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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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3.1 kB · 106 lines
C++
at main
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107#include "stdafx.h"#include "UI.h"#include "UIControl_SaveList.h"
bool UIControl_SaveList::setupControl(UIScene *scene, IggyValuePath *parent, const string &controlName){ UIControl::setControlType(UIControl::eSaveList); bool success = UIControl_ButtonList::setupControl(scene,parent,controlName);
//SlotList specific initialisers m_funcSetTextureName = registerFastName(L"SetTextureName");
return success;}
void UIControl_SaveList::addItem(const wstring &label){ addItem(label, L"");}
void UIControl_SaveList::addItem(const string &label){ addItem(label, L"");}
void UIControl_SaveList::addItem(const wstring &label, int data){ addItem(label, L"", data);}
void UIControl_SaveList::addItem(const string &label, int data){ addItem(label, L"", data);}
void UIControl_SaveList::addItem(const string &label, const wstring &iconName){ addItem(label, iconName, m_itemCount); ++m_itemCount;}
void UIControl_SaveList::addItem(const wstring &label, const wstring &iconName){ addItem(label, iconName, m_itemCount); ++m_itemCount;}
void UIControl_SaveList::addItem(const string &label, const wstring &iconName, int data){ IggyDataValue result; IggyDataValue value[3];
IggyStringUTF8 stringVal; stringVal.string = (char*)label.c_str(); stringVal.length = (S32)label.length(); value[0].type = IGGY_DATATYPE_string_UTF8; value[0].string8 = stringVal;
value[1].type = IGGY_DATATYPE_number; value[1].number = m_itemCount;
IggyStringUTF16 stringVal2; stringVal2.string = (IggyUTF16*)iconName.c_str(); stringVal2.length = iconName.length(); value[2].type = IGGY_DATATYPE_string_UTF16; value[2].string16 = stringVal2; IggyResult out = IggyPlayerCallMethodRS ( m_parentScene->getMovie() , &result, getIggyValuePath(), m_addNewItemFunc , 3 , value );}
void UIControl_SaveList::addItem(const wstring &label, const wstring &iconName, int data){ IggyDataValue result; IggyDataValue value[3];
IggyStringUTF16 stringVal; stringVal.string = (IggyUTF16*)label.c_str(); stringVal.length = (S32)label.length(); value[0].type = IGGY_DATATYPE_string_UTF16; value[0].string16 = stringVal;
value[1].type = IGGY_DATATYPE_number; value[1].number = m_itemCount;
IggyStringUTF16 stringVal2; stringVal2.string = (IggyUTF16*)iconName.c_str(); stringVal2.length = iconName.length(); value[2].type = IGGY_DATATYPE_string_UTF16; value[2].string16 = stringVal2; IggyResult out = IggyPlayerCallMethodRS ( m_parentScene->getMovie() , &result, getIggyValuePath(), m_addNewItemFunc , 3 , value );}
void UIControl_SaveList::setTextureName(int iId, const wstring &iconName){ IggyDataValue result; IggyDataValue value[2];
value[0].type = IGGY_DATATYPE_number; value[0].number = iId;
IggyStringUTF16 stringVal; stringVal.string = (IggyUTF16*)iconName.c_str(); stringVal.length = iconName.length(); value[1].type = IGGY_DATATYPE_string_UTF16; value[1].string16 = stringVal; IggyResult out = IggyPlayerCallMethodRS ( m_parentScene->getMovie() , &result, getIggyValuePath(), m_funcSetTextureName , 2 , value );}