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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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3.8 kB · 129 lines
C++
at main
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130#include "stdafx.h"#include "UI.h"#include "UIScene_LanguageSelector.h"
// strings for buttons in the list const unsigned int UIScene_LanguageSelector::m_uiHTPButtonNameA[]={ HAS_LANGUAGE_SYSTEM(IDS_LANG_SYSTEM) HAS_LANGUAGE_EN_US(IDS_LANG_ENGLISH) HAS_LANGUAGE_DE_DE(IDS_LANG_GERMAN) HAS_LANGUAGE_ES_ES(IDS_LANG_SPANISH_SPAIN) HAS_LANGUAGE_ES_MX(IDS_LANG_SPANISH_LATIN_AMERICA) HAS_LANGUAGE_FR_FR(IDS_LANG_FRENCH) HAS_LANGUAGE_IT_IT(IDS_LANG_ITALIAN) HAS_LANGUAGE_PT_PT(IDS_LANG_PORTUGUESE_PORTUGAL) HAS_LANGUAGE_PT_BR(IDS_LANG_PORTUGUESE_BRAZIL) HAS_LANGUAGE_JA_JP(IDS_LANG_JAPANESE) HAS_LANGUAGE_KO_KR(IDS_LANG_KOREAN) HAS_LANGUAGE_CN_TW(IDS_LANG_CHINESE_TRADITIONAL) HAS_LANGUAGE_CN_CN(IDS_LANG_CHINESE_SIMPLIFIED) HAS_LANGUAGE_DA_DK(IDS_LANG_DANISH) HAS_LANGUAGE_FI_FI(IDS_LANG_FINISH) HAS_LANGUAGE_NL_NL(IDS_LANG_DUTCH) HAS_LANGUAGE_PL_PL(IDS_LANG_POLISH) HAS_LANGUAGE_RU_RU(IDS_LANG_RUSSIAN) HAS_LANGUAGE_SV_SE(IDS_LANG_SWEDISH) HAS_LANGUAGE_NB_NO(IDS_LANG_NORWEGIAN) HAS_LANGUAGE_SK_SK(IDS_LANG_SLOVAK) HAS_LANGUAGE_CZ_CZ(IDS_LANG_CZECH) HAS_LANGUAGE_EL_GR(IDS_LANG_GREEK) HAS_LANGUAGE_TR_TR(IDS_LANG_TURKISH)};
UIScene_LanguageSelector::UIScene_LanguageSelector(int iPad, void *initData, UILayer *parentLayer) : UIScene(iPad, parentLayer){ // Setup all the Iggy references we need for this scene initialiseMovie();
m_buttonListHowTo.init(eControl_Buttons);
for(unsigned int i = 0; i < eLanguageSelector_MAX; ++i) { m_buttonListHowTo.addItem( m_uiHTPButtonNameA[i] , i); }}
wstring UIScene_LanguageSelector::getMoviePath(){ if (app.GetLocalPlayerCount() > 1) return L"LanguagesMenuSplit"; else return L"LanguagesMenu";}
void UIScene_LanguageSelector::updateTooltips(){ ui.SetTooltips( m_iPad, IDS_TOOLTIPS_SELECT, IDS_TOOLTIPS_BACK);}
void UIScene_LanguageSelector::updateComponents(){ bool bNotInGame=(Minecraft::GetInstance()->level==NULL); if(bNotInGame) { m_parentLayer->showComponent(m_iPad,eUIComponent_Panorama,true); m_parentLayer->showComponent(m_iPad,eUIComponent_Logo,true); } else { m_parentLayer->showComponent(m_iPad,eUIComponent_Panorama,false);
if( app.GetLocalPlayerCount() == 1 ) m_parentLayer->showComponent(m_iPad,eUIComponent_Logo,true); else m_parentLayer->showComponent(m_iPad,eUIComponent_Logo,false); }}
void UIScene_LanguageSelector::handleReload(){ for (unsigned int i = 0; i < eLanguageSelector_MAX; ++i) { m_buttonListHowTo.addItem( m_uiHTPButtonNameA[i], i); }}
void UIScene_LanguageSelector::handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled){ //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"); ui.AnimateKeyPress(m_iPad, key, repeat, pressed, released);
switch(key) { case ACTION_MENU_CANCEL: if(pressed) { navigateBack(); //ui.NavigateToScene(m_iPad, eUIScene_SettingsOptionsMenu); } break; case ACTION_MENU_OK:#ifdef __ORBIS__ case ACTION_MENU_TOUCHPAD_PRESS:#endif sendInputToMovie(key, repeat, pressed, released); break; case ACTION_MENU_UP: case ACTION_MENU_DOWN: case ACTION_MENU_PAGEUP: case ACTION_MENU_PAGEDOWN: sendInputToMovie(key, repeat, pressed, released); break; }}
void UIScene_LanguageSelector::handlePress(F64 controlId, F64 childId){ if( (int)controlId == eControl_Buttons ) { //CD - Added for audio ui.PlayUISFX(eSFX_Press);
int newLanguage, newLocale; newLanguage = uiLangMap[(int)childId]; newLocale = uiLocaleMap[(int)childId];
app.SetMinecraftLanguage(m_iPad, newLanguage); app.SetMinecraftLocale(m_iPad, newLocale);
app.CheckGameSettingsChanged(true, m_iPad); }}