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the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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2.9 kB · 103 lines
C++
at main
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103#include "stdafx.h"#include "UI.h"#include "UIComponent_MenuBackground.h"
UIComponent_MenuBackground::UIComponent_MenuBackground(int iPad, void *initData, UILayer *parentLayer) : UIScene(iPad, parentLayer){ m_bSplitscreen = false; // Setup all the Iggy references we need for this scene initialiseMovie();}
wstring UIComponent_MenuBackground::getMoviePath(){ switch( m_parentLayer->getViewport() ) { case C4JRender::VIEWPORT_TYPE_SPLIT_TOP: case C4JRender::VIEWPORT_TYPE_SPLIT_BOTTOM: case C4JRender::VIEWPORT_TYPE_SPLIT_LEFT: case C4JRender::VIEWPORT_TYPE_SPLIT_RIGHT: case C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_LEFT: case C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_RIGHT: case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_LEFT: case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_RIGHT: m_bSplitscreen = true; break; case C4JRender::VIEWPORT_TYPE_FULLSCREEN: default: m_bSplitscreen = false; break; }
// We use the fullscreen one even in splitscreen, just draw different parts of it return L"MenuBackground";}
void UIComponent_MenuBackground::render(S32 width, S32 height, C4JRender::eViewportType viewport){ if(m_bSplitscreen) { S32 xPos = 0; S32 yPos = 0; switch( viewport ) { case C4JRender::VIEWPORT_TYPE_SPLIT_BOTTOM: case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_LEFT: yPos = (S32)(ui.getScreenHeight() / 2); break; case C4JRender::VIEWPORT_TYPE_SPLIT_RIGHT: case C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_RIGHT: xPos = (S32)(ui.getScreenWidth() / 2); break; case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_RIGHT: xPos = (S32)(ui.getScreenWidth() / 2); yPos = (S32)(ui.getScreenHeight() / 2); break; } ui.setupRenderPosition(xPos, yPos);
S32 tileXStart = 0; S32 tileYStart = 0; S32 tileWidth = width; S32 tileHeight = height;
switch( viewport ) { case C4JRender::VIEWPORT_TYPE_SPLIT_LEFT: case C4JRender::VIEWPORT_TYPE_SPLIT_RIGHT: tileHeight = (S32)(ui.getScreenHeight()); break; case C4JRender::VIEWPORT_TYPE_SPLIT_TOP: tileWidth = (S32)(ui.getScreenWidth()); tileYStart = (S32)(m_movieHeight / 2); break; case C4JRender::VIEWPORT_TYPE_SPLIT_BOTTOM: tileWidth = (S32)(ui.getScreenWidth()); tileYStart = (S32)(m_movieHeight / 2); break; case C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_LEFT: case C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_RIGHT: case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_LEFT: case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_RIGHT: tileYStart = (S32)(m_movieHeight / 2); break; }
IggyPlayerSetDisplaySize( getMovie(), m_movieWidth, m_movieHeight );
IggyPlayerDrawTilesStart ( getMovie() ); m_renderWidth = tileWidth; m_renderHeight = tileHeight; IggyPlayerDrawTile ( getMovie() , tileXStart , tileYStart , tileXStart + tileWidth , tileYStart + tileHeight , 0 ); IggyPlayerDrawTilesEnd ( getMovie() ); } else { UIScene::render(width, height, viewport); }}