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_SettingsControlMenu.h"
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UIScene_SettingsControlMenu::UIScene_SettingsControlMenu(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_SENSITIVITY_INGAME ),app.GetGameSettings(m_iPad,eGameSetting_Sensitivity_InGame));
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m_sliderSensitivityInGame.init(TempString,eControl_SensitivityInGame,0,200,app.GetGameSettings(m_iPad,eGameSetting_Sensitivity_InGame));
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swprintf( (WCHAR *)TempString, 256, L"%ls: %d%%", app.GetString( IDS_SLIDER_SENSITIVITY_INMENU ),app.GetGameSettings(m_iPad,eGameSetting_Sensitivity_InMenu));
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m_sliderSensitivityInMenu.init(TempString,eControl_SensitivityInMenu,0,200,app.GetGameSettings(m_iPad,eGameSetting_Sensitivity_InMenu));
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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,false);
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#endif
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}
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}
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UIScene_SettingsControlMenu::~UIScene_SettingsControlMenu()
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{
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}
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wstring UIScene_SettingsControlMenu::getMoviePath()
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{
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if(app.GetLocalPlayerCount() > 1)
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{
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return L"SettingsControlMenuSplit";
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}
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else
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{
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return L"SettingsControlMenu";
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}
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}
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void UIScene_SettingsControlMenu::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_SettingsControlMenu::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_SettingsControlMenu::handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled)
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{
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ui.AnimateKeyPress(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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handled = true;
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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_SettingsControlMenu::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_SensitivityInGame:
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m_sliderSensitivityInGame.handleSliderMove(value);
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app.SetGameSettings(m_iPad,eGameSetting_Sensitivity_InGame,value);
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swprintf( (WCHAR *)TempString, 256, L"%ls: %d%%", app.GetString( IDS_SLIDER_SENSITIVITY_INGAME ),value);
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m_sliderSensitivityInGame.setLabel(TempString);
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break;
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case eControl_SensitivityInMenu:
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m_sliderSensitivityInMenu.handleSliderMove(value);
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app.SetGameSettings(m_iPad,eGameSetting_Sensitivity_InMenu,value);
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swprintf( (WCHAR *)TempString, 256, L"%ls: %d%%", app.GetString( IDS_SLIDER_SENSITIVITY_INMENU ),value);
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m_sliderSensitivityInMenu.setLabel(TempString);
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break;
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}
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}
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