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.
107 lines
3.0 KiB
C++
107 lines
3.0 KiB
C++
#include "stdafx.h"
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#include "UI.h"
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#include "UIControl_SaveList.h"
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bool UIControl_SaveList::setupControl(UIScene *scene, IggyValuePath *parent, const string &controlName)
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{
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UIControl::setControlType(UIControl::eSaveList);
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bool success = UIControl_ButtonList::setupControl(scene,parent,controlName);
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//SlotList specific initialisers
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m_funcSetTextureName = registerFastName(L"SetTextureName");
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return success;
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}
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void UIControl_SaveList::addItem(const wstring &label)
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{
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addItem(label, L"");
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}
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void UIControl_SaveList::addItem(const string &label)
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{
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addItem(label, L"");
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}
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void UIControl_SaveList::addItem(const wstring &label, int data)
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{
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addItem(label, L"", data);
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}
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void UIControl_SaveList::addItem(const string &label, int data)
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{
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addItem(label, L"", data);
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}
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void UIControl_SaveList::addItem(const string &label, const wstring &iconName)
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{
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addItem(label, iconName, m_itemCount);
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++m_itemCount;
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}
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void UIControl_SaveList::addItem(const wstring &label, const wstring &iconName)
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{
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addItem(label, iconName, m_itemCount);
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++m_itemCount;
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}
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void UIControl_SaveList::addItem(const string &label, const wstring &iconName, int data)
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{
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IggyDataValue result;
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IggyDataValue value[3];
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IggyStringUTF8 stringVal;
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stringVal.string = (char*)label.c_str();
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stringVal.length = (S32)label.length();
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value[0].type = IGGY_DATATYPE_string_UTF8;
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value[0].string8 = stringVal;
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value[1].type = IGGY_DATATYPE_number;
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value[1].number = m_itemCount;
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IggyStringUTF16 stringVal2;
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stringVal2.string = (IggyUTF16*)iconName.c_str();
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stringVal2.length = iconName.length();
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value[2].type = IGGY_DATATYPE_string_UTF16;
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value[2].string16 = stringVal2;
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IggyResult out = IggyPlayerCallMethodRS ( m_parentScene->getMovie() , &result, getIggyValuePath(), m_addNewItemFunc , 3 , value );
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}
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void UIControl_SaveList::addItem(const wstring &label, const wstring &iconName, int data)
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{
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IggyDataValue result;
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IggyDataValue value[3];
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IggyStringUTF16 stringVal;
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stringVal.string = (IggyUTF16*)label.c_str();
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stringVal.length = (S32)label.length();
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value[0].type = IGGY_DATATYPE_string_UTF16;
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value[0].string16 = stringVal;
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value[1].type = IGGY_DATATYPE_number;
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value[1].number = m_itemCount;
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IggyStringUTF16 stringVal2;
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stringVal2.string = (IggyUTF16*)iconName.c_str();
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stringVal2.length = iconName.length();
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value[2].type = IGGY_DATATYPE_string_UTF16;
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value[2].string16 = stringVal2;
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IggyResult out = IggyPlayerCallMethodRS ( m_parentScene->getMovie() , &result, getIggyValuePath(), m_addNewItemFunc , 3 , value );
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}
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void UIControl_SaveList::setTextureName(int iId, const wstring &iconName)
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{
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IggyDataValue result;
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IggyDataValue value[2];
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value[0].type = IGGY_DATATYPE_number;
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value[0].number = iId;
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IggyStringUTF16 stringVal;
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stringVal.string = (IggyUTF16*)iconName.c_str();
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stringVal.length = iconName.length();
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value[1].type = IGGY_DATATYPE_string_UTF16;
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value[1].string16 = stringVal;
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IggyResult out = IggyPlayerCallMethodRS ( m_parentScene->getMovie() , &result, getIggyValuePath(), m_funcSetTextureName , 2 , value );
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}
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