* 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>
130 lines
3.7 KiB
C++
130 lines
3.7 KiB
C++
#include "stdafx.h"
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#include "UI.h"
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#include "UIScene_LanguageSelector.h"
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// strings for buttons in the list
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const unsigned int UIScene_LanguageSelector::m_uiHTPButtonNameA[]=
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{
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HAS_LANGUAGE_SYSTEM(IDS_LANG_SYSTEM)
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HAS_LANGUAGE_EN_US(IDS_LANG_ENGLISH)
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HAS_LANGUAGE_DE_DE(IDS_LANG_GERMAN)
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HAS_LANGUAGE_ES_ES(IDS_LANG_SPANISH_SPAIN)
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HAS_LANGUAGE_ES_MX(IDS_LANG_SPANISH_LATIN_AMERICA)
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HAS_LANGUAGE_FR_FR(IDS_LANG_FRENCH)
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HAS_LANGUAGE_IT_IT(IDS_LANG_ITALIAN)
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HAS_LANGUAGE_PT_PT(IDS_LANG_PORTUGUESE_PORTUGAL)
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HAS_LANGUAGE_PT_BR(IDS_LANG_PORTUGUESE_BRAZIL)
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HAS_LANGUAGE_JA_JP(IDS_LANG_JAPANESE)
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HAS_LANGUAGE_KO_KR(IDS_LANG_KOREAN)
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HAS_LANGUAGE_CN_TW(IDS_LANG_CHINESE_TRADITIONAL)
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HAS_LANGUAGE_CN_CN(IDS_LANG_CHINESE_SIMPLIFIED)
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HAS_LANGUAGE_DA_DK(IDS_LANG_DANISH)
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HAS_LANGUAGE_FI_FI(IDS_LANG_FINISH)
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HAS_LANGUAGE_NL_NL(IDS_LANG_DUTCH)
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HAS_LANGUAGE_PL_PL(IDS_LANG_POLISH)
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HAS_LANGUAGE_RU_RU(IDS_LANG_RUSSIAN)
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HAS_LANGUAGE_SV_SE(IDS_LANG_SWEDISH)
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HAS_LANGUAGE_NB_NO(IDS_LANG_NORWEGIAN)
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HAS_LANGUAGE_SK_SK(IDS_LANG_SLOVAK)
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HAS_LANGUAGE_CZ_CZ(IDS_LANG_CZECH)
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HAS_LANGUAGE_EL_GR(IDS_LANG_GREEK)
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HAS_LANGUAGE_TR_TR(IDS_LANG_TURKISH)
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};
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UIScene_LanguageSelector::UIScene_LanguageSelector(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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m_buttonListHowTo.init(eControl_Buttons);
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for(unsigned int i = 0; i < eLanguageSelector_MAX; ++i)
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{
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m_buttonListHowTo.addItem( m_uiHTPButtonNameA[i] , i);
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}
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}
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wstring UIScene_LanguageSelector::getMoviePath()
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{
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if (app.GetLocalPlayerCount() > 1) return L"LanguagesMenuSplit";
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else return L"LanguagesMenu";
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}
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void UIScene_LanguageSelector::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_LanguageSelector::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_LanguageSelector::handleReload()
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{
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for (unsigned int i = 0; i < eLanguageSelector_MAX; ++i)
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{
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m_buttonListHowTo.addItem( m_uiHTPButtonNameA[i], i);
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}
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}
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void UIScene_LanguageSelector::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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//ui.NavigateToScene(m_iPad, eUIScene_SettingsOptionsMenu);
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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_PAGEUP:
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case ACTION_MENU_PAGEDOWN:
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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_LanguageSelector::handlePress(F64 controlId, F64 childId)
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{
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if( (int)controlId == eControl_Buttons )
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{
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//CD - Added for audio
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ui.PlayUISFX(eSFX_Press);
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int newLanguage, newLocale;
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newLanguage = uiLangMap[(int)childId];
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newLocale = uiLocaleMap[(int)childId];
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app.SetMinecraftLanguage(m_iPad, newLanguage);
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app.SetMinecraftLocale(m_iPad, newLocale);
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app.CheckGameSettingsChanged(true, m_iPad);
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}
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}
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