#include "stdafx.h" #include "UI.h" #include "UIScene_LanguageSelector.h" // strings for buttons in the list const unsigned int UIScene_LanguageSelector::m_uiHTPButtonNameA[]= { HAS_LANGUAGE_SYSTEM(IDS_LANG_SYSTEM) HAS_LANGUAGE_EN_US(IDS_LANG_ENGLISH) HAS_LANGUAGE_DE_DE(IDS_LANG_GERMAN) HAS_LANGUAGE_ES_ES(IDS_LANG_SPANISH_SPAIN) HAS_LANGUAGE_ES_MX(IDS_LANG_SPANISH_LATIN_AMERICA) HAS_LANGUAGE_FR_FR(IDS_LANG_FRENCH) HAS_LANGUAGE_IT_IT(IDS_LANG_ITALIAN) HAS_LANGUAGE_PT_PT(IDS_LANG_PORTUGUESE_PORTUGAL) HAS_LANGUAGE_PT_BR(IDS_LANG_PORTUGUESE_BRAZIL) HAS_LANGUAGE_JA_JP(IDS_LANG_JAPANESE) HAS_LANGUAGE_KO_KR(IDS_LANG_KOREAN) HAS_LANGUAGE_CN_TW(IDS_LANG_CHINESE_TRADITIONAL) HAS_LANGUAGE_CN_CN(IDS_LANG_CHINESE_SIMPLIFIED) HAS_LANGUAGE_DA_DK(IDS_LANG_DANISH) HAS_LANGUAGE_FI_FI(IDS_LANG_FINISH) HAS_LANGUAGE_NL_NL(IDS_LANG_DUTCH) HAS_LANGUAGE_PL_PL(IDS_LANG_POLISH) HAS_LANGUAGE_RU_RU(IDS_LANG_RUSSIAN) HAS_LANGUAGE_SV_SE(IDS_LANG_SWEDISH) HAS_LANGUAGE_NB_NO(IDS_LANG_NORWEGIAN) HAS_LANGUAGE_SK_SK(IDS_LANG_SLOVAK) HAS_LANGUAGE_CZ_CZ(IDS_LANG_CZECH) HAS_LANGUAGE_EL_GR(IDS_LANG_GREEK) HAS_LANGUAGE_TR_TR(IDS_LANG_TURKISH) }; UIScene_LanguageSelector::UIScene_LanguageSelector(int iPad, void *initData, UILayer *parentLayer) : UIScene(iPad, parentLayer) { // Setup all the Iggy references we need for this scene initialiseMovie(); m_buttonListHowTo.init(eControl_Buttons); for(unsigned int i = 0; i < eLanguageSelector_MAX; ++i) { m_buttonListHowTo.addItem( m_uiHTPButtonNameA[i] , i); } } wstring UIScene_LanguageSelector::getMoviePath() { if (app.GetLocalPlayerCount() > 1) return L"LanguagesMenuSplit"; else return L"LanguagesMenu"; } void UIScene_LanguageSelector::updateTooltips() { ui.SetTooltips( m_iPad, IDS_TOOLTIPS_SELECT, IDS_TOOLTIPS_BACK); } void UIScene_LanguageSelector::updateComponents() { bool bNotInGame=(Minecraft::GetInstance()->level==NULL); if(bNotInGame) { m_parentLayer->showComponent(m_iPad,eUIComponent_Panorama,true); m_parentLayer->showComponent(m_iPad,eUIComponent_Logo,true); } else { m_parentLayer->showComponent(m_iPad,eUIComponent_Panorama,false); if( app.GetLocalPlayerCount() == 1 ) m_parentLayer->showComponent(m_iPad,eUIComponent_Logo,true); else m_parentLayer->showComponent(m_iPad,eUIComponent_Logo,false); } } void UIScene_LanguageSelector::handleReload() { for (unsigned int i = 0; i < eLanguageSelector_MAX; ++i) { m_buttonListHowTo.addItem( m_uiHTPButtonNameA[i], i); } } void UIScene_LanguageSelector::handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled) { //app.DebugPrintf("UIScene_DebugOverlay handling input for pad %d, key %d, down- %s, pressed- %s, released- %s\n", iPad, key, down?"TRUE":"FALSE", pressed?"TRUE":"FALSE", released?"TRUE":"FALSE"); ui.AnimateKeyPress(m_iPad, key, repeat, pressed, released); switch(key) { case ACTION_MENU_CANCEL: if(pressed) { navigateBack(); //ui.NavigateToScene(m_iPad, eUIScene_SettingsOptionsMenu); } break; case ACTION_MENU_OK: #ifdef __ORBIS__ case ACTION_MENU_TOUCHPAD_PRESS: #endif sendInputToMovie(key, repeat, pressed, released); break; case ACTION_MENU_UP: case ACTION_MENU_DOWN: case ACTION_MENU_PAGEUP: case ACTION_MENU_PAGEDOWN: sendInputToMovie(key, repeat, pressed, released); break; } } void UIScene_LanguageSelector::handlePress(F64 controlId, F64 childId) { if( (int)controlId == eControl_Buttons ) { //CD - Added for audio ui.PlayUISFX(eSFX_Press); int newLanguage, newLocale; newLanguage = uiLangMap[(int)childId]; newLocale = uiLocaleMap[(int)childId]; app.SetMinecraftLanguage(m_iPad, newLanguage); app.SetMinecraftLocale(m_iPad, newLocale); app.CheckGameSettingsChanged(true, m_iPad); } }