiHTPSceneA[uiButtonCounter] << 16 ) | ( short )( m_iPad ) );
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if(app.GetLocalPlayerCount()>1)
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{
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app.NavigateToScene(pNotifyPressData->UserIndex,eUIScene_HowToPlay, ( void* )( uiInitData ) );
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