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 "UIControl_BeaconEffectButton.h" 4 5UIControl_BeaconEffectButton::UIControl_BeaconEffectButton() 6{ 7 m_data = 0; 8 m_icon = 0; 9 m_selected = false; 10 m_active = false; 11 m_focus = false; 12} 13 14bool UIControl_BeaconEffectButton::setupControl(UIScene *scene, IggyValuePath *parent, const string &controlName) 15{ 16 bool success = UIControl::setupControl(scene,parent,controlName); 17 18 m_funcChangeState = registerFastName(L"ChangeState"); 19 m_funcSetIcon = registerFastName(L"SetIcon"); 20 21 return success; 22} 23 24void UIControl_BeaconEffectButton::SetData(int data, int icon, bool active, bool selected) 25{ 26 m_data = data; 27 m_active = active; 28 m_selected = selected; 29 30 SetIcon(icon); 31 UpdateButtonState(); 32} 33 34int UIControl_BeaconEffectButton::GetData() 35{ 36 return m_data; 37} 38 39void UIControl_BeaconEffectButton::SetButtonSelected(bool selected) 40{ 41 if(selected != m_selected) 42 { 43 m_selected = selected; 44 45 UpdateButtonState(); 46 } 47} 48 49bool UIControl_BeaconEffectButton::IsButtonSelected() 50{ 51 return m_selected; 52} 53 54void UIControl_BeaconEffectButton::SetButtonActive(bool active) 55{ 56 if(m_active != active) 57 { 58 m_active = active; 59 60 UpdateButtonState(); 61 } 62} 63 64void UIControl_BeaconEffectButton::setFocus(bool focus) 65{ 66 if(m_focus != focus) 67 { 68 m_focus = focus; 69 70 UpdateButtonState(); 71 } 72} 73 74void UIControl_BeaconEffectButton::SetIcon(int icon) 75{ 76 if(icon != m_icon) 77 { 78 m_icon = icon; 79 80 IggyDataValue result; 81 IggyDataValue value[1]; 82 83 value[0].type = IGGY_DATATYPE_number; 84 value[0].number = m_icon; 85 IggyResult out = IggyPlayerCallMethodRS ( m_parentScene->getMovie() , &result, getIggyValuePath() , m_funcSetIcon , 1 , value ); 86 } 87} 88 89void UIControl_BeaconEffectButton::UpdateButtonState() 90{ 91 EState state = eState_Disabled; 92 93 if(!m_active) 94 { 95 state = eState_Disabled; 96 } 97 else if(m_selected) 98 { 99 state = eState_Pressed; 100 } 101 else if(m_focus) 102 { 103 state = eState_Enabled_Selected; 104 } 105 else 106 { 107 state = eState_Enabled_Unselected; 108 } 109 110 if(state != m_lastState) 111 { 112 IggyDataValue result; 113 IggyDataValue value[1]; 114 115 value[0].type = IGGY_DATATYPE_number; 116 value[0].number = state; 117 IggyResult out = IggyPlayerCallMethodRS ( m_parentScene->getMovie() , &result, getIggyValuePath() , m_funcChangeState , 1 , value ); 118 119 if(out == IGGY_RESULT_SUCCESS) m_lastState = state; 120 } 121}