the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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1#include "stdafx.h" 2#include "UI.h" 3#include "UIComponent_MenuBackground.h" 4 5UIComponent_MenuBackground::UIComponent_MenuBackground(int iPad, void *initData, UILayer *parentLayer) : UIScene(iPad, parentLayer) 6{ 7 m_bSplitscreen = false; 8 // Setup all the Iggy references we need for this scene 9 initialiseMovie(); 10} 11 12wstring UIComponent_MenuBackground::getMoviePath() 13{ switch( m_parentLayer->getViewport() ) 14 { 15 case C4JRender::VIEWPORT_TYPE_SPLIT_TOP: 16 case C4JRender::VIEWPORT_TYPE_SPLIT_BOTTOM: 17 case C4JRender::VIEWPORT_TYPE_SPLIT_LEFT: 18 case C4JRender::VIEWPORT_TYPE_SPLIT_RIGHT: 19 case C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_LEFT: 20 case C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_RIGHT: 21 case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_LEFT: 22 case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_RIGHT: 23 m_bSplitscreen = true; 24 break; 25 case C4JRender::VIEWPORT_TYPE_FULLSCREEN: 26 default: 27 m_bSplitscreen = false; 28 break; 29 } 30 31 // We use the fullscreen one even in splitscreen, just draw different parts of it 32 return L"MenuBackground"; 33} 34 35void UIComponent_MenuBackground::render(S32 width, S32 height, C4JRender::eViewportType viewport) 36{ 37 if(m_bSplitscreen) 38 { 39 S32 xPos = 0; 40 S32 yPos = 0; 41 switch( viewport ) 42 { 43 case C4JRender::VIEWPORT_TYPE_SPLIT_BOTTOM: 44 case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_LEFT: 45 yPos = (S32)(ui.getScreenHeight() / 2); 46 break; 47 case C4JRender::VIEWPORT_TYPE_SPLIT_RIGHT: 48 case C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_RIGHT: 49 xPos = (S32)(ui.getScreenWidth() / 2); 50 break; 51 case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_RIGHT: 52 xPos = (S32)(ui.getScreenWidth() / 2); 53 yPos = (S32)(ui.getScreenHeight() / 2); 54 break; 55 } 56 ui.setupRenderPosition(xPos, yPos); 57 58 S32 tileXStart = 0; 59 S32 tileYStart = 0; 60 S32 tileWidth = width; 61 S32 tileHeight = height; 62 63 switch( viewport ) 64 { 65 case C4JRender::VIEWPORT_TYPE_SPLIT_LEFT: 66 case C4JRender::VIEWPORT_TYPE_SPLIT_RIGHT: 67 tileHeight = (S32)(ui.getScreenHeight()); 68 break; 69 case C4JRender::VIEWPORT_TYPE_SPLIT_TOP: 70 tileWidth = (S32)(ui.getScreenWidth()); 71 tileYStart = (S32)(m_movieHeight / 2); 72 break; 73 case C4JRender::VIEWPORT_TYPE_SPLIT_BOTTOM: 74 tileWidth = (S32)(ui.getScreenWidth()); 75 tileYStart = (S32)(m_movieHeight / 2); 76 break; 77 case C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_LEFT: 78 case C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_RIGHT: 79 case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_LEFT: 80 case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_RIGHT: 81 tileYStart = (S32)(m_movieHeight / 2); 82 break; 83 } 84 85 IggyPlayerSetDisplaySize( getMovie(), m_movieWidth, m_movieHeight ); 86 87 IggyPlayerDrawTilesStart ( getMovie() ); 88 89 m_renderWidth = tileWidth; 90 m_renderHeight = tileHeight; 91 IggyPlayerDrawTile ( getMovie() , 92 tileXStart , 93 tileYStart , 94 tileXStart + tileWidth , 95 tileYStart + tileHeight , 96 0 ); 97 IggyPlayerDrawTilesEnd ( getMovie() ); 98 } 99 else 100 { 101 UIScene::render(width, height, viewport); 102 } 103}