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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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2.3 kB · 121 lines
C++
at main
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121#include "stdafx.h"#include "UI.h"#include "UIControl_BeaconEffectButton.h"
UIControl_BeaconEffectButton::UIControl_BeaconEffectButton(){ m_data = 0; m_icon = 0; m_selected = false; m_active = false; m_focus = false;}
bool UIControl_BeaconEffectButton::setupControl(UIScene *scene, IggyValuePath *parent, const string &controlName){ bool success = UIControl::setupControl(scene,parent,controlName);
m_funcChangeState = registerFastName(L"ChangeState"); m_funcSetIcon = registerFastName(L"SetIcon");
return success;}
void UIControl_BeaconEffectButton::SetData(int data, int icon, bool active, bool selected){ m_data = data; m_active = active; m_selected = selected;
SetIcon(icon); UpdateButtonState();}
int UIControl_BeaconEffectButton::GetData(){ return m_data;}
void UIControl_BeaconEffectButton::SetButtonSelected(bool selected){ if(selected != m_selected) { m_selected = selected;
UpdateButtonState(); }}
bool UIControl_BeaconEffectButton::IsButtonSelected(){ return m_selected;}
void UIControl_BeaconEffectButton::SetButtonActive(bool active){ if(m_active != active) { m_active = active;
UpdateButtonState(); }}
void UIControl_BeaconEffectButton::setFocus(bool focus){ if(m_focus != focus) { m_focus = focus;
UpdateButtonState(); }}
void UIControl_BeaconEffectButton::SetIcon(int icon){ if(icon != m_icon) { m_icon = icon;
IggyDataValue result; IggyDataValue value[1];
value[0].type = IGGY_DATATYPE_number; value[0].number = m_icon; IggyResult out = IggyPlayerCallMethodRS ( m_parentScene->getMovie() , &result, getIggyValuePath() , m_funcSetIcon , 1 , value ); }}
void UIControl_BeaconEffectButton::UpdateButtonState(){ EState state = eState_Disabled;
if(!m_active) { state = eState_Disabled; } else if(m_selected) { state = eState_Pressed; } else if(m_focus) { state = eState_Enabled_Selected; } else { state = eState_Enabled_Unselected; }
if(state != m_lastState) { IggyDataValue result; IggyDataValue value[1];
value[0].type = IGGY_DATATYPE_number; value[0].number = state; IggyResult out = IggyPlayerCallMethodRS ( m_parentScene->getMovie() , &result, getIggyValuePath() , m_funcChangeState , 1 , value );
if(out == IGGY_RESULT_SUCCESS) m_lastState = state; }}