#include "stdafx.h" #include "UI.h" #include "UIScene_DebugOptions.h" LPCWSTR UIScene_DebugOptionsMenu::m_DebugCheckboxTextA[eDebugSetting_Max+1]= { L"Load Saves From Local Folder Mode", L"Write Saves To Local Folder Mode", L"Freeze Players", //L"Not Used", L"Display Safe Area", L"Mobs don't attack", L"Freeze Time", L"Disable Weather", L"Craft Anything", L"Use DPad for debug", L"Mobs don't tick", L"Art tools", //L"Instant Mine", L"Show UI Console", L"Distributable Save", L"Debug Leaderboards", L"Height-Water Maps", L"Superflat Nether", //L"Light/Dark background", L"More lightning when thundering", L"Biome override", //L"Go To End", L"Go To Overworld", L"Unlock All DLC", //L"Toggle Font", L"Show Marketing Guide", }; UIScene_DebugOptionsMenu::UIScene_DebugOptionsMenu(int iPad, void *initData, UILayer *parentLayer) : UIScene(iPad, parentLayer) { // Setup all the Iggy references we need for this scene initialiseMovie(); unsigned int uiDebugBitmask=app.GetGameSettingsDebugMask(iPad); IggyValuePath *root = IggyPlayerRootPath ( getMovie() ); for(m_iTotalCheckboxElements = 0; m_iTotalCheckboxElements < eDebugSetting_Max && m_iTotalCheckboxElements < 21; ++m_iTotalCheckboxElements) { wstring label(m_DebugCheckboxTextA[m_iTotalCheckboxElements]); m_checkboxes[m_iTotalCheckboxElements].init(label,m_iTotalCheckboxElements,(uiDebugBitmask&(1<