* 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
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Co-authored-by: Loki <lokirautio@gmail.com>
144 lines
5.2 KiB
C++
144 lines
5.2 KiB
C++
#pragma once
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#include "UIScene.h"
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class UIScene_HowToPlay : public UIScene
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{
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public:
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enum EHowToPlayLabelControls
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{
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eHowToPlay_LabelNone = -1,
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eHowToPlay_LabelIInventory =0,
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eHowToPlay_LabelSCInventory ,
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eHowToPlay_LabelSCChest ,
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eHowToPlay_LabelLCInventory ,
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eHowToPlay_LabelLCChest ,
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eHowToPlay_LabelCItem ,
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eHowToPlay_LabelCGroup ,
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eHowToPlay_LabelCInventory2x2 ,
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eHowToPlay_LabelCTItem ,
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eHowToPlay_LabelCTGroup ,
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eHowToPlay_LabelCTInventory3x3 ,
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eHowToPlay_LabelFFuel ,
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eHowToPlay_LabelFInventory ,
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eHowToPlay_LabelFIngredient ,
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eHowToPlay_LabelFChest ,
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eHowToPlay_LabelDText ,
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eHowToPlay_LabelDInventory ,
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eHowToPlay_LabelCreativeInventory,
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eHowToPlay_LabelEEnchant,
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eHowToPlay_LabelEInventory,
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eHowToPlay_LabelBBrew,
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eHowToPlay_LabelBInventory,
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eHowToPlay_LabelAnvil_Inventory,
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eHowToPlay_LabelAnvil_Cost,
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eHowToPlay_LabelAnvil_ARepairAndName,
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eHowToPlay_LabelTrading_Inventory,
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eHowToPlay_LabelTrading_Offer2,
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eHowToPlay_LabelTrading_Offer1,
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eHowToPlay_LabelTrading_NeededForTrade,
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eHowToPlay_LabelTrading_VillagerOffers,
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eHowToPlay_LabelBeacon_PrimaryPower,
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eHowToPlay_LabelBeacon_SecondaryPower,
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eHowToPlay_LabelFireworksText,
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eHowToPlay_LabelFireworksInventory,
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eHowToPlay_LabelHopperText,
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eHowToPlay_LabelHopperInventory,
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eHowToPlay_LabelDropperText,
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eHowToPlay_LabelDropperInventory,
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eHowToPlay_NumLabels
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};
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struct SHowToPlayPageDef
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{
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int m_iTextStringID; // -1 if not used.
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int m_iLabelStartIndex; // index of the labels if there are any for the page
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int m_iLabelCount;
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};
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private:
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EHowToPlayPage m_eCurrPage;
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IggyName m_funcLoadPage;
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UIControl_DynamicLabel m_DynamicLabel;
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UIControl_Label m_labels[ eHowToPlay_NumLabels ];
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UI_BEGIN_MAP_ELEMENTS_AND_NAMES(UIScene)
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UI_MAP_ELEMENT( m_DynamicLabel , "DynamicHtmlText" )
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UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelCTGroup ] , "Label1_9" )
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UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelCTItem ] , "Label2_9")
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UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelCTInventory3x3 ] , "Label3_9" )
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UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelCGroup ] , "Label1_8" )
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UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelCItem ] , "Label2_8" )
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UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelCInventory2x2 ] , "Label3_8" )
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UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelFChest ] , "Label1_10" )
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UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelFIngredient ] , "Label2_10" )
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UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelFFuel ] , "Label3_10" )
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UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelFInventory ] , "Label4_10" )
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UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelLCChest ] , "Label1_7" )
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UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelLCInventory ] , "Label2_7" )
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UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelCreativeInventory ] , "Label1_4" )
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UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelSCChest ] , "Label1_6" )
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UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelSCInventory ] , "Label2_6" )
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UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelIInventory ] , "Label1_5" )
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UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelDText ] , "Label1_11" )
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UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelDInventory ] , "Label2_11" )
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UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelEEnchant ] , "Label1_13" )
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UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelEInventory ] , "Label2_13" )
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UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelBBrew ] , "Label1_12" )
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UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelBInventory ] , "Label2_12" )
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UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelTrading_VillagerOffers ] , "Label1_22" )
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UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelTrading_NeededForTrade ] , "Label2_22" )
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UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelTrading_Inventory ] , "Label3_22" )
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UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelTrading_Offer1 ] , "Label4_22" )
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UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelTrading_Offer2 ] , "Label5_22" )
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UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelAnvil_ARepairAndName ] , "Label1_21" )
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UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelAnvil_Cost ] , "Label2_21" )
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UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelAnvil_Inventory ] , "Label3_21" )
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UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelBeacon_PrimaryPower ] , "Label1_25" )
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UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelBeacon_SecondaryPower ] , "Label2_25" )
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UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelFireworksText ] , "Label1_26" )
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UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelFireworksInventory ] , "Label2_26" )
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UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelHopperText ] , "Label1_27" )
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UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelHopperInventory ] , "Label2_27" )
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UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelDropperText ] , "Label1_28" )
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UI_MAP_ELEMENT( m_labels[ eHowToPlay_LabelDropperInventory ] , "Label2_28" )
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UI_MAP_NAME(m_funcLoadPage, L"LoadHowToPlayPage")
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UI_END_MAP_ELEMENTS_AND_NAMES()
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public:
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UIScene_HowToPlay(int iPad, void *initData, UILayer *parentLayer);
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virtual EUIScene getSceneType() { return eUIScene_HowToPlay;}
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virtual void updateTooltips();
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protected:
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// TODO: This should be pure virtual in this class
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virtual wstring getMoviePath();
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public:
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virtual void handleReload();
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// INPUT
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virtual void handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled);
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private:
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void StartPage( EHowToPlayPage ePage );
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};
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