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:
121
Minecraft.Client/Common/UI/UIControl_BeaconEffectButton.cpp
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121
Minecraft.Client/Common/UI/UIControl_BeaconEffectButton.cpp
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#include "stdafx.h"
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#include "UI.h"
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#include "UIControl_BeaconEffectButton.h"
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UIControl_BeaconEffectButton::UIControl_BeaconEffectButton()
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{
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m_data = 0;
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m_icon = 0;
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m_selected = false;
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m_active = false;
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m_focus = false;
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}
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bool UIControl_BeaconEffectButton::setupControl(UIScene *scene, IggyValuePath *parent, const string &controlName)
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{
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bool success = UIControl::setupControl(scene,parent,controlName);
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m_funcChangeState = registerFastName(L"ChangeState");
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m_funcSetIcon = registerFastName(L"SetIcon");
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return success;
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}
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void UIControl_BeaconEffectButton::SetData(int data, int icon, bool active, bool selected)
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{
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m_data = data;
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m_active = active;
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m_selected = selected;
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SetIcon(icon);
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UpdateButtonState();
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}
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int UIControl_BeaconEffectButton::GetData()
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{
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return m_data;
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}
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void UIControl_BeaconEffectButton::SetButtonSelected(bool selected)
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{
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if(selected != m_selected)
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{
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m_selected = selected;
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UpdateButtonState();
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}
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}
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bool UIControl_BeaconEffectButton::IsButtonSelected()
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{
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return m_selected;
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}
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void UIControl_BeaconEffectButton::SetButtonActive(bool active)
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{
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if(m_active != active)
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{
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m_active = active;
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UpdateButtonState();
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}
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}
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void UIControl_BeaconEffectButton::setFocus(bool focus)
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{
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if(m_focus != focus)
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{
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m_focus = focus;
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UpdateButtonState();
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}
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}
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void UIControl_BeaconEffectButton::SetIcon(int icon)
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{
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if(icon != m_icon)
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{
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m_icon = icon;
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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 = m_icon;
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IggyResult out = IggyPlayerCallMethodRS ( m_parentScene->getMovie() , &result, getIggyValuePath() , m_funcSetIcon , 1 , value );
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}
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}
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void UIControl_BeaconEffectButton::UpdateButtonState()
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{
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EState state = eState_Disabled;
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if(!m_active)
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{
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state = eState_Disabled;
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}
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else if(m_selected)
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{
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state = eState_Pressed;
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}
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else if(m_focus)
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{
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state = eState_Enabled_Selected;
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}
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else
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{
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state = eState_Enabled_Unselected;
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}
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if(state != m_lastState)
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{
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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 = state;
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IggyResult out = IggyPlayerCallMethodRS ( m_parentScene->getMovie() , &result, getIggyValuePath() , m_funcChangeState , 1 , value );
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if(out == IGGY_RESULT_SUCCESS) m_lastState = state;
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}
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}
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