feat: TU19 (Dec 2014) Features & Content (#155)

* try to resolve merge conflict

* feat: TU19 (Dec 2014) Features & Content (#32)

* December 2014 files

* Working release build

* Fix compilation issues

* Add sound to Windows64Media

* Add DLC content and force Tutorial DLC

* Revert "Add DLC content and force Tutorial DLC"

This reverts commit 97a4399472.

* Disable broken light packing

* Disable breakpoint during DLC texture map load

Allows DLC loading but the DLC textures are still broken

* Fix post build not working

* ...

* fix vs2022 build

* fix cmake build

---------

Co-authored-by: Loki <lokirautio@gmail.com>
This commit is contained in:
daoge
2026-03-03 03:04:10 +08:00
committed by GitHub
parent 84c31a2331
commit b3feddfef3
2069 changed files with 264842 additions and 139522 deletions

View File

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#include "stdafx.h"
#include "UI.h"
#include "UIControl_BeaconEffectButton.h"
UIControl_BeaconEffectButton::UIControl_BeaconEffectButton()
{
m_data = 0;
m_icon = 0;
m_selected = false;
m_active = false;
m_focus = false;
}
bool UIControl_BeaconEffectButton::setupControl(UIScene *scene, IggyValuePath *parent, const string &controlName)
{
bool success = UIControl::setupControl(scene,parent,controlName);
m_funcChangeState = registerFastName(L"ChangeState");
m_funcSetIcon = registerFastName(L"SetIcon");
return success;
}
void UIControl_BeaconEffectButton::SetData(int data, int icon, bool active, bool selected)
{
m_data = data;
m_active = active;
m_selected = selected;
SetIcon(icon);
UpdateButtonState();
}
int UIControl_BeaconEffectButton::GetData()
{
return m_data;
}
void UIControl_BeaconEffectButton::SetButtonSelected(bool selected)
{
if(selected != m_selected)
{
m_selected = selected;
UpdateButtonState();
}
}
bool UIControl_BeaconEffectButton::IsButtonSelected()
{
return m_selected;
}
void UIControl_BeaconEffectButton::SetButtonActive(bool active)
{
if(m_active != active)
{
m_active = active;
UpdateButtonState();
}
}
void UIControl_BeaconEffectButton::setFocus(bool focus)
{
if(m_focus != focus)
{
m_focus = focus;
UpdateButtonState();
}
}
void UIControl_BeaconEffectButton::SetIcon(int icon)
{
if(icon != m_icon)
{
m_icon = icon;
IggyDataValue result;
IggyDataValue value[1];
value[0].type = IGGY_DATATYPE_number;
value[0].number = m_icon;
IggyResult out = IggyPlayerCallMethodRS ( m_parentScene->getMovie() , &result, getIggyValuePath() , m_funcSetIcon , 1 , value );
}
}
void UIControl_BeaconEffectButton::UpdateButtonState()
{
EState state = eState_Disabled;
if(!m_active)
{
state = eState_Disabled;
}
else if(m_selected)
{
state = eState_Pressed;
}
else if(m_focus)
{
state = eState_Enabled_Selected;
}
else
{
state = eState_Enabled_Unselected;
}
if(state != m_lastState)
{
IggyDataValue result;
IggyDataValue value[1];
value[0].type = IGGY_DATATYPE_number;
value[0].number = state;
IggyResult out = IggyPlayerCallMethodRS ( m_parentScene->getMovie() , &result, getIggyValuePath() , m_funcChangeState , 1 , value );
if(out == IGGY_RESULT_SUCCESS) m_lastState = state;
}
}