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.
117 lines
3.3 KiB
C++
117 lines
3.3 KiB
C++
#include "stdafx.h"
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#include "UI.h"
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#include "UIScene_SettingsAudioMenu.h"
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UIScene_SettingsAudioMenu::UIScene_SettingsAudioMenu(int iPad, void *initData, UILayer *parentLayer) : UIScene(iPad, parentLayer)
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{
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// Setup all the Iggy references we need for this scene
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initialiseMovie();
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WCHAR TempString[256];
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swprintf( (WCHAR *)TempString, 256, L"%ls: %d%%", app.GetString( IDS_SLIDER_MUSIC ),app.GetGameSettings(m_iPad,eGameSetting_MusicVolume));
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m_sliderMusic.init(TempString,eControl_Music,0,100,app.GetGameSettings(m_iPad,eGameSetting_MusicVolume));
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swprintf( (WCHAR *)TempString, 256, L"%ls: %d%%", app.GetString( IDS_SLIDER_SOUND ),app.GetGameSettings(m_iPad,eGameSetting_SoundFXVolume));
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m_sliderSound.init(TempString,eControl_Sound,0,100,app.GetGameSettings(m_iPad,eGameSetting_SoundFXVolume));
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doHorizontalResizeCheck();
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if(app.GetLocalPlayerCount()>1)
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{
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#if TO_BE_IMPLEMENTED
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app.AdjustSplitscreenScene(m_hObj,&m_OriginalPosition,m_iPad);
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#endif
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}
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}
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UIScene_SettingsAudioMenu::~UIScene_SettingsAudioMenu()
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{
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}
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wstring UIScene_SettingsAudioMenu::getMoviePath()
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{
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if(app.GetLocalPlayerCount() > 1)
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{
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return L"SettingsAudioMenuSplit";
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}
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else
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{
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return L"SettingsAudioMenu";
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}
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}
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void UIScene_SettingsAudioMenu::updateTooltips()
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{
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ui.SetTooltips( m_iPad, IDS_TOOLTIPS_SELECT,IDS_TOOLTIPS_BACK);
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}
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void UIScene_SettingsAudioMenu::updateComponents()
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{
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bool bNotInGame=(Minecraft::GetInstance()->level==NULL);
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if(bNotInGame)
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{
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m_parentLayer->showComponent(m_iPad,eUIComponent_Panorama,true);
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m_parentLayer->showComponent(m_iPad,eUIComponent_Logo,true);
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}
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else
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{
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m_parentLayer->showComponent(m_iPad,eUIComponent_Panorama,false);
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if( app.GetLocalPlayerCount() == 1 ) m_parentLayer->showComponent(m_iPad,eUIComponent_Logo,true);
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else m_parentLayer->showComponent(m_iPad,eUIComponent_Logo,false);
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}
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}
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void UIScene_SettingsAudioMenu::handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled)
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{
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//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");
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ui.AnimateKeyPress(m_iPad, key, repeat, pressed, released);
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switch(key)
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{
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case ACTION_MENU_CANCEL:
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if(pressed)
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{
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navigateBack();
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}
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break;
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case ACTION_MENU_OK:
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#ifdef __ORBIS__
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case ACTION_MENU_TOUCHPAD_PRESS:
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#endif
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sendInputToMovie(key, repeat, pressed, released);
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break;
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case ACTION_MENU_UP:
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case ACTION_MENU_DOWN:
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case ACTION_MENU_LEFT:
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case ACTION_MENU_RIGHT:
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sendInputToMovie(key, repeat, pressed, released);
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break;
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}
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}
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void UIScene_SettingsAudioMenu::handleSliderMove(F64 sliderId, F64 currentValue)
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{
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WCHAR TempString[256];
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int value = (int)currentValue;
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switch((int)sliderId)
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{
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case eControl_Music:
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m_sliderMusic.handleSliderMove(value);
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app.SetGameSettings(m_iPad,eGameSetting_MusicVolume,value);
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swprintf( (WCHAR *)TempString, 256, L"%ls: %d%%", app.GetString( IDS_SLIDER_MUSIC ),value);
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m_sliderMusic.setLabel(TempString);
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break;
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case eControl_Sound:
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m_sliderSound.handleSliderMove(value);
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app.SetGameSettings(m_iPad,eGameSetting_SoundFXVolume,value);
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swprintf( (WCHAR *)TempString, 256, L"%ls: %d%%", app.GetString( IDS_SLIDER_SOUND ),value);
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m_sliderSound.setLabel(TempString);
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break;
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}
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}
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