the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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}