This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a.
84 lines
2.1 KiB
C++
84 lines
2.1 KiB
C++
#include "stdafx.h"
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#include "UI.h"
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#include "UIControl_Progress.h"
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UIControl_Progress::UIControl_Progress()
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{
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m_min = 0;
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m_max = 100;
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m_current = 0;
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m_lastPercent = 0.0f;
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m_showingBar = true;
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}
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bool UIControl_Progress::setupControl(UIScene *scene, IggyValuePath *parent, const string &controlName)
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{
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UIControl::setControlType(UIControl::eProgress);
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bool success = UIControl_Base::setupControl(scene,parent,controlName);
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//Progress specific initialisers
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m_setProgressFunc = registerFastName(L"setProgress");
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m_showBarFunc = registerFastName(L"ShowBar");
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return success;
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}
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void UIControl_Progress::init(UIString label, int id, int min, int max, int current)
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{
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m_label = label;
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m_id = id;
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m_min = min;
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m_max = max;
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m_current = current;
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IggyDataValue result;
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IggyDataValue value[1];
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value[0].type = IGGY_DATATYPE_string_UTF16;
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IggyStringUTF16 stringVal;
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stringVal.string = (IggyUTF16*)label.c_str();
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stringVal.length = label.length();
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value[0].string16 = stringVal;
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IggyResult out = IggyPlayerCallMethodRS ( m_parentScene->getMovie() , &result, getIggyValuePath() , m_initFunc , 1 , value );
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}
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void UIControl_Progress::ReInit()
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{
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UIControl_Base::ReInit();
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init(m_label, m_id, m_min, m_max, m_current);
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}
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void UIControl_Progress::setProgress(int current)
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{
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m_current = current;
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float percent = (float)((m_current-m_min))/(m_max-m_min);
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if(percent != m_lastPercent)
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{
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m_lastPercent = percent;
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//app.DebugPrintf("Setting progress value to %d/%f\n", m_current, percent);
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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 = percent;
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IggyResult out = IggyPlayerCallMethodRS ( m_parentScene->getMovie() , &result, getIggyValuePath() , m_setProgressFunc , 1 , value );
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}
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}
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void UIControl_Progress::showBar(bool show)
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{
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if(show != m_showingBar)
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{
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m_showingBar = show;
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//app.DebugPrintf("Setting progress value to %d/%f\n", m_current, percent);
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IggyDataValue result;
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IggyDataValue value[1];
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value[0].type = IGGY_DATATYPE_boolean;
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value[0].boolval = show;
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IggyResult out = IggyPlayerCallMethodRS ( m_parentScene->getMovie() , &result, getIggyValuePath() , m_showBarFunc , 1 , value );
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}
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} |