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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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2.0 kB · 65 lines
C
at master
1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465#pragma once#ifdef _DEBUG_MENUS_ENABLED#include "UIScene.h"#include "UIControl_ButtonList.h"
class UIScene_DebugOverlay : public UIScene{private: enum eControls { eControl_SetCamera, eControl_ResetTutorial, eControl_Schematic, eControl_Thunder, eControl_Rain, eControl_FOV, eControl_SetDay, eControl_SetNight, eControl_Time, eControl_Mobs, eControl_Enchantments, eControl_Items, };
vector<int> m_itemIds; vector<eINSTANCEOF> m_mobFactories; vector< pair<int,int> > m_enchantmentIdAndLevels;public: UIScene_DebugOverlay(int iPad, void *initData, UILayer *parentLayer);
virtual EUIScene getSceneType() { return eUIScene_DebugOverlay;}
protected: UIControl_ButtonList m_buttonListItems, m_buttonListMobs, m_buttonListEnchantments; UIControl_Slider m_sliderFov, m_sliderTime; UIControl_Button m_buttonRain, m_buttonThunder, m_buttonSchematic, m_buttonResetTutorial, m_buttonSetCamera, m_buttonSetDay, m_buttonSetNight; UI_BEGIN_MAP_ELEMENTS_AND_NAMES(UIScene) UI_MAP_ELEMENT( m_buttonListItems, "itemsList") UI_MAP_ELEMENT( m_buttonListEnchantments, "enchantmentsList") UI_MAP_ELEMENT( m_buttonListMobs, "mobList") UI_MAP_ELEMENT( m_sliderFov, "fov") UI_MAP_ELEMENT( m_sliderTime, "time") UI_MAP_ELEMENT( m_buttonSetDay, "setDay") UI_MAP_ELEMENT( m_buttonSetNight, "setNight") UI_MAP_ELEMENT( m_buttonRain, "rain") UI_MAP_ELEMENT( m_buttonThunder, "thunder") UI_MAP_ELEMENT( m_buttonSchematic, "schematic") UI_MAP_ELEMENT( m_buttonResetTutorial, "resetTutorial") UI_MAP_ELEMENT( m_buttonSetCamera, "setCamera") UI_END_MAP_ELEMENTS_AND_NAMES()
virtual wstring getMoviePath();
public: virtual void customDraw(IggyCustomDrawCallbackRegion *region);
public: // INPUT virtual void handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled);
protected: void handlePress(F64 controlId, F64 childId); virtual void handleSliderMove(F64 sliderId, F64 currentValue);};#endif