Disable EULA popup
This commit is contained in:
@@ -1867,6 +1867,7 @@ void UIController::unregisterSubstitutionTexture(const wstring &textureName, boo
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bool UIController::NavigateToScene(int iPad, EUIScene scene, void *initData, EUILayer layer, EUIGroup group)
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bool UIController::NavigateToScene(int iPad, EUIScene scene, void *initData, EUILayer layer, EUIGroup group)
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{
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{
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static bool bSeenUpdateTextThisSession = false;
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static bool bSeenUpdateTextThisSession = false;
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#if 0 // Disable since we don't use this
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// If you're navigating to the multigamejoinload, and the player hasn't seen the updates message yet, display it now
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// If you're navigating to the multigamejoinload, and the player hasn't seen the updates message yet, display it now
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// display this message the first 3 times
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// display this message the first 3 times
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if((scene==eUIScene_LoadOrJoinMenu) && (bSeenUpdateTextThisSession==false) && ( app.GetGameSettings(ProfileManager.GetPrimaryPad(),eGameSetting_DisplayUpdateMessage)!=0))
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if((scene==eUIScene_LoadOrJoinMenu) && (bSeenUpdateTextThisSession==false) && ( app.GetGameSettings(ProfileManager.GetPrimaryPad(),eGameSetting_DisplayUpdateMessage)!=0))
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@@ -1874,6 +1875,7 @@ bool UIController::NavigateToScene(int iPad, EUIScene scene, void *initData, EUI
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scene=eUIScene_NewUpdateMessage;
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scene=eUIScene_NewUpdateMessage;
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bSeenUpdateTextThisSession=true;
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bSeenUpdateTextThisSession=true;
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}
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}
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#endif
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// if you're trying to navigate to the inventory,the crafting, pause or game info or any of the trigger scenes and there's already a menu up (because you were pressing a few buttons at the same time) then ignore the navigate
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// if you're trying to navigate to the inventory,the crafting, pause or game info or any of the trigger scenes and there's already a menu up (because you were pressing a few buttons at the same time) then ignore the navigate
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if(GetMenuDisplayed(iPad))
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if(GetMenuDisplayed(iPad))
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@@ -83,17 +83,23 @@ void UIScene_Intro::handleInput(int iPad, int key, bool repeat, bool pressed, bo
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case C4JStorage::eOptions_Callback_Read:
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case C4JStorage::eOptions_Callback_Read:
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case C4JStorage::eOptions_Callback_Read_FileNotFound:
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case C4JStorage::eOptions_Callback_Read_FileNotFound:
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// we've either read it, or it wasn't found
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// we've either read it, or it wasn't found
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#if 0
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if(app.GetGameSettings(0,eGameSetting_PS3_EULA_Read)==0)
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if(app.GetGameSettings(0,eGameSetting_PS3_EULA_Read)==0)
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{
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{
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ui.NavigateToScene(0,eUIScene_EULA);
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ui.NavigateToScene(0,eUIScene_EULA);
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}
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}
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else
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else
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#endif
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{
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{
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ui.NavigateToScene(0,eUIScene_SaveMessage);
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ui.NavigateToScene(0,eUIScene_SaveMessage);
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}
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}
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break;
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break;
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default:
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default:
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#if 0
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ui.NavigateToScene(0,eUIScene_EULA);
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ui.NavigateToScene(0,eUIScene_EULA);
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#else
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ui.NavigateToScene(0,eUIScene_SaveMessage);
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#endif
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break;
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break;
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}
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}
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#elif defined _XBOX_ONE
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#elif defined _XBOX_ONE
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@@ -131,17 +137,23 @@ void UIScene_Intro::handleAnimationEnd()
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case C4JStorage::eOptions_Callback_Read:
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case C4JStorage::eOptions_Callback_Read:
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case C4JStorage::eOptions_Callback_Read_FileNotFound:
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case C4JStorage::eOptions_Callback_Read_FileNotFound:
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// we've either read it, or it wasn't found
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// we've either read it, or it wasn't found
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#if 0
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if(app.GetGameSettings(0,eGameSetting_PS3_EULA_Read)==0)
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if(app.GetGameSettings(0,eGameSetting_PS3_EULA_Read)==0)
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{
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{
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ui.NavigateToScene(0,eUIScene_EULA);
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ui.NavigateToScene(0,eUIScene_EULA);
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}
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}
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else
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else
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#endif
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{
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{
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ui.NavigateToScene(0,eUIScene_SaveMessage);
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ui.NavigateToScene(0,eUIScene_SaveMessage);
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}
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}
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break;
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break;
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default:
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default:
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#if 0
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ui.NavigateToScene(0,eUIScene_EULA);
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ui.NavigateToScene(0,eUIScene_EULA);
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#else
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ui.NavigateToScene(0,eUIScene_SaveMessage);
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#endif
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break;
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break;
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}
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}
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